Pro-Soccer PBM On-Line Guide. (Rulebook
Versions 5.51)
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What
Is A Play By Mail Games? How
Much Does It Cost? How
Do I Pay? Contacting
Us. Section 1
Picking
A Team Numbers, Ages, Positions, Player
Status, Out
Of Position, Utility
Players (UTLs) Changing
Position, Outfield
Players as Keepers, Performance, End
Of Season, Overseas
Players, Discipline, Unavailable
for Selection, Aggression
Levels. Section 2
Group
Capacities, Ticket
Price, Private
Deals, 4
Match rule, Price
Banding, Loans, Transfer
List. Section 3
Coach, Physio, Friendly
Matches, Overdraft
Facilities, Player
Requests, Contacting
Other Managers, Reserve
Team League, FROM
THE BENCH End
Of Season Skill Revision, Email
Turns, Separate
Game Rules, Results
Web Page. Advertisement.
More
To Follow. Right
Click as SAVE AS to Download or click to view online. |
Section
1
What Is A Play By Mail Game?
(PBM) A Play-By-Mail is a multi-player
game using the postal system, allowing players from all over the world to
participate with each other and the computer system. A 'Turnsheet'
allows them to make the following decisions, which the players complete
before returning it to us by the stated turn deadline. The data is then
processed and the results of your selections are returned to you, which help
you to aim to be the best team in your division, league if not the world! How
Much Does It Cost? A turn costs £1:90 (£1:80 via
email) for your main side and any other sides you may manage will cost and
extra £1:00 each. Special offers on lower division sides are always available;
such offers are stated on request or in the games newsletters. Games 1&2 currently
charge £1:50 for extra sides, but ALL other games are just £1 each. If unsure
contact us for clarification. Turns are on a fortnightly basis,
you can order extra-printouts which give you extra information to help you to
manage your side(s) successfully. These extra-printouts are charged extra, a
full price list is stated later on in this rulebook. HOW
DO I PAY? Due to trouble with the OlympiaPBM bank account, payments involving cheques/postal
orders should be made payable to 'T.DEXTER'. We DO NOT accept responsibility
for any lost payments and turns through the post. If something is lost then
just contact us and something can be sorted out. In
an attempt to keep down ever increasing bank charges we ask you to send
payments of at least £5:00 at a time. This benefits you as it means we can
keep turn fees as low as possible. A surcharge of £1:00 may be added for
payments under this amount. ON-LINE
PAYMENT: You
can pay on-line via PayPal to our email address. Minimum payment of £10 is
required (£1 admin fee may be charged if under £10), state your account
number with payment. A full payment procedure is available via the website. Please
DO NOT send coins through the post and make sure you note the amount of
payment enclosed on the space provided on your Turnsheet.
LATE
PAYMENT: If
you owe money going into a new turn and payment is received after the stated
turn deadline then an administration fee of £1:00 will be charged. Late
payments could mean you risk losing your side(s) to another manager. Always
make sure there is enough credit in your account to cover all costs for the
coming turn. How
To Contact Us. There
are several ways to contact us about the game or return your turn orders by
the stated turn deadline. They are as follows:- BY
POST: T.Dexter, OlympiaPBM, 6 Sandy
Lane, Bramcote, Nottingham,
NG9 3GS. ENGLAND Please
do not send by Special/Recorded Delivery as there is no guarantee anyone will
be available to sign for anything! BY
FAX: (0115)
943 6197 (Outside BY
PHONE: (0115) 943 6197 between (07815) 121 585
between BY
EMAIL: info@olympiapbm.co.uk
or olympiapbm@fsmail.net EMAIL
TURN ORDERS TO:
teams@olympiapbm.co.uk PICKING
A TEAM: Each
player on your squad list has a skill rating between 0 to 100,
this represents his ability based on real- life performances and form in
Pro-Soccer over the last year. PLAYER
NUMBERS: Every
Pro-Soccer player has a unique player number between 0 and 9999. It is vital
in selecting your team or any part of Pro-Soccer that you clearly state all
player numbers involved, as we need them to enter details into the computer.
Try not to confuse a player number with a player’s shirt number, which is the
number the player wears on his shirt during the match. AGES:
Pro-Soccer
players also have ages, which increase by one year at the end of the season.
Outfield players between the ages of 27 to 29 years of age are considered to
be in their' prime’ to the computer. A goalkeeper is considered to be at his
peak between the ages of 29-34 years of age by the computer. POSITIONS.
Here
are the positions you have to choose from for each of you starting XI in all
matches. You enter the position in the 'position' column of your turncard. If
none is chosen then one will be chosen for you at random. Numbers in brackets
denote the maximum players allowed to play that position at one time for your
side. DEFENDERS: Code: Position:
Max Code: Position: Max
MIDFIELDERS: Code: Position:
Max Code: Position: Max
ATTACKERS: Code: Position:
Max Code: Position: Max
You
will gradually find each player's particular favourite position by trial and
error, based on performances in matches played. If you know a player who is categorized
as one position and can play in another position in Real-life, then we can
adapt the system to make that player play in those different positions.
Contact your GM beforehand and he will be converted to that position, his
player number will change skill level will go down, but MOM, Goals etc will
remain the same. PLAYERS
STATUS: On
your team's squad list there is a column entitled 'Status' relation to your
club. This is a single letter code of that players '’L’ denotes that the player is
currently on loan to your side from another team. 'R' denotes that you have player
requested that player to be created (see Player Requests). 'C' denotes the computer has
loaned this player to your reserve side and that the player plays for your side
in real-life and can be created by you (see Player Requests). PLAYERS
OUT OF POSITION: The
diagram below will give you a rough idea of where each position is in
relation to each other on the field of play:- Position Code: Players
that Qualify Without 25% skill reduction GK Goalkeepers Only RB LB Def
Only SW RCD CD LCD RWB DM DM LWB Def & Mid RCM CM LCM Midfielders Only. RM LM AM RW RLW IF LRW LW
Mid & Att Only ST ST ST Attackers
Only. CF TM Codes: Defenders Midfielders Attackers Defenders or Midfielders Midfielders or Attackers. If you attempt to play a player out of position (i.e.: not the
corresponding colours of that position) their skill level for that match will
be lowered by 25% EG: If you play an 80 skill defender in one of the midfield only positions
he will play as a 80 skill player for that game etc. UTILITIES: Utilities (aka UTL’s) can play ANY
outfield positions without any skill reduction. If you play a UTL as a wingback
(either RWB or LWB) then he will be classed the same position as the other
wingback. If both wingbacks are UTL’s then the computer will class them based
on your style of play. I.e.: Defensive would mean both would be classed a
Defenders/SBU, whilst Attacking/QBU would mean they are classed as
midfielder. If you play a UTL as a winger
(either RW or LW) then he will be classed the same position as the other
winger. If both wingers are UTL’s then the computer will class them based on
your style of play. I.e.: Defensive/SBU would mean both would be classed a
Defenders, whilst Attacking/QBU would mean they are classed as midfielder. If you play a UTL as an Inside
Forward (IF) then the player will be classed based on your teams style of
play. If you play Defensive/SBU he will be a midfielder and Attacking/QBU he
will be classed as a Attacker. CHANGING
A PLAYERS POSITION: If a players position in the game
is not accurate to what he plays in real-life the position can be changed.
Simply ask on your turncard. However when the players position changes his
skill will reduce by 1 skill level. So an 80 skill Defender Being made to a
Midfielder will become a 79 skill. To convert a player to a Utility
then the skill will reduce by 2 skill levels to cope with the extra skills
the player needs to manage. All changes have to be an accurate representation
of positions that players currently occupies in real-life wherever possible. OUTFIELD
PLAYERS AS KEEPERS: If you select an outfield player
as a goalkeeper then his skill level will be reduced by over 50% for that
match. E.g.: An 80 skill outfield player would play at a maximum of a 40
skill goalkeeper. If you cannot field a reserve goalkeeper then NO play will
replace him on the subs bench. This will affect team’s morale and possible
injuries. PLAYERS
PERFORMANCES: Players'
performances are printed on the match report and are based out of ten and
listed next to the Player’s position. The performance for a player is based
in relation to the rest of his team mates, so a good team performance is all
players having the same skill rating. Obviously the higher the rating, the
better the standard of play, during the match. END
OF SEASON PRIZES/AWARDS: Various prizes are available for each
league & cup competition. The winner of the Champions League receives a
FREE season in turn credits for that side with other cash prizes for the
final four. Pro-Soccer cash and players are credited for success in domestic
leagues & cups. Various prizes also available for manager of the month
awards for each league ( these are awarded every 4
league turns). Information on individual prizes are listed in each games
newsletter (FTB) or on teams Transfer-News sheet which is automatically sent.
OVERSEAS PLAYERS:
There can be no more than FOUR overseas players in a
team and one 'non-grouped' player (including substitutes). Otherwise the
computer will replace some of these players with home-grouped players automatically.
If you constantly attempt to break the overseas rule then fines of £500,000
per player will be incurred. As some foreign clubs are the only team from their
country there would be a shortage of non-overseas players. So all
nationalities have been put into groups and you are therefore allowed 4
players from a different group (I.e.: overseas players) in your final 14. The
rest must eligible from your home group. Player's nationality group is
usually stated on your squad list as a single letter next to the three-letter
nationality code. If you are un-sure who is and who is not classed as a
home-grouped player for you then please ask on your turn or contact your G.M
for clarification. The overseas rules vary depending on which game you are playing.
Some games of Pro-Soccer may run without the overseas
rule in effect. This will be stated when you join the game. However the
successful sides in these games tend to stick to the overseas rule on an
un-official basis as it tends to help the teams morale and performance on the
field. Confirmation of the overseas rule is listed on your
games Homepage on the website or on the separate rules sheet for your game.
Although the rule is not realistic to real-life it does add an element of
skill for the manager. If you wish to play games based on real-life overseas
rules then please get in touch and a team can be found in such a game. Discipline: Each player receives 3 points
for a single booking in any league or cups match in Pro-Soccer. A total of 12
points means an automatic 2 match suspensions from league matches. A sending
off for the player adds six points to his disciplinary record and an extra 1
match ban on top of the normal 2 weeks if his total exceeds 12 points Players Un-Available For Selection: You can only select players
that are printed on that turns squad list. Players you may have signed that
turn cannot be selected until they appear on your squad list. If a player is
injured or suspended that a week number will be listed in the appropriate
column of your squad list. You cannot select such a player until after that
stated week number. i.e.: An injured player that says Wk11 on your squad list
is injured until after week 11, and therefore will be available for selection
from week 12 onwards. You CAN play suspended players in any cup match you may
have that turn, but injured players are un- available for all matches in
Pro-Soccer. Aggression
Levels: The aggression level is between
0 and 100, the higher the number the more aggressive and competitive your
side is in that match. Higher aggression is more likely to cause a more
committed performance from your players, but could produce more injuries and
bookings, especially if your opponents have a much lower aggression level.
Low aggression in relation to your opponents can mean your players are more
casual when they play. Which can cause more injuries, and
also a lack luster performance on the field.
Your aggression level affects how your team commits to the game. The
difference between the two skill levels determines the amount of injuries,
bookings etc. Average Aggression Level: 75 Section
2
GROUND
CAPACITIES: You can build your own stadium to the level you
want, to gain the gate receipts you require (within reason). Seats cost £500
each and you build in multiples of 100. A maximum of 5,000 seats can be built
in one turn. You CANNOT be in debt if you wish to improve your ground. A full ground can give you an
advantage in your home games, especially if you have a large ground. So it is
important to get a decent level between attendance and ticket prices to
maximize both aspects of the game. The bigger the ground the better your potential home
advantage if you manage to fill it. You cannot sell back seats to raise
money. Average First Division Ground
Capacities: 50,000 seats Average Lower Division Ground
Capacities: 40,000 seats Ticket Prices:
You the manager decides how
much you should charge for you home match. The higher the charge the less
people you get (unless it's a big match). The cheaper the price, the larger
the gate, but the less income your club gets to aid transfers fees etc. It is
your job to get the balance right. The average ticket price is £14:00
(un-realistic we know!) Private
Transfer Deals: You as the manager are allowed
to trade your players with other managers in the game as you see fit in the
form of player swap deals (aka Private Deals). If you agree a deal with
another manager it is important that both of you agree to that deal(s) on
your turncards that same turn. Private Deals can
only be confirmed if a team selection is received from BOTH teams. Private
deals can only be for swapping of players, with cash adjustments. Cash predominant
deals MUST be done via the transfer list. If both managers state the same
deal then the deal will go through in time for that following turns match.
You CANNOT select a player you have just purchased in any matches that turn. You can only
select players that are on that turns squad list sent to you as recently
purchased players do not join your club until after all league and cup
matches to be played that turn. All deals should
be written down by both parties' always state player number and the side the
deal is with. If the player is being bought or sold for a financial fee then
state the fee. For Example You Could Write On
Your Turncard:- Deal With Inter I Have Bought 9999 Fred Bloggs for 8888 John Smith OR Deal With Inter I Have Swapped 9999 Fred Bloggs for 9998 Joe Bloggs and
£1m. 4
MATCH RULE: A Player must be at his current
side for a minimum of 4 turns before he can be sold or swapped to another club.
If sold under the minimum 4 week stay then the selling club maybe fined for
each week he is under that period. Fines will start at £l million for each
turn under the minimum stay. If a side
breaks this rule regularly then deals will be cancelled if a player has only
been at a side for one turn and a fine also charged. The 4 week rule is not
active in some games, confirmation of this rule will
be in your games specific rules sheet. A Player CANNOT be
loaned out to another club until he has been at his club for a minimum of 4
turns also. The GM can cancel any deal(s)
deemed unfair to any side. A private deal will only go through if a completed
turncard has been received from both clubs involved in the deal. A deal will
be cancelled if a club loses its manager that same turn. PRICE
BANDINGS: Here
is a rough guide to transfer fees for players in Pro-Soccer. Please note that
these are only a very rough guide-line, you will get
to know more exact valuations of players as you play the game. A more realistic
guide to prices will be listed at the top of your Games Transfer List each turn, although in most games a price depends on recent
trends along with the nationality, position and age of the player.
You CANNOT do any private deals between
clubs that have the same manager. The only way to move players between clubs
with the same boss is via the transfer list. If you want to bid for a player
who is at one of your other sides then the transfer list minimum bid must be
no higher than the stated price bandings for that game (see transfer list or
guide above). This is to prevent people selling off unwanted players to their
other sides at massive prices to generate cash as the computer will notice a
bid well above the min bid. However,
You will not be allowed to bid for a player on the list if he is the highest
skilled player at your other side. Making sure therefore that a side selling
their best player is in the best interests of the selling side and not just
to try and help out another side with the same manager. Any deals that end up being
between two clubs with the same manager can be cancelled by the GM if it is
felt they are not in the 'spirit' of fair dealing in the game and the next
highest bid will be accepted. LOANING
PLAYERS: You can loan your players between
clubs much like you buy/sell players as explained earlier. A loan deal can be
arranged and stated on your turncard exactly the same way as private deals. All loans must be on a 'RECALL' basis.
This means that the players club can recall that player to their side at any
time by giving a turns notice. You can tell if a player is at your club on
loan by an 'L' in the status column of your squad list with the players real
side's team number in the next column. A fee
for a loan of player can be paid but it can be no more than 10% of the
player's worth according to the price bandings stated earlier. i.e.: An 80
skilled player can be loaned to a side for a fee of no more than £1 million. You can obtain a list of your
players currently out on loan from your club by simply placing the word LOAN
in the scout reports section of your teams turncard (at no cost). A list of
all your players on loan and requested players awaiting payment of the final
signing on fee before joining your first team squad (see Player requests). Most loan deals are free of charge
and are useful to get reserve players match practice or help sides who have
injury and suspension problems. A couple of things to remember however:. A side CANNOT loan out their highest skilled player at
any time and a side cannot loan any players out if they are on the minimum
squad limit of 16 players. The
Transfer List: Every
turn a list is compiled of transfer-listed players from across the game. This
list includes all the players' details and a minimum acceptable fee for that
player. Managers are free to bid for these players and the highest offer that
turn (above the minimum bid) gets that player for the next turn automatically
without having contact the selling club and arrange a private deal. A copy of
each turns transfer list is automatically sent to all managers free of
charge. HOW
TO PLACE YOUR PLAYERS ON/OFF THE LIST: To
list your players onto the list you fill in the details on the bids section
of the turncard only. You state the player's number, name and the minimum fee
you will accept for that player on the turncard as state the code 'PLACE' as
the team number. eg: PLAYER: 1234 F.Bloggs TEAM
NUM: PLACE BID:
£1,000,000 If you wish to change the minimum
fee for your player then simply repeat the above action with the updated
minimum acceptable fee. If a player receives no bids above the minimum bid
limit after 4 turns he is automatically removed from the transfer list &
cannot be put back unless the minimum bid is set lower than the previous
level. To take your player off the list
simply do the above and state a minimum bid as £0 or state the code 'REMOVE'
as the team number along with the players name and number. That player will
be taken off the list BEFORE any bids are registered that turn,
this means that he will not be sold that turn, even if a bid higher than the
minimum bid is received. However if a player is taken off the list he CANNOT
be sold in a private deal for cash that turn, if you agree to sell a player
for cash privately but the player is on the list the buying manager MUST bid
via the tlist. A £3 million fine may be incurred to
a side that takes a player off the list after one turn, thus making it
impossible for anyone to successfully bid for a player. Obviously no fine
will be incurred if that player has been sold in a private deal. HOW
TO BID FOR PLAYERS ON THE LIST: To bid
for a player on that turns transfer-list simply fill out the players number
and name in the bids section of the turncard along with the code I LIST' as a
team number and your bid for that player. eg: PLAYER: 1234 F.Bloggs TEAM
NUM: LIST BID:
£2,000,000 The
highest bid received that turn will sign that player after all matches that
turn and will appear on the next squad list of his new club. If no bids are
received for a player then he will appear on the next turn’s transfer-list
unless his manager removes him from the list. If you
bid a figure under the stated minimum bid then your offer will be sent to the
club for them to These
offer's are listed at the foot of the sides turncard like normal turncard
bids and will take an extra turn to go through if accepted by the manager I
although you need not make any contact with the selling club for the deal to
go through. Section
3
Upgrading
Players Skills: You
can train any player's skill up to a maximum of 79 skills. You do this by
simply upgrading a player on the bids section of your turncard. It's costs £3
million per skill level increased and can be done on any player until he is a
maximum of 79 skills. To
do this state the players number next the COACH section of the turncard,
listed below the turncard bids section of the turncard. You are only allowed
to do ONE coaching action per turn, you can however
earn extra actions in a turn by winning Manager of the Month Prizes etc. A
player's skill upgrade is done BEFORE any league/cup matches are played so
they can be selected at their new skill level on your turncard(s), providing
that the cost does not take you past your overdraft limit of £2 million. You
CANNOT coach a players skill upwards if he is
injured that turn, you will have to wait until the injury has cleared. Reducing
Players Injuries: Like upgrading a player's skill
upwards you can reduce a player's injury by using the clubs physio. Like skill upgrades you can pay £3 million for a
week to lessen a player's injury status. To do this state the players
number next the PHYSIO section of the turncard, listed below the turncard
bids section of the turncard. You are
only allowed to do TWO Physio actions a turn, you can however earn extra actions in a turn by
winning Manager of the Month Prizes etc. Phsyio actions are done BEFORE
league/cup matches are played and if you cancel an injury entirely the player
can be selected for that turns matches, providing the cost of this action
does not take you past the maximum overdraft limit of £2 million. Friendly
Matches: You can organize to play a
friendly match with any team in the game. If you organise such a match with
another manager I then both of you need to send a team selection that turn on
a separate sheet of paper. Such matches cost 25p per side and
the match report will be sent with your next turn orders. Gate receipts are
shared between the two sides. There is no overseas rule in such matches and
you can select suspended players. Injured players cannot be played in such
matches. If you want to a play an
un-managed side then you can either state a team choice or division choice on
your selection and the computer will find a suitable opponent for you to
play. A Cup selection form is available
on request and on the Downloads section of the website. Teams
Overdraft Limits: Every club in the game is allowed
to be no more than £2 million in debt at the end of the turn's transactions.
If you exceed this limit then you have until the next turn deadline to clear
the ENTIRE clubs debt via transfer dealings. If you fail to clear the debt
after two turn deadlines then one of your sides players will be compulsory
sold for well below his market value to clear the debt for you. This player
can then be listed on the transfer-list for any manager to bid for at around
his market value. You are not allowed to spend ANY
cash if you owe more than £7 million at ANY time in the game. All
transactions involving expenditure are cancelled until the balance is under
this maximum overdraft limit. Player
Requests: If you think you know of a player that
plays for your side in real-life that is NOT in the game at present at any
side, then you can create him for your side. To do this states as much
information about him as possible on your turncard and say that you would
like to create him. If he is not in the game and does play for your side in
real-life a the player will be sent to you. At this
point a creation fee of £500,000 will be charged. If the team has a reserve
side then there will be no charge at all to your side. To create this player fully into
your squad the signing-on fee will be deducted from your account and the
player will appear on your squad list. The signing-on fee will be set at £3
million no matter what the quality of the player. If you do not get the player
straight away this maybe because he is in the game already, not a valid
player for your side or research is still being done before the player is
created for you. The players starting skill will
only be between 73-77 to avoid managers creating dozens of
low quality players into the game. His skill will rise quickly however
via the end of season skills revision or you can pay to have his skill
upgraded. Contacting
Other Managers: You
can contact any other manager in the game by various ways to arrange private
deals, friendly matches etc. A
Contacts list
is available that lists the contact phone numbers of all managers in the
game. If you wish to include a contact number in such lists then please state
your number on your turn and state you wish it to be included. Please be
sensible when contacting managers and if they state set times to ring then
please only call between these hours. An
e-mail list is
also included that lists the e-mail addresses of managers in your game. Again
if you wish for your address to be included then please say so on your
turncard. You
can send internal mail (aka IMS) to a manager. This is a note you
write to a manager. Write your note on a separate piece of paper and send it
with your completed turns orders. Your note will
then be passed onto that manager with his/her next turn orders. Please avoid
foul language etc in such notes as they will be binned instead of being sent.
We
will not give out managers postal addresses to any manager as it would be a
breach of the data protection act. If you do not want your contact numbers to
be released to other managers then please say so, although it will make it
harder for you to do deals etc in the game. Reserve
Team League: Each
game has a small reserve team league. A side that has a reserve team will pay
an extra 25p a turn and will take part in a full 22 week season like their
first team. A separate turncard and squad list will be included each turn. The
computer will bolster your squad with 'R' and 'c' status players to make sure
you have enough players to cope with the extra matches etc Also: Ø
Maximum
Ticket Prices are £10 (Not £22 as stated on turncard). Ø
There
is NO OVERSEAS rule in reserve team fixtures. Ø
You
CANNOT field any injured or suspended players, just like in 1st
team league fixtures. Ø
Teams
with reserve sides are charged as 1.2 sides for turn fees. Therefore a
reserve side will cost around 20% extra of the current turn fee in the game
you play. Ø On your squad list there a few
codes to remember. Ø
‘R’
status players denotes player you can player requested but still have to play
the complete signing on fee for them to become full time members of the club.
Teams with reserve sides DO NOT have to pay the initial £500,000 creation fee
charged when requesting a player. Ø
‘C’
status players are players loaned to you by the computer. These players play
for your side in real-life so they are available for player request whenever
you want. However whilst ‘C’ status if these players leave in real-life they
can leave your side at any time. Ø
‘L’
means the same as first team squads. The player is on loan to you from team
number in the next column Ø
You
can move players freely between the first team squad and reserve team squad
list. However ‘R’ & ‘C; status players MUST stay in the reserve squad.
Just state players and player numbers on turncard. Ø
Players
DON’T have to be in that squad list to play for that side. You can select
first team squad members in the reserve side and visa versa. Ø
However
if a player plays in BOTH teams then his skill will be reduced by around
30-25% for any first team fixtures. (Subs do not count as playing for that
side, even if they take the field during the game). Ø
To
avoid confusion and problems, you CANNOT drop your reserve side during the
season. You will have to drop the whole club (including first team). The
computer cannot run without 12 sides. However if a replacement club can be
found during the season then the reserve side can be transferred to that club
and you will not drop the entire side. You can drop a reserve side during
week 22’s turn, as then a replacement can be created during the close season Ø
You
can transfer monies to the reserve team from your first team bank balance,
just say on your turncard. Money to the first team from the reserves could
incur a fine.. Ø
Not
sending in regular reserve team selections will affect your first team’s
performance, particularly if players have been selected in both sides. Please
ask on your turncard for a reserve side and if there is available space a
squad will be allocated. 'From
The Bench' (FTB): Pro-Soccer's
FREE newsletter is entitled 'FROM THE BENCH'. it is
aimed to keep you up-to-date with your games news, results, transfers and
rule changes etc. An advertisement section means you can list players
available for transfer or give your views or opinions on the game or rea!- life football issues. - We
reserve the right to stop adverts from being printed in they are too abusive
or may offend managers. - From
the Bench is included in your turn orders automatically every turn free of
charge. Extra
Printouts: You
can order a number of extra-printouts to aid you through the game. To order a
printout, state the correct code in the Scout Reports section at the foot of
the turncard. CODE: Extra Printout
Description Cost
SCOUT
REPORTS: SQUAD
LIST: You
can also order a copy of a side's squad list. To do so simply state the teams
number as the code in the scout reports section. i.e.: Number 1 for Arsenal
etc. MATCH
REPORTS: You
can also order a copy of a side's league match report for that turn. To do so
simply state the teams number as the code in the scout reports section along
with the code match. i.e.: MATCH1 for
Arsenal etc. LAST
MATCH REPORTS: You
can also order a copy of a side's league match report for the previous turn.
To do so simply state the teams number as the code in the scout reports
section along with the code match. i.e.:
LASTMATCH1 for Arsenal etc. DETAILED
SEARCHES: You
can search for a particular player also if you wish. State the players
surname as the code and all players with that name will be listed along with
the team numbers that play at. Also
more detailed searches can be requested simply state the search you wish to
do based on Name, Position, Skill, Nation, Goals etc. You will be charged 10p
for every page of the printout results. E.g.:
If you scout 'SMITH' you will get a listing of all the
Smith's in the game along with any Smithson's etc that are in the game. If you
want detailed reports like Italian defenders that are over 79 skill and are
27 years of age or older than you can do so. Simply state what you want on
your turncard and a report will be sent that turn. You can have these reports
e-mailed to you at any time instead of via turn orders. Just e-mail your
requests and the results will be sent back to you a.s.a.p. End
of Season Skill Revision: At the end of the 22 week season
all the players skills are revised based on the players performances in the
game and in real-life over the last year. This helps keeps most players
skills realistic. A player's skill cannot be increased or decreased by more
than 4 skill points at any revision. Any 'R' or 'C' status players will NOT
be included in any skill revision. The new skill levels will appear in the
next season's squad list and will be applicable from then onwards. Turn
Orders via E-Mail You
can try and send your team selections via e-mail. Try and send them in the
same order as a turncard to avoid confusion. Make sure every page is headed with
game number, team number, and team name to avoid confusion. You can either
send selections as a text e-mail or as an attachment. To
make the system work easier please put the word 'Teams' in the subject box of
the e-mail so it will be transferred to the correct area of the system
automatically. A
special e-mail turncard is available on request or is available to download
via the website for any managers wanting to send in turns and not forget
anything or put things in the wrong order. All
E-mails must be here by You
can receive your turn results via fax/email also. Emails are sent as a PDF
attachment, which can be read via the Adobe Acrobat reader, Which is in most
PCS or can be downloaded free of charge. Other formats are available on
request. There is a £1 admin charge to send your turns via email AS WELL AS via
the post. No extra charge if it is sent INSTEAD of the postal version. Same
goes for faxed turn results. To
receive turns via fax/email just ask on your turn, you can swap or change
between Fax/Email/Post each turn depending on your choice. Or have them sent
automatically every turn by that method, just state on your turn. If nothing
is stated then turns will be sent in the same format as the last turn.. SEPARATE
RULES FOR EACH GAME. Each game of ProSoccerPBM
is slightly different in the way it is set up, and therefore some rules are
different from game to game. A copy of your games separate rules should be
sent when you join that game. If not ask for a copy, or a copy can be
downloaded from the website. If unsure about ay part of the game then feel
free to contact us for any rules clarification. RESULTS
WEB-PAGE: You
can get all league results & tables via our web-page. For Games 1 to 6
then get your results on the website
We hope you enjoy Pro-SoccerPBM, don’t
forget that if you have any friends who would like to join the game we will
credit your with a free turn on receipt of their first payment. Just send
their details with your turn orders. If you have any questions etc about the
game then please contact us and we will try and help you. If you would like
to change your team for another then please say so and another side in that
game or another if you wish will be found free of charge. If you no longer wish to play
Pro-Soccer then please return a turncard saying that your
are dropping out to avoid turn information being sent out regularly. |