Read the half-time report and work out the problem. Build one plan: drag player → teammate for a passing lane, player → empty space for a run, and set shape, press, line, tempo, team instructions (mentality, width, build-up, attacking side, offside trap, what to do when you lose the ball, man-marking) and subs. In Move players, drop a player on a teammate to switch their positions; out of position costs him. No limit on lanes and runs, but there is one ball: pile on too many and they dilute each other and are easier to read. Up to 3 subs. Your opponent reads your plan and goes after what it leaves open. Before you sim, the board shows each pass’s chance of arriving and marks the space your runs leave open. You get 3 attempts; each comes back as tiles: 🟩 the mechanism worked, 🟨 partly worked, ⬛ the opponent neutralised it.
Player attributes are prototype estimates (1–20), not official ratings. Simulation weights are game-design choices, not validated models. Historical scenarios use the documented half-time state; the second half is an alternate history. Independent prototype, not affiliated with any club, competition or player.