THE COACH'S HANDBOOK

Game guide

Everything you need to build your club, coach it live and climb from the Open League to the 1st division.

Quick start

Open the starter pack

Seven free academy players — a goalkeeper, two defenders, two midfielders and two forwards.

Set your tactic

Pick a formation, your starting seven and a captain. Save it: this lineup plays your league matches.

Train and play

Do the daily training, play friendlies with your energy and watch your league match every day.

Strengthen the squad

Scout new players in the shop, trade on the market and grow your stadium and staff.

Your squad

11Rise is 7-a-side: one goalkeeper and six outfield players. Your squad holds up to 25 players (at most 4 goalkeepers and 8 per outfield position) and you need at least 7 to play.

Attributes and overall

Every player has Pace, Shooting, Passing, Defending, Physical and Goalkeeping. They add up to the overall rating (OVR), weighted by position — a forward's OVR is mostly shooting and pace, a defender's is defending and physique.

Traits

Hidden attributes (dribbling, composure, work rate, foul tendency, selfishness) show up as traits: Finisher, Playmaker, Dribbler, Speedster, Engine, Wall, Header, Team player, Cool head — and the risky ones like Hothead or Selfish.

Fitness

Each match costs fitness to the players who play it (about 12–15 points, goalkeepers 6). Resting players recover 6 points per hour, faster with a physio. Below 80 a player's attributes drop, down to −12% at 0 — rotate your squad. Players under 40 rest on the touchline of the training ground.

Training, growth and age

Players earn XP and, when the bar fills, gain +1 OVR up to their potential (POT) — their personal ceiling, which is secret. Young players can hide a big potential (a hidden gem can grow 15–22 points), while others have a potential below their current OVR and slowly lose strength each season. You only see an estimated range: a chief scout who is better at judging potential narrows it, and a top one (level 5) can write a report with the exact value. Above 80 every point costs double XP; the top is 99.

Where XP comes fromXP
League match8
Friendly4
Win · good rating (7.5+)+2 · +2
Daily training (the 7 starters, once a day)6 normal · 10 intense · 0 recovery

Those who play more grow more — a hidden gem who sits on the bench never improves. Better players need more XP for the next point.

Every day you choose the training: Normal, Intense (more XP, but the starters lose 25 fitness — tired players perform worse and get injured more) or Recovery (no XP, +25 fitness for the whole squad).

Players get older

Every player has a birthday at the end of each season.

18–27Can grow up to their potential
28Peak: no growth, no decline
29–34Lose OVR every season (−1 up to −4), pace and physique first, and tire faster
35Retire and leave the squad

Veterans are the best captains: leadership grows with age and experience. Older players are also worth less on the market.

Tactics

Seven formations — 2-2-2, 3-2-1, 1-3-2, 2-3-1, 3-1-2, 1-4-1, 2-1-3. More forwards score more but leave space behind; three defenders concede little but create less. Your saved lineup plays your league matches; tired players appear marked on the tactic screen.

Mentality

Pick how your team plays from kick-off: Balanced, Attack (more goals at both ends), Defend (concede less, score less) or Press (win the ball higher up, but your players tire faster). It is a trade-off, not a bonus — and it applies to every match.

Captain

Choose a captain on the tactic screen. Depending on leadership (composure, age and games played) he gives the whole team +0.5% to +2% and gets extra composure himself.

Morale

Team morale goes from 0 to 100 (50 is normal). A win gives +6, a draw +1, a defeat −5. Without playing it slowly returns to normal (half the way in two days). High morale gives up to +2% to every attribute; low morale takes up to 2%.

Matches

Every match is simulated play by play from the real attributes of both squads: passes, dribbles, tackles, fouls, cards, corners, penalties and saves. You get the stats, ratings and man of the match at the end.

Home advantage

The home crowd pushes its team: between +1% and +3% to the home side, depending on how full the stands are.

Coaching live

In league matches from the 3rd division up and in private tournaments you coach while it's live:

In the Open League these tools are locked — getting promoted unlocks them.

League pyramid

One match a day at 22:00 UTC, played with your saved tactic and broadcast live.

Pay and prizes

DivisionPer match (W / D / L)Season prize pool
1st1 800 / 900 / 450 gold2 000 000 gems
2nd1 200 / 600 / 300 gold≈1 333 000 gems (= 2 000 000 gold)
3rd750 / 375 / 180 gold2 000 000 gold
Open30 / 15 / 5 gold—

Match pay grows with your stadium and your commercial director. Season prizes are split by group and final position and must be claimed within 24 hours. Gems go to the clubs that will play in the 1st or 2nd division next season: every place in the 1st division pays gems, the three relegated clubs of each 2nd-division group get their prize in gold, and each 3rd-division group winner (promoted to the 2nd) gets it in gems, always at the in-game rate of 1 gem = 1.5 gold. The prize of every place is shown in the league table and in the Prizes tab. The top three of each group also get a trophy for the club museum.

Board objective

Every season the board sets a goal that fits your strength in the group — win the title, finish in the top 3, finish in the top half, avoid relegation or win promotion. Meet it and you get a gold bonus at the end of the season (1st division 3 000 · 2nd 2 000 · 3rd 1 200 · Open League 300).

Injuries and suspensions

Only official league matches cause them. Any player can get injured — more often if he starts the match tired or is 30 or older; a good physio lowers the risk and shortens the injury (1 to 8 league matches). A red card means a 1-match ban, and so does every 3rd yellow card of the season. Injured players can't play or train; suspended players only miss the league. If nobody else can play the position, they play anyway (an injured player at no more than 40 fitness). Everything resets at the start of each season.

Friendlies

Play whenever you have energy. You are matched with a coach of a similar (hidden) level who is also looking for a game; if nobody is online within 30 seconds you play an offline club of your level.

Private tournaments

Create your own league (everyone plays everyone) or cup (knockout with penalties and a 3rd-place match) for 4 to 16 clubs.

Stadium, staff and identity

Stadium

20 levels: more seats (500 at level 1, 6 200 at level 20), a louder crowd, a stronger home advantage and more gold per league match. Choose the colour of your seats for free.

Staff

Nine roles, each filled by a real person with a name, age, years of experience and attributes from 1 to 20: assistant manager, fitness coach, goalkeeper, defence, midfield and attack coaches, physio, commercial director and chief scout. The main attribute gives the role's bonus; the others add more — youth development (extra XP for players aged 21 or under), injury prevention and recovery, morale, eye for talent. Every 10 years of experience add +1 to all attributes.

Identity

Choose your crest, design home and away kits and show your trophies in the club museum.

Shop and transfer market

The shop sells everything for gold. Send a scout to find a new player for the position you need. Every scout first draws a rarity, then the player's OVR inside it — higher numbers are rarer within each band:

RarityOVRChance
Common50–6460%
Rare65–7430%
Epic75–848.5%
Legendary85–891.2%
Mythic90–990.3%

A chief scout with a good eye for talent raises the chance of epic, legendary and mythic players (up to +50%); the extra comes out of common. The best players arrive close to their peak (mythics aged 23–27). The odds are always shown in the shop. The free starter pack stays below any scouted player.

Transfer market

Tasks and rewards

Chat and support

Talk to other coaches in the Global chat or in your language's channel. Links are blocked, messages disappear after 48 hours and new accounts can write after their first day and three matches.

Found a bug or need help? Open a ticket in the game: menu ☰ → Support. The team answers there, and you see the reply the next time you open the game.

Fair play

11Rise is a game made for fun. In-game items have no guaranteed value; it is not an investment and promises no profit. 18+.