Due to popular demand, we have now put the whole rules book on-line for you
to read or print off at your leisure. These are all the latest rules and any
future modifications/improvements to the game will be updated here immediately.
The Apex Soccer League gives you the opportunity to manage and control your own football club through the trials and tribulations of a long and arduous season,
competing in the quest for League points and Cup glory.
The decisions you make are processed by our highly sophisticated computer
programme, which reproduces football action and results as good as the real
By using the postal system, it is possible for you to pit your footballing
know-how against other 'managers', instead of simply playing against yourself or
a computer. So your eventual team results and success/failure will also depend
on the decisions made by your opponents, who could be from any walk of life!
HOW TO PLAY
1/ Pick a team name - but make sure it is fictional, e.g. you can call your
team Newcastle City, but NOT Newcastle Utd. However, to avoid confusion, we recommend that you simply
invent a new team name.
2/ Pick a squad of 15 players & name each one of them. Again, they muse
be purely fictional names. Also, the
name of a player cannot exceed 13 characters - e.g JIMMY ALEXANDER is too
long, as it has 15 characters,
but JIM ALEXANDER is okay as it has 13 characters. The space between the
first name & the surname counts as 1 character.
3/ Every TWO weeks you will receive match reports with league tables and
transfer news, etc. Once you receive
this, you must fill in the team sheet with your instructions for the next two
4/ When sending us your instructions, you must include match fees of £5.00, which entitles you to FOUR matches. The fee per game rate is, therefore, £1.25p. This fee helps to cover our
printing, stationery, postage and labour costs.
The £5.00 fee should be paid either by cheque or uncrossed postal order and made payable
to 'APEX SERVICES'. You can also pay in larger instalments, if
you wish. However, if you are playing online, the fee per game rate comes down to £1 per game. Go to the payments section for full
5/ All matches are usually played between TUESDAY and FRIDAY of the same
week. During the next week, the results are processed and you should receive
your letter by THURSDAY of this week. You should then try and
send off your instructions for the next two games immediately, together with
6/ All correspondence should be sent to:
APEX SOCCER LEAGUE
P.O BOX 186
STRUCTURE OF THE LEAGUE
1/ Three divisions:
All divisions contain 24 teams to make a total of 72 teams in each league.
2/ You can play each team in your division twice, both home and away - a
total of 46 games.
3/ 3 points for a win - 1 point for a draw - 0 points for a defeat.
4/ Top 4 sides in Divisions 2 & 3 get promoted automatically at the end
of the season.
Play-offs: Clubs that finish 5th, 6th, 7th, & 8th will play against each
other after game 46 to see which one will get promoted. So, in effect, 5 teams
are promoted. Bottom 5 sides in Division 1 & 2 get relegated. There is no
relegation in Division 3.
5/ League Cup matches will start to get played in the first half of the
season. Each cup tie will be over two-legs, home and away. The draw will be completely random.
If a cup tie results in a draw on aggregate, away goals will count double. If the
result is still level after the away goals rule as well, the tie will be decided on a
penalty shoot-out. The computer will select the players most likely to score to
take the penalties.
6/ Knockout Cup matches will be played in the second half of the
season. The draw will be completely random.
If a cup match results in a draw, it will be replayed immediately. If the replay ends in a draw as well, the tie will be decided on a
penalty shoot-out. The computer will select the players most likely to score to
take the penalties.
7/ Trophies/shields etc, will be awarded to the top 4 sides in each division
and for the Cup finalists.
PLAYERS' RATINGS, ETC
1/ Players have a skill rating between 1 and 10, with 1 being the lowest and
10 the highest. This rating indicates how good a player is in his position, as
well as measuring a players' ability to score goals.
However, just because a certain player has a high rating, it does not mean
that he will definitely score more goals than a lower-rated player.
Some players may have a star (*) by their ratings. Players with this star are
superb passers and shooters of the ball, and your team should be able to score
more frequently if you have such players. Yet another advantage these players
have is that they can play in ANY position equally well, except in goal. So, in
effect, they are
2/ Goalkeepers are also rated from 1 to 10, but they do not have a (*) by
their ratings, for obvious reasons.
Goalkeepers can only play in goal and cannot be selected as substitutes.
NOTE: Outfield players cannot play in goal.
3/ SENDINGS OFF: Players sent off are automatically suspended for the next
game and receives FIVE penalty points.
4/ BOOKINGS: If a player is booked twice in the same match he will be sent
off and will also miss the next match. A player who gets booked in a game
receives ONE penalty point. Once a player reaches FIVE
penalty points, he automatically misses the next game and each further
penalty point received incurs a
further match suspension.
5/ FITNESS LEVELS: Every player has a fitness level between 0 and 100. This
will vary from match to match and depend on whether a player suffers any
injuries. It will also vary if a player misses games.
Note that if a player's fitness falls below 50, he will not be allowed to
play until his fitness improves above 50. Always consider fitness when selecting
6/ PLAYERS' WAGES: Wages are determined by ratings and the club's division.
DIVISION THREE Rating of player x £100
e.g 1 rated = £100 per game, 2 rated = £200
But for (*) players, add extra £100, e.g: 2* = £300
DIVISION TWO: Rating of player x £200
e.g 1 rated = £200 per game, 2 rated = £400
But for (*) players, add extra £100, e.g: 2* = £500
DIVISION ONE: Rating of player x £300
e.g 1 rated = £300 per game, 2 rated = £600
But for (*) players, add extra £100.00, e.g: 2* = £700
Each manager can decide how offensive he wishes his team to play each game,
thereby creating his own style. There are 3 offensive variations to choose from:
OFFENCE A - A conservative offence, based on taking no risks and
concentrating on a staunch defence and a slow careful build-up. Our programmes
used the infamous Inter Milan team of the late 1960's as the role
model for inventing this offence.
OFFENCE B - A standard style of play concentrating more on midfield
ability. Various teams were used for inventing this offence, such as the elegant
Holland team, which included Johan Cruyff, of the
1974 World Cup Final. Teams such as the Liverpool of the 1980's and the 1988
Euro-Championship winning team are the latest additions that comprise the
latest, updated version
of this offence. This is the most frequently used style, ideally suited for
teams with 'balanced' squads.
OFFENCE C - A fast moving offence that involves taking chances both
offensively and defensively. Risky tactics
to use against top-class teams, although they can sometimes work wonders.
This style was mainly
based on the battering-ram attacking play of the superb Cup and Championship
team of the 1950's.
Using OFFENCE A, your team will find it hard to score goals but it will be
difficult for opposing teams to score.
OFFENCE B is based on having adequate defensive cover and the ability to
OFFENCE C is used primarily for all-out attack, leaving the defence
vulnerable to swift counter attacks. All outfield players will be aiming to
attack and score goals, rather than defend.
FORMATIONS ALLOWED FOR OFFENCE A: 4-4-2, 5-4-1, 4-5-1, 5-3-2, 6-3-1, 7-2-1,
FORMATIONS ALLOWED FOR OFFENCE B: 3-4-3, 4-3-3, 4-4-2, 3-5-2, 4-2-4, 5-2-3
FORMATIONS ALLOWED FOR OFFENCE C: 3-3-4, 2-5-3, 2-4-4, 2-3-5, 3-4-3, 4-2-4,
NOTE: Only the above formations are allowed..
You will no doubt derive great pleasure in working out which offence is best
suited to your team, so we will not
divulge any further clues.
All teams may choose how aggressive they wish to play in each game. There are
six aggression levels to choose from, between 0 and 5, with 0 being the lowest
and 5 the highest. A team playing aggression level 0 is a totally clean side and
plays everything by the book ... the chances of any of its players being booked
or sent off are extremely remote.
A team playing aggression level 5, on the other hand, is a totally dirty team
and will not hesitate to bring a player down if the need arises, and is more
likely to have players booked and sent off.
EXTRA REALISM: We have made our game so realistic that even the weakest
team in the league is capable of defeating the best team in the league if it
employs the right combination of tactics and gets the right amount of luck.
Against wave after wave of attack, a weaker team may break away and score a goal
against the run of play.
Each team is allowed to use and select one sub per game.
The manager can choose which minute he wants his sub to appear, as long as it is
in the second half. The computer will decide which player is to be replaced,
since it will be in the best position to judge which
player's performance is adversely affecting the team. It does not matter what
the sub's original position was, as he will be able to play in any position the
equally well. So, just like a star (*) player, the sub will be treated like a
REMEMBER, A GK CANNOT BE CHOSEN AS A SUB.
Every 2 games, the computer will review each player's
performances and adjust the ratings accordingly. Sometimes the ratings may not
change at all but if your team is having a
successful run, the ratings will increase. The computer takes many different factors into account to
decide if ratings should
Crowds of over 10,000 make a profit. Crowds under 10,000 will
result in a loss. Crowds of 10,000 will break even. EXAMPLE - a crowd of, say,
15,000 will make a profit of 20,000 (4 x 5,000) but a crowd of, say, 8,000 will
make a loss of £2,000 (1 x 2,000).
Home teams receive 75% of crowd profits & away teams receive 25%. But in
cup games, both teams share crowd profits equally, that's 50% each. Teams which
keep winning will obviously improve their attendances, but teams which lose
consistently will find their crowds fall.
Each club is given a crowd capacity beginning at 30,000. This capacity can be
increased up to a maximum of 100,000, or be decreased to a minimum of 1,000.
Capacity can be bought at any time throughout the season for
E.G - to improve your capacity by 10,000 seats from 30,000 to 40,000 will
cost your club £100,000. If you decrease your stadium's capacity by 5,000
to 25,000, your club will receive £15,000. This is because you only
receive £3 for each seat sold.
NOTE: At the end of each season, clubs with capacities of 50,000 and over
will lose 20% of their seats due to crowd safety reasons.
Each team begins with a bank account of £1,500,000.
This money will be used for dealing in the transfer market, paying the team's wages, ground improvements,
Teams are allowed to go into debt by £500,000. Clubs
that get into debt beyond this figure will be punished by having the ratings of
all its players reduced by one skill level.
After match 4, each club in the League will be eligible for
extra cash injection through sponsorship, which will vary in amount depending on
the position of your club in the League Table.
Positions 1 - 6 in each division = 400,000 for the season.
Positions 7 -12 in each division = 350,000 for the season.
Positions 13-18 in each division = 275,000 for the season.
Positions 19-24 in each division = 200,000 for the season.
Clubs have the option to accept sponsorship at any time AFTER match 4, but
please remember to inform us when you decide to do so.
IMPORTANT NOTE: Each club's bank account will be totally controlled by the
computer, so there will be no need for each manager to deduct wages or add on
gate receipts, transfer fees, etc.
All clubs are allowed to buy and sell players on the transfer market. The
maximum amount of players allowed in your squad is 24. There must also be a
minimum amount of 13 outfield players in your squad at all times, or your club will be
To Sell Players you must name the price you require, the name, position and
squad number of the playing that you are selling.
To Buy Players you must name the player you wish to buy and the price you are
willing to pay. The highest bid for a player will be successful so remember that you must bid over the asking
price to stand any chance of signing a player.
Each fortnight, you will be issued a transfer sheet to complete with your
buying or selling instructions. Please use block capital letters when filling in
this sheet, so that we can read your instructions clearly.
You cannot ring our offices for bids for players, as transfer transactions
can only be accepted in writing.
Please note that because ratings of players can go up quite
regularly, you're advised to keep your transfer activity to a minimum, in case
you end up transferring a player whose rating has increased, which will leave you with less money than you would have received if
the player had been advertised with the higher rating.
AMOUNT OF TRANSFER ACTIVITY ALLOWED
In order to make our game as realistic as possible, a club will only be able
to place TWO players on the transfer list per fortnight. For the same reason,
each club is only allowed to purchase TWO players per fortnight.
Once a player appears on the transfer list, any club in the league can bid
for him. Remember, the club who bids the HIGHEST will end up with the player.
Alternatively, if you do not wish to get involved in such a public auction,
you're allowed to contact the player's club and agree on a price privately that
suits both of you. In this way, you could end up purchasing the player for far
less money than if you simply bidded for him like the rest of the clubs.
If a player gets transferred, whether in the public or private
transfer markets, and the rating of the player increases, your club will not be
compensated for the rating hit that it has missed out on.
Neither can you stipulate that a deal that you arrange must be cancelled due to
a player's rating increasing, because it is far too time-consuming manually
checking players' status due to the massive amount of transfer activity
that goes on.
Due to the fact that the rules apply to all managers, and will be strictly
adhered to, it cannot be deemed to be unfair.
Over the course of a season, if your club engages in a lot of transfer activity,
rating hits and misses will even themselves out.
We recommend that when managers negotiate deals they should take this into
account and decide among themselves that if any of them miss out on a rating hit
in this manner, then future deals between themselves can reflect that. This will
also hopefully encourage managers to build up good relationships between
themselves, so that transfer deals can benefit all clubs involved.
If you do strike a private deal, all you need to do is inform us of the
details on your transfer sheet, under the PRIVATE DEALS section. Addresses of clubs can be obtained from
us and phone numbers and e-mail addresses are regularly printed in the various
newsletters. Alternatively, you can get in touch with managers on-line through
the discussion board.
WARNING: You are advised not to chop and change your team too quickly, as
this may result in bad team morale, followed by bad results. As you know, in
real life, players can take time to settle in with a new team, and the same is
true with our PBM game. So be careful.
'NEW FIND' PLAYERS
Sometimes, we introduce new players, scouts and trainers onto the transfer
market, called 'New Finds', which are sold to the 5th highest bidder, so that
not all the best players always go to the richest and most powerful clubs, which
keeps the league healthy and competitive.