The question room
Everything worth knowing about the Kispadon football management game — question and answer format. Browse by topic, or open the cards that interest you. If anything is missing, write to us.
GETTING STARTED · 01How do I create an account — is there a password?
How do I create an account — is there a password?
Registration is email-only — no password. You enter your address, we send a single-use sign-in link. Click it, and you're in.
The link is valid for a few minutes and can be used only once. If it expires, just open a new tab and request another.
GETTING STARTED · 02How do I pick a club?
How do I pick a club?
After signing in, the Dashboard greets you with a list of available clubs. Every league has bot-managed open slots that any new manager can claim.
The club is immediately yours — squad, standings, and fixture list stay as they are.
GETTING STARTED · 03What happens in my first season?
What happens in my first season?
Once you have a club, set your training schedule, review your tactics, and play your next match. The game is asynchronous — you decide when to simulate each match.
DASHBOARD · 04What do I see on the dashboard?
What do I see on the dashboard?
The Dashboard is your overview screen. At a glance you can see:
- Club — your club name.
- Balance — current club funds in euros.
- Morale — average squad morale (0–100).
- League position — your current standing.
- Next match — upcoming fixture and the Play button.
SQUAD · 05What is CA and why does it matter?
What is CA and why does it matter?
Current Ability (CA)is a composite score (1–200) representing a player's current skill level. Higher is better.
Young players also have PA (Potential Ability) — their development ceiling. A youngster whose PA is well above CA still has a lot of growth ahead.
SQUAD · 06How many players can I keep in the squad?
How many players can I keep in the squad?
Each club can hold a maximum of 25 players. To sign a new player when your squad is full you must first release someone. Released players immediately enter the free agent market — where rivals can sign them.
SQUAD · 07What are the starting-lineup rules?
What are the starting-lineup rules?
Select your 11 starters and save the lineup. Rules:
- Exactly 11 starters required.
- At least 6 domestic players must start.
- Maximum 5 foreign players in the starting eleven.
TACTICS · 08Why doesn't performance improve after switching tactics?
Why doesn't performance improve after switching tactics?
A completely new tactic needs roughly 5–6 matches before players are comfortable with it. This is tactical familiarity. Until then, performance is lower regardless of player quality.
Frequently switching tactics resets this bedding-in period each time — stick with one setup for a season or two.
TACTICS · 09How do mentality and pressing work?
How do mentality and pressing work?
Mentality: defensive (preserve shape), balanced (even split), attacking (high tempo, lots of forward runs).
Pressing: low (sit deep), medium (balanced pressure), high (constant pressure — great against slow, possession-based sides).
TACTICS · 10What's the tactical rock-paper-scissors?
What's the tactical rock-paper-scissors?
- High press disrupts slow possession-based teams.
- Long ball bypasses the pressing line.
- Compact mid-block neutralises long-ball play.
- Wide overloads stretch narrow formations.
- High defensive line is vulnerable to pacey counter-attacks.
TACTICS · 11What are the tactical style presets?
What are the tactical style presets?
The tactics page exposes six pre-built style presets. Selecting one auto-fills mentality, pressing, and every team instruction (passing, tempo, width, defensive line, pressing intensity, etc.). Editing any field afterwards flips the chip to Custom — your saved tactic still works, it just no longer matches a known preset.
- Tiki-taka — short passing, high press, narrow shape. Possession-focused.
- Long ball — direct passing, deep defence, low press.
- Park the bus — defensive mentality, deep line, slow tempo.
- Gegenpress — attacking mentality, high line, high press.
- Direct counter — cautious, direct, fast tempo, normal line.
- Balanced — middle of every dial.
The engine reads the actual instruction values, not the preset name — so a “Custom” tactic still gets fully simulated.
TACTICS · 12How do team instructions actually affect the match?
How do team instructions actually affect the match?
Each instruction maps to a concrete multiplier inside the match engine.
In possession:
- Short passing: +4% pass success, +0.01 possession share.
- Direct passing: −8% pass success, but vs a high defensive line: +10% xG (over-the-top).
- Fast tempo: less possession, more giveaways.
- Slow tempo: more possession.
- Wide: ST/AMC shooters +5% xG (stretched opp defence), wide shooters −3%. Opponent counter_attack xG +5% (your defenders are pulled wide).
- Narrow: wide shooters +5% xG (less central traffic).
Out of possession:
- High defensive line: opponent offside rate ×1.40 — BUT pace ≥ 14 shooter on a counter gets +10% xG, and direct passing beats it for +10% xG.
- Deep defensive line: offside ×0.85, opponent xG ×0.95 (compact, hard to break down).
- High pressing: defender interception ×1.20, post-match condition drain ×1.08.
- Low pressing: interception ×0.85, condition drain ×0.95.
- Hard tackling: interception ×1.10, injury rate +5% per hard-tackling side (compounds if both teams hard), red_card +5%, and the harder tackler picks up most of the cards.
- Easy tackling: interception ×0.95, fewer injuries and reds.
- Zonal marking: opponent counter_attack xG ×0.95.
- Man marking: opponent set_piece xG ×0.95.
- Get stuck in: +2%/minute yellow card probability.
TRAINING · 13How many recovery sessions should I schedule per week?
How many recovery sessions should I schedule per week?
Always include at least one Recovery session in the week after a match. In double-match weeks focus primarily on recovery and light match prep — high intensity raises injury risk.
TRAINING · 14What is mentoring for?
What is mentoring for?
Senior players can mentor younger squad members. Mentoring improves the youngster's personality traits (Professionalism, Determination), which indirectly speeds up their development. One mentor can work with 2–4 young players at once.
MATCH · 15When are matches played?
When are matches played?
You set the pace.Trigger a match from the Dashboard or the Season page's Play button. The simulation runs in the background and finishes within a few seconds.
MATCH · 16What influences the match result?
What influences the match result?
The 90-minute game is simulated using tactics, player attributes, condition, morale, and the opponent's tactical setup. The final result affects your balance, morale, and league standing.
MATCH · 17Why does the coach matter? Which attributes count?
Why does the coach matter? Which attributes count?
The coach affects results at several touchpoints — the gap between a great coach and a poor one is worth several table positions across a season.
No coach hired:
- −5% team-strength penalty on every match (no tactical organisation).
- No in-match substitutions, mentality / formation / instruction changes.
- No pre-match team talk.
- Post-match player development probability = 0.
Coach attributes and their effects:
- Tactics (0–20): pre-match ×1.00–1.05 team-strength multiplier. In-match P(correct call) = Tactics/20 across every decision (substitution, mentality, formation, instruction). A Tactics-20 coach consistently picks well; a Tactics-2 coach actively sabotages the side (pulling off your top scorer, going attacking while ahead). Also drives the pre-match team-talk tone accuracy.
- Independence (0–20): drives the frequency of in-match decisions. P(roll fires at minute 15/30/45/60/75) = Independence/20. Independence-20 acts every checkpoint; Independence-5 rarely. Combined with Tactics: high Independence + high Tactics = many good calls per match. High Independence + low Tactics = many bad calls (potentially counter-productive).
- Training (0–20): P(player development per match) = Training/20 for every squad player. On a hit, a random attribute on that player rises by 0.1 (capped at 20). Over a season this is where the coach's biggest long-term impact lands.
Team talk (pre-match): the coach automatically picks a tone (calm / motivating / aggressive / cautious) based on match context. Tactics determines whether the right tone is chosen (P = Tactics/20). A perfect team talk = +8% team strength for the match; a bad tone = −4%.
Bottom line: the difference between a 20/20/20 coach and a 5/5/5 coach is meaningful across a season — roughly 3–6 table positions in a 16-team league, all else equal.
MATCH · 18How does the coach make in-match decisions?
How does the coach make in-match decisions?
The coach gets an independence roll at minutes 15, 30, 45, 60, and 75. Whether the roll fires depends on the Independence attribute: P = Independence / 20. An Independence-20 coach acts at every checkpoint, a 10 acts roughly half the time.
When a roll fires, the coach picks one of three actions (roughly 45/45/10):
- Substitution — capped at 3 per side per match.
- Mentality change — one step toward attacking when losing, defensive when winning.
- Formation change — capped at 1 per side per match (see separate entry).
The Tactics attribute drives the quality of every pick — as a continuous gradient: P(correct call) = Tactics / 20. A Tactics-20 coach picks correctly every time, a Tactics-10 is 50/50, a Tactics-2 is almost always wrong.
- Substitution — who comes OFF: high tactics → most fatigued. Low tactics → one of your top-3 rated players (e.g. your top scorer).
- Substitution — who comes ON: high → best positional fit. Low → wrong position group (e.g. brings on a defender for a striker).
- Mentality change: high → correct direction (attacking when losing, defensive when winning). Low → opposite direction.
- Formation change: high → correct pool (attacking when losing, defensive when winning by 2+). Low → opposite pool.
- Instruction bundle: high → defensive shift when winning (drop line, drop pressing). Low → goes more aggressive while already ahead.
Note: the four action types are picked roughly 35% sub / 35% mentality / 15% formation / 15% instruction. Formation change is capped at 1 per side per match; the others are uncapped.
MATCH · 19What happens during an in-match formation change?
What happens during an in-match formation change?
If the coach rolls a formation change, the team plays the new shape for the rest of the match. The engine reassigns players to the new slots (with position-penalty calculations) and applies an 8% team-strength disruption penaltyuntil full time — that's the cost of switching shape mid-game.
A high-tactics coach picks by scoreline:
- Losing: attacking shape (4-3-3 / 3-4-3 / 4-2-3-1).
- Winning by 2+: defensive shape (5-3-2 / 4-5-1 / 4-1-4-1).
- Drawing or 1-goal lead: no change.
A low-tactics coach can pick any formation — even something that makes the situation worse.
SEASON · 20What is the draft, and is it mandatory?
What is the draft, and is it mandatory?
At the start of every season all clubs participate in a draft. Order is determined by the previous season's final table — last place picks first, champions pick last.
Each club drafts 3 players and releases 3. This ensures the best players don't stay permanently concentrated at the top.
SEASON · 21What happens if I'm inactive for a while?
What happens if I'm inactive for a while?
Kispadon is an async game — you miss nothing by being offline. Play matches when you want. Your training schedule and tactics remain in effect until you change them.
SEASON · 22Can I lose my club?
Can I lose my club?
No. As long as you can log in, your club is yours. Extended absence means a bot may take over temporarily, but you regain control immediately upon return.
ECONOMY · 23How does my wage cap grow?
How does my wage cap grow?
Sustained top-half finishes over multiple seasons slowly increase your cap. Relegation reduces it to the lower division level.
Three factors combine:
- Average league finish (last three seasons)
- Club balance health (no sustained negative)
- Division (NB I → IV) — base multiplier
ECONOMY · 24Is there real-money spending?
Is there real-money spending?
No. Kispadon is completely free. There are no real-money microtransactions — your balance grows only through match results and prize money.
ECONOMY · 25Where does club income come from?
Where does club income come from?
- Match win — fixed win bonus after every victory.
- Draw — fixed draw bonus.
- League position — end-of-season prize money.
- Cup win — one-time bonus.
- International competition — bonus per round progressed.
- Player sold — full transfer fee credited to balance.
TRANSFERS · 26How do I bid for another club's player?
How do I bid for another club's player?
- Find the player in their squad.
- Submit a transfer offer.
- The other manager accepts, rejects, or counter-offers.
- If both agree: the player moves immediately and balances update.
TRANSFERS · 27What are gem players and how do I find them?
What are gem players and how do I find them?
Some players are undervalued: high CA but modest wage demands (Humble or Average wage personality). Good scouting finds these gems.
Tip: assign an open scouting brief on the Scouting page — the report flags wage personality.
COMPETITIONS · 28What competition types exist?
What competition types exist?
- Domestic league — round-robin format, promotion & relegation.
- Domestic cup — knockout format, all clubs eligible.
- International cup — group stage + knockout.
COMPETITIONS · 29What's the difference between a bot club and an open club?
What's the difference between a bot club and an open club?
A bot club is AI-managed and not available to human managers. An open club is also AI-managed but any new user can take it over.
Open clubs are weaker in tactics and transfers — this allows mid-season joining without upsetting competitive balance.
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