From the Pavilion is an online tactical cricket management game that is completely free to play.
You make the critical decisions that will ultimately affect the success of your club. You are in control, selecting players for each match, assigning batting and bowling orders, supervising training programs, upgrading your stadium and wheeling and dealing on the transfer market.
Then, on match days, you then have the option of watching the action via live commentary. You are able to experience every wicket, run and near miss unfold.
All new players are encouraged to at least browse the game rules in order to gain maximum enjoyment from playing the game, so please read on :).
A wealth of information can also be found on our forums at http://www.fromthepavilion.org/forums
When logging into the forums please specify the same user name and password you use to login to the game.
!Sigh! If you're reading this then you are one of the many people who can't be bothered reading the whole manual and just wants to get started straight away!
That's OK, this short quick start guide should get you on your feet and armed with enough knowledge to find your way around the From the Pavilion site, enabling you to understand and enjoy the game.
There are a number of things that might prove useful to know before you embark on your management career.
This is the page that displays after you login. It contains:
- links to the league pages of all the competitions your club is competing in
- links to the scorecards and orders pages for upcoming and recently completed matches
- recent team news
- upcoming game events
As manager of a cricket club you have control over senior and youth squad recruitment and training, your home ground (including pitch preparation) and setting orders for upcoming matches.
Your senior squad are the backbone of your club. All players aged 20 or over belong to your senior squad. Senior squad players are eligible to take part in senior one day and Twenty20 league matches and in Pavilion cup matches.
Senior matches are much more popular than youth matches among club supporters and hence attract much larger crowds. Your successes and failures in senior matches have a considerable effect on our gate takings and on your supporters' mood.
A good youth squad should hopefully contain some up and coming talented players that are being groomed for promotion into your senior squad. All players aged 19 and under belong to your youth squad.
As manager of your club you have control over the amount of money you invest in your youth and senior academies. Each week you are able to recruit a new youth player into your youth squad.
The youth squad take part in a 40 overs a side limited overs competition. Crowds are much smaller at youth matches and the effects on supporter mood of results in youth matches is much smaller than of senior matches.
Youth players are also eligible for selection in senior matches.
For each match you must select eleven players. Youth players can be selected for senior matches, but senior players are not eligible to play in youth matches.
When selecting the players for a match, you are selecting them in batting order. i.e. the players at the top of the line-up will bat first.
Among the eleven players you select, you also need to select five as bowlers, one as captain and one as your wicketkeeper.
As a general guide:
- pick your six best batsman as your first six players in your line-up. Of these six players, try to pick one that has good keeping skill
- pick your five best bowlers to play somewhere in your line-up. Remember, your wicketkeeper cannot be selected as a bowler
- of the eleven players you selected above, pick the player with the highest captaincy and experience as your captain
To help to get you up to speed quickly, a "Player Skills Summary" section is displayed on the player page, assigning a rank to your player as a batsman, bowler, allrounder and wicketkeeper. This ranking information is also displayed in the Batting, Bowling, Allrounder and Keeping tabs on the match orders page.
Keep in mind that the information displayed here is intended as a general guideline only that will hopefully provide useful information for new managers. Ultimately you as the club's manager will determine the role each player carries out in your team.
There are many other items to consider when setting your match orders. Please see the match orders section for further information.
There are two main areas of responsibility when managing your home ground. First is pitch preparation, where you are able to control the type of pitch that you play your home matches on. Selecting the correct pitch is an important tactical decision that should be reached after carefully weighing up the strengths and weaknesses of both your team and those of the opposition.
You can also order stadium upgrades to increase (or sometimes decrease) the size of your stadium. Stadium expansion is quite costly, so you should probably only consider expanding your stadium once you start selling out a few matches in a row.
Please see the ground section for further information on stadium expansion costs and pitch types.
Sadly, cricket clubs don't run on the smell of an oily rag any more :)
Managing your finances is an essential part of becoming a successful club. While From the Pavilion is not an economic management game, club managers do need to ensure that they don't overspend on that new star player or huge ground expansion.
The finance page gives you a quick snapshot regarding your financial position, displaying the summarised income and expenses over the past two weeks. If you need more information, the financial ledger page breaks down these summaries into individual transactions, allowing you to see exactly where you are earning and spending money.
Please see the finances section for further information on the financial aspects of the game.
The various sections of the rules will give you more detailed information on each aspect of the game. If you find reading rulebooks a sure-fire cure for insomnia :), there is also an excellent guide for new players, which can be found here.
Applying to manage a team in From the Pavilion is a fairly simple process.
You can apply for a team by clicking on the "Register" link above, or by clicking here. Please ensure that you provide real and accurate information when applying for a team.
If you have been introduced to the game by a friend or work colleague and it is possible you will be accessing the game from the same computer or internet connection, be sure to inform the admin team of the situation via the Help -> Contact Admin Team link.
When you have completed your registration, you will be sent an email asking you to activate your registration.
This email is usually sent instantly. If you do not receive your activation email, please check your email spam settings to ensure that the activation email has not been blocked.
After you have activated your team and your registration has been approved by the From the Pavilion staff, you are placed on the waiting list of the country in which you chose to play. Usually there are places available and you are able to start within a day or so.
When you have been allocated a place you will be sent an email.
Losing your Team
There are a number of activities that can cause you to lose your team and be banned temporarily or permanently from the game. These activities include, but are not limited to:
- Failing to login for a period of 50 days. If this happens, your team will be deactivated and re-allocated to a new user (if you have paid for Pavilion Membership your team will not be made inactive until after your membership expires).
- Running multiple teams. Each manager can have only one team. If multiple people want to use the same computer (or same internet connection) to play the game, please use the Contact Us form to inform the From the Pavilion team.
- Conducting transfers between teams that share the same internet connection (in these circumstances it is practically impossible for the admins to know the difference between an innocent transfer between two unrelated teams and one conducted between two teams that have been setup by the same person for the purposes of cheating).
- Sharing your username and password
- Attempting to login using another person's login details
- Transfer market price fixing
- Abusive language towards other players
Each player in your squad has 9 main skills that help to determine his overall cricketing ability.
|Batting||Unsurprisingly, a player's batting skill is the primary skill used when determining how effective they are when batting. A higher batting skill will mean that the player is able to score runs more rapidly and will also be able to bat for longer periods before being dismissed.|
|Bowling||Bowling skill is the primary skill used when determining how effective a player is at bowling. A higher bowling skill will enable a bowler to take more wickets and will also make it more difficult for batsmen to score runs from the bowler's deliveries.|
|Keeping||This is the primary skill required for wicket keepers. A wicketkeeper with a high keeping skill will convert more stumping and caught behind opportunities. Keeping skill also affects the number of byes conceded and has a minor effect on the number of leg byes and wides that are conceded (a good keeper might be able to stop a wide ball from going for 5 wides, for example).|
|Technique||This skill is combined with the primary skills of batting, bowling and keeping.
Technique is a very important skill that should not be overlooked, as it affects the consistency of a player's performance in a match.
|Fielding||Fielding affects a team's ability to save runs in the field and to grasp runout and catching opportunities during a match. While not as important as batting, bowling and technique, fielding has a definite influence over the number of runs your opponent is able to score, and also the number of wicket taking opportunities your team is able to generate. Generation of runout opportunities is closely linked to the comparative fielding abilities of the two teams in a match, with the better fielding team being more likely to create runout opportunities. Fielding is also of some importance to your wicketkeeper, although not nearly as important as his keeping skill.|
Endurance has several important effects in the game. It determines the starting pool of energy each player is allocated.
After every over, the following players will lose energy in decreasing order.
During the break between innings, all players who have lost energy will have some of it restored before the next innings begins.
Endurance is particularly important for all-rounders, fast bowlers, wicket keepers, captains and top order batsman, as they are generally the types of players who will use up the most energy during a match.
Endurance also directly affects the speed at which players recover from fatigue between matches. Due to the extra responsibilities involved, keepers and captains experience slightly higher fatigue hits after a match than other players.
|Power||This skill combines the strength and explosiveness of a player. Fast, fast medium and medium bowlers with a high power skill are occasionally able to take a wicket by using their power skill to bowl a faster delivery that may surprise the batsman. Batsmen with a high power skill are more likely to score at a faster rate, particularly in Twenty20 matches. Power also has a minor effect on fielding.|
|Captaincy||Captaincy is, unsurprisingly, of primary importance to the captain of your team and indicates the captain's ability
to lead the players in the field and to make tactical decisions such as field placements during a match.|
Although captaincy is most important for your captain, the captaincy skills of your other players also have a minor effect on the overall leadership of your team.
A good squad will generally contain players with good endurance (so they don't tire too much during a match), fielding (so they take chances that come to them) and will have players who excel at one of the main roles within a team: batsman, bowlers, allrounders and wicketkeepers.
With this in mind, the game calculates and displays the skill level each player has reached in each of this four roles in the "Player Skills Summary" section.
Keep in mind that the information displayed here is intended as a general guideline only that will hopefully provide useful information for new managers. Ultimately you as the club's manager will determine the role each player carries out in your team. Also note that fatigue is ignored when calculating player skills summary values on the player details page.
Players: Other Info
|Other Player Attributes|
|Batting Style||Indicates whether the player bats right or left handed. Partnerships involving a left hand and right hand batsman will cause a small penalty to be applied to the bowlers, to reflect the fact that the bowlers will regularly need to adjust their line and length when the strike rotates.|
|Bowler Type||Indicates whether the player bowls right or left handed and also what style of bowling they employ (eg fast, fast medium, medium, finger spin and wrist spin). Bowler types are described further below.|
|Age||As a player ages, his ability to increase his skills through training generally decreases.
When a player reaches his early thirties, his skills will start to decrease. The older he gets, the faster his skills
will drop. Older players also recover fatigue between matches slower than younger players, although this is somewhat cancelled out by the fact that older players usually have higher endurance than younger players.
All players age one year at the beginning of each season.
Wage is a general indication of the value (and cost!) to your team. Players with higher overall skills will
generally demand higher wages. Players with high batting or bowling skills will in particular cost your club more in wages.|
A loyalty bonus applies for player wages as follows:
|Nationality||Indicates the country a player is eligible to represent. There are no restrictions regarding the nationality of the players in your squad. If you have a hankering for a team full of Kenyans, that is perfectly OK :)|
|Rating||This is a numeric rating that, along with wage, gives a rough indication to your opponents of the general skill level of a player.|
|Form||A player's form affects his performances on the field and generally indicates whether or not he feels he is in good touch or not. The form of each player will fluctuate during the course
of a season.|
As a manager, you have no direct control over form, as form fluctuations occur randomly each week within your squad.
Each week, the form of each player will gravitate towards reasonable. Players that play in one or more competitive matches (ie not friendly matches) during a week have a slightly higher chance of increasing in form. The form of all players is reset to reasonable at the end of each season (specifically, it is reset after the World Cup final is played).
|Fatigue||Fatigue gives a general indication as to how tired a player is during the course of a season.|
Playing matches will increase a player's fatigue. The type of match being played and the amount of effort expended by the player during the match affects the amount of fatigue a player experiences. For example, a player will experience more fatigue from playing a One Day match than a Twenty20, and a player who scores a century will experience more fatigue than one who is dismissed first ball.
Every day the fatigue of each player reduces. The amount of fatigue reduced depends on the age and endurance of a player. The younger a player is and the higher his endurance, the more fatigue reduces by.
Fatigue has a major effect on the performance of players in a match. Players with high fatigue will tire much earlier and their performance will drop markedly.
The fatigue of all players is reset to rested at the end of each season.
Note: A 'double fatigue update' occurs on Saturdays, with no fatigue update occurring on Sundays.
Experience is a valuable attribute for all players, but especially for your captain. The captaincy skill and experience
attribute combine to determine a player's ability to lead the team.|
As a player gains in experience, his performances will improve, especially at the lower end of the scale.
For example, there will be a more noticeable performance difference between an atrocious and dreadful experienced player than there will be between a reliable and accomplished experienced player.
Experience can only be gained by playing matches. Playing matches in a higher division will grant more experience to playing matches in lower divisions. The type of match also affects the amount of experience gained. For example, players will earn more experience from a limited overs one day match than from a Twenty20 match.
Each player in a match gets the same amount of experience regardless of performance (eg you don't get more experience for scoring a century in a match).
|Fast||Seam bowlers that bowl at speeds in excess of 140kph. A skilled fast bowler can be a valuable asset to any team. Fast bowlers are, along with wrist spinners, the rarest types of bowlers found in the game|
|Fast medium||Seam bowlers that bowl at speeds of between 125-140kph. Fast medium bowlers are more common than fast or wrist spin bowlers|
|Medium||Seam bowlers that bowl at speeds up to 125kph. Medium pace bowlers are the most common bowlers found in the game.|
|Finger spin||Finger spinners primarily use their fingers to impart spin on the ball so it deviates upon hitting the pitch. Finger spinners are more commonly found than fast medium bowlers, but less common than medium pace bowlers.|
|Wrist spin||Wrist spinners primarily use their wrists to impart spin on the ball so it deviates upon hitting the pitch. Wrist spinners can usually impart more spin on the ball than finger spinners, but are also usually less accurate. Alongside fast bowlers, wrist spinners are the rarest types of bowlers found in the game. A skilled wrist spinner on a spinner-friendly pitch can quickly run through a batting order|
Player talents are specific characteristics a player possesses that can make them perform better than normal in certain situations. All players in the game are allocated one or two talents. Talents are designed to add a little more variety to your players, and to add another strategic aspect to the game.
Talents can be classified into two main categories, passive talents and triggered talents.
Passive talents are skills that are thought to be always in effect. For example, a player with the talent Skilled(Batting) will receive a bonus to his batting ability during his entire innings.
|Skilled (Batting)||Receives a bonus to batting skill during matches.|
|Skilled (Bowling)||Receives a bonus to bowling skill during matches.|
|Skilled (Keeping)||Receives a bonus to keeping skill during matches.|
|Skilled (Technique)||Receives a bonus to technique skill during matches.|
|Skilled (Power)||Receives a bonus to power skill during matches.|
|Gifted (Batting)||Trains in batting faster than normal.|
|Gifted (Endurance)||Trains in endurance faster than normal.|
|Gifted (Technique)||Trains in technique faster than normal.|
|Gifted (Bowling)||Trains in bowling faster than normal.|
|Gifted (Power)||Trains in power faster than normal.|
|Gifted (Keeping)||Trains in keeping faster than normal.|
|Gifted (Fielding)||Trains in fielding faster than normal.|
|Prodigy||Trains faster in all skills while in the youth squad.|
|Natural Leader||Receives a bonus to captaincy skill during matches.|
|Sturdy||Recovers from fatigue faster than normal.|
|Opener||Performs better than normal when batting at the start of an innings.|
|Finisher||Performs better than normal when batting at the end of an innings.|
|Spin Specialist||Performs better than normal when batting against spin bowlers.|
|Seam Specialist||Performs better than normal when batting against seam bowlers.|
|New Ball Bowler||Performs better than normal when bowling at the start of an innings.|
|Old Ball Bowler||Performs better than normal when bowling at the end of an innings.|
|Safe Hands||Receives a bonus to any fielding or wicketkeeping related skill check during a match.|
Triggered talents are special skills that have a small chance of occurring, or 'triggering', during a delivery. For example, a player with the Yorker talent can occasionally bowl an almost unplayable yorker that has a much higher chance than normal of dismissing a batsman.
|Wrongun||Particularly skilled at bowling a wrongun, which is delivery bowled by a wrist spinner that spins in the opposite direction compared to the bowler's stock delivery.|
|Flipper||Particularly skilled at bowling a flipper, which is delivery bowled by a wrist spinner that is faster than normal and skids straight on.|
|Slower Ball||Particularly skilled at bowling a disguised slower ball. All bowler types can have this talent.|
|Swing||Particularly skilled at swing bowling. Fast, fast medium and medium pace bowlers can have this talent.|
|Bouncer||Particularly skilled at bowling a faster and well directed bouncer. Fast, fast medium and medium pace bowlers can have this talent.|
|Yorker||Particularly skilled at bowling a yorker, a delivery that bounces at the popping crease, or near the feet of the batsman. Fast, fast medium and medium pace bowlers can have this talent.|
|Arm Ball||Particularly skilled at bowling an arm ball, a delivery bowled by a finger spinner that goes straight on after pitching without turning.|
|Accumulator||When batting, the batsman is more likely than normal to be able to turn what would normally be a dot ball into a single or two runs.|
|Boundary Hitter||When batting, the batsman is able to occasionally turn a delivery that would otherwise be a dot ball into a four or six.|
|Doosra||Particularly skilled at bowling a doosra, which is a delivery that spins in the opposite direction compared to a finger spinner's standard delivery.|
Your team competes in three competitive leagues each week. The senior squad play a Twenty20 and One Day match, while your youth squad play in a Youth One Day match each week. A Senior One Day knockout cup competition is also held each season.
Each season consists of 14 weeks containing league matches, followed by a one week off-season.
The three leagues you participate in all have the same format. Each league consists of an 8 team home and away season, meaning that you will play 14 matches over a 14 week period, 7 of which will be home matches.
Four points are awarded for a win, two points for a tie and no points for a loss. At the end of the season, teams with the same number of points are separated by Net Run Rate (NRR). An explanation of NRR can be found here.
At the end of the season, the team in 1st place from each league will be promoted to a league in a higher division and the teams finishing 7th and 8th will be relegated to a league in the next division down. For example, if your team finishes first in a league in division III it will be promoted to a league in Division II next season.
The leagues in each country operate within a division structure, with each division containing twice as many leagues (and hence teams) as the division immediately above it, as explained in the table below.
|Division||Total Number of Leagues||Total Number of Teams|
|VII and below||64||512|
Senior One Day Matches
Played on Friday, matches consist of a maximum of 50 overs per side. There are 5-10 bowlers who can each bowl a maximum of 10 overs each. The senior one day competition carries the most prestige. Your results in this league will have the greatest influence on your supporter mood. These matches tend to attract the largest crowds, so they will also be a primary source of revenue.
Senior Twenty20 Matches
Played on Tuesday, matches consist of a maximum of 20 overs per side. There are 5-10 bowlers who can each bowl a maximum of 4 overs each. The Twenty20 competition carries less prestige than the senior one day competition, but your results still has a considerable effect on your supporter mood. These matches tend to attract slightly smaller crowds than the senior one day competition.
Youth One Day Matches
Played on Wednesday, matches consist of a maximum of 40 overs per side. There are 5-10 bowlers who can each bowl a maximum of 8 overs each. This competition carries the least prestige, with results having only a small effect on your supporter mood. These matches attract the smallest crowd of any competitive matches. Only players aged 19 and under are eligible to play in these matches.
This is a knockout Senior One Day competition (it is not a friendly competition - ie players gain experience and also fatigue just like in league matches). The draw for the cup is created at the beginning of each season, with the 2048 top ranked Senior One Day sides being automatically entered. The top 512 teams are seeded in the draw, with the remaining teams being distributed randomly. Once the draw is created your potential path through the competition, including who your potential opponents might be in your section of the draw, can be seen.
Cup matches are played on Sundays and the home team is determined randomly for each match. Each week, winning teams progress to the next round of the cup, while the losers bow out.
Teams that are still in the cup are unable to organise Sunday friendlies.
If a Cup match is tied, the team losing the lowest number of wickets is deemed as the winner. If both teams lose the same number of wickets, then the highest ranked team at the time the Cup draw was created goes through to the next round.
Teams are awarded prizemoney at the end of the season, based on their final positions in each of the leagues they compete in. Prizemoney is awarded as outlined below.
|Division 1: Prizemoney Details|
|Senior One Day||500,000||300,000||200,000||130,000||100,000||70,000|
|Youth One Day||250,000||150,000||100,000||65,000||50,000||35,000|
|Division 2: Prizemoney Details|
|Senior One Day||454,000||227,000||137,000||91,000||0||0|
|Youth One Day||227,000||113,000||68,000||45,000||0||0|
|Division 3: Prizemoney Details|
|Senior One Day||317,000||159,000||96,000||64,000||0||0|
|Youth One Day||158,000||79,000||48,000||32,000||0||0|
|Division 4: Prizemoney Details|
|Senior One Day||221,000||111,000||67,000||45,000||0||0|
|Youth One Day||110,000||55,000||33,000||22,000||0||0|
|Division 5: Prizemoney Details|
|Senior One Day||156,000||78,000||47,000||32,000||0||0|
|Youth One Day||78,000||39,000||23,000||16,000||0||0|
|Division 6+: Prizemoney Details|
|Senior One Day||104,000||52,000||32,000||21,000||0||0|
|Youth One Day||52,000||26,000||16,000||10,000||0||0|
Pavilion Cup Prizemoney
All teams progressing to at least round three are awarded prizemoney. Cup prizemoney is awarded the day after you are eliminated (or win the whole damn thing!).
|Knocked out in round 3||$10,000|
|Knocked out in round 4||$25,000|
|Knocked out in round 5||$45,000|
|Knocked out in round 6||$80,000|
|Knocked out in round 7||$125,000|
|Knocked out in round 8||$180,000|
End of Season Trophies
At the end of each season, trophies are awarded to teams and players who finish in the top three placings the categories listed below. If you sign up for Pavilion Membership you also have access to a Trophy Cabinet where you can view the silverware you have collected during your management career.
|League Position||End of season placing in your Senior One Day, Twenty20 or Youth One Day league.|
|Cup Position||Placing in the Pavilion Cup final. Losing Semi-finalists are each awarded 3rd place trophies.|
|Wickets Taken||Highest number of wickets in the league. In the event of a tie, bowling average and then strikerate are used to separate placings.|
|Runs Scored||Highest number of runs scored in the league. In the event of a tie, batting average and then strikerate are used to separate placings.|
|Batting Average||Highest batting average in the league. A player must play at least 7 innings to qualify for this award. In the event of a tie, runs scored and then strikerate are used to separate placings.|
|Bowling Average||Lowest bowling average in the league. A player must take at least 10 wickets to qualify for this award. In the event of a tie, wickets taken and then strikerate are used to separate placings.|
|Batting Strikerate||Highest batting strikerate (runs per hundred balls faced) in the league. A player must play at least 7 innings to qualify for this award. In the event of a tie, runs scored and then average are used to separate placings.|
|Bowling Strikerate||Lowest bowling strikerate (deliveries per wicket) in the league. A player must take at least 10 wickets to qualify for this award. In the event of a tie, wickets taken and then average are used to separate placings.|
|Keeper Dismissals||Highest number of wicketkeeper dismissals (catches and stumpings) in the league. In the event of a tie, the player playing the fewest matches is ranked highest.|
|Fielder Dismissals||Highest number of catches taken (not including wicketkeeper catches) in the league. In the event of a tie, the player playing the fewest matches is ranked highest.|
All human controlled teams are allocated team rankings based on their recent match ratings attained in each league competition.
For each league type, each team is given a country rank and a global rank. These rankings are used when seeding teams for the Pavilion Cup.
Rankings are determined by calculating average match ratings over the past 8 weeks.
Match ratings in the Pavilion Cup influence a team's Senior One Day rankings.
Friendly matches can be played up to four times a week, on Mondays, Thursdays, Saturdays and Sundays.
Any team can challenge another team on Sundays (once they have been knocked out of the Pavilion Cup) and Pavilion members can also issue challenges for matches held on Mondays, Thursdays and Saturdays. Matches can be booked up to two weeks in advance, meaning you can organise up to eight friendly matches in advance. Friendly matches must be booked before 22:00 on the previous day. For example, you need to book your Thursday friendly before 22:00 on Wednesday.
You earn no money from friendly matches and your players gain no experience or fatigue when playing friendlies. Friendly matches are simply a way to learn more about the game, try out different match orders, or simply gain bragging rights over your friends!
A friendly match can be organised by issueing a challenge to another team. Challenges can be issued by going to the Club or Manager page of a team you wish to challenge, and issuing the challenge via the "Challenge Team" panel. When issuing a challenge, you select the date, match type, pitch and venue (ie your ground or your opponent's). Please note that you cannot issue challenges to computer-controlled teams, only to teams owned by real people. Additionally you can only issue challenges to teams that haven't already booked a friendly match for all available friendly 'timeslots'.
You can view, accept, decline and cancel challenges you have issued and received from the Office -> Challenges page. When a team accepts a challenge, the match is automatically scheduled.
Fatigue in Friendlies
For the purposes of match ratings and all match engine calculations, all players are assumed to be at 'rested' fatigue in friendly matches.
Organised Friendly Competitions
For many managers, playing regular friendlies in leagues and cups organised by other managers is one of the most enjoyable aspects of playing From the Pavilion. Friendlies give you a chance to play your mates and also to experiment with various match orders and team lineups.
Unfortunately it can take a lot of time to create and administer these competitions. Teams need to issue challenges on time, league tables, statistics and fixtures need to be updated - all things that take time.
Organised friendly competitions can be held on Mondays, Thursdays, Saturdays and Sundays. Managers can create and enter friendly leagues and cups and let FTP handle all of the messy admin work like fixture generation, league tables and allocation of trophies and prizes to the winners. The core features are explained below:
- Competitions can be created from the Community -> Friendly Competitions page
- Friendly competitions can be in league format, where an even number of teams all play each other once, or in a knockout cup format held over a number of rounds where the loser of a match is knocked out, with the winner progressing to the next round.
- Competition organisers can create and enforce local rules for the competition. Teams in breach of local rules can have match results reversed by the competition organiser.
- Teams can be added by invitation only (where the organiser sends out a limited number of invitations), by manual approval of the organiser (where anyone can apply to play but must be approved by the organiser), or in a 'first come first served' basis (where anyone can enter).
- Matches can be in senior one day, twenty20 or youth one day format.
- The pitch condition is assigned randomly for matches.
- First and second prizes are offered by FTP in the form of Pavilion membership.
- Fixtures are generated automatically.
- Each competition has its own statistics pages.
- Trophies are awarded for competition winners.
- Messages are automatically sent to teams when their applications are accepted and when the competition is finalised and is about to begin.
- Now for the bad news! A small cost will be associated with the creation and running of organised friendly competitions. As a general rule of thumb, it will cost one gaming credit (approximately $0.10 AUD) for each match a team plays in a competition.
Creating a Competition
Anyone is able to create an organised friendly competition via the Office -> Friendly Competitions page. Information is entered via a four step process as follows:
|Friendly Competition Setup: Step 1|
|Name||Give your competition a name. This name appears on all pages related to the competiton (eg league page, fixtures page, stats pages, etc).|
|Short Name||An abbreviated name for your competition, which is used in places where the competition name is too long.|
|Local Rules||Organisers can specify local rules that are in play for the competition. For example, you might want to create a youth competition where teams must field a minimum of 7 players of a particular nationality in each match. If teams do not follow the local rules, the competition organiser has the ability to reverse match results. A match result can be reversed by the organiser from the match 'Details' page.|
|Matches Played On||Indicates whether competition matches will be held on Mondays, Thursdays, Saturdays or Sundays.|
|Match Type||One Day, Twenty20 or Youth One Day.|
League: Involves between 4-10 teams, with each team playing the other team once.|
Cup: A knockout competition involving between 8-128 teams. The winner of each match progresses to the next round and the loser is knocked out of the competition.
|Method of Entry||
Private invitation: Only teams specifically invited by the competition creator can enter|
Creator must approve entries: Any team can request to enter the competition. Requests must be approved by the creator before entry is allowed.
Automatic approval of entries: Entry requests are automatically approved.
|Weather||Local (ie the prevailing conditions on the day of the match), Random (weather selected randomly when fixtures are generated) or a specific weather type for all matches in the competition can be selected.|
|Pitch||Random (pitch selected randomly when fixtures are generated) or a specific pitch type for all matches in the competition can be selected.|
|Trophy||The creator can select the style of trophy that will be awarded to the winner and runner up.|
|Friendly Competition Setup: Step 2|
|Competition Start Date||The date of the first round of fixtures. Must be at least two weeks in advance.|
|Deadline for Entries||The date when entries close for the competition. Must be at least 7 days in advance and at least 7 days prior to the competition start date.|
|Minimum Number of Teams||The minimum number of teams that need to be entered when the entry deadline expires for the competition to go ahead. If the minimum is not met, all game credits are refunded.|
|Maximum Number of Teams||The maximum number of teams that can enter the competition.|
|League Rounds||For league competitions only. Indicates how many times each team plays every other team. For example, a 4 team league over 2 rounds will span 6 weeks.|
|Cup Seeding Method||
For cup competitions only.|
Team Rankings: Cup seedings are based on team rankings at the time fixtures are generated
Random: Teams are seeded randomly
|Friendly Competition Setup: Pricing|
By Creator: The creator is paying for the competition, allowing all teams to enter for free. A discount of 20% is applied to the overall cost of competitions using this payment method.|
By Entrant: The creator pays 5 gaming credits to create the competition. Teams entering the competition pay a fee of one gaming credit per match.
What happens next?
Once a competition has been created, it will appear on the "Upcoming Competitions" list and managers will be able to enter. When the entry deadline passes, the competition is finalised, fixtures are generated, and all entrants are notified via an in-game message.
If the deadline passes and fewer than the minimum number of teams specified have entered, the competition is cancelled and all credits are refunded. For knockout cups, team numbers are altered so no teams have a bye. For example, if 19 teams have entered a knockout cup, when the competition is finalised the last 3 teams to enter are removed from the competition, leaving 16 teams remaining.
Note: The creator of a competition is not automatically entered. If you create a competition and also want to play in it, remember to enter/invite yourself.
Withdrawing from a competition
If you have entered a competition and wish to withdraw, you can do so by sending a mail to the competition organiser, who has the ability to remove a team from a competition. You can only withdraw from a competition if the deadline for entries has not passed.
Reversing a result
The competition organiser has the ability to reverse the result of a match if they deem that a team did not follow the local rules of the competition. Results can be reversed from the game 'Details' page.
Note: The result of a cup match can only be reversed between the time the match ends and when the draw for the next round is made.
Example competition setup and costs #1: 6 team league competition
- Goes for 5 weeks.
- Each team plays 5 matches.
- Costs 24 credits up front if paid for by the competition creator. Entry is free. OR costs 5 credits for the competition creator with each team entering paying 5 credits.
- The winner of the competition is awarded 15 days Pavilion membership.
- Second place is awarded 8 days Pavilion membership.
Example competition setup and costs #2: 16 team cup competition
- Goes for 4 weeks.
- Each team plays a maximum of 4 matches.
- Costs 24 credits up front if paid for by the competition creator. Entry is free. OR costs 5 credits for the competition creator with each team entering paying 4 credits and any teams that are knocked out prior to the final receive a partial refund of credits..
- The winner of the competition is awarded 16 days Pavilion membership.
- Second place is awarded 8 days Pavilion membership.
The orders page is where you select your team and specify tactics for a match.
For new players, setting match orders can seem quite tricky. If you like, you can ask your assistant to suggest a lineup for a match by clicking on the 'Suggest Lineup' button.
Your assistant will then select 5 batsman, a wicketkeeper and 5 bowlers and will organise them in descending 'batting skill' order (ie the best batsmen will be listed at the top of the order, the worst will be at the bottom).
Your assistant selects a lineup based on skills alone and ignores variables such as the pitch type, weather for the match and any talents your players may have. He will also not consider youth players for selection in Senior OD and Twenty20 matches. Your assistant will try his best, but the players he picks will probably not be as good as the lineup an experienced manager might opt for.
As you gain experience, you can expect to select your own lineups more often without the aid of your assistant.
Each aspect of the match orders page is described in further detail below.
The captain leads your team in the field and is primarily responsible for setting the correct fields and advising the bowlers with regards to bowling tactics. A capable captain can make a significant difference to the performance of your team.
As a general rule, select the player in your lineup with the highest captaincy and experience.
The player selected will be your wicketkeeper. Please note that the wicketkeeper cannot bowl.
Indicates whether you will call heads or tails at the toss, and whether upon winning the toss you will bat or bowl first.
Save as default:
Ticking this checkbox will cause the current match orders to be used by default
for any future matches where specific orders have not been specified.
Note: You can specify default orders for each match type (e.g. you can have a separate set of match orders for 50 overs a side matches and the Twenty20 matches.
Your assistant will suggest a lineup for the match. Further details can be found in the "Suggested Lineup" section above
Save the current match orders and use them for the match.
The lineup section is where you:
- Select the 11 players who will participate in the match, in batting order.
- Set batting and bowling tactics for each player. To set batting or bowling tactics, click on the coloured buttons to toggle between N (normal), D (defensive) and A (aggressive) orders.
- Select 5 bowlers and their bowling position.
Defensive: The batsman will take fewer risks when batting. Generally he will score runs at a slower rate, but is
more likely to bat for a longer period of time
Aggressive: The batsman will try to score at a faster rate than normal, also making it more likely he will take one too many risks and get out earlier than normal.
Normal: The batsman will try and strike a balance between attack and defence.
Defensive: The bowler will try and keep things tight and restrict the run rate as much as possible.
He will be more likely to set defensive fields and is usually less likely to take wickets.
Aggressive: The bowler will focus on taking more wickets, often at the expense of keeping the run rate down. He will be more likely to set attacking fields with fielders in catching, as opposed to run saving positions.
Normal: The bowler will attempt to strike a balance between attack and defence.
Each game is separated into 10 bowling spells of equal length (eg 10 five over spells in the Senior OD matches, 10 two over spells in Twenty20 and 10 four over spells in Youth OD matches).
You can allocate a maximum of two bowling spells to any one bowler, except for your wicketkeeper who is not allowed to bowl.
When allocating bowling spells to bowlers, keep in mind that a bowler cannot bowl consecutive overs. For example, when allocating bowling spells for a Senior OD match, you cannot allocate spell #1 (overs 1,3,5,7,9) and spell #2 (overs 2,4,6,8,10) to the same player.
You may notice that when you select a player for a position and he is already selected in another position, his batting tactics, bowling tactics and bowling spell details are 'swapped' with those of the player he is replacing in the lineup.
While most users might enojoy this feature, some may find it confusing. You can turn off 'sticky orders' via Office -> My Profile.
The match ratings page gives managers an overall comparison of the teams involved in a match. The match ratings page becomes available for viewing after the match has completed.
Please keep in mind that the numerical match ratings are intended only as a guide for comparing the rough skill levels of teams and to track the improvement of your own team over time. Tactics and luck play a significant part when determining the result of a match, so it is quite possible that the team with lower match ratings will be the winner on any given day.
Match ratings are affected by experience, fatigue and form, so you will commonly see fluctuations in match ratings
during the season even when using the same lineup.
The effects of fatigue are ignored when calculating match ratings in friendly matches, with all players assumed to be at 'rested' fatigue.
Each aspect of the match ratings page is described in further detail below.
|Ratings Section||Ratings Explanation|
|Batting - Top Order||Average batting skill of the batsmen batting at positions 1-4.|
|Batting - Middle Order||Average batting skill of the batsmen batting at positions 5-8.|
|Batting - Tail||Average batting skill of the batsmen batting at positions 9-11.|
|Bowling - Seam||Average bowling skill of the fast, fast medium and medium pace bowlers that bowled in the match.
The number in parenthesis to the right of the rating indicates the number of spells of seam bowling bowled by the team (or allocated to be bowled for matches in which not all overs are bowled).
|Bowling - Spin||Average bowling skill of the finger spin and wrist spin bowlers that bowled in the match.
The number in parenthesis to the right of the rating indicates the number of spells of spin bowling bowled by the team (or allocated to be bowled for matches in which not all overs are bowled).
|Fielding/Keeping||Average fielding skill of the fielders that played in the match. When determining this rating, the skills of the keeper are allocated a larger weighting than other fielders.|
|Overall||An overall rating of the entire team, including batting, bowling, keeping and fielding.|
When the game server processes each match it carries out millions of calculations before reaching the final result. The piece of logic that carries out this task is commonly referred to as the match engine.
This section of the rules has been written in an effort to try and give managers a basic insight into some of the things that the match engine takes into account when generating match results.
Batting and Bowling Tactics
When setting match tactics for your players, keep in mind that the orders specified are general guidelines that can and sometimes will be
overridden depending on the match situation.
For example, if your batsman is on aggressive orders and comes in at 40/4, he will tend to bat more cautiously than his aggression settings indicate. Alternatively, if the same batsman is set to defensive orders and comes to the wicket with the score at 250/4 in the 40th over, he may largely ignore the defensive orders and instead attempt to score quickly.
Setting and Chasing a Target
After every over or so, the batsmen currently at the wicket will attempt to determine if they are scoring quickly enough.
If a few early wickets fall, you may see the batsman slow their scoring and attempt to consolidate. Conversely, if things are going along well and few wickets have fallen, the batsman may attempt to take a few risks and accelerate the scoring rate.
When chasing a target, the progress the chasing team is making relative to the target is also taken into account. For example, if a team has lost a few wickets but still needs to score quickly, the batsmen might choose to keep chasing hard instead of consolidating.
Each player begins a match with a specific amount of energy. The amount of starting energy is determined largely by two factors, endurance and fatigue. Players with high endurance will start with slightly more energy than players with lower endurance. Players affected by fatigue are deemed to be a little weary even before play begins, and will have a reduced amount of starting energy.
Actions such as bowling, batting, fielding, keeping and captaining a team cause energy to be depleted. Once a player's energy falls below a certain level he will start to feel the effects of tiredness, which in turn will affect performance. Tired batsmen will score at a slightly slower rate and will be significantly more likely to be dismissed. Tired bowlers are likely to become a little wayward and tend to concede more runs. Tired fielders and wicketkeepers are more likely to misfield or miss wicket taking opportunities.
Energy is partially replenished during drinks breaks and during the change of innings.
Player talents can be categorised as passive (eg gifted and skilled talents) or triggered (eg accumulator, swing, yorker). Triggered talents are those that can activate, or 'proc' during a particular delivery. Whenever a triggered talent is activated, the commentary text will display the name of the talent in square brackets.
Cameron to Blackwell : [Slower Ball] Blackwell sees a slower ball, throws everything at it and only manages to get a thin edge behind the wicket.
In the above commentary line, the bowler's 'Slower Ball' talent has triggered, and has caused a wicket to fall.
The skill of your fielders has three primary influences on the match engine. Firstly, it affects the number of run scoring opportunities available for the batting team. Secondly, it influences the chance of a wicket occurring during each delivery. Lastly, when a catch, runout, or stumping (for wicketkeepers) chance eventuates, the skill of the relevant fielder affects the chance that the opportunity will be taken.
Fielding Skill Checks
The overall fielding skill of a team has a passive and constant influence on restricting run scoring opportunities and on creating wicket taking opportunities. Occasionally during a match, a fielding skill check will occur. A fielding skill check involves a roll of the dice against a fielder's overall fielding skill (or a keeper's keeping skill) to determine whether the player successfully passed the skill check. When a fielding skill check occurs, the commentary for the delivery will contain one of the following pieces of text:
- [great fielding] A fielder has passed a skill check and has denied the batsman a run scoring opportunity.
- [misfield] A fielder has failed a skill check and has provided the batsmen with a run scoring opportunity.
- [catch] A fielder or keeper has passed a skill check and has successfully taken a catch and dismissed a batsman.
- [dropped] A fielder or keeper has failed a skill check and has dropped a catch.
- [runout] A fielder or keeper has passed a skill check and affected a runout.
- [missed runout] A fielder or keeper has failed a skill check and has missed a runout opportunity.
- [stumped] A keeper has passed a skill check and has successfully stumped a batsman and dismissed him.
- [missed stumping] A keeper has failed a skill check and has missed a stumping opportunity.
There are two main factors that determine the likelihood of a successful fielding 'skill check':
- The higher the fielding skill (or keeping, for a wicket keeper) of the player, the more likely the player will pass the skill check
- The higher the quality of the match (ie reflected by match ratings), the higher a fielder's fielding level needs to be in order to pass a skill check.
Bowling with the New Ball
When a cricket ball is new, bowlers can usually extract more bounce, seam movement and swing. This generally equates to a higher
chance of bowling a wicket taking delivery for seam bowlers. As the ball ages, it loses its shine and hardness and batting generally becomes easier.
This is also the case in From the Pavilion. With this in mind, it is generally a good idea to open the bowling with your faster bowlers, as they will receive the most assistance from the pitch at the start of the innings.
As a general rule, it is usually wise to avoid opening the bowling with your spinners, as spin bowlers usually find it more difficult to grip and spin the new ball.
Bowling Attack Variety
When selectors are choosing a lineup for a match, bowling variety often plays a part in the selection process. Selectors usually
prefer not to have too many bowlers of the same type in the bowling attack.
All things being equal (ie skills, experience, conditions), a balanced bowling attack including a mix of left and right handed spinners and seam bowlers will in general perform slightly better during a match.
Please keep in mind that the benefits gained by selecting a balanced bowling attack are relatively minor and it is often still advisable to select the bowlers best suited to the pitch and weather conditions, regardless of style, when choosing your lineup.
LH & RH batters
Partnerships involving a left hand and right hand batsman cause a small penalty to be applied to the bowlers, to reflect the fact that the bowlers will regularly need to adjust their line and length when the strike rotates.
Settling in Period
The settling in period refers to the time at the start of a batsman's innings when he is attempting to 'get his eye in' and become accustomed to the pitch and bowling. During this time, batsmen are likely to score at a slower rate.
Captaincy plays an important, if somewhat abstract, role in the match engine. Skilled captains are adept at setting the
correct field, are able to inspire their teammates and place pressure on the opposition during a match.
In terms of the match engine, a skilled and experienced captain can help increase the number of wicket taking opportunities and reduce the number of run scoring opportunities when in the field.
Farming the Strike
The practice of 'farming the strike' involves the higher skilled batsman in a partnership protecting the lesser batsman by attempting to face a high percentage of deliveries during a batting partnership. The likelihood of a batsman attempting to farm the strike (for example by refusing to run a single during the early part of the over, or by only running a single towards the end of an over even when two runs are possible) is influenced by a number of factors including the relative batting skills of both batsman, the experience of both batsman, and of course the current match situation.
Training is an important aspect of the game, as it is the only way you can improve the skills of your players. All players in your squad receive training each week and each player can be allocated an individual training program.
You can view and assign training programs to your players by following the Club -> Senior Training and Club -> Youth Training links.
As a general rule, the younger a player is, the more benefit he will receive from training. The condition of your youth academy has an effect on the training speed of your youth players, with higher level youth academies giving a larger boost to training speed. Similarly, the condition of your senior academy affects the effectiveness of training programs for your senior squad.
The batting, bowling, keeping, technique, fielding, endurance and power skills can be increased through training.
There is also a special training program called Rest. Assigning a player to the Rest training program will accelerate his recovery from fatigue. This can be an effective tactic if you want your players to be fresh for an important game.
Captaincy and experience are unaffected by training. Experience increases when players are involved in a match, and captaincy increases slowly throughout a player's career if they are selected to captain the team in matches.
Training updates occur on Mondays for your youth squad and Thursdays for your senior squad. The training program selected for each player when the training update occurs will be used when calculating skill increases. There is no concept of applying a training program for 3 days, then another for the rest of the week.
The available training programs are described below. In the "Skill(s) Trained" column, skills are listed in decreasing order of time allocated to them during the week. For example, when using the Batting training program you can expect a player's batting skill to improve the fastest, followed by technique and then lastly endurance.
|Batting||Batting, technique, endurance|
|Bowling||Bowling, technique, endurance|
|Keeping||Keeping, technique, fielding, endurance|
|Fielding||Fielding, technique, endurance|
|All-rounder||Batting, bowling (equal amount to batting), technique, endurance|
|Batting technique||Technique, batting, endurance.|
|Bowling technique||Technique, bowling, endurance.|
|Rest||Recovers one level of fatigue|
|Keeper-Batsman||Keeping, batting, technique, fielding, endurance|
Age and Training Speed
|Skill(s)||Effect of age on Training Speed|
|Batting, Bowling, Keeping, Fielding, Technique||Training speed decreases as a player ages|
|Endurance||Training speed is generally constant until a player turns 30, then it starts to decrease|
|Power||Power training is most effective in the mid twenties. It is slow during teenage years and then starts to get quicker. In the late twenties power training gets slower again which continues at a roughly constant rate.|
Fatigue and Training Speed
If a player is heavily fatigued when the training update occurs, he will train at a slower rate as follows:
|Fatigue Level||Training Penalty|
|Satisfactory and below||none|
There is a limit to the number of players you can train in your youth and senior squads before the effects of overcrowding are felt on training speed. You can train up to 23 players in your youth squad and 22 players in your senior squad before overcrowding penalties come into effect.
For each player in addition to the limit you have in your squad, all players receive 5% less training in a week.
The formula is as follows:
training efficiency% = 100 - ((players in squad - max players allowed) x 5)
For example, if a team has a youth squad containing 30 players, training efficiency will be:
100 - ((30-23) x 5) = 65%, so all youth players in the squad will receive 65% of their normal training for the week.
The number of players in your squad at the time the training update runs is the number used when calculating any training efficiency penalty.
The status of your youth and senior academies influence the speed at which your players increase their skills through training.
Your youth academy level also influences the calibre of players who want to play for your club. Your academy details can be found by following the Club -> Academies link.
The fields displayed on your academy page are described below
|Players in squad||Unsurprisingly, this indicates the number of players in your squad|
|Training Efficiency||If your squad is suffering from overcrowding, their training speed will decrease. A full description can be found on the training page.|
|Academy Level||Indicates the overall quality of your academy. Each academy level above non-existent gives your players a small training boost.|
|Weekly Academy Maintenance Costs||The approximate cost you will be charged at the next financial update to maintain your academy at its current level.|
Changing Your Academy Level
This is done via the 'Upgrade' or 'Downgrade' button. When upgrading your academy, you are charged a one-off fee and your weekly maintenance costs will also increase slightly.
If you feel you are unable to afford the maintenance costs of your current academy, or if you merely are changing your strategy, you can reduce the level of your academy via the 'Downgrade' button. You receive an immediate partial refund of your academy upgrade costs and your weekly maintenance fee is also reduced.
Each week you are able to recruit a new player into your youth squad. There is a large random element involved regarding the skills of a new recruit. Having a higher youth academy level will increase the chances of recruiting a star of the future.
When you recruit a new youth player, you have some control over the type and nationality of the player recruited, as described below.
|General||Your scouts are not directed to target players of a particular type, just to find the best player available. As a result, the overall skills of the player recruited are likely to be higher|
|Batsman||Your scouts are instructed to find a batsman. The player recruited is more likely than normal to have higher batting and technique skills, but lower bowling and keeping skills|
|Spin Bowler||Your scouts are instructed to find a finger or wrist spin bowler. The player recruited is more likely than normal to have higher bowling and technique skills, but lower batting and keeping skills|
|Seam Bowler||Your scouts are instructed to find a fast, fast medium or medium bowler. The player recruited is more likely than normal to have higher bowling and technique skills, but lower batting and keeping skills|
|All-rounder||Your scouts are instructed to find an all-rounder. The player recruited is more likely than normal to have slightly higher bowling and batting skills, but lower keeping skills|
|Keeper||Your scouts are instructed to find a wicketkeeper. The player recruited is more likely than normal to have higher keeping skills, and slightly higher than normal batting skills, but lower bowling skills|
Making a youth recruitment costs you nothing, so it is usually a good idea to recruit a player every week. You can recruit a maximum of one player each week. If you forget to make a youth recruit in a week, you are not allowed to recruit two players in the following week.
At the end of each season, all players turning 20 are moved from your youth squad and are promoted to your senior squad. If this leaves you with fewer than 12 youth players, your scouts will hastily draft in some local youths to make up the numbers. Keep in mind that any drafted youths will have very poor skills.
Your home stadium is your club's spiritual home and the location at which all of your home matches are played. There are two main areas of responsibility when managing your home ground - pitch preparation and stadium expansion.
Preparing the Pitch
As the manager of your club, you are able to control the type of pitch that you play your home matches on. Selecting the correct pitch is an important tactical decision that should be reached after carefully weighing up the strengths and weaknesses of both your team and those of the opposition.
Your groundsmen have four pitches available, one for each league competition your club competes in and one specially set aside for Pavilion Cup matches. The different pitch types and their general characteristics are described below:
|Sticky||Heavily favours all bowlers.|
|Uneven||Favours seam bowlers, particularly fast and fast-medium bowlers.|
|Green||Favours seam bowlers, particularly medium pace bowlers. Slightly disadvantages spin bowlers.|
|Hard||Favours batsmen, although fast and fast medium bowlers sometimes enjoy the additional bounce available.|
|Slow||Slightly favours medium pace and spin bowlers, with batsmen finding it harder than normal to score quickly.|
|Dry||Favours spin bowlers. Slightly disadvantages seam bowlers.|
|Crumbling||Heavily favours spin bowlers. Slightly favours seam bowlers.|
It takes time for your groundsmen to change the condition of a pitch. For example, to go from a flat pitch to a slow pitch might take about 2 days, from flat to green about 4 days, etc. Make sure you allow enough time for your groundsman to make the change you want before the match is to be played.
You can order stadium upgrades to increase (or sometimes decrease) the size of your stadium. Stadium expansion is quite costly, so you should probably only consider expanding your stadium once you start selling out a few matches in a row. It takes 7 days from the time you order construction to start for the work to be completed.
Whenever you make a ground expansion, there is a fixed cost of $10,000 involved, and each seat that is added or removed costs $20. For example, expanding your stadium from 5,000 to 8,000 will cost you $10,000 + (3,000 x $20 per seat) = $70,000.
Demolition of seats costs the same amount as expansion. In the example above, reducing your stadium from 8,000 seats to 5,000 would also cost $70,000.
The weather conditions on match day can also have a significant effect on the result.
A 7 day weather forecast for each country can be found by clicking on Country -> Weather Forecast. The forecasters try to do a good job, but the further into the future they look, the less accurate their forecast is likely to be.
The weather in the game does not follow real life conditions. For example, England will have the same chance of having a sunny day as Australia, and it is just as likely for New Zealand to have a hot day as it is in India.
The daily weather forecasts occur approximately two and a half hours before matches start in a country. However, the weather forecast that is made 26.5 hours prior to a match will not change at the next update, so managers will always know what the weather will be at least a day in advance.
Weather can also have a minor impact on crowd attendance and the amount of fatigue players experience in a match. The possible weather types are displayed below:
|Hot||Hard work for all players who tire faster than normal. Seam bowlers also don't perform quite as well as normal, although spinners don't mind the heat too much.|
|Humid||Hard work for all players who tire faster than normal. Seam bowlers tend to enjoy humid conditions, but spinners can find it difficult to grip the ball.|
|Sunny||Everyone likes a sunny day :). No particular advantage is provided for batters or bowlers.|
|Cloudy||Slightly favours seam bowlers.|
|Windy||Slightly favours spin bowlers, who usually enjoy bowling into a nice breeze.|
|Overcast||Favours seam bowlers.|
Attendance is affected by
- your supporters mood and number of club supporters
- your opponent's supporters mood and number of club supporters
- the type of match being played. For example, youth matches attract a smaller crowd
- the division level of the match. The higher the division, the higher the crowd that is likely to attend
- weather conditions on the day
Gate Taking are affected by
- the number of people attending the match (described above)
- Ticket prices. The higher the division level of the match, the higher the ticket prices that are charged.
- Whether the match is being played at your home ground or elsewhere. The home team receives 2/3 of the total gate takings, with the remaining 1/3 being allocated to the away team (except Pavilion Cup matches where revenue is split 50/50).
Each week, your club incurs expenses and earns revenue from various activities. The major sources of revenue and expenses are listed below.
|Gate takings||You earn gate takings from every match your team is involved in. In league matches, the home team takes 2/3 of gate takings revenue and the away team receives the remaining 1/3. In Cup matches, gate takings are split 50/50.|
|Sponsorship||Each week your sponsors kindly grant you an amount of money. Teams in higher divisions will receive more from sponsors than teams in lower divisions until you reach division 5. Sponsorship then remains the same (ie a team in Div 7 will receive the same weekly sponsorship as a team in Div 5).
New teams receive an additional $50,000 sponsorship per week for their first four weeks in the game.
|Player Sales (players with bids)||The amount of money you will be receiving for any players you are selling on the transfer market where the deadline has not yet passed.|
|Player Sales (completed)||The amount of money you have received for any players you have sold this week.|
|Prize money||The position(s) attain in your league determine the amount of league prizemoney you are awarded at the end of the season.
Progressing past the first round of the Pavilion Cup also earns you prizemenoy.
Further details regarding prizemoney can be found here
|Ground Maintenance||Each seat in your stadium costs you $1 in weekly maintenance. Any money you spend during the week on ground expansion will also be listed here.|
|Player Wages||Each week you must pay your senior and youth players their wages. Wages for players are set at the beginning of each season, and are based on the skill levels of the player at the time.|
|Academies||The amount you invest in your youth and senior academies is removed from your bank balance each week.|
|Player Purchases (you are highest bidder)||Indicates the amount of money you have spent on players for which you currently have the highest bid.|
|Player Purchases (completed)||Amount of money you have spent on completed player transfers for the week.|
If a team goes into debt, they cannot bid for players on the transfer market until their balance becomes positive again. If you find yourself getting into debt, consider selling some players and/or downgrading your academies.
Your team will never be closed down for going into debt. However, if you are in debt at the financial update for two updates in a row, you are sent a warning message. If you are still in debt after four consecutive financial updates your highest wage player is placed on the transfer market in an effort to raise funds and resolve your debt problems. If you highest wage player is already transfer listed, your highest wage player not already listed on the market will be placed on the transfer market.
All clubs start off with a small number of hard core supporters. Your results on the field will affect the rate at which your supporter base increases.
The number of people who attend your matches is heavily influenced both by the number of supporters in your club and their current mood. Winning competitive matches (ie the results of friendlies are ignored) will improve your supporters' mood, causing more supporters to join your club each week. Conversely, losing competitive matches will cause the number of supporters joining each week to reduce to a trickle. Lose enough matches and supporters might even start to leave your club!
Once the number of supporters in your club reach a certain number, simply winning matches won't be enough to cause your supporter numbers to continue increasing. After a certain point, promoting into a higher division will then be the only way to cause your supporter numbers to continue to grow.
Supporter mood is reset to jovial at the end of each season.
The transfer market is where you can sell players you no longer require and recruit new blood into your team. The transfer process is like an auction, where rival managers bid amounts of money for a player until the transfer deadline expires. If a bid is placed within two minutes of the transfer deadline, the deadline is extended for a further two minutes, to allow bidding rivals the opportunity to place a countering bid.
Listing a Player
To sell a player, navigate to the player details page and click the Sell button. You have the option of specifying a reserve price, which is essentially the minimum amount of money you are prepared to accept for a player. Specifying a reserve price is optional. When you set a reserve price please try and make it realistic, otherwise you may find that noone is willing to bid on your player.
A fee of $1,000 is charged whenever you place a player on the transfer market, regardless of whether the player attracts a bid and is sold. Once a player is listed, he will remain on the market for 72 hours, in which time rival managers can place bids.
If, once the transfer deadline has passed, a player has attracted one or more bids, the player is transferred immediately to the team of the highest bidder. The team receiving the player has the funds withdrawn from their account. Depending on how long a player was in the squad of the selling team, some or all of the proceeds are deposited into the seller's bank account. The amount deposited is calculated as follows:
- if the player has spent his entire career in your squad, you receive all of the transfer proceeds.
- if the player has spent at least 100 days in your squad, you will receive all of the transfer proceeds.
- if the player has spent less than 100 days in your squad, you will receive 50 + (days/2)% of the proceeds. For example, if the player has been in your squad for 20 days you will receive 50+(20/2) = 60% of the proceeds.
Bidding on Your Own Players
Managers are allowed to bid on their own players. We understand that sometimes managers list a player and then decide they want to keep the transfer listed player.
However, some measures have been put in place to discourage the practice of managers attempting to create a phoney 'bidding war' by bidding on their own player to try and drive up the price.
- Managers can bid on their own player, but they can only do so once. If you genuinely want to 'buy back' your player, make sure you bid your maximum bid, as you will have no further bidding opportunities. This mechanism has been put in place to give managers who genuinely mistakenly list a player the opportunity to buy them back.
- If you bid on your own player and end up making the highest bid, the 'number of days in squad' counter is reset to zero. This means that if you immediately re-list and sell the player, you will only receive slightly more than 50% of the transfer proceeds (see the Transfer Settlement section above for further details).
Bidding on Friends/Workmates Players
If a computer or internet connection you use to login to the game is also likely to be used by another game user, please inform the admin team by sending a list of the user names sharing the computer.
We are quite happy for users to login using a shared computer, but any transfer activity between these teams will be deemed as cheating. You are not allowed to conduct transfers between teams that currently, or have in the past, shared a computer and/or internet connection.
Penalties for breaking this rule range from a significant fine to an account ban.
Pavilion members have access to a bidding agent who can be used to place bids on players on your behalf. This can be useful if you know you aren't going to be online at the time an auction is ending.
To instruct your bidding agent to monitor a transfer, specify the maximum amount you wish to bid for a player in the "Bidding Agent" section immediately below the "Bid For Player" section. Your bidding agent will make an opening bid (the minimum possible). If another manager makes a bid, your bidding agent will immediately make another bid as long as the bid amount is less than the maximum you specified. An example of the bidding process when using a bidding agent is listed below.
- There is a player on the market you want to buy. The current high bid is $30,000.
- You instruct your bidding agent to monitor the transfer and specify a maximum bid of $100,000.
- Your bidding agent will immediately make a bid of $31,500
- Later on, while you are offline, another manager places a bid of $50,000
- Your bidding agent immediately makes a counter bid of $52,500
- The other manager then makes a bid of $110,000
- Your bidding agent does not make any further bids, because the highest bid has exceeded his maximum of $100,000
You can only employ your bidding agent to monitor one player at any time.
The From the Pavilion team monitor transactions on the transfer market, and reserve the right to cancel, adjust or reverse transfers. These actions are most commonly taken if it is deemed that a player was sold for an inflated price.
Managers are encouraged to contact the From the Pavilion team if they notice any actions on the transfer market they think might be suspicious.
An affiliate team is a second team you are allowed to run that is directly linked to your account, but otherwise completely separate to your main team (ie it has its own players and its own bank balance). If you would like to start up an affiliate team, click on the "Create Affiliate Team" link on your Club page.
What rules/restrictions are enforced?
- The affiliate team must be created in a different country to your main team.
- You cannot transfer players between your main team and your affiliate team.
How much does it cost?
- You must be a Pavilion member in order to create an affiliate team.
- It costs 100 credits per year to manage an affiliate team.
What happens to my affiliate team if my Pavilion membership expires?
- Although you need to be a Pavilion member to create an affiliate team, you do not lose your affiliate team should your Pavilion membership expire.
- You will however lose your affiliate team if you dont extend its life after 12 months by paying an additional 100 credits (keep in mind that 12 months Pavilion membership also gives you 100 credits).
Where do I go to extend my affiliate team by another 12 months?
Go to your Manager page and click on the "Extend" button on the right hand side of the page. Keep in mind that you need to be a Pavilion member to extend the life of your affiliate team.
- You cannot turn your affiliate team into your main team.
- You are allowed to organise friendly matches between your main and affiliate teams.
- You can quickly switch between managing your main and affiliate teams via the 'a' and 'm' buttons in the shortcut bar at the top right of the screen.
- Your affiliate team will have a separate set of bookmarks to your main team.
- Your main team and affiliate team receive separate 'you have been challenged', 'you have been outbid', 'you have been invited to a friendly comp' messages.
- Your affiliate team has a separate transfer agent and talent scout to your main team.
From the Pavilion will always be completely free to play. Pavilion Membership is an entirely optional part of the game, designed to give managers a few extra features that make the game a little more fun. By purchasing Pavilion Membership you are helping to cover the costs involved in hosting the game and also provide for the development of new features.
Every manager is given one month of Pavilion Membership when they register. This gives everyone the opportunity to enjoy the features offered in the membership package before deciding whether to subscribe for a further 3 or 12 months.
Membership can be purchased via the 'Shop' link. You can purchase membership for yourself, or for another user.
|No Advertising!!||In-game ads are removed for Pavilion members|
|Associations||Associations are private organisations that are intended to add an extra element of enjoyment to the game.|
Associations are places where like minded people, or people who enjoy a common interest, can congregate. Each association has a corresponding private forum where association members can get together and chat privately.
|Bookmarks||Organise links to players, teams, leagues and matches on a single page for ease of access.|
|Around the Grounds||Track the current score of multiple matches in summary form when viewing the live commentary or scorecard of your match|
|Graphs/Charts||Generate career batting and bowling graphs for your players. View live worm and manhattan charts of your in-progress games.|
|Team Logo||Display your own logo or crest on your team page.|
|Ground Name||Personalise your home ground by giving it a witty, catchy name :)|
|Supporters Club Name||Give an official name to your die-hard supporters club.|
|Player Training History||Access an entire history of all of your player skill and experience 'pops'.|
|Financial History||Access an extended version of your financial information, not just details from the past fortnight.|
|Match Orders||View your match orders for games in progress.|
|Commentary||Non-members can only view commentary during the game and up to 24 hours after the game has finished. Members can view all commentary.|
|Manhattan Charts||Generate live over-by-over charts tracking your innings progress.|
|Extended League Stats||See the top 30 players (instead of the top 10) on the league stats pages.|
|Transfer Market||Ability to search by talent, nationality, batting and bowling 'handedness' (ie left or right handed).|
|Trophy Cabinets||A place to store and showoff your glorious silverware!|
|Transfer Market Statistics||Detailed stats regarding transfer market activity (eg most expensive purchase for the week).|
|Team Rankings||Access to the team rankings pages, ranked by overall, top order, middle order, lower order, fielding, seam bowling or spin bowling rating.|
|Load Previous Lineups||When setting match orders, members can select from a list of recent matches and quickly load lineups from one of these matches.|
|Squad Numbers||Allocate squad numbers to players in your team.|
|Player Notes||Store notes for each player in a private diary.|
|Rivalries||View comprehensive head to head statistics for matches played between your team and a selected opponent, or head to head stats between any two teams.|
|Player Naming||Ability to name your players. Perhaps you might even want to name your new star allrounder after yourself! (Non members can purchase credits separately if they want to name their players).|
|Youth Recruitment History||View a complete listing of all youths recruited from your academy and enjoy some 'where are they now'? moments.|
|Team Training Report||See all pops and plops recorded for your players skills in the past month, all on the one page.|
|Player Roles||Assign each player a role (batsman, bowler, allrounder, wicketkeeper) and then sort by the role column on the squad page.|
|Additional Friendly Matches||Pavilion members are able to issue challenges for friendly matches on Mondays, Thursdays and Saturdays. Non-members can only issue challenges for Sunday matches, but can accept any challenge issued by a Pavilion member.|
|Commentary Filtering||The commentary page contains links that allow you to view the various highlights of a particular match. For example you can see all wickets, boundaries, triggered talents or fielding events.|
|Bidding Agent||Gain access to a bidding agent, who can place bids for players on your behalf when you are offline.|
|League Rankings||Displays a list of leagues, ranked in order of difficulty. Are you in the league of death? :)|
|Hall of Fame||The Hall of Fame is a place where Pavilion members can honour their past and present players, and keep a record of their players' careers long after they retire.|
|Match Commentary Replays||Watch the entire match commentary at real time, or 'catch up' to the live action in accelerated speed. For example, if you login and your game is already underway, you can watch the commentary from the start of the match at an accelerated speed until you catch up.|
|Saved Transfer Searches||Save commonly used transfer search parameters so you can recall them on demand.|
|Download Squad Details||Download your squad details in TXT or XML format (for easy importing into a spreadsheet).|
Each of the 18 countries represented in the game has a senior and U19 squad, containing the very best talent available from their respective countries. National managers are elected and hold their position for two seasons - their tenure ending after participating in the World Cup. Players aged 19 and under are eligible for the U-19 squad. All other players are eligible for the senior national teams.
On top of the domestic league and cup competitions sits an international schedule. Each season, every national team competes in three one week leagues.
To check the upcoming fixtures for your country, go to the Country -> National Team and Country -> U-19 Team pages.
Player Availability and Compensation
If one of your players is selected for an international tour, he will be unavailable for selection in league matches from Monday to Friday during the week of the tour (he will still be available for friendly matches).
Players do however receive a decent amount of experience for being involved in an international tour (more than if they stayed with their club and played domestic matches). If one or more of your players are selected for an international tour, you will be informed via an in-game message at least 8 days before the tour commences.
If you do not want your player selected, you can request the national manager not select your player, but national managers have final say regarding selections.
For each player selected to tour, the club will be paid the following compensation after the tour has completed.
- Senior nat player: $30,000
- U19 nat player: $15,000
International tours will be held during the following weeks of each season.
|Week 3||U19 Tour|
|Week 4||Senior Tour|
|Week 7||U19 Tour|
|Week 8||Senior Tour|
|Week 11||U19 Tour|
|Week 12||Senior Tour|
A T20 and 50 over world cup competition is held during each off season.
Fatigue during international matches
- Fatigue incurred in club matches is separate to fatigue accrued on international duty.
- When a player begins a tour or world cup, he starts with rested fatigue.
- Players gain 'international' fatigue as normal during the course of a tour, and will recover some international fatigue daily.
- While the tour progresses, the player's 'club fatigue' will drop each day as per standard daily fatigue updates. So, on a 6 day tour, the player will return to his club with 6 days of club fatigue recovery applied.
National managers can play one friendly match each week each Saturday. As with club friendlies, these matches have no effect on player fatigue or experience. Additionally, there are no player availability issues created when a player is selected to play in an international friendly match.
Below are a number of tables indicating the various levels/ranks that can be attained in the game.
Please keep in mind that each level represents a milestone, but the game takes into account sub-levels when performing various calculations.
For example, a player might be 80% of the way to accomplished batting, but on the player details page his batting skill will simply be listed as reliable. However, he will perform better when batting than a player who has only recently attained the batting level of reliable.
blowing you kisses
Fantasy League Points
At the completion of each match, players are awarded fantasy league style points based on their performance. The three best performed players are also awarded man of the match points on a 3-2-1 basis.
The calculations used when awarding fantasy league style points are described in this thread on the forums.