Quidditch Manager F.A.Q.
10 points for a goal, 50 points for a snitch capture. A Seeker will not catch the snitch when it is a losing play.
A Seeker will attempt to find and capture the Snitch. If the Seeker's team is behind by more than 50 points they will instead attempt to delay the match by beating the opposing Seeker in a duel but letting the snitch go. Seeker's will not "suicide snitch".
A Beater will attempt to take opposing players out of the match for a short period of time (match events).
When a bludger connects with an opposing player, the results will be a) The player shrugs off the hit and continues on normally, b) A player, who isn't with the quaffle, gets hit and stays out of the match for a couple of events, or c) A chaser in possession of the quaffle gets hit, loses the quaffle and stays out of the match for a couple of events.
A Quidditch Manager matchday is calculated every 24 hours. A matchday consists of two (2) championship matches (assigned at the beginning of the season) and home and away friendly matches (which must be negotiated by the manager on a daily basis).
A matchday represents a week in the Quidditch world, and a season has 30 matchdays.
Championship matches will earn points for your league table, revenue for your club and match experience for your players. Friendly matches will earn a smaller amount of revenue and will provide less match experience for your players.
When a matchday is calculated, training experience, sponsor earnings, popularity and free agents are also calculated.
The main unit of money in Quidditch Manager is Galleons (G), however G has been converted to the metric system. Thus, 1 Galleon = 100 metric Sickles (mS).
This is the basis for the in game economy.
G can be made through ticket revenue, loans and sponsors. Ticket revenue begins at a default of 5mS per ticket. You will find that increasing ticket prices will cause less fans to come to your home games, and reducing ticket prices will increase attendance. Managers can use their funds to increase their stadium capacity and find the balance between ticket prices and attendance in order to turn a profit.
Loans are taken out to finance a club, and must be repaid back to the goblins. Interest is charged according to the length of the loan. If loans are not paid back, there are consequences for your club.
G will be spent on stadium upgrades, player contracts, training facilities and equipment.
Sponsors provide finances for the management of your club. Each club has two available slots for sponsors. More sponsors become available as your club popularity increases.
Main sponsors will give you a large Galleon injection up front or spread it out over the course of the season. These sponsors will also reward you for winning championship matches.
Equipment sponsors will pay some of your club expenses instead of giving you G.
Sponsors provide these benefits on a tiered system. A team in a higher tier will receive more G from the same club as a team in the lower divisions.
Popularity is a measure of the seasons completed by your club, player values, win record and charisma, with your captain receiving more weighting for their charisma score.
Currently, a player will improve their skills through training and match play. Training can be adjusted in the team section under "Training Settings". Match play will improve stats via match events. When a player performs certain actions they will receive a % improvement on this skill and when 100% is reached, the skill will improve by 1 and the player will start accruing skill points for the next level.
Stat levelling decreases over time similar to that of an elite athlete learning fewer skills towards the end of their career. Older players may notice a decline in their physical attributes.
You'll want keepers to be agile, alert, dextrous, etc. They don't have to be very strong or accurate.
Beaters should be strong, have good stamina for when they get hit by a bludger, accurate for aiming, etc. They don't necessarily have to be super quick, e.g.
Chasers have to be kind of allrounders. They need speed, dexterity, accuracy, stamina, not necessarily great strength.
Seekers basically need speed and agility to race for the snitch, dexterity to catch it and strength to win head-to-head duels
Quidditch Manager uses a tiered system for progression. New clubs will be placed in a division with many competitions and the new clubs will be spread evenly amongst these competitions. This is done to prevent a new team joining at the end of a season from starting their own competition and thus getting promoted due to finishing in the top 2. Unfortunately new teams will most likely play their first season in a half filled competition and so byes are used to fill the remaining positions on the table. Use this time to prepare for next season!
Managers should all aspire to reach the pinnacle of Quidditch Manager: The Honour League! But to do this managers must get their clubs to perform to a certain level before they will be promoted to the division above them. On the League page you will see positions on the table highlighted yellow or red. Yellow teams will be promoted at seasons end, while red teams will be relegated and replaced by the up-and-comers of the lower division.
We currently use a pyramid style for promotions and relegations. That is, the lower divisions have multiple competitions in their tier and they will feed into competitions in the tier above. Once you reach the Bronze tier you will progress through individual competitions of Silver, Gold, and finally Honour League.
As long as a recruit is transparent and above board, go for it!
Managers can upgrade their stadium from a paltry 900 seats to a massive 32,000 seats! To begin with your stadium will have 6 sections will a potential 2,000 seats per section. Upgrading a section will close it down completely for the duration of the build. Once all 6 sections are filled the second tier of the stadium will become available. The second tier will take 20 days to construct and will provide 10 more sections of 2,000 each, for the maximum 32,000 seats.
No! Your 12,000 seats will continue to make revenue for your club.
No. There is no resell value for upgrades. You will save the daily upkeep though.
Loans are taken out to finance your club in the early years. Interest is charged on the amount that the goblins lend to you. Loans are repaid over 15, 30 or 60 days and accrue .5%, .75% and 1% interest respectively. A short term loan will have high daily repayments while a loan term loan will accrue the most interest.
The goblins will assess your loan limit based on your assets (stadium, players etc.) and your popularity. If a loan puts you in debt you are in danger of your upgrades deteriorating and your players leaving due to unpaid contracts.
When a player is bought on the tradelist they will be required to sign a contract by the end of the season. This contract states that the player will be paid a specific amount of G per day for the length of the contract. It is best to get a player on a low amount for the long term as they will demand more G as their skills improve.
If a contract is not renewed by seasons end the player will leave the club.
Currently, only upgrades will deteriorate (some within 3 days) if you cannot pay their maintenance fees.
Form is a measure of the success of a player. Form will stay high when players are in a winning side and will decline when losing. If form drops below certain thresholds then your player will suffer a temporary decline in their stats. This could see a player perform as low as 75% of their stats. Form can be improved with team bonding sessions and one on one talks with the manager.
Proficiency is based on player position. A player will become more proficient as a Chaser if given more game time in a Chaser role. Each player will have a preferred role but this can be changed by increasing player proficiency to the point where the player is more skilled in their new role, and a manager chat to convince them to switch positions. Players playing out of position will suffer similar stat decreases until they become proficient.
If a player is at less than 50% form, a stern word will spark them up. If a player is over 75% form, encouragement will help them improve.
This is up to the manager. A player will take time to convert to their new position. They require match time in their new position and this will influence their effectiveness (and may cost you match wins and subsequent sponsor earnings). A manager could choose to train their convert in friendly matches or easy championship matches. A manager could also trawl the tradelist for a player at a competitive level already trained in the position.
Nevermind! We encourage Managers to make their own spreadsheets in Excel!
This could be due to a number of factors. First, are your players on par with other teams in you division? Secondly, are your players being trained in the most important skills? Thirdly, are your players out of form? Finally, have you provided your players with the best training facilities and brooms?
Match strategy is on a spectrum of attacking to defensive. Attacking strategies will see Chasers shooting for more goals and Beaters being more bloodthirsty against rival Beaters while defensive strategies will see Chasers attempt more interceptions of the quaffle and Beaters will protect their hoops more, aiming for opposing Chasers.
Patches are earned for extraordinary feats! Winning your competition, having enough G for ALL the upgrades and a shut out in a championship match will all earn you a patch. Have a player reach level 50, 60, 70 or 80 will earn your club a patch.
The tradelist is a place where managers can sell their players to other managers. The tradelist also provides "free agents" for managers to buy.
Managers will put their players onto the tradelist with a minimum buy, a buyout price and a duration.
Free agents are randomly generated during matchday calculations. They will have a buyout price and are only available for 3 days.
The tradelist shows (from left to right) player name, player average, age, preferred position, team (or free agent), bid, buyout, days remaining/duration, highest bidder, bid or buyout.
Newer teams will go through a qualifying round to enter the World Cup. Teams are automatically entered into the World Cup and are knocked out as the tournament progresses. A World Cup match takes the place of a friendly match and G earned in a World Cup match is split 50:50 between the two teams.