Game guide

How the game works, in short. Fiftifedya walks you through the first steps in the game itself; the essentials are all here.

Getting started

When you sign up you pick a club and a character. Your club is your end of the stadium, your pub and your place in the league table.

Then Fiftifedya takes you round the district, the gym, Ultras Shop, work, table football, the pub, the stadium and the firms, and on the way asks for a few simple things: spend a skill point, buy a bat, have a fight, work a shift, play a game at the table and get a match ticket. Finish the tour and you get a week of Premium.

The district

Live players and locals fight here.

Wins bring skulls, which add up to your reputation and rank. The loser drops coupons and the winner takes them. Health goes in fights and comes back over time — faster with provisions from the stall.

At midnight game time the day is settled. The best player becomes the Hero of the Day, whose amulets count double for a day, and the best of every club gets Right Fan. In every rank the firm with the most skulls becomes the Terror of the District.

The gym

Strength, endurance, agility and charisma decide a fight. Every new level brings skill points — spend them at the gym, behind the button on the district screen. Your level goes up with experience.

Work

Work pays coupons. Every shift has its own conditions and its own reward, and you pay for a shift with energy.

In every rank, the firm whose members spent the most energy on finished shifts in a day makes Workers of the day.

Equipment

Ultras Shop sells clothing and kit; at level one it sells exactly one thing — a bat. The stall has provisions, amulets and talismans.

Amulets and tattoos go into your bag first, and their time starts running only once you put them on: amulets three at a time for a day, tattoos up to four for 12, 36 or 60 hours. Taking one off frees the slot, but its clock keeps running.

Talismans

A talisman only has to be bought: you don't wear it, it fires on its own, by chance. They are sold at the stall for gold or VIP tokens at the same price; the Veteran's Scarf for VIP tokens only. A group fight in the descriptions is a showdown, the stands at the stadium or the battle for the pub.

A bought talisman is level one, and every level after it adds half a percent to its chance: at level one it fires 1% of the time, at level two 1.5%, at level ten 5.5%. Buying it costs 50, and each next level costs 13 more than the last: 63, 76, 89 and so on.

A talisman can be upgraded no higher than your own level minus one: at character level ten, up to level nine. That is why the first talismans open up at level two.

The winners of a battle for the pub get Scourge of the taverns: for a week all their talismans fire twice as often.

The stadium

Clubs play a season in two leagues, the Premier League and the First League, with rounds on Tuesdays at 20:00 and Saturdays at 18:00 game time. Buy a ticket at the cashbox and on match day you are in the stand, fighting for your club yourself.

The leagues are drawn from the week before the season: the Premier League takes clubs with 10 active supporters and 10,000 reputation, the First League 5 and 5,000. The First League's winner goes up, and the Premier League's last club goes down.

Every hit draws a reply, and no match ends level: if nobody has won after two hours, the survivors decide it, and then the damage dealt.

After the season the first two of each league play the Champions Cup, and the third and fourth the Europe Cup. Any supporter of a league may turn out for a club from it.

Your firm

A firm is up to fifteen players, with a treasury, a charter, a slogan and its own emblem, join requests, tasks, events and awards. Start your own or join one.

When an owner walks out, the deputy inherits the chair.

Firms are ranked Young, Fighters or Elite by how many are in them, and a strong roster climbs higher on its levels added up. Terror of the District and Workers of the day are contested inside a rank, and Young and Fighters firms also earn experience for them.

The wasteland

Firms settle things on the wasteland, in a showdown. It lasts an hour: put the other roster down, up to three targets at once, with rage instead of ammunition.

A win takes the loser's flag and a place in the table. While a showdown is on, its fighters are off the district: they cannot hit anyone there, and nobody can hit them.

Battle for the pub

Every club has a pub with its own club chat, and the battle for the pub is one for all the clubs. It happens by itself once a week: Sunday at 18:00 game time. Any supporter from level 6 may sign up, straight into the room of their level.

A place costs 20 gold. Rooms are pairs of levels: 6–7, 8–9, 10–11 and up, with no more than five from one club in a room: a club's sixth is turned away. If fewer than two clubs turn up, or ten people or fewer sign up, the evening is called off and everyone is refunded; a room no other club comes to has nobody to fight, and its places are refunded too. Bots make the smaller clubs of a room up to its biggest. In a room every club is a side of its own, all against all. It is dark in the pub: rivals and bots alike are invisible, and who hit whom shows only in the chronicle. A bot never starts a fight, but hits back at once at whoever hit it. Other rooms can be watched, but you fight only in your own.

There are ten winners over all the rooms, shared out between them by how many people each holds. A room fights until only its share is left standing: they are the winners, whichever clubs they came with. They share one bank by the reputation they earned and get Scourge of the taverns for a week: their talismans fire twice as often. If the hour runs out first, everyone still standing wins.

The pub itself goes to the club with the most winners over all the rooms, and on a tie to the one that dealt more damage. Everybody it brought that evening, the fallen included, gets +10 health until the next pub battle begins.

Table football and the lottery

Table football is five shots at goal, and it is your hands that count, not your stats: pick a corner and time the power, while the keeper learns where you like to shoot. The door is in Ultras Shop.

The stake is taken at kick-off and a draw gives it back; you can play once every three hours.

The lottery is in Ultras Shop too: tickets draw prizes, and every win goes up on a public board.

Tasks, achievements and rankings

There are new tasks with rewards every day. Achievements build up over the whole game and pay out rewards of their own.

The game keeps several boards — by club, by level, for the day, records and the league table. The best players, clubs and firms are on this site too, on the rankings page.

Friends

Invite friends with your link or code from the Friends section. A quarter of whatever a friend buys in the game comes back to you in VIP tokens, to collect in the same place.

A code can only be entered in the first week after signing up.