# TopGoal the Football Metaverse

{% embed url="<https://www.youtube.com/watch?v=QpNqc50BQuw>" %}

### What is TopGoal

TopGoal is a leading sports metaverse, a GameFi and SocialFi platform, dedicated to bridging sports to Web3, providing a new digital experience and virtual space for sports stars, clubs, institutions, and fans while endowing more games, sports, and entertainment elements. You can entertain, create, and socialize with each other in TopGoal metaverse, as well as share profit/benefits of the TopGoal ecosystem.

TopGoal team is a group of talents with strong gaming and crypto experiences. We have strong connections with football IP resources and more than 10 years of successful 3A football game development experience. We have in-house football simulation algorithms, motion engines, 3D engines, football manager game designing, GameFi life cycle, and economic model experiences. We are driven by the vision that a successful metaverse should be composed of a series of high-quality and sustainable virtual experiences for users to enjoy, an economic model where all assets can be circulated in the ecosystem and fully owned by the users, and above all, a vibrant, evolving and inclusive community.

### What is TopManager

<figure><img src="/files/yHhLgX4OuluOWhsunf4Z" alt=""><figcaption></figcaption></figure>

TopManager is the core game product of TopGoal Metaverse. A web browser-based football manager game that adopts cutting-edge cloud gaming technology, to provide gamers, football fans, and crypto users with a high-quality 3D gaming experience.

You can participate in the game with TopGoal card assets, build your own fantasy squads, play 11v11 football matches, join leagues and tournaments, and win rewards through play-2-earn and play-2-own-based economic mechanisms.

TopManager OpenBeta is friendly to all users, even those without a lot of football knowledge. The core gameplay is like a simplified Football Manager, with an innovative player training system that allows you to train, level up, improve and train the players you own.

### Create a TopGoal Account

{% embed url="<https://topgoal.io/>" %}


# TopGoal Football Cards


# Return of Legends NFT Card

<figure><img src="/files/lG55iI1vYBn68M3hlyyX" alt=""><figcaption></figcaption></figure>

* **For Collectibles**

The TopGoal Return of Legends carries beautiful memories of football stars, is a unique digital collection, also the user's identity proof on TopGoal. The rarest legend card is only 100 on the entire Web3 network. Currently, there are four series of Return of Legends NFT cards released. For each series, we work with up to 3 legendary stars. Until now, we have partnered with 12 players including Michael Owen, Guti, Alessandro del Piero, Gabriel Batistuta, Christian Vieri, Park Ji Sung, Wesley Sneijder, Ashley Cole, Edwin van der Sar, Fernando Jose Torres Sens, Patrice Evra. They have over 100 million followers worldwide.

* **For Earning**

By holding Return of Legends NFT cards, users can unlock various rich ecological benefits. For example, in the TopPrize campaign at the end of 2021, by staking Return of Legends NFT cards, users will share a total of 10 million TMT pools worth over $10 million, depending on the quality of the card. In the future, the Return of Legends NFT cards will have more application scenarios and uses, including but not limited to TopPrize, admission to special events, airdrops, etc. As the TopGoal ecosystem and brand grow, its value will increase further with more utilities.

* **For Future**

TopGoal will continue to develop the Return of Legends NFT product, and invite more legendary players to join the TopGoal metaverse, while adding more value and utility, opening up more exciting possibilities.


# ALL STAR Game Card

DISCLAIMER: ALL STAR series, as a game card specifically developed for OpenBeta, cannot be transferred from official website wallet due to copyright restrictions. We use NFT technology to trace these cards but all transactions will be in TopGoal marketplace and within TopGoal ecosystem.

<figure><img src="/files/mLT7Li5GFaTY5BsqXe2E" alt=""><figcaption></figcaption></figure>

Different from the collection value and equity certificates of the Return of Legends NFT card, the application scenarios of the ALL STAR Game card are mainly in the TopManager game. Through in-depth cooperation with the Strategic partner, the ALL STAR product line is based on 3000+ active top players, including the current big football players. How many stars will be added and how the game will be reformed are waiting for you to explore!

With the launch of TopManager OpenBeta, the name of the ALL STAR product line has been confirmed as ALL STAR 2022 Genesis Packs. Users who hold Return of Legends NFT cards can participate in the game by receiving ALL STAR cards through pledge activities.

In TopManager OpenBeta, users need to 3 ALL STAR cards of different players & different positions to play the game and participate in ranked competitions, so users can earn points, as well as $TMT, $GOAL, or NFT game card rewards. We believe that the new version of the game and new card product line will definitely make TopManagers shine, thus users can deeply feel the charm of TopGoal Metaverse.


# How to Get a Card

**Get Football Card on** [**TopGoal website**](https://topgoal.io/)

Buy ROL cards and ALL STAR cards on TopGoal marketplace:

{% embed url="<https://topgoal.io/market/center>" %}

**Get Football Card on** [**Binance NFT**](https://www.binance.com/zh-CN/nft/mystery-box)

Buy ROL cards and mystery boxes on Binance:

{% embed url="<https://www.binance.com/en/nft/blindBox/market?page=1&size=16&keyword=TopGoal>" %}

**How to Transfer TopGoal NFTs on** [**Binance NFT**](https://www.binance.com/zh-CN/nft/mystery-box) **to** [**TopGoal website**](https://topgoal.io/)

This guide is for TopGoal owners who have TopGoal NFTs on Binance NFT and will contain two parts.The first part is “How to Withdraw TopGoal NFTs from Binance” and the second one is “How to Import TopGoal NFTs to TopGoal Website”

{% embed url="<https://medium.com/@TopGoal_NFT/how-to-transfer-topgoal-nfts-from-binance-nft-to-topgoal-website-64b307aa13f1>" %}


# Bridging Sports to Web3

We dedicate to bridging sports to web3. Here're about planned steps beyond TopManager.&#x20;

{% embed url="<https://www.youtube.com/watch?v=znZ35Pzt9RA>" %}


# Virtual Matchday Experience

Tools: VR devices; Multi-angle Cameras; Virtual algorithms; NFTs

<figure><img src="/files/GgsqgIoaEutwhW4koSmr" alt=""><figcaption></figcaption></figure>

Due to time and distance, the cost to be in the stadium is high for most of the fans. With VR and AR technology, the fans can:

* Choose wherever they want to sit to watch the game, great views, and experience (South stand; the Boxes; Sub seats; coach seat or commentator seats)
* Invite some friends to a VR chat group to give comments, as if they are sitting together; or enter a public channel to listen to the crowd of thousands of people as if they are standing in a square of 10,000 people.
* Buy some digital souvenirs online instantly (the NFT for an astonishing goal can be generated shortly after scoring)

Statistically, less than 1% of the fans are lucky enough to attend an important match. With the techs above, the rest of the 99% of fans will certainly be much happier.


# Sports SocialFi Experience

Tools: On-chain Social Network, High-resolution humanoid; Advanced real-time rendering engine; Cloud-game technology; 10000+ motions and facial expressions library

Fans need to share, be recognized, and meet new friends. Everything can be much easier in a football SocialFi community and our team is technically fully prepared.

* Create your own 3D avatar, which can talk and walk in a virtual world like a real human.

<figure><img src="/files/97xFEsnPnw2aAyfdRm3Z" alt=""><figcaption></figcaption></figure>

* Join in the virtual activities of your supported team. It can be a virtual club open day, a virtual museum tour, a virtual news release, or a new-year celebration.
* Create your own virtual club, design your own virtual stadium, hire your staff and invite friends to pay a visit.

<figure><img src="/files/290n2DUrQL5kf5Um1QVN" alt=""><figcaption></figcaption></figure>

* Meet new friends in a virtual activity, your facial expression will be reflected in your avatar simultaneously. You can give a speech and give a virtual beer with people who are actually located in every corner of the world.

<figure><img src="/files/0GGA1qdvO6yZijv1fCfp" alt=""><figcaption></figcaption></figure>

Fans need to share, be recognized, and meet new friends. Everything can be much easier in a football SocialFi community and our team is technically fully prepared.


# Virtual Leagues and Tournaments

Tools: Football AI; Comprehensive football motion library; Game system design capability

Sports are sometimes cruel because there is only one winner. Many of the fans are not able to see their team winning a cup for even decades. The ultimate goal of MetaFi is to create a parallel world. We hope that one day there will be a virtual world cup or some virtual leagues, to give some people more chances to win a title.

The mechanism has to be fair and everything should be traceable (the “birth” of a virtual talent player and his growth path: transfer, club performance, and national team performance), which blockchain can do it all.

The fans can hire virtual scouts to discover talents, and train them to be virtual football legends. Time elapses fast in the virtual MetaFi world. There will be a virtual world cup every four months. People don’t have to wait for a lifetime to see their supported team becoming champions, they can make some difference right away.

<figure><img src="/files/4so5uzvhEVPRFQfQFa0K" alt=""><figcaption></figcaption></figure>

<figure><img src="/files/FWqohySbV4F9zyK6Nqt2" alt=""><figcaption></figcaption></figure>


# TopGoal Account Binding (TAB) Token

We'll introduce TopGoal Account Binding(TAB) token which serves as the on-chain topgoal account identity soon. Some features of the TAB Tokens:

* Non-transferable: Users cannot transfer TAB tokens to other users.
* Non-Revocable: Users cannot revoke their TAB tokens and re-mint them.
* Unique: One verified TopGoal user ID allows the user to mint one TAB token only on a certain chain.
* Privilege: The TAB token holders will be able to participate in many exclusive on-chain events within TopGoal ecosystem and earn incentives like airdrop, whitelist rights, etc.<br>


# Claim Center

Users can claim free non-transferrable trial cards in the claim center. The rules are as follows:

* Users need to mint and bind TAB token to enable claim center
* Campaigns in the claim center are categorized in groups. Currently, there're **3 groups**: **Binance Account Bound (BAB) token, Binance Fan Token and the rest**. A TopGoal account can participate in one event in each group.
* For BAB holders, you can claim **3 free 45 days trial cards**, 2 Rare and 1 Common level.&#x20;
* For other partnership certificate holders, you can claim **3 free 30 days trial cards**, 2 Rare and 1 Common. So for a BAB + Binance Fan Token + another partnership certificate holder, you can claim **6 Rare and 3 Common** trial cards in maximal.
* Your TAB token, BAB token and other partnership certificate **don't** need to be in the same on-chain wallet, you can switch wallets, but one certificate can only be claimed at one TopGoal account.
* We design card pool carefully such that you can enjoy skill tactic settings from Day 1, like **Kill Pass + Tap** **in**, **Pinpoint Cross + Power Header** or **Lofted Pass + Valley Shot, etc**. Study your players' skills and you'll find fun and benefit!
* For all trial card users, you can earn both $TMT and $GOAL rewards as regular paid card users, but you're not allowed to claim from the frozen pool until you have purchased at least 3 paid cards with rarity >= Rare. So it's a **free-to-play, pay-to-claim** setup.
* But if you have claimed BAB trial cards, in [Top League Season 1 (S1)](/top-league/top-league-season-1-s1), you are eligible to participate in the 8.5MM $GOAL season rewards, **with or without** buying paid cards. It's a benefit to BAB holders.
* For all trial cards, you may spend $TMT for stamina purchases and ascending as in[Energy & Stamina](/topmanager/energy-and-stamina) and [About Players](/topmanager/about-players), you can choose to convert your trial card properties into paid card at end of season. If you choose not to, we'll refund the stamina and ascending cost to you.

<figure><img src="/files/xdaid5k8wYw766MzZXT8" alt=""><figcaption></figcaption></figure>

### Trial cards after trial period ends

The trial cards don't convert into paid cards, but you can transfer the experience, level and ascending property into an existing paid card, we call it "inheritance". So user can purchase a level 1 card with same rarity in the marketplace and transfer those properties into the paid card.

<figure><img src="/files/AX72yhnhvxKlDeFq7sov" alt=""><figcaption></figcaption></figure>


# TopGoal Metaverse Token($TMT)

The $TMT token was initially coined as the only utility token of TopGoal Gaming products, i.e., TopManager. However, with the development of TopGoal metaverse, there will be additional use cases for $TMT going forward. For instance, minting POAP NFTs when participating in social events of TopGoal, paying for certain event tickets and passes, etc.

Therefore, we decided to adopt the existing $TMT token to be the only utility token of TopGoal metaverse. The $TMT token belongs to the TopGoal ecosystem and community. It was launched without team/investor/adviser distribution. The TopGoal team has provided a $1 million self-fund in Pancakeswap for the initial liquidity. The $TMT token has been and will also be used as an incentive to TopGoal ecosystem contributors, e.g. NFT holders, Web3 game participants, community promoters, etc. Extending $TMT tokens from TopManager to the whole utility of TopGoal metaverse will not only create additional value for the token itself but also reward the participants together with the growth of TopGoal ecosystem in the development process.

**Where to buy $TMT**

Buy $TMT token on [PancakeSwap](https://pancakeswap.finance/swap?inputCurrency=0xe9e7CEA3DedcA5984780Bafc599bD69ADd087D56\&outputCurrency=0x4803Ac6b79F9582F69c4fa23c72cb76dD1E46d8d\&chainId=56) and [Biswap](https://exchange.biswap.org/#/swap?inputCurrency=0x4803Ac6b79F9582F69c4fa23c72cb76dD1E46d8d\&outputCurrency=0xe9e7CEA3DedcA5984780Bafc599bD69ADd087D56)

**Deposit & Withdraw Tokens**

This tutorial shows you how to deposit and withdraw stable coins or TMT. You can follow the steps to deposit stable coins or TMT into your TopGoal wallet and to withdraw stable coins or TMT from your TopGoal wallet to your own wallet. Detailed guide:&#x20;

{% embed url="<https://medium.com/@TopGoal_NFT/how-to-deposit-and-withdraw-stable-coins-or-tmt-46adafe59d88>" %}


# TopGoal Governance Token ($GOAL)

$GOAL token which is not release yet, will be the governance token of TopGoal metaverse. The total supply of $GOAL is 1 billion. It serves following utilities:

* TopGoal Metaverse Governance
* Consumption in TopGoal apps like TopManager
* Revenue distributing via buyback and staking rewards&#x20;
* Other VIP services and privileges in TopGoal metaverse by staking

The tentative allocation of $GOAL is as follows (pending final confirmation with potential exchange partners and no token will be released before listing). Note unlocking here doesn't mean it's going to be injected into the market. For instance, the liquidity\&Market Making part has neutral impact on the market.

<table><thead><tr><th width="149" align="center">Token Allocation</th><th width="119" align="center">Percentage</th><th width="168" align="center">Issuance Schedule</th><th width="177" align="center">Initial Circulation at TGE</th><th width="120" align="center">Total Supply</th><th width="243">Description</th></tr></thead><tbody><tr><td align="center">Ecosystem &#x26; Community</td><td align="center">25%</td><td align="center">5% unlocked at TGE, then linearly over 60 months</td><td align="center">1.25%</td><td align="center">250,000,000</td><td>Allocation for ecosystem and community such as GameFi, Staking, Airdrop and etc. </td></tr><tr><td align="center">Foundation &#x26; Treasury</td><td align="center">20%</td><td align="center">10% unlocked at 3 months from TGE, then linearly over 60 months </td><td align="center">0%</td><td align="center">200,000,000</td><td>The foundation and treasury will be initially managed by TopGoal team for developing ecosystem and projects. In the future, the reserve will be managed by DAO based on GOAL token.</td></tr><tr><td align="center">Metabase Team</td><td align="center">17.5%</td><td align="center">5% unlocked at 3 months from TGE, then linearly over 60 months</td><td align="center">0%</td><td align="center">175,000,000</td><td>Team incentive for long term project development and progress</td></tr><tr><td align="center">Private Sale</td><td align="center">15%</td><td align="center">25% unlocked 1 year from TGE, the rest linearly in 12 months</td><td align="center">0%</td><td align="center">150,000,000</td><td>Allocation of investment from partners</td></tr><tr><td align="center">Marketing, Partnership, IP</td><td align="center">10%</td><td align="center">20% unlocked at 3 months from TGE, then linearly over 60 months</td><td align="center">0%</td><td align="center">100,000,000</td><td>Reserve for marketing, partnership as well as IP listening</td></tr><tr><td align="center">Dex Liquidity &#x26; Market Making</td><td align="center">10%</td><td align="center">100% unlocked at TGE</td><td align="center">10%</td><td align="center">100,000,000</td><td>Reserve for liquidity pools on DEX and market making on CEX</td></tr><tr><td align="center">Advisors</td><td align="center">2.5%</td><td align="center">5% unlocked at 3 months from TGE, then linearly over 36 months </td><td align="center">0%</td><td align="center">25,000,000</td><td>Advisors of project</td></tr><tr><td align="center">Total</td><td align="center">100%</td><td align="center"></td><td align="center">1.25% (Excluding Liquidity/MM part which is market neutral</td><td align="center">1,000,000,000</td><td></td></tr></tbody></table>

<figure><img src="/files/JKsGiT4m03QrFLYQEsEh" alt=""><figcaption></figcaption></figure>

## Revenue Distribution Program

TopGoal team makes money via NFT sales, marketplace fees and platform services. The revenue will be shared by the TopGoal team for operations and Project Treasury with different proportion year by year after official launch as below:

|    Distribution    | Year I | Year II | Year III | Year IV and on |
| :----------------: | :----: | :-----: | :------: | :------------: |
| Metabase Operation |   75%  |   75%   |    75%   |       50%      |
|      Treasury      |   25%  |   25%   |    25%   |       50%      |

The team reserves certain percentage of the revenue and re-distributed the rest to $GOAL holders by buy-back and staking rewards. In the first 3 years since launch, 25% of the revenue will be distributed to the Treasury for rewarding $GOAL token holders. In the year IV and beyond when the project is mature enough, 50% percent of the net revenue will be shared.

We'll launch $GOAL staking program and distributed the buy-back tokens or rewards from Ecosystem & Community allocation to $GOAL holders in the future.


# TopManager

DISCLAIMER: ALL STAR series, as a game card specifically developed for OpenBeta, cannot be transferred from official website wallet due to copyright restrictions. We use NFT technology to trace these cards but all transactions will be in TopGoal marketplace and within TopGoal ecosystem.

**Note: the team makes money on marketplace fees. All $TMT charged in the game: refilling energy and stamina, breaking through when leveling, training new players will be recycled for new insurance. The team doesn't own those tokens.**  &#x20;


# Build Your Squad

You participate in TopManager as a football Manager, obtain All Star player cards by staking Return of Legends cards, transferring and trading cards, and player incubation (Training System), etc., and form the strongest lineup to compete in the ladder PVP (TOP LEAGUE) and PVE (TOP TOURNAMENT) competitions. You will compete for the title of the strongest manager, and experience the art and experience of real-world managers.

#### Basic Requirement

To enter PVP and other games, the player lineup needs to include at least three All Star player cards (no special requirement for card quality), and the rest of the positions can be supplemented by the system (Yet you can only get rewards proportional to the cards your own).

#### Edit Line-Up

You can adjust the player positions through "Edit Line-Up" on the "Game" page. After clicking on the avatar of the corresponding position, you will see all the player cards you have for that position, and learn about the skills of each player, and his physical state. Choose the players who are most suitable for the battle and build your strongest team!

<figure><img src="/files/IFTBmpgoEskwXKOofzvd" alt=""><figcaption></figcaption></figure>

#### Substitute Players

You can add up to 7 substitute players into the lineup. Substitute players don't affect match results, they'll gain 80% experience and spend 50% stamina of main players when playing at-home games. They don't consume stamina when playing away games.

#### Change Formation

If you are not satisfied with the default formation and want to try a new tactical play, or if you are a big believer in the 3 centre-back formation, you can also change the formation on the "Edit Line-Up" page. Among \~30 mainstream formations supported in S0, choose the one that is most suitable for your players. You can quickly select your favorite formation by filtering your number of forwards and defenders. Often the biggest challenge for managers is to put the best players in the right positions.&#x20;

<figure><img src="/files/v2dX24UyGe6idiAvyqEn" alt=""><figcaption></figcaption></figure>

#### Tactical Setting

After deciding formation, line-up and players, you can also adjust tactical settings to maximize the tactics and player characteristics. In tactical settings, you can decide passing style, attacking tendency, main attacking direction and specific characteristics of the players at each position. Responsibility and details determine success; observing the opponent's weaknesses and making targeted deployments can get you one step closer to victory.

<figure><img src="/files/LvOKsY2tIAq6WLyRKzyy" alt=""><figcaption></figcaption></figure>


# Formation Guide

When entering the game, your default formation is 4–2–3–1 which is the one of the mainstream formations. At the same time, the system will recommend a formation based on your cards. The recommended formation can maximize the number of cards with high combat power to be chosen. You can also decide the right formation based on your player’s skills and/or the tactics you want to play. Putting high-power cards in the most suitable positions will greatly improve your winning rate. Meanwhile, the recommended formation is not static. For instance, when you buy a new card and its combat power is relatively strong or when some of your cards are running out of stamina, the recommended formation will change accordingly.

Here are some formation examples, you can refer to it according to your current situation.

### When you have multiple FW cards

A formation with three FW’s is recommended, like 3–4–3 or 4–3–3. Both formations have three FW’s in the front court. The two wing forwards can break through the defense from the wing. Wing forwards with “Break Through” or “Calm Finish” skill suit this formation most. Of course, a player with both is most preferred, like this one below:

<figure><img src="/files/haXnIFrJZK7GALP0ouvj" alt=""><figcaption></figcaption></figure>

<figure><img src="/files/omIOMdSOE1BZu96FDbx0" alt=""><figcaption><p>3–4–3 in 3D</p></figcaption></figure>

### When you have two FW cards

The more preferred formations are 4–4–2 and 3–5–2. It is better for the two FW’s to have different shooting skills to meet different tactics, like “Calm Finish” for one and “Powerful Header” for the other. For example, Jesus in the picture below has “Calm Finish” skill, and Lukaku has “Powerful Header” skill.

<figure><img src="/files/N9yu4GgcsQim0mJfg3Xx" alt=""><figcaption></figcaption></figure>

<figure><img src="/files/fbm4AbvqnVr66WbtyIHF" alt=""><figcaption></figcaption></figure>

### If you have only one FW card

You can choose a single FW formation such as 4–2–3–1. This formation has high requirements on the single FW who serves as the attacking arrow. It is best for the card to have multiple shooting skills or both shooting and dribbling skills. For example, Ibrahimovic in the picture below has both “Volley Shot” and “Calm Finish” skills. The first can meet the ground short pass and penetration tactics; the second can meet the long pass and rushing tactics.

<figure><img src="/files/lstUHNWaLsuD0twCUsJx" alt=""><figcaption></figcaption></figure>

<figure><img src="/files/mGRl3eH74wqPbJyCq62h" alt=""><figcaption></figcaption></figure>

### When you have many DF cards

It is recommended to have a five DF formation, like 5–3–2 or 5–4–1. Yet defense is less a matter of number of DF’s, but a matter of their skills, rarity, relative rankings, and where you put them. The ideal situation for a number of central defenders in front of the last line of defense is that their skills can complement each other and try to gather more defensive skills such as “Slide Tackle”, “Aerial Defense”, “Accurate Anticipation” and etc. In this way, no matter what attacking methods the opponent uses, you can have enough counter methods. For example, Van Dijk in the picture below is excellent in interception attributes and has “Accurate Anticipation” skill, while Ramos is relatively good at stealing attributes and has “Slide Tackle” skill.

<figure><img src="/files/lqenmPfDeEVoRxFAShBF" alt=""><figcaption></figcaption></figure>

<figure><img src="/files/ccJ3KXiFJMzd9iGhZvXA" alt=""><figcaption></figcaption></figure>

### The formations, which are suitable for beginners

Are mainly composed of 4 defenders including 4–2–3–1, 4–4–2, 4–3–3, etc. These formations are more balanced in attack and defense. The difference is that 4–2–3–1 has more solid defense in the middle, while 4–4–2 and 4–3–3 formations have more attacking options. For example, wing cross + header is a more suitable attack approach for the 4–4–2 formation. By choosing this formation, you can match wingers with passing skills or “Pinpoint Cross” and attack from the side, and you can choose the two forwards with “Powerful Hearder” skill to improve the success rate of shooting.

<figure><img src="/files/KloghleESR4waL3Q2M8j" alt=""><figcaption></figcaption></figure>

### If you want to try three central defender formations

You can choose 3–5–2 formation to maximize the use of the defender cards in your collection.

<figure><img src="/files/kU1S4CNIkxvawduplj5N" alt=""><figcaption></figcaption></figure>

### In addition

players can further filter by checking {need winger} and {need wing back} options. When you want to play on the wing, you can tick the {need winger}, so that the system will help you filter the formation suitable for the wingers. When you need to strengthen the wing defense, you can tick {need wing back}, so that the system will help you to filter the formation suitable for wing backs.

Even the same formation may have different staffing due to different deployment details. Taking the 4–2–3–1 formation as an example, there are 4–2–3–1 and 4–2–3–1 Defensive formations.

#### 4–2–3–1 Defensive:

<figure><img src="/files/h0wPB2hl9WN4gksYMM5B" alt=""><figcaption></figcaption></figure>

#### 4–2–3–1:

<figure><img src="/files/jS5cbo6b9TyMC2bJROMc" alt=""><figcaption></figcaption></figure>

When the 4–2–3–1 Defensive formation is selected, the midfield position is more backward and more defensive. The regular 4–2–3–1 formation with as many as six players up front is more suitable for managers who want to win by attacking their opponents.

What kind of formation to choose mainly depends on the players you have and what positions are suitable for the players. Using the most powerful cards in the most suitable positions can significantly increase your win rate.

<br>


# Tactics Guide

In the tactical setting, managers can set different tactics. The tactical styles commonly used include short pass penetration, long pass rushing, bottom pass, defensive counterattack, etc. All of them can be implemented in the game by adjusting team tactics and position tactics.

### Short pass penetration:&#x20;

use passing to control the game. This tactic is recommended to select short pass in the passing style, and adjust the attacking preference to the middle. 4–2–3–1, 4–1–4–1 formations with more midfielders will make it easier for managers who prefer short pass penetration.

<figure><img src="/files/yn6R68CwErdDdWkaYtFN" alt=""><figcaption></figcaption></figure>

### Long-ball game:&#x20;

use the long pass method to accurately pass the ball to the target area or your own players. This tactic is recommended to choose long pass in the passing style. This tactic is suitable for 4–4–2 or other balanced formations which are good at utilizing space such as 4–4–1–1.

<figure><img src="/files/XMsogbHf634iz8UZrYsc" alt=""><figcaption></figcaption></figure>

### Crossing:

a tactic in which the ball is pushed to the opponent’s bottom line by individual breakthroughs or the overall cooperation between players and then passed to the opponent’s goal. The common formations are 4–3–3 Wingers and 3–4–3. This tactic is simple and crude, which is suitable for beginners.

<figure><img src="/files/1YBI58sash64oDiFWJWl" alt=""><figcaption></figcaption></figure>

### Counterattacking:&#x20;

counterattacking while solidly defending. This tactic usually requires the team to hoard players in the backcourt. If you want to use this tactic, the recommended formations are 5–3–2 and 4–4–2 Defensive. The difference between the two is that the former focuses on the middle, the latter focuses on the wings.

<figure><img src="/files/qCW4xxv6cwlISE7vQEl7" alt=""><figcaption></figcaption></figure>

Team Rating is based on the entire team. Sometimes a team with a high team rating may not win the game, and there will be mutual restraint between different formations. Appropriate formations are matched with appropriate tactics and players’ skills. Various factors will challenge each manager’s strategy.

Regarding the priority of training positions, it is recommended that managers focus on developing offensive line players in the early stage, such as forwards or midfielders. If you want to win the game, the first thing you need to consider is to score goals, so that you can win the game.


# About Players

### Rarity Tiers

All player cards are divided into 4 rarities: Common, Rare, Epic and Legendary. Player cards of different rarities have different skills and ratings, and will also get different growth attributes after upgrading.

### **Ability Attributes**

Each player has 5 ability attributes. The attributes for goalkeepers are Goalkeeping, Reaction, Anticipation, Commanding and Composure. The attributes for outfield (non-goalkeeper) players are Passing, Dribbling, Shooting, Intercepting, and Tackling. The value of each attribute will jointly determine how the player performs in the matches, scene by scene.

The upgrading of ability attributes are automatic and determined by the system for each player.

<figure><img src="/files/CAcDRaWD43iDNuzPN7FS" alt=""><figcaption></figcaption></figure>

### **Productive Attribute**

In addition to basic attributes, each player has 4 productive attributes: Efficiency, Lucky, Physical and Charm. Productive attributes affect factors such as player reward acquisition, player physical recovery and others. These attributes are about non-combat player growth properties and income through player development.

For C/R/E/L cards, for each level upgrading, the card get 1/3/6/10 productive attribute points for allocation respectively. You can allocate the points to different attributes.

**Note: Only Efficiency and Physical value are useful in current version. Don't allocate to Lucky and Charm until next version!**

How Efficiency affects daily winning rewards is detailed in [Top League](/top-league), Physical attributes affect the stamina consumption by this formula:

$$
Actual\ Consumption = \frac{Basic\ Consumption}{1+\frac{Physical}{300}}
$$

The basic staimina consumptions are in [Energy & Stamina](/topmanager/energy-and-stamina)

### **Player Level Up**

Players level up with playing more at home matches. For each at home win, each player get 10 experience points, for each draw and lose, each player get 8 experience points. When leveling up, the player grows in both basic and productive attributes, and can ascend to unlock new skills and equipment slots at certain levels (about this later).

| Level | Experience Points Needed |
| :---: | :----------------------: |
|   1   |             0            |
|   2   |             3            |
|   3   |            48            |
|   4   |            64            |
|   5   |            80            |
|   6   |            96            |
|   7   |            112           |
|  8-20 |            128           |
| 21-40 |            160           |
| 41-60 |            192           |


# Player Skills

Each player above C rarity has a **talent skill**, which represents the technical characteristics of the player, and takes effect at level 1. Players can awaken this skill at level 60 (we'll talk about skill awakening later).  Each player can unlock up to three more skills as the level upgrades. The skills can directly affect players' basic attributes and give players different skill effects in the game.

<figure><img src="/files/lmSvjmjL9duDV8UuWaqN" alt=""><figcaption></figcaption></figure>

When the player card's level reaches 10, 20, 30, 40 and 50, you can use the "Ascend" function to consume corresponding $TMTs to ascend to next stage. At level 10, 30 and 50, you can unlock one skill of your player each. The first and third skills are proactive skills that needs to be triggered at certain scenario; the second skill is passive skill. At stage 20, 40 and 60, you can unlock an equipment slot each. You can view the skills for each player on the player details page.

<table><thead><tr><th width="110" align="center">Ascend</th><th align="center">Level</th><th width="120" align="center">Common</th><th align="center">Rare</th><th align="center">Epic</th><th align="center">Legendary</th></tr></thead><tbody><tr><td align="center">1</td><td align="center">10</td><td align="center">5</td><td align="center">10</td><td align="center">20</td><td align="center">50</td></tr><tr><td align="center">2</td><td align="center">20</td><td align="center">10</td><td align="center">20</td><td align="center">40</td><td align="center">100</td></tr><tr><td align="center">3</td><td align="center">30</td><td align="center">20</td><td align="center">40</td><td align="center">80</td><td align="center">200</td></tr><tr><td align="center">4</td><td align="center">40</td><td align="center">30</td><td align="center">60</td><td align="center">120</td><td align="center">300</td></tr><tr><td align="center">5</td><td align="center">50</td><td align="center">40</td><td align="center">80</td><td align="center">160</td><td align="center">400</td></tr><tr><td align="center">6</td><td align="center">60</td><td align="center">50</td><td align="center">100</td><td align="center">200</td><td align="center">500</td></tr></tbody></table>

Never underestimate the application of skills in TopManager’s Battle. If Managers match the players with the suitable skills and the formation according to the skills of the players they have, the odds of winning the game can even increase by 90%, which is a process that requires a lot of strategy. Equipping the players with the right skills is the key point that Managers need to consider to improve their ranking and win the battle.

Players should have their own strategies rationally. For example, according to the positions of forwards, midfielders, goalkeepers, and defenders, focus on cultivating players in a certain position and equip them with skills. Football is a sport that requires attention to cooperation, remember to equip the main players with a strong partner.

<figure><img src="/files/WcEOxYL8726bbrSjI8fg" alt=""><figcaption></figcaption></figure>

With the acquisition of game experience, the skills will also ascend the awakening effect, further strengthen and upgrade, and have a greater impact on the game. Let’s briefly introduce the player skills, common collocations and defensive restraint relationships in the current game.

<figure><img src="/files/AX3wi05nFlaNoUxty8hX" alt=""><figcaption></figcaption></figure>

Skills are divided into Two categories: offensive skills and defensive skills.

Offensive skills can be further divided into shooting skills, dribbling skills, passing skills and special skills.

<figure><img src="/files/jQ7GYdwhXmneOcUbUURn" alt=""><figcaption></figcaption></figure>

### **Defensive Restraint relationship**

<figure><img src="/files/pJFNbnAPtGKVH9sFG6Oi" alt=""><figcaption></figcaption></figure>


# Skill Combinations

Properly combined skills will introduce much higher winning rates. Let's go through them:

<figure><img src="/files/HidiDRTSxArmeaq3L2qz" alt=""><figcaption></figcaption></figure>

### **Offensive line In the centre of midfield**

1. Passing the ball to launch an attack, usually a midfielder with ball-handling skills organizes an attack through short or long passes.

&#x20;                              ***(Bounce Pass) → Lofted Pass → Volley Shot / Powerful Header***

{% embed url="<https://www.youtube.com/watch?v=F-z-yF0ofQg>" %}

{% embed url="<https://www.youtube.com/watch?v=ppoCzhu76IY>" %}

#### How to counter:

Deploy defense for both passing and shooting. Players with the skills of ***Denial Defense*** & ***Pass Block*** will effectively prevent the opponent from launching long passes. ***Sacrifice Block*** and ***Genius Reflex*** are effective for dealing with direct shooting.

2. Dribbling the ball to launch an attack, generally handled by midfielders/forwards with dribbling skills through individual abilities.

&#x20;            ***Speed dribble/ Break Through / Dummy Dribble / Power Dribble →*** ***Calm Finish / Long Shot***

{% embed url="<https://www.youtube.com/watch?v=ajtjOVaOqrQ>" %}
Power Dribble + Long Shot
{% endembed %}

{% embed url="<https://www.youtube.com/watch?v=2fmV4uQVUTU>" %}

{% embed url="<https://www.youtube.com/watch?v=nZgBxerIy9U>" %}

#### How to counter:

Focus on deploying defense for the dribbling link, and using players with skills such ***Slide Tackle*** & ***Mark Tight*** can effectively reduce the opponent’s success rate of dribbling.

### **Wing attack**

1. Passing the ball to launch an attack, generally a midfielder with transfer skills launch an attack, and a wing player with cross or dribbling skills directly sends assists or shoots after passing.

&#x20;                                         ***Long Square → Pinpoint Cross → Volley Shot / Power Header***

{% embed url="<https://www.youtube.com/watch?v=wmoP1vqDl9g>" %}

#### How to counter:

Every additional pass will lead to an additional possibility of failure. Long pass, cross and shot all three links can be used for defense. Players with ***Denial Defense*** can effectively prevent the opponent from organizing long passes. ***Aerial Defense*** can effectively prevent the opponent from crossing a header. ***Genius Reflex*** can deal with directly shooting effectively.

2. Attacking with the ball is generally carried out by a player with dribbling skills to the front side of the court, and then sends an assist or a pass and then shoots.

&#x20;                             ***Speed dribble / Break Through → Cut Inside → Volley Shot / Power Header***

{% embed url="<https://www.youtube.com/watch?v=NAj-0isCCKU>" %}

#### How to counter:

The three links of dribbling, passing and shooting can all be targeted for defense. Players with ***Mark Tight*** and ***Slide Tackle*** can effectively prevent opponents from passing. ***Aerial Defense*** effectively prevents opponents from crossing a header. ***Flawless Defense*** is an effective means of dealing with ground ball shots.

\
The above is the introduction of all player skills. It should be noted that all recommended combinations are not fixed, and players need to match according to the actual situation, preferences and needs.

If you have few player cards, you need to develop partners for the players you already have. If you already have a lot of players, you can choose according to the rarity of the cards and the level of the players. Or if you have players that are suitable for a multi-back formation, you need to focus on developing the skills of the defenders.


# Training System

Managers can take two players to train one new player in this system. During the training process, a certain amount of TMT will be consumed while a mystery pack will be generated. Managers can open it to get a new player card. Common, Rare and Epic cards can participate in training 7 times and Legendary cards can participate 3 times.

### Training Cost per Base Player

The actual cost is the sum of two base players:

<table><thead><tr><th width="107" align="center">Count</th><th width="123" align="center">Level</th><th width="143" align="center">Common</th><th align="center">Rare</th><th align="center">Epic</th><th align="center">Legendary</th></tr></thead><tbody><tr><td align="center">1</td><td align="center">5</td><td align="center">30</td><td align="center">60</td><td align="center">250</td><td align="center">1250</td></tr><tr><td align="center">2</td><td align="center">10</td><td align="center">30</td><td align="center">60</td><td align="center">300</td><td align="center">1500</td></tr><tr><td align="center">3</td><td align="center">20</td><td align="center">36</td><td align="center">72</td><td align="center">350</td><td align="center">1850</td></tr><tr><td align="center">4</td><td align="center">30</td><td align="center">42</td><td align="center">84</td><td align="center">400</td><td align="center">/</td></tr><tr><td align="center">5</td><td align="center">40</td><td align="center">48</td><td align="center">96</td><td align="center">450</td><td align="center">/</td></tr><tr><td align="center">6</td><td align="center">50</td><td align="center">54</td><td align="center">108</td><td align="center">520</td><td align="center">/</td></tr><tr><td align="center">7</td><td align="center">60</td><td align="center">60</td><td align="center">120</td><td align="center">600</td><td align="center">/</td></tr></tbody></table>

### New Player Ability Attributes:

A player's attribute X value at level N is determined by

$$
X(N) = X(Initial) + (Basic \ Growth(N) + N\*Growth(X)) \* Growth\ Rate(X)/200
$$

Where the sum of **X(Initial)**, **Basic Growth(N), Growth(X)** for five attributes are the same for same rarity. Each player has different value for each attribute based on their position and characteristics.&#x20;

Sum of X(Initial) are 100, 150, 200, 250 and 275 for C, R, E, L and Special L card respectively.

Sum of Growth(X) are 12, 18, 24, 30 and 40 for C, R, E, L and Special L card respectively.&#x20;

Growth Rate are 120 for All Star Genesis cards at each attribute, with the exception that the 12 Special L card from Return of Legend series auction have slightly higher growth rate.

After training, the five-dimensional player attribute growth rate are the average of two base players, with +-10% randomness following this weight. Note for Special Legendary player, they tend to have higher attribute growth rate.

| Ratio | Weight | Weight\_Speicial |
| :---: | :----: | :--------------: |
|  -10% |    1   |         0        |
|  -9%  |    2   |         0        |
|  -8%  |    3   |         0        |
|  -7%  |    4   |         0        |
|  -6%  |    6   |         0        |
|  -5%  |    7   |         0        |
|  -4%  |    8   |         0        |
|  -3%  |   10   |         1        |
|  -2%  |   12   |         2        |
|  -1%  |   15   |         4        |
|   0%  |   30   |        25        |
|   1%  |   23   |        20        |
|   2%  |   19   |        15        |
|   3%  |   16   |        10        |
|   4%  |   13   |         8        |
|   5%  |   10   |         6        |
|   6%  |    8   |         4        |
|   7%  |    6   |         2        |
|   8%  |    4   |         1        |
|   9%  |    2   |         1        |
|  10%  |    1   |         1        |

### New Player Productive Attributes

The sum of new player's productive attributes are the average of two base players **at level 1**, with +-10% randomness following the same table above. Then the scores are randomly distributed to 4 dimensions, each dimension with lowest distribution of 15%.

### Time Cost for Base Players:

<table><thead><tr><th width="191" align="center">Common</th><th width="207" align="center">Rare</th><th width="183" align="center">Epic</th><th align="center">Legendary</th></tr></thead><tbody><tr><td align="center">180 mins</td><td align="center">360 mins</td><td align="center">720 mins</td><td align="center">1440 mins</td></tr></tbody></table>

### The Rate of Positions:

<table><thead><tr><th width="124" align="center">Parent 1</th><th align="center">Parent 2</th><th align="center">FW Rate</th><th align="center">MF Rate</th><th align="center">DF Rate</th><th align="center">GK Rate</th></tr></thead><tbody><tr><td align="center">FW</td><td align="center">FW</td><td align="center">91%</td><td align="center">4%</td><td align="center">4%</td><td align="center">1%</td></tr><tr><td align="center">FW</td><td align="center">MF</td><td align="center">45%</td><td align="center">45%</td><td align="center">9%</td><td align="center">1%</td></tr><tr><td align="center">FW</td><td align="center">DF</td><td align="center">45%</td><td align="center">9%</td><td align="center">45%</td><td align="center">1%</td></tr><tr><td align="center">FW</td><td align="center">GK</td><td align="center">45%</td><td align="center">5%</td><td align="center">5%</td><td align="center">45%</td></tr><tr><td align="center">MF</td><td align="center">FW</td><td align="center">45%</td><td align="center">45%</td><td align="center">9%</td><td align="center">1%</td></tr><tr><td align="center">MF</td><td align="center">MF</td><td align="center">4%</td><td align="center">91%</td><td align="center">4%</td><td align="center">1%</td></tr><tr><td align="center">MF</td><td align="center">DF</td><td align="center">9%</td><td align="center">45%</td><td align="center">45%</td><td align="center">1%</td></tr><tr><td align="center">MF</td><td align="center">GK</td><td align="center">5%</td><td align="center">45%</td><td align="center">5%</td><td align="center">45%</td></tr><tr><td align="center">DF</td><td align="center">FW</td><td align="center">45%</td><td align="center">9%</td><td align="center">45%</td><td align="center">1%</td></tr><tr><td align="center">DF</td><td align="center">MF</td><td align="center">9%</td><td align="center">45%</td><td align="center">45%</td><td align="center">1%</td></tr><tr><td align="center">DF</td><td align="center">DF</td><td align="center">4%</td><td align="center">4%</td><td align="center">91%</td><td align="center">1%</td></tr><tr><td align="center">DF</td><td align="center">GK</td><td align="center">5%</td><td align="center">5%</td><td align="center">45%</td><td align="center">45%</td></tr><tr><td align="center">GK</td><td align="center">FW</td><td align="center">45%</td><td align="center">5%</td><td align="center">5%</td><td align="center">45%</td></tr><tr><td align="center">GK</td><td align="center">MF</td><td align="center">5%</td><td align="center">45%</td><td align="center">5%</td><td align="center">45%</td></tr><tr><td align="center">GK</td><td align="center">DF</td><td align="center">5%</td><td align="center">5%</td><td align="center">45%</td><td align="center">45%</td></tr><tr><td align="center">GK</td><td align="center">GK</td><td align="center">3%</td><td align="center">3%</td><td align="center">3%</td><td align="center">91%</td></tr></tbody></table>

### The Rate of Rarity of New All Star Pack:

<table><thead><tr><th width="142" align="center">Parent 1</th><th width="122" align="center">Parent 2</th><th width="116" align="center">Common</th><th width="122" align="center">Rare</th><th width="115" align="center">Epic</th><th width="134" align="center">Legendary</th></tr></thead><tbody><tr><td align="center">Legendary</td><td align="center">Legendary</td><td align="center">0%</td><td align="center">0%</td><td align="center">0%</td><td align="center">100%</td></tr><tr><td align="center">Legendary</td><td align="center">Epic</td><td align="center">0%</td><td align="center">0%</td><td align="center">49%</td><td align="center">51%</td></tr><tr><td align="center">Legendary</td><td align="center">Rare</td><td align="center">0%</td><td align="center">49%</td><td align="center">1%</td><td align="center">50%</td></tr><tr><td align="center">Legendar</td><td align="center">Common</td><td align="center">49%</td><td align="center">1%</td><td align="center">0%</td><td align="center">50%</td></tr><tr><td align="center">Epic</td><td align="center">Legendary</td><td align="center">0%</td><td align="center">0%</td><td align="center">49%</td><td align="center">51%</td></tr><tr><td align="center">Epic</td><td align="center">Epic</td><td align="center">0%</td><td align="center">0%</td><td align="center">98%</td><td align="center">2%</td></tr><tr><td align="center">Epic</td><td align="center">Rare</td><td align="center">0%</td><td align="center">49%</td><td align="center">50%</td><td align="center">1%</td></tr><tr><td align="center">Epic</td><td align="center">Common</td><td align="center">49%</td><td align="center">1%</td><td align="center">48%</td><td align="center">2%</td></tr><tr><td align="center">Rare</td><td align="center">Legendary</td><td align="center">0%</td><td align="center">49%</td><td align="center">1%</td><td align="center">50%</td></tr><tr><td align="center">Rare</td><td align="center">Epic</td><td align="center">0%</td><td align="center">49%</td><td align="center">50%</td><td align="center">1%</td></tr><tr><td align="center">Rare</td><td align="center">Rare</td><td align="center">0%</td><td align="center">98%</td><td align="center">2%</td><td align="center">0%</td></tr><tr><td align="center">Rare</td><td align="center">Common</td><td align="center">49%</td><td align="center">50%</td><td align="center">1%</td><td align="center">0%</td></tr><tr><td align="center">Common</td><td align="center">Legendary</td><td align="center">49%</td><td align="center">1%</td><td align="center">0%</td><td align="center">50%</td></tr><tr><td align="center">Common</td><td align="center">Epic</td><td align="center">49%</td><td align="center">1%</td><td align="center">48%</td><td align="center">2%</td></tr><tr><td align="center">Common</td><td align="center">Rare</td><td align="center">49%</td><td align="center">50%</td><td align="center">1%</td><td align="center">0%</td></tr><tr><td align="center">Common</td><td align="center">Common</td><td align="center">98%</td><td align="center">2%</td><td align="center">0%</td><td align="center">0%</td></tr></tbody></table>

### The Rate of Card Rarity for Different Pack Rarities:

<table><thead><tr><th width="170" align="center">Pack Rarity</th><th align="center">Legendary Rate</th><th align="center">Epic Rate</th><th align="center">Rare Rate</th><th align="center">Common Rate</th></tr></thead><tbody><tr><td align="center">Legendary</td><td align="center">65%</td><td align="center">35%</td><td align="center">0%</td><td align="center">0%</td></tr><tr><td align="center">Epic</td><td align="center">2%</td><td align="center">68%</td><td align="center">30%</td><td align="center">0%</td></tr><tr><td align="center">Rare</td><td align="center">0%</td><td align="center">2%</td><td align="center">98%</td><td align="center">0%</td></tr><tr><td align="center">Common</td><td align="center">0%</td><td align="center">0%</td><td align="center">0%</td><td align="center">100%</td></tr></tbody></table>

Note: For ALL STAR 2022 GENESIS packs you get from staking Return of Legends cards, you get a one-on-one mapping of rarities, i.e. a Legendary ALL STAR 2022 GENESIS pack gets you a Legendary ALL STAR 2022 card for 100% chance and so on.

**Special Bonus:**

For ALL STAR Legendary pack, you have a 5% chance to get a **special** **superstar** Legendary player.&#x20;


# Energy & Stamina

Participating in various matches consumes a certain amount of energy for the manager and certain amount of stamina for each player. The energy of managers and the stamina of players are very crucial. It determines how many matches you can continue to play.

If the energy does not meet the requirement, the manager cannot continue participating in the game. You can click the yellow "+" sign on the "Game" page to buy energy, or wait for the energy to recover automatically by the rate of 80 energies every day linearly.

| Purchase Times |  Cost  | Engergy |
| :------------: | :----: | :-----: |
|        1       |  5 TMT |    80   |
|        2       | 10 TMT |    80   |
|        3       | 15 TMT |    80   |
|        4       | 20 TMT |    80   |
|        5       | 20 TMT |    80   |

Participating in various games also consumes a certain amount of Stamina for the players. If stamina does not meet the requirement, the player cannot continue to play. You can click on the avatar of the card on the "Game" page, purchase physical strength for the player through the yellow "+" sign in the physical strength position, or wait for the physical strength to recover automatically. A player card's stamina recovers by 120 at 00:00 UTC each day automatically no matter it's in the pitch or not. Stamina value doesn't impact game result and rewards in general, with the exception that if there's a player with <50 stamina value, no matter if you win a home game or win an away game, the winning score will be reduced by 30% for each such player.

Basic Stamina consumption:

For at home game: 50 stamina for each player.

For an away game: 40 for each player if you win, 20 if it's a draw, and no stamina cost if you lose.

Actually consumption is based on basic consumption and player's Physical value, check: [About Players](/topmanager/about-players)

| Ascend Times |            Common            |             Rare             |             Epic             |           Legendary          |
| :----------: | :--------------------------: | :--------------------------: | :--------------------------: | :--------------------------: |
|       0      |        0.001 TMT/point       |        0.002 TMT/point       | <p>0.005</p><p>TMT/point</p> |  <p>0.01</p><p>TMT/point</p> |
|       1      |        0.001 TMT/point       | <p>0.003</p><p>TMT/point</p> |        0.007 TMT/point       |        0.013 TMT/point       |
|       2      | <p>0.002</p><p>TMT/point</p> | <p>0.004</p><p>TMT/point</p> |        0.009 TMT/point       |        0.017 TMT/point       |
|       3      |        0.002 TMT/point       | <p>0.005</p><p>TMT/point</p> | <p>0.011</p><p>TMT/point</p> | <p>0.02 </p><p>TMT/point</p> |
|       4      |        0.002 TMT/point       | <p>0.006</p><p>TMT/point</p> |        0.013 TMT/point       |        0.025 TMT/point       |
|       5      | <p>0.003</p><p>TMT/point</p> | <p>0.007</p><p>TMT/point</p> |        0.015 TMT/point       | <p>0.03 </p><p>TMT/point</p> |
|       6      |        0.005 TMT/point       |        0.009 TMT/point       |        0.018 TMT/point       |        0.036 TMT/point       |


# Battle System

#### PVP

As one of the core gameplay of TopManager games, Top League offers PVP matches between managers. By competing with each other, each manager receives daily rewards as well as ranking rewards. After clicking "Enter" on the "Game" page to enter the Top League, you can start a match with other managers. The result of the game depends on all factors, including the line-up, the team's combat strength, skill matching, and tactical settings. (A very advanced AI simulation algorithm is used here!) Top League goes by seasons, and managers will win generous season rewards according to the competition rankings.

#### PVE

In subsequent versions, managers can also command the team to participate in the PVE journey and get more rewards in the Top Tournament events. Stay tuned.


# 3D Core Gameplay

Currently, TopManager matching system supports both 2D and 3D mode, which can be selected before the match starts. The results of the two modes are the same if you play 3D mode automatically. This is a demo of **Long Square + Pinpoint Cross + Powerful Header** skills combination:

{% embed url="<https://www.youtube.com/watch?v=-0eL2_KcKXU>" %}

You can play manually in 3D mode, applying the best tactics to your team, applying skills, making passing, dribbling, shooting, tackling decisions manually. And the result will be different from automatic 2D/3D mode.

<figure><img src="/files/9uwvuP9slAlnpYeGuZ2s" alt=""><figcaption></figcaption></figure>

<figure><img src="/files/y8XU41FVBjG7u8VJJlFk" alt=""><figcaption></figcaption></figure>


# Training Camp

## Overview

The training camp was launched to help new managers to quickly improve the player's card combat power. There are currently 3 vouchers in the training camp, and each voucher has 3 levels and a total of 6 seats. Managers can put players in a certain seat and spend vouchers of the corresponding level. After waiting for a period of time, the player will receive rewards for experience improvement, skill level improvement, and skill awakening. It should be noted that players in training camps can not participate in other activities, such as playing, selling or training new players.

## Training Vouchers

### **Experience Training**

Players can be sent to participate in special training to gain experience, and need to consume experience training vouchers.

Each training has a certain probability of critical hit. If you get critical hits, the player will get additional experience. For example, there is currently a 30% probability of an additional 10% experience, a 20% probability of an additional 20% experience, a 6% probability of an additional 30% experience, a 3% probability of an additional 40% experience, and a 1% probability of an additional 50% experience.

| Probability | Additional Experience |
| :---------: | :-------------------: |
|     30%     |          10%          |
|     20%     |          20%          |
|      6%     |          30%          |
|      3%     |          40%          |
|      1%     |          50%          |

If the player is at the end of level 9, it will reach level 10 after increasing experience, and the player needs to ascend to continue to gain overflowing experience.&#x20;

Differences between different seats:&#x20;

The base value for gaining experience is different: 200 for junior seats, 600 for intermediate seats, and 2000 for premium seats.&#x20;

The time required for training is different: 6 hours for junior seats, 12 hours for intermediate seats, and 24 hours for premium seats.

### **Skill Level Training**

Players can be sent to participate in special training to improve their skill levels, and need to consume skill level vouchers.

After the training is over, the voucher will randomly select a skill that is not at full level and upgrade the level instead of upgrading the skill of the lowest level.

Under normal circumstances, after the training ends, a random skill level will be +1. Each skill level training has a certain probability of critical hit. If you get critical hits, the player's skill level will be raised by 2 or 3. The skill level will be +2 with a 13% chance, and the skill level will be +3 with a 2% chance.

The difference between different seats:

The upper limit of skill improvement is different: junior seats can be upgraded to level 10, intermediate seats are 20, and premium seats are 30.

The time required for training is different: 6 hours for junior seats, 12 hours for intermediate seats, and 24 hours for premium seats.

### **Skill Awakening Training**

Players can be sent to participate in special training to awaken their skills, and need to consume skill awaken vouchers.

After the training is over, there is a 35% chance to successfully awaken the random skill at the corresponding position, and a 65% chance to fail the awakening, and the skill level will be raised by 1 instead.

The difference between different seats:

The primary seat can only be used to awaken the first or second skill, the intermediate seat can only be used to awaken the third or fourth skill, and the supreme seat can only be used to awaken the fifth or sixth skill.

Players currently have up to 4 skills including characteristic skills, and the premium seats are not unlocked.

The training time is different: 6 hours for the junior seat, 12 hours for the intermediate seat, and 24 hours for the premium seat.


# Future Updates

**Player Rental System**

As in the real football world, managers can loan players to other managers to share certain in-game rewards together.

**Player Merging System**

Optimized mechanism based on the previous design for breakthroughs of player skills and attributes.

**Equipment System**

This system will power up your squad for better in-game performance. It will also enhance the utility and consumption of TMT.

**New GamePlay Mode**

A brand new PVP mode is currently under development with more challenging and fun gameplay for managers to explore.

**VIP System**

The system will provide advantages for managers meeting certain requirements, such as holding a certain amount of player cards, times of training players etc.


# Top League

Top League is the PvP matching mode of TopManager. Managers compete with each other to determine their rankings. There's **Daily Ranking Rewards**, **Daily Winning Rewards** and **Season Ranking Rewards**, all are ranking related.&#x20;

**\*Disclaimer: the team may review and change Top League reward policies from time to time according to situations\***

### **Daily Ranking Rewards**

At 0:00 UTC every day, a total bonus of 25,000 [$TMT](https://coinmarketcap.com/currencies/topmanager/) will be distributed according to the points held by the manager. The rewards will be allocated to the frozen pool and unfreeze linearly in 30 days.

### **Daily Winning Rewards (the PvE style rewards in Top League)**

When you get 1 win/3 wins/5 wins at home court in TopLeague matches every day, certain number of [$TMT](https://coinmarketcap.com/currencies/topmanager/) will be directly rewarded to the managers according to their ranks at winning and team efficiencies. The rewards will be directly allocated to the frozen pool and unfreeze linearly in 30 days. The formula is like this:

$$
Winning\ Reward = Ranking\ Based\ Reward \* Efficiency\ Factor
$$

$$
Efficiency\ Factor = (\frac{Average\ Team\ Efficiency}{100})^{0.5}
$$

To give some example, if you have a team of 11 L cards, and they are all level 60, with an efficiency number of 1000 each, you rank 1st in the league, you'll get:

$$
30\ \*\ (\frac{1000 \* 11 \div 11}{100})^{0.5} = 94.86832981
$$

at each win.

If you have a team of 3 C cards, and they are at level 1,  with an efficiency number of 10 each, you rank 9200 at winning, you'll get:

$$
5.5 \* (\frac{3\*10\div 11}{100})^{0.5}= 0.908295106
$$

at each win. Note in this example, the system cards are not taken into account of the average efficiency.

<table><thead><tr><th align="center">Starting Rank</th><th width="169" align="center">Ending Rank</th><th width="154" align="center">One Time Basic Reward</th><th align="center">Daily Basic Reward</th></tr></thead><tbody><tr><td align="center">1</td><td align="center">50</td><td align="center">30</td><td align="center">90</td></tr><tr><td align="center">51</td><td align="center">100</td><td align="center">26.33</td><td align="center">80</td></tr><tr><td align="center">101</td><td align="center">200</td><td align="center">23.33</td><td align="center">70</td></tr><tr><td align="center">201</td><td align="center">300</td><td align="center">20</td><td align="center">60</td></tr><tr><td align="center">301</td><td align="center">400</td><td align="center">16.66</td><td align="center">50</td></tr><tr><td align="center">401</td><td align="center">500</td><td align="center">13.33</td><td align="center">40</td></tr><tr><td align="center">501</td><td align="center">600</td><td align="center">10</td><td align="center">30</td></tr><tr><td align="center">601</td><td align="center">700</td><td align="center">9.5</td><td align="center">28.5</td></tr><tr><td align="center">701</td><td align="center">800</td><td align="center">9</td><td align="center">27</td></tr><tr><td align="center">801</td><td align="center">900</td><td align="center">8.5</td><td align="center">25.5</td></tr><tr><td align="center">901</td><td align="center">1000</td><td align="center">8</td><td align="center">24</td></tr><tr><td align="center">1001</td><td align="center">1200</td><td align="center">7.5</td><td align="center">22.5</td></tr><tr><td align="center">1201</td><td align="center">1400</td><td align="center">7</td><td align="center">21</td></tr><tr><td align="center">1401</td><td align="center">1600</td><td align="center">6.5</td><td align="center">19.5</td></tr><tr><td align="center">1601</td><td align="center">1800</td><td align="center">6</td><td align="center">18</td></tr><tr><td align="center">1801</td><td align="center">2000</td><td align="center">5.5</td><td align="center">16.5</td></tr><tr><td align="center">2001</td><td align="center">2200</td><td align="center">5</td><td align="center">15</td></tr><tr><td align="center">2201</td><td align="center">2400</td><td align="center">4.83</td><td align="center">14.5</td></tr><tr><td align="center">2401</td><td align="center">2600</td><td align="center">4.66</td><td align="center">14</td></tr><tr><td align="center">2601</td><td align="center">2800</td><td align="center">4.5</td><td align="center">13.5</td></tr><tr><td align="center">2801</td><td align="center">3000</td><td align="center">4.33</td><td align="center">13</td></tr><tr><td align="center">3001</td><td align="center">3200</td><td align="center">4.16</td><td align="center">12.5</td></tr><tr><td align="center">3201</td><td align="center">3400</td><td align="center">4</td><td align="center">12</td></tr><tr><td align="center">3401</td><td align="center">3600</td><td align="center">3.83</td><td align="center">11.5</td></tr><tr><td align="center">3601</td><td align="center">3800</td><td align="center">3.66</td><td align="center">11</td></tr><tr><td align="center">3801</td><td align="center">4000</td><td align="center">3.5</td><td align="center">10.5</td></tr><tr><td align="center">4000</td><td align="center">4200</td><td align="center">3.33</td><td align="center">10</td></tr><tr><td align="center">4201</td><td align="center">4400</td><td align="center">3.16</td><td align="center">9.5</td></tr><tr><td align="center">4401</td><td align="center">4600</td><td align="center">3</td><td align="center">9</td></tr><tr><td align="center">4601</td><td align="center">4800</td><td align="center">2.83</td><td align="center">8.5</td></tr><tr><td align="center">4801</td><td align="center">5000</td><td align="center">2.66</td><td align="center">8</td></tr><tr><td align="center">5001</td><td align="center">5200</td><td align="center">2.5</td><td align="center">7.5</td></tr><tr><td align="center">5201</td><td align="center">5400</td><td align="center">2.46</td><td align="center">7.4</td></tr><tr><td align="center">5401</td><td align="center">5600</td><td align="center">2.43</td><td align="center">7.3</td></tr><tr><td align="center">5601</td><td align="center">5800</td><td align="center">2.4</td><td align="center">7.2</td></tr><tr><td align="center">5801</td><td align="center">6000</td><td align="center">2.36</td><td align="center">7.1</td></tr><tr><td align="center">6001</td><td align="center">6200</td><td align="center">2.33</td><td align="center">7</td></tr><tr><td align="center">6201</td><td align="center">6400</td><td align="center">2.3</td><td align="center">6.9</td></tr><tr><td align="center">6401</td><td align="center">6600</td><td align="center">2.26</td><td align="center">6.8</td></tr><tr><td align="center">6601</td><td align="center">6800</td><td align="center">2.23</td><td align="center">6.7</td></tr><tr><td align="center">6801</td><td align="center">7000</td><td align="center">2.2</td><td align="center">6.6</td></tr><tr><td align="center">7001</td><td align="center">7200</td><td align="center">2.16</td><td align="center">6.5</td></tr><tr><td align="center">7201</td><td align="center">7400</td><td align="center">2.13</td><td align="center">6.4</td></tr><tr><td align="center">7401</td><td align="center">7600</td><td align="center">2.1</td><td align="center">6.3</td></tr><tr><td align="center">7601</td><td align="center">7800</td><td align="center">2.06</td><td align="center">6.2</td></tr><tr><td align="center">7801</td><td align="center">8000</td><td align="center">2.03</td><td align="center">6.1</td></tr><tr><td align="center">8001</td><td align="center">8200</td><td align="center">2</td><td align="center">6</td></tr><tr><td align="center">8201</td><td align="center">8400</td><td align="center">1.96</td><td align="center">5.9</td></tr><tr><td align="center">8401</td><td align="center">8600</td><td align="center">1.93</td><td align="center">5.8</td></tr><tr><td align="center">8601</td><td align="center">8800</td><td align="center">1.9</td><td align="center">5.7</td></tr><tr><td align="center">8801</td><td align="center">9000</td><td align="center">1.86</td><td align="center">5.6</td></tr><tr><td align="center">9001</td><td align="center">9200</td><td align="center">1.83</td><td align="center">5.5</td></tr><tr><td align="center">9201</td><td align="center">9400</td><td align="center">1.8</td><td align="center">5.4</td></tr><tr><td align="center">9401</td><td align="center">9600</td><td align="center">1.76</td><td align="center">5.3</td></tr><tr><td align="center">9601</td><td align="center">9800</td><td align="center">1.73</td><td align="center">5.2</td></tr><tr><td align="center">9801</td><td align="center">10000</td><td align="center">1.7</td><td align="center">5.1</td></tr></tbody></table>


# Top League Open Beta Season  (S0)

**Open Beta (S0)** duration is UTC 2022/10/25 15:00 - 2022/11/18 0:00.

Managers can use ALL STAR players to participate in competitions to determine rankings and win generous season rewards.

Top League Open Beta FAQ:

{% embed url="<https://medium.com/@TopGoal_NFT/topmanager-openbeta-faq-9f4b749a1cf7>" %}

### **Season Ranking Rewards**

We allocate 1.5MM $GOAL tokens to top 2000 players of S0 as season ranking rewards. The allocation table is as follows:

<table><thead><tr><th width="244" align="center">Ranking</th><th width="235" align="center">GOAL - S0% (Each)</th><th align="center">GOAL -S0 (Each)</th></tr></thead><tbody><tr><td align="center">1</td><td align="center">2%</td><td align="center">30000</td></tr><tr><td align="center">2</td><td align="center">1.6%</td><td align="center">24000</td></tr><tr><td align="center">3</td><td align="center">1.2%</td><td align="center">18000</td></tr><tr><td align="center">4-10</td><td align="center">0.75%</td><td align="center">11250</td></tr><tr><td align="center">11-20</td><td align="center">0.38%</td><td align="center">5700</td></tr><tr><td align="center">21-50</td><td align="center">0.195%</td><td align="center">2925</td></tr><tr><td align="center">51-100</td><td align="center">0.09%</td><td align="center">1350</td></tr><tr><td align="center">101-200</td><td align="center">0.077%</td><td align="center">1150</td></tr><tr><td align="center">201-300</td><td align="center">0.072%</td><td align="center">1080</td></tr><tr><td align="center">301-400</td><td align="center">0.067%</td><td align="center">1005</td></tr><tr><td align="center">401-500</td><td align="center">0.062%</td><td align="center">930</td></tr><tr><td align="center">501-600</td><td align="center">0.057%</td><td align="center">855</td></tr><tr><td align="center">601-700</td><td align="center">0.053%</td><td align="center">795</td></tr><tr><td align="center">701-800</td><td align="center">0.049%</td><td align="center">735</td></tr><tr><td align="center">801-900</td><td align="center">0.045%</td><td align="center">675</td></tr><tr><td align="center">901-1000</td><td align="center">0.041%</td><td align="center">615</td></tr><tr><td align="center">1001-1100</td><td align="center">0.037%</td><td align="center">555</td></tr><tr><td align="center">1101-1200</td><td align="center">0.034%</td><td align="center">510</td></tr><tr><td align="center">1201-1300</td><td align="center">0.031%</td><td align="center">465</td></tr><tr><td align="center">1301-1400</td><td align="center">0.028%</td><td align="center">420</td></tr><tr><td align="center">1401-1500</td><td align="center">0.025%</td><td align="center">375</td></tr><tr><td align="center">1501-1600</td><td align="center">0.022%</td><td align="center">330</td></tr><tr><td align="center">1601-1700</td><td align="center">0.019%</td><td align="center">285</td></tr><tr><td align="center">1701-1800</td><td align="center">0.016%</td><td align="center">240</td></tr><tr><td align="center">1801-1900</td><td align="center">0.013%</td><td align="center">195</td></tr><tr><td align="center">1901-2000</td><td align="center">0.01%</td><td align="center">150</td></tr></tbody></table>


# Top League Season 1 (S1)

Top League Season 1 will last for 45 days and the duration is UTC 2022/11/20 16:00 - 2022/1/4 0:00.&#x20;

The Daily Ranking Rewards and Daily Winning Rewards will be the same as Season 0, we increase the $GOAL bonus pool to 8.5 MM tokens, which are divided into two categories:

### Season Ranking Rewards: 4MM $GOAL tokens

Same as in S0, they're distributed to top 2000 participants, but the ratios are updated to a more flatter manner, as in the following table:

<table><thead><tr><th width="152" align="center">Ranking</th><th width="129" align="center">GOAL - S0% (Each)</th><th width="115" align="center">GOAL -S0 (Each)</th><th width="147" align="center">GOAL - S1% (Each)</th><th align="center">GOAL - S1 (Each)</th></tr></thead><tbody><tr><td align="center">1</td><td align="center">2%</td><td align="center">30000</td><td align="center">1.5%</td><td align="center">60000</td></tr><tr><td align="center">2</td><td align="center">1.6%</td><td align="center">24000</td><td align="center">1.2%</td><td align="center">48000</td></tr><tr><td align="center">3</td><td align="center">1.2%</td><td align="center">18000</td><td align="center">0.9%</td><td align="center">36000</td></tr><tr><td align="center">4-10</td><td align="center">0.75%</td><td align="center">11250</td><td align="center">0.55%</td><td align="center">22000</td></tr><tr><td align="center">11-20</td><td align="center">0.38%</td><td align="center">5700</td><td align="center">0.199%</td><td align="center">7960</td></tr><tr><td align="center">21-50</td><td align="center">0.195%</td><td align="center">2925</td><td align="center">0.092%</td><td align="center">3680</td></tr><tr><td align="center">51-100</td><td align="center">0.09%</td><td align="center">1350</td><td align="center">0.085%</td><td align="center">3400</td></tr><tr><td align="center">101-200</td><td align="center">0.077%</td><td align="center">1150</td><td align="center">0.0795%</td><td align="center">3180</td></tr><tr><td align="center">201-300</td><td align="center">0.072%</td><td align="center">1080</td><td align="center">0.0745%</td><td align="center">2980</td></tr><tr><td align="center">301-400</td><td align="center">0.067%</td><td align="center">1005</td><td align="center">0.0695%</td><td align="center">2780</td></tr><tr><td align="center">401-500</td><td align="center">0.062%</td><td align="center">930</td><td align="center">0.0645%</td><td align="center">2580</td></tr><tr><td align="center">501-600</td><td align="center">0.057%</td><td align="center">855</td><td align="center">0.0595%</td><td align="center">2380</td></tr><tr><td align="center">601-700</td><td align="center">0.053%</td><td align="center">795</td><td align="center">0.056%</td><td align="center">2240</td></tr><tr><td align="center">701-800</td><td align="center">0.049%</td><td align="center">735</td><td align="center">0.0525%</td><td align="center">2100</td></tr><tr><td align="center">801-900</td><td align="center">0.045%</td><td align="center">675</td><td align="center">0.049%</td><td align="center">1960</td></tr><tr><td align="center">901-1000</td><td align="center">0.041%</td><td align="center">615</td><td align="center">0.0455%</td><td align="center">1820</td></tr><tr><td align="center">1001-1100</td><td align="center">0.037%</td><td align="center">555</td><td align="center">0.042%</td><td align="center">1680</td></tr><tr><td align="center">1101-1200</td><td align="center">0.034%</td><td align="center">510</td><td align="center">0.039%</td><td align="center">1560</td></tr><tr><td align="center">1201-1300</td><td align="center">0.031%</td><td align="center">465</td><td align="center">0.036%</td><td align="center">1440</td></tr><tr><td align="center">1301-1400</td><td align="center">0.028%</td><td align="center">420</td><td align="center">0.033%</td><td align="center">1320</td></tr><tr><td align="center">1401-1500</td><td align="center">0.025%</td><td align="center">375</td><td align="center">0.03%</td><td align="center">1200</td></tr><tr><td align="center">1501-1600</td><td align="center">0.022%</td><td align="center">330</td><td align="center">0.027%</td><td align="center">1080</td></tr><tr><td align="center">1601-1700</td><td align="center">0.019%</td><td align="center">285</td><td align="center">0.024%</td><td align="center">960</td></tr><tr><td align="center">1701-1800</td><td align="center">0.016%</td><td align="center">240</td><td align="center">0.021%</td><td align="center">840</td></tr><tr><td align="center">1801-1900</td><td align="center">0.013%</td><td align="center">195</td><td align="center">0.018%</td><td align="center">720</td></tr><tr><td align="center">1901-2000</td><td align="center">0.01%</td><td align="center">150</td><td align="center">0.015%</td><td align="center">600</td></tr></tbody></table>

### Global Ranking Rewards: 4.5MM $GOAL tokens

They're distributed to all S1 participants. Users are divided into brackets according to their ranks. And all users within a bracket share the rewards evenly. The detailed numbers are as follows:

|  Ranking | Total Amount |
| :------: | :----------: |
|  Top 1%  |    500,000   |
|   1%-2%  |    400,000   |
|   2%-3%  |    300,000   |
|   3%-6%  |    600,000   |
|  6%-10%  |    500,000   |
|  11%-15% |    400,000   |
|  15%-20% |    300,000   |
|  20%-25% |    250,000   |
|  25%-30% |    210,000   |
|  30%-35% |    190,000   |
|  35%-40% |    170,000   |
|  40%-45% |    150,000   |
|  45%-50% |    130,000   |
|  50%-60% |    110,000   |
|  60%-70% |    95,000    |
|  70%-80% |    80,000    |
|  80%-90% |    65,000    |
| 90%-100% |    50,000    |
|   Total  |   4,500,000  |

\
Note for the Top 2000 users, they gain both season ranking rewards and global ranking rewards. And **pure non-BAB trial** card users don't participate in rankings, you need to have at least 3 paid >=R level card to participate. &#x20;


# Top League S0 and S1 Special Bonus Pool

We allocate additional **2.5MM** $GOAL tokens from Community\&Treasury portion for both S0 and S1 participants to celebrate TopManager official launch and incentive early community members. The details will be released during S1. It will reward and incentivize both S0 and S1 players, especially in favorable of head players with certain activities, including having more and higher rarity cards like L and E cards, and more training activities, etc.


# Top League Season 2 (S2)

The S2 season will officially start at 12:00 UTC on March 15, 2023.

There will be a large number of $GOAL token rewards in the new season. At the same time, the player equipment system will be opened in the S2 season, and equipment gift boxes will also be issued according to the ranking of the ladder.

Player equipment includes jerseys, shorts, shin guards, and sneakers. Wearing equipment for players can greatly improve the player’s game-related attributes and production attributes.

## S2 Grand Prix Introduction <a href="#ecfe" id="ecfe"></a>

* 4 tournaments will be held in the S2 season. They are: England Grand Prix, Spain Grand Prix, Italy Grand Prix, and Monaco Grand Prix.
* In the first 3 tournaments, the players of the clubs under the jurisdiction of the country will increase their attributes by 30% when they enter the game.
* In the 4th tournament, all players except clubs related to the previous three countries will have their total attributes increased by 30% when entering the game.
* The final ranking of the 4 tournaments is calculated with a weight of 25% each, and the S2’s $GOAL token rewards will be distributed according to the final ranking.

## Reward <a href="#id-4201" id="id-4201"></a>

1.Season Rewards

* How much are the season rewards? Prize pool amount: 2.5 Million GOAL + TOPGOAL Points
* How to get rewards: PVP ranking, daily rewards

2.PVP Ranking

* How many managers will be rewarded with GOAL tokens? TOP 4000 managers.
* Details:

<figure><img src="/files/QwWmGlOD2qC8xHSqbHBl" alt=""><figcaption></figcaption></figure>

Top 1000, Total: 1,537,500 $GOAL

1001\~4000, Total: 962,500 $GOAL

*Note: For the same ranking, rewards will be issued according to the order in which the rankings are obtained.*

3.Daily Rewards:

* 1/3/5 win TOPGOAL Points (according to ranking and lineup)
* Daily total reward pool 250,000 TOPGOAL Points

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