Home About Events Articles Contact

Football League Management Game

Join us and manage your own team

Sign up now and begin playing and predicting football results for your favorite teams

Online Football League Management is a FREE Play-by-email (PBeM) football management game, using the ESMS freeware software developed by developed by Eli Bendersky to simulate matches. 

OFLM was founded in December 2002 and has just completed several seasons successfully. Originally, OFLM consisted of two leagues with 12 teams in each, but after two weeks and high demand, it was expanded to include the third division with another 12 teams. At the end of season 1, the division was again expanded to 16 teams each, introducing another TWELVE teams because of a large interest in the game. 

The OFLM game was set up by Ceri Griffiths, who has retired from competitive judo in 2002 due to injury was looking for something to do with all his "spare" time. Ceri has some experience running Play-By-Mail football management games from as far back as 1993 when he was running Superboss League Challenge for school friends. Using a very primitive formula and dice to calculate the results. This was a very successful game but ended after three-quarters of the first season due to pressures of schoolwork! 

Then again, towards the end of 1999, when he was unemployed, he started another PBM game called Superboss Challenge 2. This ran for a season and a half, before collapsing due to lack of interest and work commitments (in that he finally got one!). 

Then in November 2002, he joined a game called Kick-Off, as the manager of struggling side Aston Villa and after a few weeks playing, gathering some experience and knowledge of the software, he resigned as the manager and set up OFLM. 

A Brief History of ESMS.
The program was created by Eli Bendersky and Igor Oaks. They started their soccer play-by-email during 1998 in a fantasy league called WWISL, which used spreadsheets to ’run’ games. This was extremely cumbersome and time-consuming, and the league fell apart shortly after starting. But the people who participated in WWISL were left with the feeling that this kind of game may be successful. Shortly after the WWISL fell apart, David Austin and Eli Bendersky, formerly WWISL players, teamed up to create a new play-by-email league, calling it the Global Internet Soccer League (GISL). 

The GISL used a program named MSWL, which was created by Allan Sellers to run its games and had 30 participants (team managers). GISL went through all the difficult phases of a start-up league, but managed to survive, and ran very successfully for 3 full seasons (a bit longer than a calendar year). However, over that time, the league developed some unique needs and features that weren’t covered by MSWL and were handled manually. It was about this time when Eli and Igor decided to create a program of their own, which will both answer the unique needs developed in GISL and be an improvement of MSWL. During a months break in their University studies, they created the basic skeleton of ESMS. It then took a couple of months of much less intensive work to create the final form of the main (game running) program and the other components, and ESMS was released in early 1999. 

For the record, the first official ESMS game was run on April 10th, 1999, in a test league arranged with some friends to test the program. The GISL started to use it almost immediately after release, and it didn’t take much time for other leagues to pop-up using this program. Today, ESMS is widely used in dozens of leagues, by thousands of managers from all over the world. 

1.1 Online Football League Management:
Ceri Griffiths established OFLM in December 2002. Previously known as Football League Manager (FLM), the game changed from a PBeM version to a completely online system in January 2005 ready for the start of Season 4, thanks to the scripting of Richard Gubby.

These rules were updated in November 2012 though you are expected to keep a close eye on the Announcements and Help section for the forum for any latest development.

There may be minor glitches here and there so if you think something is not working as per the rules the please send an in-game message to Ceri or post a thread of the Help section of the forum.

1.1.2 OFLM Structure:
The league consists of four divisions of sixteen teams. Managers from various parts of the country or indeed the world will control all teams. When no manager is available then the computer will take charge. Teams with no manager will play 442N.

Each team will play the other fifteen teams in its division twice in a season, once at home and once away, giving 30 league matches a season. Three points are awarded for a win, one for a draw and none for a defeat. At the end of each season, the top three in each Division get promoted while the bottom three go down. The club which finishes 16th in Division 4 "wins" The Bottom Award!

1.2 The Cups:
There are three types of cup competitions played during the season.

1.2.1 The OFLM League Cup:
The OFLM League Cup will see all 64 teams entered into the first round. The draw will be made randomly (so you could play a Division 1 team in each round) and played on a knockout basis with the winner going through. If teams are still all square after 90 minutes, then there will be extra-time and penalties.

In general the further you get in the cup the larger the crowds will get. The winners will get £4,000,000 and the Runner-Up will get £1,500,000, with the winners of each round getting £750k. Gate Receipts are shared equally.

1.2.2 Divisional Cups:
Each Division will host a Divisional Cup, which will see the 16 teams playing in a knockout competition. The first round draw will be made with no seeding. If teams are still all square after 90 minutes, then there will be extra-time and penalties.

Each Divisional winner will receive £2,000,000 with the runner up getting £900,000. Each round winner will receive £250k. Gate receipts will be shared equally.

1.2.3 OFLM Super Cup:
At the beginning of each season, the OFLM Super Cup will be contested between the Division 1 Champions and the Winner of the OFLM League Cup and played at the home of the Division 1 champions. Winners will get £2,000,000 and the Runners-Up £750,000.

In the event of the same team winning both the OFLM Cup and Division 1, the Super Cup will be contested between the Division 1 winners and runners-up.

1.2.4 Failing to submit for deadlines:
If a manager fails to submit a team selection for any match then your Assistant Manager will scrape together a team to play 442T (T tactic means tired and your players will play at 80% fitness which will mean your players are more likely to pick up injuries and lose matches. If you don’t have 16 players then reserve players will be used to pad out your squad at your clubs expense (and they will generally be rubbish stats wise). Missed team selections will also mean the squad will miss out on the post-update fitness boost meaning they may not be fit enough for the next match.

Please take care when submitting a cup team selection that you change the drop-down menu for competition to reflect the correct tournament, otherwise, the system will not recognize that you have submitted for that deadline and you will end up playing 442T. Missed team selections will affect your Manager Reliability rating (see section 5.6.1)

1.3 Managing Extra Clubs:
You are not permitted to manage more than ONE club at once in OFLM. Managers found breaking this rule will be dealt with harshly.

1.4 Manager Conduct:
OFLM managers shall at all times be expected to act in the best interest of the game and shall not act in any manner, which is improper or brings the game into disrepute. This includes the Forum.

Any manager can message/email a report with the facts or matters which may constitute misconduct, however, the complaint should not be made for vexatious or frivolous reasons.

Managers found to be breaking this rule could face heavy fines for their club, deduction of youth points, league point deductions or in severe cases immediate sacking from the game.

2.0 Your Squad

2.1 The Squad List screen:
There is no limit to the number of players you can employ at your club, as long as you can afford their wages and contract (you have a maximum of 60 years to share amongst your squad which INCLUDES players out on loan)! It is necessary to keep a minimum of at least sixteen players in your squad as there are consequences for not being able to submit a matchday team selection (see section 1.2.4).

In your Control Panel, you can see a full list of all players currently employed at your club along with their important details, arranged into playing positions (i.e. goalkeepers, defenders, midfielders and attackers).

At the bottom of the squad screen, there is a key indicating what the various symbols mean. It is worth noting that "unavailable" means unavailable for transfer bids and not selection. The tick indicates that a player is fit and available for selection.

2.2 Player Attributes:
Your "view squad" has two view modes - short and long. The default is short and shows player skills, contract details, transfer status, and player market value.

Each player has four main skills, St, Tk, Ps & Sh, which relate to the player’s ability to actually use the ball on the field. A player’s skill will improve or decrease depending on their performance and their training. These skills, as well as other elements, are shown on your squad sheet are detailed below:

St: Is the player’s shot-stopping skill. In other words, his goalkeeping skill. For the best performance, the manager has to place the player with the highest St as the goalkeeper. You can only select a goalkeeper to play in goal.

Tk: Is the player’s tackling skill. Mostly used by players playing in the defence.

Ps: Is the player’s passing skill. Mostly used by players in the midfield, for creating opportunities and assisting goals.

Sh: Is the player’s shooting skill. It defines the player’s skill to shot to goal and reach these shooting chances.

Ag: Is the player’s aggression. The aggression of a player doesn’t change, it stays the same for his whole career. Aggression is a value between 1 and 100 and it defines how aggressive a player plays.

KAb, TAb, PAb, SAb: Player ability for each skill. A number ranging from 0 to 1000 and can affect the player’s skills. Abilities vary from game to game depending on the player’s performance.

Gam: Simply the amount of games the player played. If the player participated in a game, even if he played a single minute, it will be counted as an another game.

Sv: The total amount of saves the player made. Only if the player played as a goalkeeper he can make saves.

Ktk: The total amount of key tackles the player made to stop scoring opportunities. Usually defenders will make the highest amount of tackles, but midfielders and forwards tackle sometimes too.

Kps: The total amount of key passes made by the player to create goalscoring opportunities.

Sht: The total amount of shots to goal taken by the player.

Gls: The total amount of goals scored by the player.

Ass: The total amount of assists made by the player.

Dp: The total amount of disciplinary points accumulated by the player. Disciplinary Points (DP) are "accumulated" when a player gets yellow (2 pts) and red (10 pts) cards.

Inj: If a player isn’t currently injured, Inj is 0. If a player is injured, it indicates the amount of WEEKS he can’t play.

Sus: If a player isn’t currently suspended, Sus is 0. If a player is suspended, it indicates the amount of GAMES he can’t play.

2.3 Age & Retirement:
Players will be given skill amendments at the end of each season, based on their involvement, age, and current skill level. For example, a youth player who plays 5-10 minutes of several matches will gain more points than a player who sits on the bench all season. Similarly, an older player coming towards the end of their career will see a greater reduction in their skills if a manager overuses them during the season.

Each season each player will get older by one year. When a player reaches 31 they will be considered past their prime and lose skill ratings in the process.

If a player is over 31 and his main rating is below 8 or reaches the age of 40 then he will retire automatically.

2.4 Player Wages and Values:
Every player must be paid a reasonable wage every week while employed at your club, regardless of whether he plays at all.

When offering a contract to a player you should consider what the current market wage is for a player of that rating.

When signing a new player (either permanently or on loan), you should consider whether or not your club’s current income is sufficient to maintain your total wage bill.

2.5 Contracts:
Each player will have to negotiate a contract with your club during the transfer processor towards the end of their current deal.

Contracts will depend on the player’s value, age and skill rating. A player will have a good idea of how much they are worth, but you can negotiate longer or shorter deals but will have to amend the wages per week or add a few incentives (such as a house, car or bonuses).

Your club has a maximum of 60 years to spread over all its players in contract length.

Should a player fail to agree a contract with you the transfer will fall through or the player may leave your club for free.

Keep an eye on your players Future. If that player is becoming unhappy at your club they are more likely to request a transfer away from your club or refuse to sign a new contract.

During negotiations, some players may request a relegation release clause. Be aware that if you accept this demand and your club is later relegated, you will lose the player on a free transfer at the end of the season. This INCLUDES occasions when you are relegated after being promoted. For example, if you sign a player with this clause when your club is in Division 4, then you are promoted to Division 3, if you are then relegated back down the clause will become live.

When a contract cannot be agreed you will be asked to wait 24 hours before resuming negotiations. If you attempt to renegotiate within this timeframe then negotiations can become locked and will need to be manually reset. Send Ceri and in-game message.

Players shown in the squad screen to have 0 years on their contracts meant they are due to expire in the current season and you should renew soon to prevent then leaving for nothing in the week of the contract expiry. Usually, a message will show in the weekly news when players leave clubs due to contract expiration. When a player leaves a club due to contract expiration there is NO recourse to return that player, you will be expected to bid on him to re-sign him, but run the risk of losing out to other clubs who are interested.

2.5.1 Known Contract Issues:
1) DO NOT use commas when putting wages value into any contract negotiation. If you offer £1,000 you will then see the contract come as £1. If this happens you must notify Ceri IMMEDIATELY! If it is found that there are contracts like this at your club, you are likely to be punished severely! You could get massive fines, lose the player - or both!

2) Don’t forget to set the LENGTH of the contract (change the Season using the drop-down). If you forget to do this you can end up with a zero contract and this means you will not know when that contract expires and could lose the player for nothing. There is currently no manual patch for this and could result in you selling the player to another club and buying him back - thus incurring unwanted additional costs!

2.6 Tactics and Formations:
The actual ability of the team in obviously an important element in winning matches, but the other factors are the styles of play and tactics which can sway the result of games, no matter what the difference in the ability of the two sides.

For example, a poor ability team may decide to play defensively to gain points off a good quality team. In OFLM there are a variety of tactics to play that can gain an advantage over the opposition. If one team played defensively and the other attacking then one may cancel out the other, however, if both teams play attacking the score will most certainly not be 0-0!

Normal/Neutral : No specific style of play, just normal game, trying to use all parts of the team in the most suitable way.

Defensive: Focusing more on the defence. Defence is hard to score against, but won’t create many opportunities either; it is the most defensive tactic. Midfielders and even forwards will pay more attention to the defence.

Attacking: The most offensive tactic. The players try to score as much as possible, effectively neglecting the defence. This tactic may get you to score more goals but also concede quite a few.

Passing: The team tries to move the ball quickly using a lot of passes, even when these are not really needed. More players try to help in the midfield to create slow but efficient opportunities. This tactic is more offensive than Normal but less offensive than Attacking.

Counter Attack: The players concentrate on the defence, while the forwards are waiting for counter-opportunities. This tactic is more defensive than Normal but not as defensive as Defence.

Long Ball: The most intriguing and unexpected tactic. Can easily win a game with some circumstances, and completely fail with other. The midfield is almost insignificant, as the team tries to defend and reach the forwards with long balls. Thus, this tactic is especially useful for teams with weak midfielders, and against some tactics/formations can prove to be a lethal weapon.

European: Your team plays with midfield as the key, defined as the "Total Football" used by Holland and Dutch league sides, slow building attacks.

Note: Each tactic, except of Normal has some bonuses against some other tactics, which makes the decisions more complicated and challenging. The bonuses table is below. It also includes the ’Bonus type’, which tells where is the bonus added.

Bonus Type

Normal (N)

Defensive (D)
Long Ball
Attacking (A)
Counter Attack (C)
Passing & Attacking
Attack & Midfield
Long Ball (L)
Attacking & Counter Attack
Defence & Attack
Passing (P)
Long Ball
European (E)
Counter-Attack & Defensive

2.7 Substitution and Match Commands:
Five substitutes should be selected for every match; only three of them can come on in each game. They will automatically replace an injured player but can be given specific instructions on when they enter the field. You may want to bring on a sub when you’re winning or losing or in a specific minute or to replace a certain player. You can even change your formation with your substitutions. Please read the orders and conditions carefully outlined below. Write any sub or tactic commands below your team selections in the Control Panel. Post any questions in the Help section of the forum.

Important Note: In the orders, the players are referred not by their names, but by their numbers. These are shown above the player’s shirt when you select the team.

Making changes during a match generally take the following format: 

There are 3 different COMMANDS available, TACTIC, CHANGES and SUB, which can be used with several CONDITIONS, which are IF MIN, SCORE, SHOTS, INJURED, RED and YELLOW.

Making a substitution: To simply withdraw one player for another use the following command & condition.
SUB 11 16 FW IF MIN = 60 
The first number indicates the player NUMBER to be withdrawn, the second number indicates the player to go on and the position he will play. This will occur in the 60th minute. Don’t forget to specify the position for the sub to play & only three subs are permitted per match.

Changing tactics: This command can be used to defend a lead or chase the game is you are losing.
The above command will see the team become more attacking if they go two goals down.

Defining Aggression: You can use the AGG command to define how aggressive or passive your team plays. The default and average setting is 10, so if you don’t use the command it will automatically be 10. The range is from 1 to 20. To set your teams aggression simply enter the following:
AGG 15

Below are the explanations for the CONDITIONS: 

IF MIN = : Pretty simple here. If the game reached the stated minute, the order will be executed. For example: CHANGEPOS 2 MF IF MIN = 56 will change the position of player number 2 to midfielder on the 56th minute.

IF SCORE = : The SCORE condition is a SINGLE NUMBER which stands for the difference in score between your team and the opponent. 2 is leading by 2 goals, -6 is losing by 6 goals etc. For example: TACTIC A IF SCORE = -1 means that the team will switch to attacking tactic if is loses by one goal.

IF SHOTS = : The SHOTS command is used the same was as the SCORE command with the difference between the teams shots being used.

IF INJURED = : This is used so the manager can choose what happens if a player in a particular position gets injured.

When used in conjunction with a substitution it would look like this, SUB "Position" "Number of Player to go on" "His New Position to Play" INJURED "Position":

RED Card : This is used so the manager can chose what happens if a player in a particular position gets sent off.

YELLOW Card : Again, this can help the manager decide what happens if a player in a particular position gets booked.

Complex Orders : All of the conditions can be combined and this is ok as long as each part of the order is correct The IF command must be used after the initial COMMAND no matter how many CONDITIONS are used. The "greater than" or "lesser than" symbols should be used BEFORE the = sign to indicate range of commands, For example:

There is an online checker which will give you tips on what errors you have made in your subcommands. Simply press back on your browser and follow the points made to correct any errors.

Please note that only the first TWENTY lines of subcommands will be read, anything after that will not function.

2.8 Non-Playing Members:
Your club can obtain the services of several non-playing members who are often older more experienced players who have retired but still want to be involved with the sport. You can obtain non-playing staff the same way as purchasing players and their skill, wages and market value will vary, depending on skill.

Skills Coach:
His job is to improve the skills and player ratings of your players. His success can only be as good as his own rating ability and of course a squad that has the ability to learn.

You can target your training to Goalkeepers, Defenders, Midfielder, Attackers the Whole Squad or just an Individual. You can even send your skills coach on a training course to improve his ratings. The areas of training will be Stopping, Tackling, Passing, Shooting or a mixture of all skills. You will also have to set the intensity of training, default will be low. The higher the intensity of skills training the greater the skill improvement possible, however a player will be fatigues greater from Intense training.

Things to consider when you are training players is that the better the players’ skill rating is, the harder it is to improve it. Additionally, younger players will normally develop more under training than more senior ones. As mentioned before the higher the intensity of training the greater the skill development, however the players fitness rating will be effected. Players CAN become injured through training.

Skills coaches will retire when they reach the age of 60. There is no limit to how many coaches you employ at your club & their wages & value will be worked out the same as players.

You can release a skills coach by sending Ceri an in-game message. To release a coach will cost you five weeks of their wages. The coach will then appear on the non-playing staff list.

The two other types of non-playing members at your disposal will be a Fitness Coach and a Physiotherapist. These individuals will be available on a consultancy fee basis that your club will have to pay each time they are used. The greater the rating the greater their effect will generally be.

Fitness Coach:
Pretty straight forwards, the fitness coach is there to improve your players fitness rates to ensure that they have a better ability to recover after each match & play more games each season, and reduce their chances of injury.

Their ability will help injured players to recover quicker than normal. The physio will only be able to help players injured for 2 weeks or longer.

2.9 Youth Points and Youth Players:
With each team, selection managers submit on time, and from success, managers can collect Youth Points, which they can use to create youth players.

You will also be given the opportunity in the future to develop youth academies that will increase your opportunity in the future to develop youth academies that will increase your ability to collect youth points.

Each manager can create a youth player to fill their squad, develop or to sell to another team at any time, providing they have at least seven youth point.

When creating a youth player you must:
• Ensure the player’s surname if no more than 11 characters.
• The maximum level for any one skill is 12.
• The highest skill level must be at least 3 points higher than the second skill level.
• The total points allocated to one youth player cannot be greater than 25.
• All skill areas should have at least 1 point.

Note: Please remember that the player’s name should be original, applicable to their nationality, not offensive or vulgar. All unacceptable names will simply be deleted and you will lose the Youth Points.

On the forum you will see managers announcing youth points for sale, in reality, this means a creating and then selling a youth player to the specification of the buying manager.

Be aware that youth players need approval, so when created your youth points will reduce but the player will only appear in your squad if the above conditions have been met and the player approved.

Althouth you can create youth players when the transfer window has closed, they will not appear in your squad until the following season.

2.10 End of Season Improvements:
Players up to the age of 21 will receive an ability points boost at the end of the season based on the number of minutes they have played. Generally the more minutes a they play then normally the bigger the boost. Conversley, older player lose stats the more minutes they play and the older the get.

3.0 Transfers

In order to strengthen your squad, it may be necessary to buy players from other teams within the league. Each week your club can wheel and deal with the other managers in the game to loan, buy or sell players.

The most important thing to remember is that players cannot be sold less than 30% of their market value. In other words, a player worth £1,000,000 cannot be sold for less than £700,000. This should hopefully stop cheating and ensure that selling teams are getting at least a fair price for their player.

There is no upper limit to player transfer fees and you will find factors which increase or decrease a players transfer value, for example, age and whether they are a first team player or not (see section 3.8 Quality of Staff ratings).

As part of the Transfer Process, the player will have to agree on a contract with the new club or agree to any loan deal. A player can refuse any transfer deal – unless the terms are acceptable to them. For example, a high rated player in their prime will refuse to play in Division 4. Similarly a player who is developing quickly will more than likely request to leave a lower league club for one in a higher Division.

There are three types of deals you can arrange. All are subject to the player agreeing on a contract in the process.

3.1 Transfer List:
Each week players are available on the Transfer List. This will be a list of players other managers are looking to offload, players with no clubs, players whose contracts have expired or non-playing members. If you see a player you would like in your squad then you must bid at least the minimum amount requested (this amount has to be a minimum of 70% of the players market value), but there is no maximum limit.

3.2 Private Deal:
If you find a player at another club you fancy you can contact that manager with a private bid and as long as the fee is acceptable to the manager and the League Approval Admin then the deal will go ahead.

Note: Please note that ALL deals are subject to league approval, so dubious-looking deals (such as when first team players are being sold for minimum value), will be flagged and stopped immediately.

When selling a player, it is important you DO NOT accept more than one bid for a player at a time. This could mean that multiple transfers for a player could occur and could mean you lose out on the player AND money as a result!

3.3 Loan Deals:
You can loan players from any club if you cannot afford to buy players (but you CANNOT be in excessive debt). You can loan up to five players at any one time (sometimes you may need your loan count re-set after your initial 5 players, just message Ceri to get this done). If you do loan players you will be responsible for their wages for the period of their loan. The minimum loan period is 10 week and the maximum is 30 weeks.

3.3.1 Recalling loan deals:
To date, the ONLY reason a manager is permitted to recall a loan deal is when a full matchday squad of 16 can be submitted. No other conditions are acknowledged. To recall a player, ensure that you do not have 16 available players (even if that means you have to name two goalkeepers on the bench), then send Ceri a message. The player will then be returned and a news article generated to advise it has happened.

3.4 Releasing a Player:
You can get rid of any player you want by selling them or by releasing them from their contract. This can be done via the player’s profile screen but you will have to pay compensation to that player under contract. This will take into consideration the length their contract still has to run and some compensation. The sacked player will then show up on the No Club List and be available for his minimum value.

3.5 Selling to the League:
This is an additional option for generating revenue for players who otherwise are not worth keeping and cannot be transferred or not worth sacking. It is NOT a reliable source of income. In order to get an offer from the league, you must place the player in question on the transfer market. After an undetermined amount of weeks, you may get an offer to sell to the league and to accomplish this, simply accept the offer from within the player profile screen.

3.6 The Transfer Deadline:
The Transfer deadline for each week is 7 pm GMT every Thursday. It will open again after the post-match updates have been completed which is normally around 9 pm.

No more transfer action will be permitted after Week 20 of the season. The Transfer Market will remain closed until the end of the season.

3.7 Confirming a Transfer:
Each transfer which is submitted will be approved by the OFLM Transfer Administration and until this happens the deal will show as League Pending in your clubs Transfer Section of the Contol Panel. The bid can then be accepted or rejected by the selling team after approval, then the player will need to agree a contract for the transfer to be completed. The selling club is not able to pull out of the deal after they have accepted the bid, but the buying club can withdraw at any time.

3.8 Quality of Staff ratings:
QoS is the rating value from 1-10 for the talent you have at your club, based on comparison to every other team in OFLM; 10 being the top club and 1 being a poorest squad. This value is used in anything from contract negotiations (lower QoS the more it will cost to attract better players), to attendances/fanbase (lower QoS is not going to appeal to fans so they won’t bother to come, a reason you will have smaller gates when rubbish teams come to town).

Since Season 14, OFLM has used a formula created by Sam Brown to calculate each club’s QoS rating every week to reflect transfers, injuries, and suspension. It is calculated based on your best 16 squads which will include 1 goalkeeper, 6 defenders, 6 midfielders and 3 strikers. Player’s first AND second stats are taken into consideration, not to the same value though. So you can see straight away, clubs with LESS than this amount of players will result in having a much lower QoS rating than they should. Conversely, clubs with ridiculous amounts of players per position will only have the top players considered. This will basically allow a fairer comparison – as you can only select a matchday squad of 16 each time!

From Season 16 we are hoping to introduce QoS feedback where there are significant increases or decreases to a clubs rating it will impact on home and away fanbase and news will be generated to reflect this.

4.0 Finances

4.1 Bank Balance:
Cash can be gained or lost through a variety of different causes, but you should always try to maintain a positive balance.

You may go into debt up to any value, but the Club’s Chairman will refuse to sanction any transfer deals, stadium development etc if your club is more than -£2,000,000 in debt.

4.2 Club Sponsors:
All clubs will need a major sponsor, which you can decide upon. You can only have one sponsor at a time. When you have no sponsor your clubs Treasurer will try and find the best deals for your club. You will only get the sponsors money if you achieve their standard so be careful which one you select. Sponsorship deals will reflect your current form and league position.

All sponsorship deals will consider league performance only.

4.3 Stadium Developments:
As well as running a successful team, it is also your job to keep your ground up to scratch. Building new stands, improving the facilities and finding money to finance these projects is all up to you.

Every round begins with a total capacity of 8,000 seats divided equally over four stands (north, south, east & west). You will need to name your ground (maximum of 30 characters) and you can build more seats and more stands, but remember that the bigger your stadium is the more it will cost to maintain. All stands are assumed to be covered, as this is a building requirement for modern stadiums.

All-seater stands: Type 1 
1) 250 seats. The cost to build - £110,000. Time to build 1 week.
2) 500 seats 
The cost to build - £175,000. Time to build 2 weeks. 
3) 750 seats 
The cost to build - £240,000. Time to build 3 weeks. 
4) 1000 seats + 5 executive boxes. The cost to build - £400,000. Time to build 4 weeks. 
5) 1500 seats + 5 executive boxes. Cost to build - £525,000. Time to build 5 weeks.

All seater stands : Type 2
6) 2000 seats (two tier) + 10 executive boxes. Cost to build - £800,000. Time to build 7 weeks. 
7) 3000 seats (two tier) + 10 executive boxes. Cost to build - £1,050,000. Time to build 8 weeks. 
8) 4000 seats (two tier) + 10 executive boxes. Cost to build - £1,300,000. Time to build 9 weeks. 
9) 5000 seats (two tier) + 10 executive boxes. Cost to build - £1,550,000. Time to build 10 weeks.

All-seater stands: Type 3
10) 6000 seats (three-tier) + 10 executive boxes. Cost to build - £1,900,000. Time to build 13 weeks.
11) 7500 seats (three-tier) + 10 executive boxes. Cost to build - £2,350,000. Time to build 15 weeks.

4.4 Ground Maintenance:
The larger your stadium capacity the greater potential to make money. Each week your club must pay maintenance costs for the upkeep of your ground. The cost is £1 per seat each week. If you spot a discrepancy in your stadium capacity & maintenance cost please message immediately. For example, a stadium of 50,000 capacity will incur a £50,000 maintenance fee each week.

Note: Proposing to up this to £3 per seat.

4.5 Executive Boxes:
All of the larger stands come equipped with executive boxes and although these add a fair sum to the initial price of the stand, they will soon pay themselves off. Each executive box will ALWAYS bring in £500 for each home game, regardless of how bad your support is.

Note: Proposing to up this to £100 per box per game.

4.6 Ticket Prices:
The cost of entering a match for fans is an important consideration, in general, the cheaper the entrance cost the more fans you will get, but the less income you will receive. The accepted price for stands are £5 - £40 and goes down for lower leagues (and depending on success). The away team will only receive 25% of a matching income on league matches, but the income is exactly 50% for Cup matches.

You can change the prices for home matches in the Stadium Development section of the Control Panel. The change in prices will take effect for the NEXT home game.

Division 1
Division 2
Prize Money
Prize Money


Division 3
Division 4
Prize Money
Prize Money


Think You Can Do Better?

  • Sports betting results
  • Contact

    Predict football results for fun

    Online Football League Management
    307 Station Road, Harrow
    Email: support@oflm.co.uk