Welcome to StarTeam, an online football manager! In games of the football manager genre, you take on the roles of coach and club owner. You need to find the most effective tactical setup, develop, buy and sell players, manage your club budget and other resources wisely, improve the stadium and club infrastructure, and strive for strong results season after season in various tournaments.
After registration you receive a team of 18 players (13 from the country you chose and 5 from other countries), each already with characteristics suited to their position.
Your goal in the game is to win as many games as possible in seasonal official tournaments and earn a respectable place in the rankings.
One in-game season (1 year) equals one real calendar month. It starts and ends at 02:00 MSK on the 1st of each month.
When the season changes: players age by one year, retirement is calculated (sec. 2.4), player loans end, team ratings are reset, new official tournaments begin, and so on.
The referral system lets you invite new managers to StarTeam and earn in-game currency for successful invitations. Every user has a unique referral code; on
«My referrals»
you can copy the code or the full registration link with the
ref
parameter — when someone follows that link, the code is filled in automatically. A new user can also enter the code manually on the sign-up form.
Invitee bonus: right after successful registration with a valid referral code, in-game currency is credited to their team's budget in the amount of 100,000 $. The credit is also shown in the club's financial operations.
Referrer reward: after the invited user confirms their email address (in-game account), the referrer receives 50,000 $credited to their team's budget.
The list of referrals and payout status is available on «My referrals» .
When bonuses are not paid:
In these cases in-game bonuses are not paid; explanations for referral status are shown on «My referrals», and you will receive an in-game notification.
Feature in development
The profile shows player data, physical and in-game parameters, the characteristics block, and various statistics.
On each player's profile you can:
For players on your team, the profile has a rename button (edit icon). For 2 prembs you can submit a request for a new name; it is sent for moderation. Prembs are deducted from the team balance when you submit; if the request is rejected, the amount is refunded. While a request for that player is «pending moderation», you cannot submit another.
Enter the new name in the form (up to 50 characters). The system will not accept an empty name, a name identical to the current one, or a name already taken by another player in the game.
Rename rules (must be followed; the administration makes the final decision and may reject a request without giving a reason):
Talent is a number from 1 to 9. It sets a coefficient for extra experience gained per game played: the higher the talent, the more points. Talent also affects a player's price on the transfer market.
At the end of each season young players (up to 22) have a chance to improve their talent.
At age 16 the chance is 90%, at 17 — 70%, at 18 — 55%, at 19 — 25%, at 20 — 10%, at 21 — 5%.
A position is shown as a pair of Latin letters — flank or zone and the player's role:
For example, LF is a left winger, CD is a centre-back.
Exception: the goalkeeper is shown as GK (short for goalkeeper).
Position is the player's natural role. Each footballer has a preferred position on the pitch.
Playing out of position substantially lowers effective skill level. The efficiency coefficient is calculated from the matrix below (row — player's position, column — position on the pitch; 1.0 = 100% efficiency, 0.1 = 10% efficiency).
| GK | LD | CD | RD | LM | CM | RM | LF | CF | RF | |
|---|---|---|---|---|---|---|---|---|---|---|
| GK | 1.0 | 0.1 | 0.1 | 0.1 | 0.1 | 0.1 | 0.1 | 0.1 | 0.1 | 0.1 |
| LD | 0.2 | 1.0 | 0.85 | 0.75 | 0.65 | 0.55 | 0.45 | 0.3 | 0.2 | 0.1 |
| CD | 0.2 | 0.85 | 1.0 | 0.85 | 0.5 | 0.65 | 0.5 | 0.2 | 0.3 | 0.2 |
| RD | 0.2 | 0.75 | 0.85 | 1.0 | 0.45 | 0.55 | 0.65 | 0.1 | 0.2 | 0.3 |
| LM | 0.1 | 0.65 | 0.55 | 0.45 | 1.0 | 0.85 | 0.75 | 0.65 | 0.55 | 0.45 |
| CM | 0.1 | 0.5 | 0.65 | 0.5 | 0.85 | 1.0 | 0.85 | 0.5 | 0.65 | 0.5 |
| RM | 0.1 | 0.45 | 0.55 | 0.65 | 0.75 | 0.85 | 1.0 | 0.45 | 0.55 | 0.65 |
| LF | 0.1 | 0.3 | 0.2 | 0.1 | 0.65 | 0.55 | 0.45 | 1.0 | 0.85 | 0.75 |
| CF | 0.1 | 0.2 | 0.3 | 0.2 | 0.5 | 0.65 | 0.5 | 0.85 | 1.0 | 0.85 |
| RF | 0.1 | 0.1 | 0.2 | 0.3 | 0.45 | 0.55 | 0.65 | 0.75 | 0.85 | 1.0 |
Age is an important attribute.
A player's age in the game increases by 1 year per season (one real calendar month).
Players over 35 begin to lose characteristics due to age. At 35 they may lose up to 5 skill levels (deducted randomly from characteristics), at 36 — up to 6, at 37 — 8, at 38 — 10, at 39 — 12, at 40 — 14, at 41 — 15, at 42 — 16, at 43 — 18, at 44 — 20.
Players over 35 may announce retirement in the season after the current one. You can offer a contract extension (at least one season) if the player is under 43. The chance of extension depends on the percentage of games played for your team in the current season. A successful extension costs 20% of the player's price.
Skill level reflects a player's class. It is built from twenty-eight skill (characteristic) levels divided into four groups:
Real skill level in the team squad list shows skill level adjusted for the player's position on the pitch.
Player price is calculated as: 6.6 × skill level ^ 2 × talent ^ 0.7 × (50 / (15 + age)) ^ 1.9 × national team coefficient. National team players use coefficient 1.1, others — 1.0.
Price is recalculated when skill level, age, or talent changes.
Price is decisive when terminating a contract and when re-signing (the fee is 25% of the player's price).
This models the transfer market realistically: star players cost more than average professionals, and young talents have greater potential for price growth.
Each characteristic is rated from 0 to 15, where 0 means no skill and 15 is elite world-class level. Below is how these parameters affect a footballer's behaviour on the pitch when in-game moments are calculated.
In each game a player earns training points that can be used to improve their skills. The amount of experience gained in a game depends on the following parameters.
For the whole team on the pitch:
For each player:
Training can be done individually or for the whole team at once.
For individual training, go to a player profile on your team. If you have enough training points, you can upgrade one or more levels of one characteristic or use the "Randomize" button.
For mass training, go to the "Team — Training" page. A summary table opens: rows are players, columns are characteristics. To upgrade one or more levels of a selected characteristic for a player, click the arrow next to the current level and confirm.
On this page you can auto-train all players. Click the corresponding button and each player's training points will be distributed randomly; characteristic level and skill level will increase accordingly.
Feature in development
On the free agent market you can buy players who do not belong to any team.
The "Players" page has a search form. You can filter by name, country, position, age (from and to), skill level, talent, and price. The "Available for purchase" option shows only players you can buy with your team's current budget.
Search results show: name, country, position, talent, age, skill level, price, quality. For each player you can: view profile, buy (if budget allows), and add to favorites. Free agents retiring at the end of the season are sold at a 90% discount.
To buy a player you need: a built club base, sufficient team budget, and a free squad slot (within the base limit).
On the transfer market you can buy players from other teams and sell players from your team. The "Transfers" page combines permanent sale and loan listings.
The search form lets you filter by name, country, position, offer type (transfer or loan), age, skill level, talent, and price. The "Available for purchase" option shows only offers you can afford. Results show: player, selling team, position, talent, age, skill level, offer price, type (transfer/loan), and status. Click a row or the go button to open the offer page and complete the purchase.
To list a player for transfer, go to your team squad or the player profile and click "List for transfer". Permanent transfer price can be set from 50% to 200% of the player's value. Injured, suspended, and loaned players cannot be listed. You can have at most 3 active transfers at once (5 with a premium subscription). Your team must have at least 15 players to list anyone for sale.
After purchase the amount is deducted from your balance and credited to the seller immediately. The deal cannot be cancelled.
A loan lets you temporarily get a player from another team until the end of the current season.
The loan price is fixed at 10% of the player's value. The loan runs until the end of the season. When the season changes, the loaned player automatically returns to the owning team.
To loan out a player, choose "Offer loan" in the team squad or player profile. The price is filled in automatically. A loaned player cannot be listed for transfer or loan again.
On the "Transfers" page, set the "Transfer type" filter to "Loan" to see loan offers only. Status "Active" means the offer is available for purchase; "Active loan" means the player is already on loan and will return at the end of the season.
Contract termination lets you part with a player early and free a squad slot. After termination the player becomes a free agent and can be bought by any team, including yours.
Contract termination costs 25% of the player's current value (sec. 2.6). The amount is deducted from the team budget.
The "Contract termination" button is available in the team squad and on the player profile. The amount to be charged is shown before you confirm.
You cannot terminate a contract if:
After termination the player is automatically removed from the team squad and tournaments (if they were participating).
If the player was in the starting lineup, a substitute is selected automatically for their slot — by position or highest skill level.
The team page is your team's main profile. It shows the logo, name, key metrics, and the full player list.
The page header shows: starting lineup strength, overall team strength, number of fans, and world ranking (with a link to details). For your own team you can change the logo by clicking the pencil icon.
For your own team you also have: "Edit" (team name), "Go to stadium creation", "Go to club base creation" — if the stadium or base has not been built yet. For another team's page — "Head-to-head history".
Below are cards for: team owner (login, country), stadium (level, capacity), club base (level, number of players, training fields), budget (and sponsor if any). Click the budget to open financial reports.
For each player the table shows: number, name, country, position, talent, age, skill level, price, quality, status (starter/substitute). The table can be sorted by column. At the bottom — totals: player count, averages, total strength, and full team value.
For your own team: you can change a number by clicking it. In the actions column: view profile, list for transfer, offer loan, extend contract (if applicable), terminate contract. For another team — add to favorites.
The "Line up and squad selection" page lets you set the team's tactical formation, assign players to positions, and choose the captain.
The pitch shows the current lineup: 11 starting players by position (goalkeeper, defenders, midfielders, forwards). Substitutes are on the right. Players who cannot take the field (injured, suspended) appear in the "Unavailable players" block.
In the dropdown, choose a tactical formation (for example, 4-4-2, 4-3-3) and click "Confirm". The formation sets how many players play in each position.
You can swap players by dragging: drag a player from the pitch to another position or to a substitute — they swap places. On mobile devices, tap players in turn instead of dragging; they will swap automatically. Unavailable players (injured, carded) cannot be dragged.
In the dropdown, choose the team captain and click "Confirm".
The "Squad Management" page lets you set who must be in the starting lineup, choose the team captain, and assign penalty takers.
For each position (goalkeeper, defenders, midfielders, forwards) you can pick one player who is automatically included in the starting lineup when the team is set for a game — if available (not injured, etc.).
For each position the options are: "Not selected" or one of the players in that position. Only one player per position can be chosen.
Only one player per position can be chosen. Your choice is saved automatically.
In the dropdown, choose the player who will be team captain. Players are sorted by leadership (highest first). For each you see position, name, and leadership value. Click "Confirm" to save.
You can set 5 penalty takers in order (1st, 2nd, 3rd, 4th, 5th). Your choice is saved automatically.
Penalties in a game: if the referee awards an 11-metre kick for a foul in the box, the first of your penalty takers who is on the pitch in the starting lineup at that moment takes it. If none are set or none are in the lineup — a random player is chosen.
Penalty shootout: in a post-game shootout the first 5 kicks are taken by your chosen penalty takers (in the set order), but only those on the pitch. The 6th and later kicks (sudden death) are taken by the remaining players.
The "Team statistics" page shows overall team metrics and a list of games for the selected season.
In the filter form, choose a season and click "Apply".
Cards show: total games, wins, draws, losses, and trophies. Below — a games table: date, season, tournament, result, best player, goal scorers, link to view the game. The table can be sorted. With many games, pagination is available. The header has buttons to player statistics, records, Trophy Room, and Hall of Fame.
The "Player statistics" page shows a table of individual player statistics for the selected game type.
In the filter form, choose the statistics type: league, cup, friendly games, etc. — and click "Apply".
For each player the table shows: name, country, position, games, goals conceded, goals, assists, own goals, saves, yellow and red cards, average rating, minutes played, player of the game awards. The table can be sorted by column. The header has buttons to team statistics, records, Trophy Room, and Hall of Fame.
The "Records" page lists team records for all time.
"Best wins": biggest home and away wins of all time and in the current season. "Worst defeats": biggest home and away losses of all time and in the current season.
For club teams: "Transfers" — biggest purchase and biggest sale of a player.
"Statistics": national team call-ups (from the club), appearance record for the club, for official games, top scorer (overall and in official games), top assist provider (overall and in official games). Some records appear after official games are played. The header has buttons to team statistics, player statistics, Trophy Room, and Hall of Fame.
The "Trophy Room" page shows all trophies won by the team.
In the filter you can choose season and tournament type (all, friendly, official) and click "Apply".
Trophies are grouped by season. For each trophy: icon, tournament name, and award name. If there are no trophies yet, a message is shown. The header has buttons to team statistics, player statistics, records, and Hall of Fame.
The "Hall of Fame" page shows the team's best players in three categories: most appearances, top scorers, top assist providers.
For each category — a ranking table: place, player name (linked to profile), the relevant stat, and number of games. Next to the name — player status: current (in the squad), left the club, or retired.
For regular accounts a limited number of players is shown in each category (10). For premium accounts, 5 times more (50). The header has buttons to team statistics, player statistics, records, and Trophy Room.
A national team represents a country. It does not replace your club squad: players still play for their clubs in leagues and cups, and in national team games they represent their country's national team.
Each national team's squad is rebuilt once per season — when the season changes (see sec. 1.1). The system automatically selects the best available players from that country by position and builds the squad according to the national team's formation. A player's national team status is shown on their profile; players called up to the national team are valued with a higher coefficient (sec. 2.6).
National team tournaments follow the in-game calendar and repeat in a cycle of four seasons (four in-game months), similar to real football: continental qualifiers → continental championships → World Cup qualifiers → World Cup. Which stage falls in the current season is determined by the season number in the game.
In other calendar months club tournaments (leagues, cups) continue as usual; national team games are played within the corresponding seasonal tournament and count in separate statistics and the national teams world ranking.
To play a friendly game, submit a request on Game center — Friendly games, or accept any existing request on that page.
After clicking the "Play friendly game" action button, the game will be played. Example:
Tournament games are played automatically at the scheduled time. Unlike friendly games, you cannot play them on demand — the system runs the game when kick-off time arrives.
Participation depends on the tournament type (section 6):
The game schedule is shown in the calendar (Game center — Game calendar). You can switch between upcoming and past games. Game types are marked in different colours (legend — button on the calendar page). Kick-off time is shown in MSK (UTC+3).
The game page shows teams, score, tournament, season, stadium. Before kick-off — start time. After full time — statistics (possession, shots, goals, etc.), link to detailed player statistics. If a team was not ready (for example, fewer than 11 available starting players), a technical defeat is recorded.
Extended statistics let you analyse each team's and each player's performance in a game in detail. They are available via the "Extended game statistics" link on a finished game page.
The page shows both teams (home and away) with squads and formations. In the summary for each player: position, goals, assists, own goals, yellow and red cards, injuries, minutes played, rating. The player of the game is marked with a star and highlighted.
Expanding a player card shows detailed statistics in four blocks:
Team infrastructure includes the stadium and club base (training fields, infirmary, and medkit and tool production). Without a stadium you cannot enter tournaments; stadium capacity and level affect match-day income.
The club base includes the training center (sets how many players the club can have), training fields (bonus to training points earned), medical center (reduces injury chance in games), medkit production, and technical center.
Medkits and tools accumulate at the base and are spent on treating injured players in the infirmary and upgrading training fields respectively.
Read more about all club infrastructure below.
The stadium is the main venue for home games. Increasing stadium capacity allows you to earn more revenue from ticket sales at home games.
You can increase stadium capacity to earn more from ticket sales at home games. Raising stadium level is also required from time to time to increase capacity. For example, to go from 900 to 1,200 seats, first expand the stadium to 1,000 seats, then raise the level to 2, and only then increase capacity to 1,200.
Stadium capacity levels:
Fan attendance depends on game type (official games draw more spectators), whether teams are from the same continent (if not — away fans are reduced by 50%), and demand. Ticket income is credited only from your own fans.
Extension of your club's base will help increase the maximum number of players in your team
Training center levels set the maximum number of players in the team:
Building of training fields will increase the training points your players gain in games
Training field levels, training points bonus, and cost in in-game currency and tools:
The medical center will help reduce the chance of players injuries
Medical center levels (injury probability reduction) and cost in in-game currency and tools:
The medkit production produces medkits, which are needed for treatment of players injuries
Medkit production levels and cost in in-game currency and tools:
Medkits are spent on treating injuries in the infirmary or on the player profile.
The technical center produces tools, which are needed for any construction
Tool production levels:
Tools are required for any construction and upgrades at the base and stadium.
The infirmary page lists all currently injured players on your team. If you have medkits, you can treat them: on the player card click "Treat player", in the modal choose the number of medkits (with the slider). An injury can be healed fully or partly; full recovery makes the player available for the starting lineup immediately. The card shows age, talent, skill level, and injury details (type, severity, games missed). Any injury can be healed instantly for 2 prembs.
The "Injury history" page lists all injuries and illnesses for your team's players for the current season (most recent first). Open it from the infirmary header — the button with a clock icon labelled "History".
For each entry the table shows:
Green badge means a relatively mild injury or short absence; yellow — moderate severity or a moderate number of games out; red — serious injury or long recovery.
For all tournaments, a player suspension — red card (direct or two yellows) and excess yellow cards (in multiples of 4) — is CROSS-TOURNAMENT and applies to all other tournaments, so it affects player availability for several upcoming team games. Friendly games do not clear suspensions.
During a tournament players can get injured. An injury is measured in the number of games needed to recover.
When a tournament ends (all games played and final trophies awarded), individual awards are given separately to the best players in several categories. Only completed games in that tournament count; a player must have played at least 1 game in the tournament.
Personal award categories: top scorer (goals), top assist provider (assists), player of the tournament (by average game rating), best goalkeeper (lowest average goals conceded per game among goalkeepers), best young player (age 21 or under).
Minimum games played to compete for an award:
Tie-breakers when stats are equal (multiple winners):
Best young player: first chosen among young players (21 or under) who played at least half the games in the tournament (rounded down), with the highest average rating (if equal — more games in the tournament). If none — among young players from the top scorers list (more goals; if equal — more games in the tournament). If still none — by number of "player of the game" awards (if equal — more games in the tournament).
Winners in these categories also receive training points; the amount depends on tournament type (league, cup, division, etc.).
Taking part in friendly tournaments, which run several times a day, is an important part of the game. To register, click [Join] on the "Friendly tournaments" page or on the tournament page. These tournaments start every 30 minutes. If the minimum number of teams is not reached, bot teams are added instead of real participants.
They start every half hour and are limited by participating team strength (expected starting lineup strength — sum of all players' skill levels divided by player count and multiplied by 11).
All user teams (except excluded, deleted, or blocked) can enter. If there are not enough real teams, bots are added.
This tournament type uses a knockout format: teams are paired and play 2 games (home and away). The winner on aggregate advances; the loser is eliminated.
All participating teams receive prize money (depending on how far they progress); the winner gets a commemorative trophy.
If a team registers in StarTeam before the 25th of each month, on one of the following days it is added to a "Newbies League" tournament. The competition runs until the end of the month and has 8 to 16 teams.
This tournament type is played in 2 rounds: 2 games against each opponent home and away (minimum 14 games per team, maximum 30).
These tournaments have no complex structure (Newbies Leagues are not linked), so teams are not relegated to lower divisions or promoted to higher ones for finishing first.
All participating teams receive prize money — the higher the table position, the more. The winning team and prize-winners also get commemorative cups, and their players receive medals.
Next season all Newbies League participants are placed in various league divisions.
At the start of each season official League tournaments begin. A league system from top to amateur division reflects team achievements. The competition runs until the end of the month and has 8 to 20 teams.
This tournament type is played in 2 rounds: 2 games against each opponent home and away.
All user teams (except excluded, deleted, or blocked) enter automatically. If there are not enough real teams, bots are added to league divisions (for at least 1 season).
Teams that already played in a League continue in one division on sporting merit: based on the previous season, a team may stay, move up a division, or drop down.
New teams (registered in StarTeam in the previous month) may be placed in divisions automatically (if slots are free), replace bot teams, or form a new league division.
All participating teams receive prize money — the higher the table position, the more. The winning team and prize-winners also get commemorative cups, and their players receive medals.
At the start of each season official Cup tournaments begin.
All user teams (except excluded, deleted, or blocked) enter automatically. If there are not enough real teams, bots are added to cup tournaments.
This tournament type uses a knockout format: teams are paired and play 2 games (home and away). The winner on aggregate advances; the loser is eliminated.
All participating teams receive prize money (depending on how far they progress); the winner gets a commemorative trophy.
Feature in development
National team tournaments are official competitions for national teams. They follow the season calendar and do not require separate registration from a club manager: national teams with a full enough squad (at least 15 players in the squad when the tournament is formed) take part.
General information on national teams, squad selection, and the four-season cycle (continental qualifiers → continental championships → World Cup qualifiers → World Cup) — in sec. 3.9. The list of current season tournaments — on the «National team tournaments» page.
In seasons whose number gives a remainder of 3 when divided by 4 (3, 7, 11, …), "World Cup Qualifiers" tournaments start — one per continent: Europe, Asia, Africa, North and South America, Oceania.
Format:
Link to the World Cup: when the qualifying season ends, group places are fixed. Before the next World Cup, 48 national teams are selected: first by best group positions (all group winners, then all second places, etc.); at the same tier — higher Elo rating; remaining slots go to the strongest national teams with full squads.
In seasons whose number is divisible by 4 (4, 8, 12, …), a single "World Cup" tournament is held with 48 national teams.
Group stage:
Knockout play-offs: