1. Set up

# 1.1. Install Insert the game CD in the CD drive and follow the on-screen instructions in order to install the game. If no dialog box appears after you insert the CD, go to the contents of the CD and double click on “setup.exe”, then follow the instructions.

# 1.2. Uninstall If you want to remove the game from your system, click on the “uninstall.exe” in the folder of the installation or use the uninstall option from the start menu.

# 1.3. System requirements Minimum: Pentium IV or equivalent, 512MB RAM, Windows XP/ Vista Sp1 or later, 3D card, sound card, 500MB free hard disk space.

Recommended: Pentium Core Duo, 1GB RAM, Windows XP. 2. Intro

Welcome to “World Manager” (WBM). In this game, you will be called to fill in the shoes of the manager of a basketball team somewhere in the world and lead it to fame, and simultaneously advance your own career and prestige. You will be faced with all the challenges and difficulties of your real life counterparts, and you will have to make the right decisions at the right moment. Hopefully you will make it through and become a worldwide renowned manager. So read through the following pages to get some help on how to accomplish this. 3. Starting the game

# 3.1. Start a new game You can begin a new game by clicking on the “Start a new game” label, which is located on the upper interface bar. You will then be prompted to type in a name for your game (so you can later easily recognize it when you want to load and continue it). Of course, you can leave the default name unchanged. Once you are happy with the name of your game, click on the “Create” label on the action bar (bottom of the screen), and after WBM sets up and initializes all the data and procedures necessary for your new game, you will be taken to the next step, which is to create a new manager.

# 3.1.1. Create a new manager In this screen, you will be able to create and modify your manager. WBM will present you with a manager with random name, age and nationality. These you can then modify as you like, and give to your manager the name, age and nationality that you wish (note here that your manager cannot be less than 30 or more than 69 years old). Of course, you can always leave them as they are. Additionally, every manager is characterized by his attributes. The latter include his coaching, psychology, training and youth skills. They all range in a scale of 1 to 20, 1 being the worst and 20 the best.

Coaching skill It depicts how good the manager is at commanding his team during matches, and it affects the decisions he makes and the speed with which he responds to an opponent manager’s moves. In the case of human controlled managers, coaching skill takes effect during simulated games ONLY (games that you do not play yourself, but you rather choose to be resolved quickly by WBM). In matches that you actually play it is not taken into account, and it is your real life coaching skill that must do the trick. Psychology skill It shows how good a manager is at dealing with his players’ psychological problems and keeping them happy, and also at boosting their morale during a match (in time outs). Training skill It reflects how effective the training program of his players is (i.e. how fast they will get better from training). Youth skill It is a measure of how good a manager is at spotting new talents for his youth team, and how fast they will grow better while they stay there.

The initial random manager that WBM presents you with begins with all his attributes rated at 10. You can modify these also, by subtracting skill points from an attribute and adding them to another (never exceeding a total of 40 skill points). You can leave some skill points unused if you wish, but it is not advisable. By using this feature, you can make your manager stronger at the fields that you consider more important, while leaving him weaker at the less significant ones. Keep in mind also that your manager will gain an extra skill each new season, which you can then allocate in any of the above categories. When you are happy with your manager’s name, age, nationality and attributes, you are ready to proceed to the next step, which is to pick a team to manage.

# 3.1.2. Pick a team to manage Once in the world screen, you can use WBM’s interface to browse around the world (explained in detail in paragraph 4.1 below, “WBM interface”). You can take control of the team that you wish by visiting any of the team’s pages and clicking on the “Take control” label on the action bar. Notice that this action will not be available for teams that do not participate in active national leagues, so you cannot take control of these teams (see also paragraph 4.2.3, “Countries”). If you go to a country with a full national league, select a team and you are not given the option to take control of it, this means that it is a 2nd division team, and you have to pick a 1st division one. You cannot also take control of a national team in the beginning of the game (this may happen later, as if you do well with your club, you may be asked to take over a national team also).

# 3.1.3 Pick a National Team To Manager. Many users asked for this so we decided to include the option to take control of your favourite national team from the first day of a new game. Just select one from the list that will come up when you start a new game. Alternatively you can skip this and start only as a club team manager, do a great job and let them beg you to step in and save the nation!

# 3.2. Saving a game There is not a conventional save game option in WBM. Your game will be saved automatically when you exit, so you can later pick up from where you left (choose “Exit to Windows” from the list that comes up when you click the “Options” label on the upper interface bar). The only time that a save option exists in WBM is during a match. In this case, if you click on the “Options” label while you play a match and select “Save and exit” from the list that appears, the game will exit to Windows after saving at that point. When you later choose to continue this game, it will be picked up from the point in the match that you exited. This was done to facilitate a quick exit of the game during a match in case you need to, because otherwise you would have to wait for the match to end before you could exit.

# 3.3. Continue a saved game In the initial screen of the game, amongst others, there are two options labeled “Continue game” and “Load game”. By clicking on the former, WBM will automatically load the last game that was played on this computer. Clicking on “Load game” will bring up a list of all the saved games stored in your computer, so you can choose which one of those you wish to load and continue. # 3.4. Add a new manager In WBM there can be as many human managers as you wish in the same game. By adding more human managers, you initiate WBM’s multiplayer mode, which only differs from the single player mode in the fact that there are more than one human managers around. You can add a new human manager by clicking on the “Options” label on the upper interface bar and selecting “Add new manager” from the list. The usual procedure of creating a new manager will then commence, and once you are through it, a new human manager will have been added to the game. The game continues to play as in single player mode. Each human manager can take all the actions and view all the information that he wishes, and then switch to another human manager, who can in turn do what he wants. This procedure can go on for as long as the players wish, until everybody is happy with his actions. The game can then proceed. You can switch between human managers if you click on the “Options” label. You will notice that a new option now appears, “Switch manager”. Clicking on it will bring up a list of the human managers currently in the game and their respective teams. Selecting the manager that you want from that list will bring you to his pages. Remember however that you will not be able to switch between managers until everybody has picked a team to control.

# 3.5. End day and proceed After you are finished with all the things you wish to do in a day and you want to proceed, click on the date that is displayed in the middle section of the upper interface bar. You will then be presented with 3 options: “Proceed to next day”, “Skip to next match day” and “Skip to specific date”. Proceed to next day: By clicking this, the game will proceed one day only and on the next day you will be given again access to the interface. Note that if you have a match to play on this day, the label will instead display “Proceed to tonight’s games” and by clicking on that you will be taken to the pre-match briefing screen (examined in detail in chapter 6, “The match day”).

Skip to next match day: By selecting this, the game will take you to the next calendar day in which your team has a match to play. You will then be again given access to the interface.

Skip to specific date: Clicking there you will produce a list of all the possible calendar days you could skip to. Select one and the game will give you control again when you reach that day.

Note here that in both the previous cases the game will interrupt the process whenever there are some important news for you to read or it is necessary to take some action or give an answer for the game to proceed (it could be a transfer proposal from another team regarding one of your players, or not having enough players available to play a match etc.). All the matches your team has to play during this period of time that you chose to skip will be simulated. Notice that if you wish to interrupt the proceeding of time, you can do so by clicking on the “Stop on next day” button that appears on the action bar while the game is proceeding. WBM will stop and give control back to you at the beginning of the next day. If this button does not appear, it means that the game is about to stop on the next day. 4. WBM Navigation

# 4.1. Short Keys List A - Academy department B - Budget C - Contracts D - Player attributes Defensive E - Medical department F - Player search Filters G - Manager world ranking H - Hot list I - Manager Info K - Club info L - League Standings M - Player attributes Mental N - News O - Player attributes Offensive P - Player attributes Physical Q - Player search by name R - Scouting Report S - Schedule T - Training department U - Statistics player W - World Y - Statistics team Z - Switch manager F1 - View short keys list F2 - Toggle Full screen / Window mode ESC - Exit to main menu

# 4.2. WBM interface The interface of WBM resembles, both in functionality and appearance, any standard browsing interface. It is based on the “point-and-click” function. Clicking on anything that is clickable (you can tell this by the change of the mouse pointer) will either take you to a new screen or produce a pop-up menu with several options to select from. On the top of the screen there is always the upper interface bar, where you can see the current date and the “Options” label. On its left part there are the “Back” and “Forward” arrows, which you can use to navigate through pages that you have already visited during that day. On the bottom part of the screen, the action bar appears whenever there is some action that you can take at that point. Just click on any of the labels that are displayed on it. In the rest of the screen area, information is available in every page. All the information displayed in white (be it team names, tournaments, countries etc.) is clickable, and will either take you to a new screen or produce a popup menu with options to select from. Also clickable are the headers that appear in some pages (like a player’s or manager’s name for example). Additionally, wherever information is showed in the form of lists, clicking on the header of each column in the page will sort the information of this column in descending order. Clicking a second time will sort the information in ascending order. If for example you are viewing a page where the physical attributes of a team’s players are displayed, a click on the header of the column labeled “HGT” (height) will sort the players in the list by height, beginning with the tallest one on top and descending gradually to the shortest player in the team. This is a very useful tool in the game, as it can give you a quick assessment of the information available (for example, who is the best 3 point scorer in a team, who has the most offensive rebounds per game etc.), and can be used in almost every page that information is presented by the form of a list.

# 4.2. WBM structure WBM environment can be analyzed, top to bottom, from the whole world down to individual players and managers. Each sub-division is included into its immediately higher one (for example, countries are included in continents, while continents are included in the world).

# 4.2.1. World This is from where, with successive steps, you can access everything in the game. Here you can read the world news (which include all the news about basketball around the globe for this day), see the world tournaments to be played this season, see the manager world ranking, enter any one of the five continents, or search for a player.

# 4.2.1.1. Player search From here you can search for a player throughout the world. Once in the search screen, you can use the filters provided to narrow your search down. Every label in that screen is actually a filter, so by using them you can really pinpoint your man. You do not have to use all of the filters, though. It might actually be a good idea to leave the filter for any qualities or attributes of the player that are not very important to you set to “Any”, so you will be presented with more search results to choose from. # 4.2.2. Continents Once in a continent page, you can read the continental news (limited to players and teams of that continent), see any international tournaments in that continent for this season, or enter any one of the countries included in that continent.

# 4.2.3. Countries When you are in a country’s page, you can read all the news regarding that country’s national team, clubs and players, see what tournaments are played in that country this season (most commonly its national league and in some cases also the cup), see that country’s national team, or visit any of that country’s clubs pages. Notice here that in some countries the number of clubs displayed is much less than in others. That is because some countries’ full national league has not been included, and such a country has only a national team and enough clubs to participate in international tournaments, where that is necessary. As we have noted before, you can only take control of a 1st division club that takes part in a full, active national league.

# 4.2.4. Tournaments Clicking on a tournament will produce a pop-up menu with the following options: Info, standings, schedule and, if the tournament has started, statistics and latest results. Selecting the first will take you to a page where you can view general informa-tion about the tournament, plus a diagram showing its way of progression through its several phases. Standings will show the current positions of the teams participating in the tour-nament. By default you will be taken to the page of the tournament phase that is currently under way, but you can also see the rest of the phases, regardless if they have been played yet or not. In schedule you will be able to see the whole timetable of the tournament, i.e. who is to play against whom and on which date. There will be no information about the participating teams in cases where this is still not known (for example in a tournament in which the participants qualify from another tournament twhich has not yet finished), but the dates will anyway be displayed. In statistics, you can see the top ranking players of the tournament (in scoring, rebounds, assists, blocks etc.), and also the average statistics of the eteams participating. In latest results you can see the box scores of yesterday’s games.

# 4.2.5. Teams Clicking on the name of a team will bring up a menu with the following options: info, player attributes, finances, schedule and, if the team has played any ymatches during the current season, statistics. In the team info page, you have access to general information about the team, such as the year it was established, the name and capacity of its stadium, trophies it has won during previous years etc. In the players’ attributes pages you can view the attributes of all the players in nthe team, categorized in physical, mental, offensive and defensive ones. In the finances pages, information about the team’s financial status are displayed (expenses breakdown etc.), and also details about players’ contracts (like duration and contract annual fee). In the team schedule page, you can see the whole timetable of all the matches this team has to play in every tournament it takes part in this season. This page will change when it is necessary to display any additional matches the team will have to play as a result of its course in a tournament. If for instance the team qualifies for the next round of a tournament, new matches and dates will be added where appropriate in the list, which were not there before. Also in this page you can see the targets of the team for this season for all the tournaments it takes part in, set by the administration in the beginning of the year. You will also see its current position in each tournament, giving you a chance to compare and evaluate how well it is doing relatively to its goals. Another thing you can do in this page (for your team only) is to set your team’s effort for each match you have to play. For more details on the above, see also 5.6.1, “Team’s targets”, and 5.4, “Team schedule and effort”. In the team’s statistics page, you have access to statistics for its players and dthe team itself, giving you a chance to reach your conclusions about this steam’s strengths and weaknesses, way of playing, key players etc. As in every statistics page, you can choose to see them separately for every ytournament or collectively for the whole season.

# 4.2.6. Players By clicking on a player’s name, you will bring up a menu with the following options: info, attributes and, if the player has participated in any matches, statistics. Info includes general information about a player, such as his age, nationality, current and previous clubs, trophies etc. It also includes information about his psychological condition (i.e. if his happy or unhappy with something). If you see no such comment, it means the player is OK with everything (not unhappy and not particularly enthusiastic either). There you will be also able to see if a team has approached a player and offered him a contract. In the attributes page, you will find all this player’s attributes collected together,so you can have a really complete picture of his abilities. In statistics, you can view the player’s personal statistics and have a picture of his overall performance. As in every statistics page, you can choose to see them separately for every tournament or collectively for the whole season.

# 4.2.7. Managers When you click on a manager’s name, you will be taken to his info page (except if you clicked on your manager, where you will additionally have the options of viewing his news and his shortlist). There you can see information regarding this manager, like his age and nation-ality, career and season score and ranking, his manager skills (coaching, psychology, training and youth), current and previous teams, and also any trophies and awards he might have won during his career. 5. Managing your team

# 5.1. Team info In the team info page you can see the following information: the country it belongs to, the year it was established, its owner, its stadium name and capacity, the name of the manager and any trophies it might have won up to now. Furthermore, you can see the team’s cohesion, financial status, training department, youth department and medical department levels. These are rated within a 5-star range (with intervals of half a star), with 1 star being the worst and 5 the best.

Cohesion level is an indication of how well the players of the team know each other and the way they act in the court, and are therefore able to function as a team during a game, rather than just a collection of individuals put together. It is an important quality of the team that affects its performance during a match (the higher the cohesion level, the better the team will perform). Cohesion will slightly and gradually grow during the season. It will drop when a new player comes to the team (the opposite is not true). So, for the longer a team remains the same with as little newcomers as possible, the more the layers will get to know each other, and the more its cohesion level will rise. Cohesion is also affected when a player goes public and tells the press how he feels about the team, its manager and the general situation. This has an impact on the general mood of the team, and therefore its cohesion.

Financial level is a measure of a team’s welfare, of how strong it is financially. A team with a high financial level will be able to spend more money to support its goals (which however can be usually expected to be higher than a team’s with a lower level). Training, youth and medical department levels reflect the quality of the team’s respective departments. It is obvious that the higher the level of a department is, the better it will function at what it does. # 5.2. Finances By choosing “Finances” from the menu that appears when you click on a team’s name, you get two options: “Budget” and “Contracts”.

# 5.2.1. Budget In budget, you will be able to see the team’s season budget, which is the total amount of money the team will use for its needs this season. Underneath it is the sum of expenses for the team. Contracts expenses is the sum of the fees of the players that are currently in the team for this year. Then there are the facilities expenses, which are the amount of money the team will spend on its training, academy and medical facilities. Transfer expenses represent the amount that has already been spent up to now this year for acquiring new players. Actually, it is the money that has been paid to other teams in order to buy one of their players, as the player’s fee itself is added to contract expenses. Pending transfer expenses is an amount of money that has been offered to a player (and perhaps the club he belongs to) in order to join the team. This money still belongs to the club, but is unavailable for any other use until the answer of the approached player arrives. If the player accepts the offer, the money will go to the appropriate expense category (contract and/or transfer). If the offer is rejected, the money again becomes available for other use. Balance is the net amount of money that remains when you deduct all the cur- rent expenses from the season budget, and it is the amount that the team can use at the moment. Also in this page you can see a projection of the contract expenses of the team for the next four years (the current one included). Except for season budget, which is set from the administration at the begin-ning of the year, and the facilities expenses, which are set by you at the same time, the other amounts in this page can fluctuate during the season, depending on the selling and buying of players, and also contract breaking and renewals. The season budget for each year can be approximately the same, lower or higher than previous year. This depends on how well the team did compared to the targets set by the administration in the beginning of the season (obviously, the best the team did, the more money it will get for the new season).

# 5.2.2. Contracts In contracts page, you can see all the players in a team, their contract duration, their actual worth and their fee (what are they being paid, that is). You can also see, if the team has transfer listed any players, what fee the team asks for the transfer.

# 5.2.3. Budget allocation This is one of the first things you will need to take care of when you take control of a team at the beginning of the season. You will have to assign to each department the amount of money you think it needs for the upcoming season. This is done only once per year (in the first day of the season), and when you proceed to the next day, your allocation is considered final and cannot then be altered for the remainder of the season. So be careful with your decisions. Assigning more money to a department means it will function better. So your players will become better in a faster rate with more money in the training department, while the same stands true for youth players in the academy department. More money in the medical department means that your injured players will heal faster and will be available again earlier. Leaving the departments’ budget at its default amounts will keep their at the current levels, while cutting money from there will give you a greater balance and therefore more money to spend on transfers, but will at the same time worsen your departments’ performance.

So plan carefully. A complete team that will not need many transfers (or any at all) this year, can afford to maximize its departments’ performance. On the other hand, a team with a desperate need for many new players may have to downgrade its departments in order to save money for transfers. # 5.2.4. Players’ contracts

# 5.2.4.1. Player’s worth A player’s worth represents his actual value, as this is calculated based on his attributes (see also 5.3.1, “Players’ Attributes”). It may change over time, as the player gets better from training or his attributes drop because of age.

# 5.2.4.2. Player’s fee A player’s fee is the amount of money his club is paying him per year. It may not always coincide with his worth, and this may result on problems if the player is underpaid. On the other hand, a player paid more than his worth will be happier.

# 5.2.4.3. Renew a player’s contract You can do this by clicking on the “Renew contract” label that appears on the action bar while you are viewing any of your player’s pages. This is something you will normally have to do late in the season (you will get a warning in your personal news screen) for players that their contract is about to expire. If you do not do this until the end of the year, these players will be released from your team and will be free agents from the next season.

It is important to remember that you will get the money for the new season after the latter starts, but the players with expiring contracts will leave before this happens. So plan your finances carefully, as if you spent all of your money early in the season for transfers, you will have no money left late in the season to renew any expiring contracts of players, and you will lose them. Take notice also that renewing a contract late in the season requires much less money than in the beginning, as the player gets paid only for the remaining days of this season. So when you plan how much money to keep for the contract renewals, it is not necessary to keep big amounts of money on the side. Remember also in a renewal to offer at least a 2 season contract, as if you offer only 1 year, this will cover only the remaining days of the current season and the player will still be free after that. If you do not renew an expiring contract, the player will of course leave at the end of the season, but the money you were paying him will be saved and deducted from your contract expenses next season. So you may end up having some more money to spend, and may be it is a good idea to let players that you do not find useful anymore go. Often this is the only way to save money after a bad year also, as the new season’s budget will be lower in that case and you may not be able to afford some expensive players anymore. In fact, your administration might break some players’ contracts at the beginning of a new season (without previous notification or consulting you) if the financial level of the team does not allow you to pay all the contracts. Usually it is the most expensive players of your team that get released that way in order to save money. So be careful and try to plan accordingly.

Finally, you may want to renew a player’s contract anyway, regardless of expiration date, if the player is grossly underpaid and his morale is low (he may be even talking to the press about it, damaging the team’s cohesion). Keep in mind that every season ends on July the 15th, and a player takes a few days to answer to a proposal. So make your offers a little earlier than that and give the player some time to decide. If the last day of the season comes and the player has not yet answered, your proposal will be cancelled.

# 5.2.4.4. Break a player’s contract You can do this by clicking on the “Break contract” label that appears on the action bar while you are viewing any of your player’s pages. You will not have this option if the player has recently become a member of your team or you have recently renewed his contract (the administration will not let you release a player on whom they have invested money only a short time ago). Some of the starting players in the first season of the game are considered to be recent additions to their teams, so there will be no such option for them in the beginning. By breaking a player’s contract, you release him from your team (by mutual agreement) and he becomes a free agent. You will get back some money from this action, depending on the player’s fee, age and remaining contract duration. The more time he had left in his contract, the less money you will get back. Also, the older the player is, the less money will be returned to you. Note here that in some cases you may have to pay money instead of receiving in order to break a contract. This may happen in cases with long contract duration. In any case, you will get back the money you were paying him (player fee), which will be added to your balance when the new season starts (they will be deducted from the contract expenses). Breaking a contract is something you may have to do if you desperately need some money quickly, or a player is a burden to your team and you cannot sell him the regular way (see below).

# 5.2.4.5. Sell a player When you decide you no longer need a player and you want to sell him, click on the “Set transfer status” label on the action bar while viewing any of his pages. From the page you are taken to, you can change his transfer status from “Not for sale” to “Transfer listed”. The player is from that moment on consid-ered to be on the transfer list and available for negotiations from other teams. You will be asked to enter the player’s transfer fee (the money your club will collect from the transfer). If the fee you entered is unrealistically high or low, the administration will intervene and set the player’s price at a default level. All you have to do from then on is to wait for another team to approach you and make an offer for the player (this is not certain it will happen though, as most teams try to fill their needs with free agent players, who cost less money). As the case is with breaking contracts, here also you will not have this option if the player has recently become a member of your team or you have recently renewed his contract (the administration will not let you transfer list a player on whom they have invested money on only a short time ago). Some of the starting players in the first season of the game are considered to be recent additions to their teams, so there will be no such option for them in the beginning. In this case also, as it happens when breaking a contract, you will get back the money you were paying the player (player fee), which will be added to your balance when the new season starts (they will be deducted from the contract expenses). # 5.2.4.6.Buy a player You can try to buy a player by visiting any of his pages and clicking on the “Offer contract” label on the action bar. There are three different categories of players you can try to buy: free agents, transfer listed players and signed players.

Free agents These are players that do not belong to a club at the moment. They are usually the cheapest solution for a transfer, as no additional fee is required apart that of the player himself.

Transfer listed players These are players currently belonging to a club, but they are no longer needed and have been made available for transfer. Besides the normal fee of the player, in this case you will have to pay a fee to their club also. This fee is known, and you do not have to speculate or offer more than that to the club.

Signed players These are players that belong to a club, and their club has no intention to sell them in the first place. So the money you will have to spend in this case will be more. Notice also that here you do not originally know for how much money their club would let them move to another team (if at all), so you will have to speculate the first time you make such an offer. If your offer is rejected however, the other club will note in its reply for how much money it would accept, so you can modify your offer. This is the most expensive transfer case of all.Also, you will not be able to buy a signed player late in the season, as by that time all not transfer listed players will have been incorporated in their manager’s plans and their team will not let them go at any case. So if you want to buy such a player it is better to make your move relatively early in the season.

Some other general rules that you should have in mind concerning transfers are: The younger a player is, the shorter contract duration he wishes for. So if you want to sign a young player for many seasons, it would be a good idea to offer him more money than you normally would. On the other hand, older players like longer contract durations, and in some cases an old player could accept a contract with a fee lower than his worth, if it is for many seasons. A club will never let go of a player that has recently signed a new contract with them, either if he is a new addition to the team or an already existing player that renewed his contract. The same stands true for your club also, as the administration will not let you sell a player that falls in the aforementioned category. Another factor that can alter a player’s price is his injury risk (see 5.3.1, “Players’ Attributes”, and 5.3.1.2, “Physical”). The higher the injury risk of a player is, the lower his price will be compared to the rest of his attributes. Such players can sometimes be a bargain, but your plans may be constantly harassed by their injuries, so try not to rely too much on them. A player with multiple offers from several teams will generally go for the highest bidder (in player’s fee, not club fee), so be sure to take a look at the player’s info page to see if he has any other contract offers at the moment and from whom. Other factors that might weight in his decision are also how big and famous a club is (a player would of course prefer to play in NBA than in Africa), the country where the club is located in (compared to his own nationality), and whether the player has recently been a member of that club again. You also have to take into account the foreign player restrictions that apply in most countries. The only two exceptions from these restrictions are the USA and Italian teams, which have no limit to the number of foreign players they can include in their rosters. In the rest of the clubs around the world a maximum of two foreign players per club is allowed, except for the Venezuelan and Lebanese clubs, which can have up to three foreign players. For any team in Europe, any European player does not count towards the foreign player limit. The same is true for any Australian player in a New Zealand team and vice versa, and also for Taiwanese players in Chinese teams. Keep in mind that every season ends on July the 15th, and a player takes a few days to answer to a proposal. So make your offers a little earlier than that and give the player some time to decide. If the last day of the season comes and the player has not yet answered, your proposal will be cancelled. # 5.2.5 Sponsors If your team is enjoying a good season is very possible to draw attention from companies that wish to advertise through you. In that case the administration will present you with the offer and ask for your approval. Note that the better the team goes the better offers you’ll get. So you might want to wait a while and reject some offers, if you expect your team’s performance to rise in the future. In any case the money you will receive will be added to your season budget and will be immediately available for transfers.

# 5.3. The roster

# 5.3.1. Players’ Attributes Each player is characterized by a set of attributes that describe his abilities and personality. Most of these attributes are directly visible to you, but there are some that are hidden, and you must deduce the corresponding information by watching your players’ behavior. Most of the players’ attributes range in a scale from 1 to 20, 1 being the worst and 20 the best. In some special cases other scales and grading are used in order to better describe some attributes.

# 5.3.1.1.Position There are five distinct player positions in basketball: point guard (PG), shooting guard (SG), small forward (SF), power forward (PF) and center (C). Each one of your players has at least one of them indicated as his natural position, and some of them may have two. This shows in what role this player is good at the court, and it is in this position that he will play his best. As mentioned above, some players are equally good in two positions rather than just one. In cases like these, each of these two positions is treated as the player’s natural position for all purposes. So, a player can also be a point guard/shooting guard (G), shooting guard/small forward (SG/SF), small forward/power forward (F), or power forward/center (PF/C). PG (Point guard) Usually the shortest player in the team. Plays on the outside and he is responsible for organizing his team’s play.

SG (Shooting guard) Plays usually away from the key, and he assists the PG in organizing the play. Most of the time he attempts to score from long or medium distance.

SF (Small forward) The “all around” player of the team, he can play either inside the key or away from it, depending on the circumstances. He helps to organize the team’s play.

PF (Power forward) In - the - key player, sometimes with the capability of scoring from medium distance also. He assists the C inside the key both in defense and offense.

C (Center) Plays in the key. His main responsibility is the team’s attack and defense close to the basket.

G (Point guard/Shooting guard) Equally good at both the PG and SG positions. SG/SF (Shooting guard/Small forward) Equally good at both the SG and SF positions.

F (Small forward/Power forward) Equally good at both the SF and PF positions.

PF/C (Power forward/Center) Equally good at both the PF and C positions.

In every screen that there is a list of your players, on the left side of their names you will see also their current positions in the team. Besides the abbreviations we mentioned above (PG, SG etc.), you will also notice 2 new ones: “S” and “X”. The first one stands for “substitute”, and means that this player is selected for the roster that will go to the next match, but not in the starting line-up (the starting 5 are the ones indicated with their position code, PG, SG, SF, PF, C). The “X” stands for “excluded”, and means that this player is not selected for the team roster at the moment. You can change each player’s position by clicking on the abbreviation on the left side of his name and selecting his new position from the list that appears. Your roster must include no more than 12 and no less than 5 players in order to play a match.

# 5.3.1.2.Physical The physical attributes of a player include his height, jump, quickness, speed, power, stamina, injury risk and condition.

Height and jump These first two attributes in conjunction show how high a player can reach in the game. The higher he gets, the bigger the advantage he enjoys over his opponents. Quickness Represents a player’s reflexes, how fast he is in acting and reacting while playing in his natural position. Speed Indicates how fast he can run.

Power Shows how strong, well-built and heavy a player is, and therefore how easily he can win in close contact situations.

Stamina Is an indication of how easily he tires and also how fast he can recover during a rest period. A player with high stamina will accumulate fatigue more slowly and rest more quickly than one with low stamina.

Injury risk Injury risk (ranging none, low, medium and high) is a measure of how high is the probability of the player being injured during a match or training. Condition Describes a player’s current physical form, dropping as he begins to accumulate fatigue and rising while he is resting. A player can be fatigued by matches and training. The rate at which his condition drops and rises is directly connected to his stamina.

# 5.3.1.3.Mental A player’s mental attributes include his experience, temperament and morale.

Experience It is a very important attribute that can give a player an edge over an opponent. It counts in almost everything that a player does in the court. It will rise slow-ly over time, taking into account in how many matches he is included in the 12-man roster, and for how long he actually participates into each of them.

Temperament It is an indication of the player’s character. It can be cold, cool, mild, warm or hot, and it shows how easily and how much the morale of a player can fluctuate, affected by the actions of the manager or the general situation and performance of the team. Temperament is also very significant for the performance of a player during a match.

Morale It reflects the general psychological condition of the player, showing if he is happy or not with what is happening around him. Low morale can be the source for many of his psychological problems (or the outcome of them), and it also has a great impact on his performance during a match. For a more detailed analysis on how temperament and morale can affect a player’s conduct in a game, see paragraph 6.4.4.3, “Morale and clutch players”.

Form A player’s form depends on both his mental and physical condition and in that sense it could easily fit under the psychical attributes as well. In general the form attribute is a result of summer camp training, psychological problems, match participation and everyday training. Form affects the ability of the player to perform at the 100% of his attributes.

# 5.3.1.4.Offensive The offensive attributes of a player are his skill at 3 point shots, 2 point shots, inside scoring, drive scoring, free throws, ball handling, passing and offensive rebounds.

3 point Describes how good a player is at shooting 3 pointers. 2 point Refers to a player’s ability at shots from medium range. Inside It is the ability of the player to score points from up close and inside the key. Drive Depicts how good the player is at initiating a drive to wards the opponents’ key and finishing it by making the basket. Free throws It is an indication of the ability of the player to score points from the line. Ball handling Shows how good the player is at handling the ball and keeping it in his possession. Passing Reflects how secure and accurate the passes a player deals to his team mates are. Offensive Refers to his ability to collect offensive rebounds.

# 5.3.1.5.Defensive A player’s defensive attributes include his skill at marking, stealing, blocking and defensive rebounds.

Marking Refers to the way a player positions himself in order to prevent the opponent from completing his effort or taking an advantageous position. Stealing It is the ability of the player to the ball from an opponent. Blocking Depicts how skilled a player is at hindering or totally blocking an opponent’s shot. Defensive rebound Shows how good the player is at collecting rebounds under his own team’s basket. # 5.3.2. Players’ Psychology A player’s mood can fluctuate during the game, depending on several factors. If a player is happier or more miserable than average, you will see a comment in his info page, from which you can understand what the situation is. If you see no comment, it means the player is OK, neither too happy nor too unhappy. Another way to notice that a player might have a problem or is happy is to read the news. Most players will go public and tell the press how they feel about their manager, the team and the overall situation, so you can understand what the problem might be from there too. Keep in mind that whenever a player makes statements to the press, this has an effect on the team’s cohesion also. Another factor that is affected by players’ psychology is of course their morale. Poor psychology results in lower morale, while the opposite is true when the player is happy. So you have to keep an eye on your players and do what you can to ensure they do not develop problems with their psychology, in order to keep the team running smoothly.

# 5.3.3. Players’ Health

# 5.3.3.1.Players’ condition A player’s condition changes constantly during the game. It represents his physical fitness, and how fatigued or rested he is. Fatigue is accumulated while the player participates in a match, and he gets rested while he is not playing. All this is represented in his condition, which can fluctuate between perfect and awful.

The pace with which the condition drops or rises depends mostly on a player’s stamina. The higher his stamina is, the more slowly his condition will drop, and the faster it will replenish again. The opposite is true the lower his stamina is.

Another factor that affects condition is training (it slows down the rate with which a player gets rested, and when all of its three fields are set to intense, the player gets no rest at all).

Additionally, condition will drop quicker during a match in which the effort is set to maximum (and slower when it is set to minimum). Some other factors that have an impact on condition during matches are options such as offense duration (short offense duration will tire players more), defense intensity (the higher, the more fatigued the players become) and after attempt (a team that goes for the offensive rebound will tire more quickly).

# 5.3.3.2.Injuries Every player is subject to injuries during matches or training. The probability of a player getting injured is affected mainly by his injury risk (varying from none to high). Players with “none” injury risk are prone to injuries, but with a very low probability, almost negligible. As the injury risk rises, so does the possibility of an injury. A player with high injury risk will not only be more often injured than others; his injuries also will probably be more serious. There is a chance that a player’s injury risk will climb a level after a serious injury. During training, the probability of an injury occurring rises the more intense the training is, taking also into account the player’s injury risk and current condition. A player will recover quicker from an injury if the team’s medical facilities are of good quality.

# 5.4. Team Departments

# 5.4.1. Training department A player’s attributes may get better over time through training (except mental ones). As the player ages, however, his attributes will gradually stop growing, and after a point his attributes will start to drop. Physical attributes tend to drop more quickly than the rest.

The rate of this growth (or drop, respectively) depends on age (the younger the player, the faster his attributes will rise), manager’s training skill (obviously the higher it is, the better) and the team’s training facilities (again, the better the quality of the facilities is, the better effect the training will have).

# 5.4.1.1.Setting up your players training By clicking on the name of your team, a list will appear. Choose “Departments” and then “Training” from the sub-list that comes up. You are now in the training department page, where you can set the training program for each one of your players. You can see all the information you need to help you decide about their training, such as their position, age, condition and injury risk. You can train your players by using 20 different training drills divided in 2 categories. General and Attributes. In order to assign a training program to a player, you must click on one of these 2 categories and select one from the list that comes up. General training gives the player a normal intensity training program, in conjunction with Attributes training gives the player an intense program, while Attributes training alone gives the player a low intensity program. The higher the degree of training intensity, the faster the attributes of the player will rise. But this way the player will not get any rest, and with the accumulated fatigue from the matches he will soon be tired and his condition will drop. Additionally, the possibility of an injury during training is higher the more intense the training is (in conjunction with the player’s injury risk and current condition). As you go down the scale of training intensity, the players will rest faster and the possibility of an injury during training will be lower. But also their attributes will not rise as fast (or will drop quicker in the case of older players). In the case of Attributes training the payoff is very obvious. Below is list of the available General training drills and their payoff in players’ attributes.

Program Attribute Payoff Long Runs Stamina Sprints Speed Aerobics Stamina, Speed, Jumping, Quickness Weight lifting Strength Attacking Quickness, Passing, Ball Handling, Offensive Rebound Defending Quickness, Blocking, Steeling, Marking, Defensive Rebound Marking Stealing, Marking, Blocking Zone 2-3 Team Cohesion while playing Zone 2-3 Zone 3-2 Team Cohesion while playing Zone 3-2 Attack Tactics Team Cohesion while attacking Note that the attribute payoff is not the same in all drills. That means that Stamina for example benefits more with long runs, where all the intensity is spent on the specific attribute, than in Aerobics where the intensity is spent in four different attributes. Also bear in mind that lower attributes are easier to increase. So a player will need less time to reach 10 from 9 than to reach 19 for 18.

# 5.4.1.2.Developing your players As a general rule about training, the common thing to do is to have the very young players of your team that do not play any matches in intense training, as their attributes will grow faster, even more so because they are young. So these players will be developed soon, and after a point you will need to start using them in matches in order to gain some experience. Regular members of the playing team should be trained with light or normal intensity, taking into account their stamina and how much they participate in each match. It is also a good idea to have the very old players of your team to train lightly at offense and defense, as from an age and above these attributes no longer grow, and with a light training program you will keep them from dropping. So by training the old players normally or intensely only in the physical field, you can hope to slow down the inevitable gradual drop of their attributes that comes over time. In all of the above you should also take into account how much time passes between your team’s matches. If your team usually plays only one match per week, this should be sufficient time for a player with average stamina to get a good rest, even with normal training intensity (remember that when all training is set to intense, the players get no rest). If you play in a league with a match every 2-3 days though, or your team participates in other tournaments too (the cup or international ones for example), your players will not have time to rest, and you will have to adjust their training accordingly. You can also switch your whole team to intense training during long intervals between matches to be played (at the beginning of the season, or if you are prematurely disqualified from a tournament for example), to take advantage of this idle period of time. Do not forget to take into account the injury risk and condition of each player, though. Finally, note that any of your players that get injured have their training automatically set to none, and this cannot be altered for as long as they remain injured. When they recover, they will automatically start training again with normal intensity as default, and you will have to reset their training to the desired level if you wish to do so.

# 5.4.2. Academy department You can go there by clicking on “Departments” from the list that appears when you click on the name of your team, and selecting “Academy” from the menu that pops up. Here you can see some of the players of your youth academy. More precisely, you see only the ones that are good enough to hope that at some point they will be promoted to the first team. You have no access to or information about the rest of the youth team, as it is of no importance to you as manager of the first team. These players are not official members of your team, but belong to the club in a sense. They are trained constantly in all fields (with their training set to “intense”), taking into account your training skill, the academy facilities level and your youth skill. You cannot however intervene with their training or any-thing else as long as they are in the academy, and you can only watch their progress until you decide they are good enough to be promoted in the first team (examined in detail below). New youth players may appear in the academy at the beginning of each season, and your youth skill plays a major role in how many of them will appear, and how good they will be. These players can be a good solution in emergency situations (when you immediately need a player and you do not have money for transfers, for instance). But they will not stay in the academy forever, though. If they reach 18 years of age and you still have not promoted them to the first team, they will leave the academy looking for a better future in professional basketball.

# 5.4.2.1.Promoting youngsters to the first team You can promote a player from the academy to the first team simply by offering him a contract and following the standard procedure for any contract offer. The player will then become a regular member of your team.

# 5.4.3. Medical department You can go there by selecting “Medical” from “Departments”. There you can see all the currently injured members of your team, a brief description of their injury and the estimated time for their recovery. The more money you put in the department in the beginning of the year, the better the quality of the facilities and medical personnel will be, and so the faster your injured players will be back in action.

# 5.5. Team schedule and effort By going to a team’s schedule page (select “Schedule” from the list that comes up when you click on a team’s name), you can see all the matches the team has to play this season, when they will be played and against which team. New dates and opponents may be added to the schedule where appropriate during the season (for example, if the team qualifies for the next round of a tournament, the new match dates and opponents will appear). Here you can also see the targets of the team set by its administration for this season and for each tournament the team takes part in (see also 5.7.1, “Team’s targets”). Furthermore, you can see the current placement of the team in the tournaments it participates, so you can have an estimation of how well it is doing relatively to its goals. If you are viewing your own team’s schedule, you will notice that an extra column exists in addition to the usual ones, labeled “Effort”. This can be changed to minimum, normal or maximum for each match your team has to play. It is an indication of how important you consider each game to be, and consequently how hard you want your players you want to try to win this one. If you set the effort for a match to maximum, it means you consider winning this game very important, and your players will try their best in the field. You can expect them to perform better than average, but they will also tire more than they usually do.Normal effort represents the average situation, where your players perform as they normally would, and tire accordingly Minimum effort means that you consider this match of lesser.

importance, and you do not want your players to try too hard in this one, so they will tire less. Generally speaking, most of the matches should be played with normal effort. Overuse of maximum effort could very soon result in an exhausted team, so you should use this in really important matches. On the other hand, matches that their result will not have any serious impact can be played with minimum effort and conserve your players’ condition (these could be friendlies, or matches late in the season if everything has been decided and their outcome will not affect your team’s position, or even matches against much weaker teams that you are certain you will win). Beware though that even if losing a match makes no difference in the final placement of your team in a tournament, it still counts as a loss for your manager score. So you must decide carefully what is more important every time.

#5.5.2 Arrange Friendly Match If you wish you can arrange a friendly match at the start or the finish of the season. At the right bottom of the Schedule screen (short key S) you will find the "Arrange Friendly Match" button.

In the screen that comes up you must select first a date and then an opponent. Finally select "Arrange" at the right bottom of the screen and the new friendly match is ready.

# 5.6. Statistics Statistics play a major role in WBM (as in real life basketball), because by checking them you can deduct useful conclusions about your team and players, and also your opponents (their strengths and weaknesses, way of playing, key players etc.). You can then modify your plans and strategies accordingly. You can view statistics for teams, individual players or tournaments. If you choose to see a team’s statistics, you will have access to statistics for its players (select “Player averages” after you have clicked “Statistics” on the menu that appears when you click on a team name) or the team itself (select “Team statistics” instead). If you go to players’ averages, you will be able to see each player’s average statistics in percentage or in “per game” form. Most of them should be self explanatory (i.e. when you see 45% under the 3P header, you can easily understand that this player has 45% success on average in his attempts to score a 3 pointer, or if you see 4.5 under the DER header, you know that this player collects 4.5 defensive rebounds per game on average etc.). A statistic that may need a more thorough explanation is tendex (abbreviation TDX). It is a number that is calculated by a formula that takes into account everything that a player does in a game: his points, attempts to score, rebounds, assists, blocks, steals, mistakes, and all of the above in conjunction with the total time he participated in the game. So the number that results from the calculation is a quick evaluation of a player’s performance in a game (the higher it is, the better). This is a very useful statistic, and can give you at a glance an estimation of how well a player does in the court. In team statistics, you can see a team’s average statistics collectively, i.e. how many points it scores in every game on average, how many rebounds it collects etc. From here you can have a rough estimation about the performance of your team as a whole. In tournament statistics, you can see the currently top ranking players of this tournament in several categories (like points, rebounds, assists, tendex etc.). In addition, you can see the collective average statistics of all the teams that participate in the tournament, so you can compare them and see which team is good at what. In a player’s personal statistics page, you will be able to see his personal statistics in analytical and not average form. That means that you will see that he scored 20 out of the 60 times he tried a 3 pointer and not that he has a 30% success in his 3p tries, that his has collected 50 defensive rebounds in his 10 games rather than that he has 5 defensive rebounds per game etc. This is useful if you wish to go into detail about a specific player. In team and player statistics, you can always select to see the statistics individually by tournament (for every tournament this player or team has participated up to now this season), or collectively for all the games of the season, regardless of tournament. You can do this by clicking on the appropriate label above the statistics in each such page. The default view is for all the games in the season. If you click on a team, player or tournament name and statistics is not amongst the options in the list that appears, this means that this team or player has not yet played any matches this season, or, in case of a tournament, it has not yet started. # 5.7. The administration’s role Above you in your team there is the administration. It seldom makes its presence felt, and generally should leave you to handle the team’s matters as you see best. There are some cases, however, that you will hear from them.

# 5.7.1. Team’s targets One of the administration’s major functions in the game is to set the team’s targets at the beginning of each season for every tournament the team is to take part in. This is done after evaluating how strong the team is, by taking into account its financial status and the total worth of its players in comparison with the other teams that participate in the tournament. How well you do in comparison to the targets is very important not only for your job as a manager in this team (see 5.7.3, “Job safety”), but also for the money your team will get for the next season (new season budget). If you do considerably better than your targets you can expect more money to come in, while not achieving your goals will mean a lower budget (if you manage to keep the job). You can see the targets for a team if you go to its schedule page.

# 5.7.2. Intervention to your actions Despite the freedom you seemingly enjoy in your decisions, the administration will intervene every time they believe an action of yours is harmful for the team. So, if for example you try to sell a player for very few money compared to his value, they will prevent you from doing this, and will instead set a minimum price under which the player cannot be sold. Something similar will happen if you try to buy a player for an extremely high amount of money, or get rid of a player that was only recently acquired, and in every other case that some of your actions are not beneficial for the team. The administration may even act on its own at some cases, when the situation is dire and you have done nothing to remedy it. The most characteristic example of such a case is breaking the most expensive players’ contracts in the beginning of the season without consulting or warning you. This may happen whenever the money of the team is not enough to pay all the players’ contracts in the first day of a season. # 5.7. The administration’s role Above you in your team there is the administration. It seldom makes its presence felt, and generally should leave you to handle the team’s matters as you see best. There are some cases, however, that you will hear from them.

# 5.7.1. Team’s targets One of the administration’s major functions in the game is to set the team’s targets at the beginning of each season for every tournament the team is to take part in. This is done after evaluating how strong the team is, by taking into account its financial status and the total worth of its players in comparison with the other teams that participate in the tournament. How well you do in comparison to the targets is very important not only for your job as a manager in this team (see 5.7.3, “Job safety”), but also for the money your team will get for the next season (new season budget). If you do considerably better than your targets you can expect more money to come in, while not achieving your goals will mean a lower budget (if you manage to keep the job). You can see the targets for a team if you go to its schedule page.

# 5.7.2. Intervention to your actions Despite the freedom you seemingly enjoy in your decisions, the administration will intervene every time they believe an action of yours is harmful for the team. So, if for example you try to sell a player for very few money compared to his value, they will prevent you from doing this, and will instead set a minimum price under which the player cannot be sold. Something similar will happen if you try to buy a player for an extremely high amount of money, or get rid of a player that was only recently acquired, and in every other case that some of your actions are not beneficial for the team. The administration may even act on its own at some cases, when the situation is dire and you have done nothing to remedy it. The most characteristic example of such a case is breaking the most expensive players’ contracts in the beginning of the season without consulting or warning you. This may happen whenever the money of the team is not enough to pay all the players’ contracts in the first day of a season. # 5.7.3 Make Demands Anytime you want you can make one of the following demands to the administration:

REDEFINE CLUB'S TARGETS TO MORE REALISTIC GOALS. Use this demand if you believe that club's targets are too high and impossible to achieve.

MAKE MORE MONEY AVAILABLE FOR TRANSFERS. If your demand is accepted you will receive extra money in your balance. Note that the increase in the budget is available for the current season only.

MAKE FUNDS AVAILABLE IN ORDER TO SOLVE PLAYERS' FINANCIAL AND CONTRACT PROBLEMS. If accepted the administration will make sure that all player's psycho problems cause of financial reasons will be resolved.

INCREASE FINANCIAL STATUS AND CHANGE CLUB'S HISTORY! You should ask this if you really believe that the only thing that stops your club from changing level, is the limited financial capability of the administration.

You can make all of the above demands as a simple suggestion or as an ultimatum, threatening the administration that you will resign from your position if your demand is not accepted. The latter increases the probability that your demand will be accepted but if not you will be forced to resign.

It's logical that the good performance of your team and a streak of wins increase the probability that your demands will be accepted, especially if you make them as an ultimatum.

Watch out and don't puss it too far. If you constantly make demands you may irritate administrators and get fired! # 5.7.4. Job safety Your position as a manager in a team depends on its performance and results, and its general course in the tournaments it takes part in. At some point in the season, the administration will start checking your team’s performance and position in relation to the targets it has set (this also stands true for every other team in the world). If you are not doing well, they may decide that you are no longer needed and fire you. If you are within reach of your goals, your job is usually safe. Take notice though that sometimes even this is not enough. For example, if your team has as target the championship and it is currently ranked at the eighth place in the regular season, theoretically you can still have a go at the title if the eighth place allows you to proceed to the next phase of the tournament. However, the administration may as well consider this as a failure for a team with such high targets and fire you. Exceeding your targets more than ensures your job safety, and it means more money for the team next season, higher manager score and possibly job offers from teams better than your current one. But it also may result in more difficult targets for the team next season. Do not forget that the administration takes into account the performance of your team in all the tournaments it takes part in. So you may have achieved your goals in a tournament, but if you failed miserably to another, the admin-istration may still decide to release you. As a general rule for that matter, the performance of a team in its national league weighs more than in any interna-tional tournament, and even more than in a cup. 6. The match day

# 6.1. Simulate or play match When the time comes to play a match, before it begins you will be taken to a pre-match briefing screen, where you will see information about the upcoming match and you will be prompted to choose whether you want to actually play it or simulate the whole process and have an instant result. In the case that you choose to simulate, WBM will take into account all the necessary parameters (managers’ coaching and psychology skills, players’ attributes, morale and condition, home team advantage, teams’ effort etc.) and produce the result. Note that this is the only case that a human manager’s coaching skill goes into effect. If you choose to play the match, you will be taken to the match screen. An exception to this is when you have selected too many or too few players for the match, and in this case you will be given a warning and a chance to correct the mistake before you proceed (you cannot start a match with more than 12 or less than 5 players in your roster).

# 6.2. The match screen From here you have control of everything that has to do with the match itself. The upper half of the screen depicts a scoreboard very reminiscent of an actual one. On it all the standard information is displayed, including the current score of the match in the middle matrix screen (where videos are also occasionally played when something special happens). Above it are the period indicator, a clock showing how much time is left to be played in this period, and the offense clock, indicating the time that the attacking team has at its disposal to carry out an attack. On either side of the middle section you can see the names of the opposing teams, their respective lists of players and their current positions in the game, how many points each of them has scored up to now and how many fouls he has committed, the names of the two managers, and how many time outs each team has still left in the current period. From here you can call a time out by clicking on your manager’s name, and you will see it change colors as a confirmation that a time out will be given at the first stop of the clock. Above the scoreboard on the upper interface bar the date is displayed, along with some options for the match. From there you can choose the speed of the match (note that at any match speed above normal you will not be able to see any videos on the matrix screen), or save the match in progress and quit. You can also speed up or slow down the game by using the “+” or “-” keys on your keyboard. Directly below the scoreboard, in a smaller matrix area, runs the live commentary of the game, describing in real time what is happening in the court. The bottom half of the screen includes information about both teams individually, as well as in comparison between them. You can see the information regarding one team by clicking on the label with the team’s name, and the comparative information by clicking on the “Versus” label. The information you have access to include all the players’ names and positions, their attributes (physical, mental, offensive and defensive, each category viewed by clicking on the respective sub- label), team and player statistics, teams’ cohesion and managers’ skills. Under the “Versus” label you can see all the above informa- tion simultaneously and in comparison for the two teams, but only for the 5 players that each team is fielding at that moment. In addition to the above, human controlled teams have two extra sub-labels available, named “Team offense” and “Team defense”, from where you can take specific actions and view details about your team’s offensive and defensive disposition in the court, described in detail in the respective paragraphs below. Here you also have access to the match log, where you can see all the commentary of the match from the beginning up to that point, and so have a picture of what has happened up to now. All of the above information is displayed color-coded, according to each team’s colors, in order to make recognition easier for the player.

# 6.3. Selecting your line up Your team will start the match with a default line up of players (which can be set up by you in any of the team screens outside the match). If you want to change a player of your line up with a substitute player, you simply click on his name on the scoreboard and then on the name of the player that you want to replace him (or vice versa). If this happens during a no-clock situation (i.e. in a time out, before the match begins or after the end of a period), the sub stitution will take place immediately. If you ask for the substitution while the game is played, the position code of the player that is about to exit the match will turn red and the position code of the one about to enter will turn green. The substitution will then take place at the first stop-clock situation. The same applies also if you want to make an “internal” change in the team line-up (i.e. have two of the five active players swap positions in the court). The only difference in this case is that the position code of both players will turn orange while you wait for the change to take place. If you have no other choice, you can use a player in a position other than his natural one, but then he will not perform as well as he would if he was playing in his normal position. Taking into account that the succession of positions is PG, SG, SF, PF and C, the farther the position you put him is from his normal one, the worse the performance of the player will be, as he will suffer a reduction in his attributes (for example, an SG that will play as a PG or as an SF, his “neighboring” positions, will perform below his capabilities, but not as much as if he played as a PF, or even worse, as a C). Note here that a player’s physical attributes are exempt from this rule (playing in an unfamiliar position does not mean that a player will run slower or jump less!). The only physical attribute that is affected by such apposition change is his quickness.

# 6.4. Coaching your team # 6.4.1. Defense You can manage your team’s defensive options by clicking on the “Team Defense” sub-label. The things you can tangle with from here are defense intensity, defense system and the use or not of the immediate tactic.

# 6.4.1. Defense You can manage your team’s defensive options by clicking on the “Team Defense” sub-label. The things you can tangle with from here are defense intensity, defense system and the use or not of the immediate foul tactic. # 6.4.1.1. Intensity There are three levels of defense intensity: low, normal and high. You can alter those for each one of your 5 active players individually simply by clicking on the intensity level indication next to each player’s name and choosing the new intensity level from the list that appears. The change takes place immediately. Higher intensity means increased probability of neutralizing an enemy attack, but with a higher chance of committing a foul. Also, players with high defense intensity tire more quickly than others. The opposite stands true for light defense intensity, while normal level stands in between.

# 6.4.1.2. Defense Systems There are four main defense systems in the game, each one with its own strengths and weaknesses.

Man to Man It is the most common of all systems. Each one of your players is responsible for marking one player from the opposing team. Usually every player is marking the opponent that plays in the same position as he is, but this is not compulsory. Next to intensity indicators, you can see which opposing player each one of your players is currently marking. By clicking there you can alter this, and so have any combinations of marking match-ups that you like. You can have two of your players (or even all of them!) marking the same guy from the opposing team, if you feel he is doing all the damage. Do not overdo it with this tactic though, as prolonged use will leave at least one other opponent player very lightly marked, and very soon he will take advantage of that. Notice that any changes in marking match-ups will take place in the next stop- clock situation if you order them while the match is played (you will have a visual indication of this next to the existing marking match- ups). Otherwise they will be effective immediately.

Full Court Press In this system every man of your team is also responsible for marking one opponent player, but in addition he sticks with him all around the court and puts pressure on him constantly. With this system it is possible that the enemy team will more easily make a mistake. The downside is that your team tires more quickly and is more susceptible to committing fouls. Also here you can change the marking match-ups as you wish. It is advisable to use this tactic when your team is faster or fresher than the opponent or during a critical period of time when you need to turn the tables.

Zone 2 outside - 3 inside In this system, 3 players of your team defend in the key and 2 on the outside. No one is assigned a specific enemy player to mark. With this system your team is very strong in the key, intercepting more easily drive or inside attacks. It is also the best system for securing defensive rebounds, and reduces the possibility that your players will commit a foul. On the other hand you become very vulnerable on the outside, as it is lightly defended, and if the opponents have a player with good long shot capabilities (especially 3-pointers), he could deal a great amount of damage to your defense. It is best to use this system against opponents who are strong inside the key (PF and C positions mainly) and attack mostly from there. You can also change the position of each player in the defensive zone (i.e. inside or outside).

Zone 3 outside - 2 inside This is a variation of the previous system, with 2 of your players in the key and 3 on the outside. It trades a reinforcement of your outside defense for a weaker defense in the key. Your team is still vulnerable to long shots, but not as much as before, while you are not so strong any more in the key. Also drive attacks are more effective against this kind of defense. This system reduces the possibility that your players will commit a foul. If your opponent has some good inside players he can gain more offensive rebounds. You can also change the position of each player in the defensive zone (i.e. inside or outside).Use this system when your opponent is not as strong in the key as in the previous case, and you can hope to give his good long shot players a harder time than with the 2-3 zone system. # 6.4.1.3. Use of the immediate foul When you issue this order (by clicking on the indicator and turning it to yes), your players will try to commit a foul as fast as they can, so they can stop the clock and gain some time. Use this tactic in the last minutes (or even seconds) of a period (most commonly the last one), when you are behind the opposition and you need time for more attacks (and also hope that the opponent player will miss some of the free throws resulting from your fouls). The obvious downside result of this tactic is that your players commit fouls rapidly, and the opponents get to shoot lots of free throws. So it is best to use it scarcely and with caution.

# 6.4.2. Offense You can manage your team’s offensive options by clicking on the “Team Offense” sub-label. From here you can alter the offense duration, the role and the scoring orders of each active player, your team’s after attempt orders, and also view the opponent team defense system.

# 6.4.2.1. Offense Duration This can vary between short, normal and long. You can alter this by clicking on the offense duration indicator and selecting the one you wish from the list that appears. Short offense duration will result in quicker attacks from your team. This can be useful when time is of the essence, but your team will tire more quickly when this tactic is employed. It is best to use it when your team is faster and/or fresher than the opponent, or when you need to try more attacks in order to turn the tables. Beware though, as your team becomes more prone to mistakes and enemy team fast breaks can be a result of that. Long offense duration is the exact opposite. Your team will not tire as much, and take its time to launch an attack. Use this tactic when you are ahead in the score and you want to consume time, or when the opponent is faster or fresher and you have no hope of outrunning or tiring him. Normal offense duration is in the middle of the two previous cases. # 6.4.2.2. Players’ offense orders

# 6.4.2.2.1. Lead role When this indicator is turned to yes, it means that this player takes up a leading role in the team’s offense. This does not necessarily mean that he will always take the final shot, though. It means that he has a greater chance than the other players to initiate the final phase of an attack. He may then choose to carry it out himself, or pass the ball to another player who will try to finish the attack. You can have more than one player with lead role, but it is not advisable to have more than three simultaneously, with one or two being the most common case. Usually you should assign lead role to a player with good offensive skills, or if you have detected a weak spot in the enemy defense and you want to attack against it the most.

# 6.4.2.2.2. Scoring attempts By clicking on the scoring attempt indicator next to each player’s lead role status, you will bring up a menu with all the possible types of score attempts a player can make. By selecting one from the list, you assign this type of attempt to the player. This means that, until you change it, this player will most probably carry out an attack with this particular type of score attempt (not always, however). In general, you should assign a player an attempt that he is good at, but you should also take into account what the defensive system of the opponent team is at the moment.

3 point Works best against a 2 outside - 3 inside zone defense, but could be effective against 3 outside - 2 inside zone as well. 2 point Good all around offensive option. Inside Inside attacks should mostly be carried out by the PF and C, and sometimes by the SF. They are least effective against a 2 outside - 3 inside zone defense. Drive Good all around offensive option. Least effective against a 2 out side - 3 inside zone defense. Any shot This means that the player will try either a 2 point shot from medium distance or a 3 pointer. It should be assigned to players with good ratings in both kinds of attacks. Any The player has no specific attempt orders, and will try any kind of attack. It can be used when a player is good at all kinds of scoring. None It means that most of the time the player will try to pass the ball to somebody else instead of executing the attack himself. This should be the option for a player with very low scoring capabilities, as you do not want him to waste a good attack by trying hopelessly to score. It could also be a good choice for a player with a high passing capability, so he can deal accurate final passes to his team mates. Note however that a player with the score attempt set to “None” cannot have lead role in the offense. # 6.4.2.3. After attempt orders Your after attempt orders have three different settings: “Return to defense”, “Normal” and “Offensive rebound”. Return to defense This one means that your team will not go for the offensive rebound after an attack, but will instead try to return to its defensive positions and be prepared for the upcoming enemy attack. This way you make it very difficult for the opponents to initiate a fast break attack, but on the other hand you will very rarely collect offensive rebounds. Offensive rebound With these orders, your players will go for the offensive rebound after an attack. This will generally result in more offensive rebounds for your team, and therefore more attacks, but it leaves your defense more exposed to fast break attacks by the opposition. It will also add up a little more to your players’ fatigue. Normal It is the middle situation between the two previous cases.

# 6.4.2.4. Opponent team defense Here you can see what the defensive system of the opposing team is at the moment, and so modify your attacking plans accordingly.

# 6.4.3. Time Outs You can call a time out by clicking on the name of your manager on the scoreboard. You will see it then change colors as a confirmation that the time out will be given at the first possible occasion. Next to your manager’s name you can see how many time outs you still have left in the current period. There are two different things you can do during a time out (only one of them during each): Boost your players’ morale or plan your team’s next offense. Note also that your players get a little rest in a time out.

# 6.4.3.1. Boost your players’ morale This is the default action during time outs, meaning that if you do not select to do something, the game will automatically boost your players’ morale. The small rise in the morale of the players depends on various factors, such as a manager’s psychology skill and each player’s temperament. # 6.4.3.2. Plan next offense If you choose this action, you can assign to one player a specific score attempt during the next attack of your team. While this is in effect, you can make no changes in the lead roles or score attempts of your players (you will see the corresponding indicators grayed out to portray this). This is a valuable tool to use during the last critical minutes or seconds of a period, when you want to make sure that the ball will go to the right hands to take that decisive shot.

# 6.4.4. Player attributes during match

# 6.4.4.1. Home advantage When a team plays in its home court it enjoys an advantage over the opponents, as the morale of the opposing players suffers a reduction. There is no home advantage in matches that take place in a neutral court or in a home court with no spectators because of some penalty imposed on the home team.

# 6.4.4.2. Condition effect on players’ attributes A drop in players’ condition comes naturally over time as a result of matches and training. During a match a player’s condition steadily drops, taking into account factors as player’s stamina, defense intensity, offense duration, after attempt orders and how much time the player actually is in the court. A player condition is replenished during periods of time that he is not playing, including time outs, half time and time between periods. The condition drop affects all the attributes of a player during a match, resulting in poorer performance from this player.

# 6.4.4.3. Morale and clutch players Morale is a major factor in a player’s performance. It affects his overall conduct in a match, and it can fluctuate during match time depending on various parameters. One of these is the actual performance of the player, meaning that the better he does in the court (i.e. scoring points, collecting rebounds etc.) the more his morale will be raised. Accordingly, the more he keeps failing in his attempts and not doing well in general, the more it will drop. Another factor that affects morale is whether your team is ahead or behind in the score. Obviously, leading the match is good for morale, while lagging behind is not. Morale also can be raised during time outs by the manager. The higher the manager’s psychology skill is, the more effective he will be in that. Finally, another parameter that has major effect on each player’s morale is his temperament. There are five different kinds of temperament, in succession being cold, cool, mild, warm or hot. The colder the temperament of a player is, the less his morale will be affected by his performance, the score or the manager. So for example a player with cold temperament can afford to lose many shots with a very slight drop of morale compared to the average (mild) player. On the downside, his morale will also be raised very little even if he keeps doing extremely well. A player like that can be very useful when things are going the wrong way, because he can keep his calm and not be affected by what is happening around. On the other edge of the scale, a hot player’s morale can be very easily raised. So if a hot player sinks in a few shots or col-lects some rebounds in succession, his morale will jump up and he will con-tinue to perform even better all the time. On the other hand, if something goes wrong and he has some misses or things are going bad generally, his morale could drop so much that it would be difficult to bring it back up. Such a player can be extremely valuable if used properly, but his hot temperament can backfire and ruin your plans. A player with a mild temperament is the average player, being affected by all those factors neither too much nor too little. A cool player is somewhere between cold and mild, while a warm one is between hot and mild. Finally, another factor that plays a major role in a player’s morale is whether he is a clutch player or not. This is a quality that is not visible anywhere in the game. The only way to find out if a player is a clutch one or not is to watch his morale during the last period of the game. A clutch player’s morale will rise considerably then, particularly if the score between the two teams is close, and for no other obvious reason. This kind of player feels confident and eager and wants to “go in and win the match”. Such players can be a valuable asset to your team, and it would be a good idea to assign lead roles to them towards the end of the game, even more so if they happen to be good at scoring anyway.

# 6.4.5. Opponent manager’s A.I. During a match against a computer controlled team, the opponent manager will respond to your moves and strategies with ones of his own. He will change players, defensive systems and offensive options trying to counter yours. His coaching skill plays a major part in that procedure. A computer manager with a high coaching skill will respond more quickly and more efficiently to your moves, while one with a low coaching skill may take some time to adapt to your plan, and even after he does the solution he chooses may not be the best possible. Remember also that while some of the actions a computer manager takes are visible to you (such as player substitutions, changes in defensive systems etc.), some others are not, and you will have to reach your conclusions only by watching what is happening in the court before issuing your countermeasures.

# 6.4.6. Riots There is a chance after a match that riots between the opposing teams’ fans will happen. This will result in the court of the home team being banned for some games in that tournament, and therefore that team will play some matches without spectators and lose the home advantage (these matches will be considered as if they take place in a neutral court). The possibility of riots happening depends on several factors, such as the importance of the game, the final result, whether it takes place between enemy teams, etc.

7. Managing a National team At any point during your career you may be called to manage a national team (not necessarily your country’s one). This depends on how well you do, and whether the national team of some country will start looking for a new manager (usually after firing the previous one due to recent bad results). The main difference in managing a national team from managing a club is that there are no departments in the former. That means you are not responsible for the training or medical care of the players, and that there is no academy. These remain under the jurisdiction of their respective clubs. Furthermore, you do not have to worry about contracts, transfers etc. The main responsibility of a national team manager is to call the best players possible and coach them during the matches. You can call a player to the national team by going to any of his pages and clicking on the “Include to national team” label that appears on the action bar. If the player is already a member of the national team, the label will instead display “Remove from national team”. One other difference with national teams is that they cannot have more than 15 players in their roster at any time. So if you already have 15 players in your roster and you want to call another one, you will first have to remove another player and empty a slot for the new player to come. If you do not see the label “Include to national team” in a player’s page it is probably because the roster is already full (otherwise the player is not eligible for that national team due to nationality). For most national team tournaments there is a deadline before which you have to submit your final roster. You will get a notification about this in your personal news, giving you the time to check players out and decide which ones to include in the team. One quick way to assemble good players for the national team is to go to player search and search for all players of that specific nationality (i.e. put in the nationality filter the one you are looking for and leave all other filters to their default settings). Then sort the search results by worth and call the 15 highest ranking players. Of course by time you will develop your personal preferences and dislikes, and you can go through this process in more detail. 8. Managing your career

# 8.1. Manager info In a manager’s info page you can access information such as his nationality, age, season and career score and ranking, previous and current teams, trophies he has won during his career, and his attributes.

# 8.2. Reading the news There are three categories of news in your manager’s page: “Personal”, “Opponents” and “Highlights”. In the first one, which is also the default page that you will see at the beginning of every new day, you can read news concerning players and events associated to you. These could be news about players of your team, players in your short list, tournaments that your team takes part in etc. In the “Opponents” news category you can read news about players and teams that you will possibly play against this season in the tournaments that your team participates. In the “Highlights” category you will read news regarding players of worldwide prestige, and also news about the most important tournaments around the world. Of course, you can always go and read all the news about a country or a continent that interests you in their respective pages, and if you really want to know everything, you can go and read the world news in the world page, and be informed about all that happens in basketball around the globe every day. Reading the news is an important part of the game and should not be neglected. Otherwise you could miss valuable information, such as one of your players growing dissatisfied, an important opponent player getting injured and missing the match against you, a player that you would like to buy being released from his team and many more.

# 8.3. Manager’s shortlist This is a very useful tool for tracking players that interest you. By adding a player to your short list (you can do that if, while viewing any of the player’s pages, you click on the “Add to short list” label on the action bar), you will receive all the news regarding this player in your “Personal” news page. So it will be easier for you to decide when it is a good time to approach him. Notice here also that a player will be automatically added to your shortlist when you make a contract offer to him. He will be then, also automatically, removed from the shortlist if he accepts the offer and becomes a member of your team. If he rejects the offer he will remain in your shortlist, and you will have to remove him manually (by clicking “Remove from shortlist” on the action bar) if you no longer wish him to be there.

# 8.4. Manager score A manager’s score is a number indicating how well he is doing in the game. It is affected by a number of different factors, such as wins and losses (also taking into account how strong the opponent team is compared to the manager’s for each win and loss), the difficulty of the tournaments his team partici-pates in, how well his team does in comparison to its targets and any tourna-ments that the team wins. Season score shows how well the manager is doing during this season, while career score depicts the same for all the years that he is active.

# 8.5. Manager world ranking Here you can see a list of all the managers in the game, some of their person-al info, and their season and career scores. This is the place to see how you are doing compared to your human or computer colleagues around the world. # 8.6. Job offers You will certainly get job offers from teams while you are a free agent manager (see also 8.7 below, “Resigning and Retirement”). During the time which you remain with one team you may also get offers from other teams, and this will usually be towards the end of the season, as the teams have no more games left in the season and evaluate their managers’ performance. They may then fire their current manager due to poor results and start looking for a replacement, and then they may approach you.

# 8.7. Resigning and Retirement You can resign from your current team at any point during your career (with some restrictions - see below). You will then become a free agent manager, waiting for a proposal from another team. This will usually happen within a reasonable amount of time (some days), and you can normally count on some more proposals coming your way if you reject the first ones - do not overdo it waiting for the big team to come to you, though. Retirement will take place automatically when your manager reaches 70 years of age. You can retire earlier than that if you wish. You will in both cases get an information screen depicting all the accomplishments of your career (hopefully there will be many of them!). Note that you will not be able to retire during days that your team has a match to play (or for the whole duration of a tournament it participates in the case of a national team). The same restrictions apply if you want to resign from your team. 9. Special Events - USA Draft

# 9.1 Drafts The USA Draft is an annual event that takes place in the beginning of each new basketball season. During the draft the 30 USA teams can select the best players around the world that have never before played for a USA team. The draft is divided into two rounds. The order of selections is based on certain rules. The first player picks belong to the fourteen teams that did not enter the Playoffs in the previous season and the next sixteen spots are reserved for the teams that made it into playoffs and their order is determined by their final standings ranking, going from worst to best. Therefore, the champion will select last and the same order is carried on to the second round too. After the order in which the teams will make their picks is determind the event starts in the special USA Draft screen. If you don’t wish to follow the event you can leave by pressing “Exit”. Note that in that case if your team is part of the event you won’t be able to make your draft pick! If your team is part of the event the procedure will pause the your turn comes and you’ll be able to browse and pick a player by clicking the “Pick a player” selection. If you don’t wish to use your pick you can skip by clicking on “Skip selection”. If you decide to select a player you’ll be able to sign automatically any player that:

Has no previous history to a USA team. Doesn’t belong to another human controlled team Their worth – 10% or salary + 10% are smaller or equal than the available cash of your team. He is at least 19 years old.

While you browse the world, any player with the above criteria will feature the option “Draft” in his action bar and your team will sign him automatically the minute you will press it. Then you will be again transferred back to the Draft screen I order for the event to continue. # 9.2 Pre Season Training Camps In WBM, as in real life, teams have the ability to use a training center in order to better prepare for the upcoming season. The training centers that the managers can use are evaluated in WBM in 3 categories. Court, Facilities and Luxury. As you can imagine basketball court is the most important of all and then comes the facilities. Of course luxury is important as it keeps the players happy and eager to work hard during their stay in the center. The cost for a team to visit each center depends on what the center offers in the 3 categories, the distance if it is in another country or even in another continent and the current team roster. The selection of a good training center is very important as it affects the players’ form during next season as well as their further attributes development as it adds points to their every day training during the rest of the season and helps them to improve faster.

10. Data Editor

The Data Editor of WBM is a useful and easy-to-use tool that allows you to tangle with the game data. Everything from player and manager attributes to team finances and stadiums can be changed as you wish. Included with the editor you will find a complete and very explanatory help file, which will allow you to learn how to use the editor quickly and efficiently.

11. Tournament Editor This editor will help you add new tournaments in the game. The process is fully automated for ease of use. For more info please read the tutorial available inside the editor. 12. General Basketball Info

# 12.1. History Basketball first appeared in 1891 in Springfield, Massachusetts. A teacher in a physical education class of the local YMCA (Young Men’s Christian Association), James Naismith, was instructed to come up with a new indoors game to keep his somewhat restless students occupied with something. Influenced by a game he used to play as a kid, and also by having watched practice sessions of rugby players shooting a ball in a box, he nailed boxes or baskets to the wall and came up with the first basic rules, with the primary goal being to shoot the ball into these boxes of baskets. Some of these rules are still in effect today. Basketball spread widely and quickly, as it was simple and had the advantage that it could be played indoors, and so was unaffected by bad weather. Also the YMCA was present throughout the USA and helped to spread the game. The first professional basketball league took place in 1898. Since then, basketball has grown to become a worldwide known sport with more than 250 million people playing around the globe, and a lot more fans. It is included in the Olympic Games and has its own World and continental competitions, both for clubs and national teams.

# 12.2. Rules Basketball is a game played indoors between two opposing teams. The basketball court is 28 m long and 15 m wide. At each end of this court there is a bottomless basket made of white cord net and suspended from a 46 cm diameter metal ring, which is attached 3.05 m above the floor to a backboard made of fibreglass. A maximum of 12 players per team are allowed to play per match and a minimum of 5 players per team is required to start a match. Unlimited substitutions of players may occur at any dead-ball situation (a whistle), but the number of a team’s players on the court must never be more than 5.

A basketball match consists of four periods (12 minutes or 10 minutes long, depending on regional regulations), with stop-time for every whistled violation. During the game, the players use an inflated ball made of rubber to score points. They may throw, dribble (bounce), or shoot the basketball but may not run with it or kick it. In order to score points, a team must advance the ball to the opposing team’s half of the court within 8 seconds, and shoot it through the opposing team’s basket (the ball must enter from above) within 24 seconds from the point they gained possession of the ball. Each counts for two points or three points if shot from beyond a specific distance (7.25 meters for NBA and 6.25 for the rest of the world). Any player making illegal body contact with an opposing player is assessed a foul. As a result to that, the opposing team may be given possession of the ball, or an opposing player awarded free throws at the basket from the foul line. Free throws are awarded if the foul was made during an attempt to score (2 or 3 free throws are awarded depending on the score attempt) or if the team that committed the foul have made already more than 4 fouls during the current period. Each made foul shot is worth one point. Players who exceed the foul limit (five or six depending on regional regulations) are disqualified for the rest of the match. If at the end of the fourth period of the match the two teams have the same score, then overtime must be played to decide the winner. Overtime shall con-sist of 5 minutes stop-time.

Game Development: icehole © 2009

Producer: Thanasis Triantafillou

Game design: Thanasis Triantafillou Dimitris Plagiannis Dimitris Retzikas

Lead Programmer: Dinos Hatzopoulos

Programming: Dimitris Kapogiannis

Additional Programming: Thanasis Triantafillou Dimitris Plagiannis, Kostas Kladis Milan Kovcin, Ôasos Papadopoulos

Graphics: Vishy Moghan

Sound Design: Dimitris Plagiannis

Quality Assurance: Kostas Mavrikis

Animations: Anna Pantelaki

Lead Researcher: Furkan Yunkul

Data Research: Vasilis Makridis, Jose Maria, Bielsa, Andrius Jakimcuk, Marius Buksas, Bojan Ostojic, Eran Gluska, Nuno Freitas, Stephane Lelotte, Yoann Noblet, Filipo Pinto, Matej Simovic, Netanel Dahan, David Seremed, Aaron Senior, Rayan Chibani, Filipe Cocont Coutinho, Dave Wells, Dionisis Marinos, Mario Pinto, Leonidas Pistiolis, Giorgos Halavatzis, Christos Papathanasiou, Tomas Petraitis, Dmitry Volinsky, Gustavo Jimenez, Walter Yeates, Piotr Osmalek, Cezary Osmalek.

Translators: Chrisida Pefkianaki, Kostas Kladis, Jose Maria Bielsa, Donatas Urbonas, Yoann Noblet, Furkan Yunkul, Bojan Ostojic, Mathieu Fradel

Website: www.wbmgame.com Contact Email: [email protected]

For the latest data updates, visit www.wbmgame.com

The names and other attributes of the players, head coaches and man- agement of the game are fictitious and do not represent real people. Any resemblance is completely coincidental.