A whole club in your hands You take over a team and you answer for it. Not just for Sunday's line-up: for the wage that fits the budget, for the kid coming up from the academy, for the bid that lands for your best player the night before the derby. The board hired you with an expectation a place in the table, a run in the cup, the books in the black. Meet it and you keep the job. Miss it and there are consequences, and they arrive before the season ends. Pick your side of the club Three roles, three different games inside the same world. Manager - everything goes through you: line-up, training, transfers, finances and building work. Head Coach - you handle what happens on the pitch. The board buys and sells, but they ask you first when a bid comes in for one of your starters: he's essential, he'd do, I don't need him. Your word carries weight it doesn't rule. With the club in the red they sell anyway, and the email explains why. Director of Football - you don't pick the team and you don't train it. You hire the person who does, and you answer for the whole club. DIRECTOR MODE - the club beyond the touchline The coach is a person, not a menu He has a name, an age, a personality, attributes and a contract. In the objectives meeting the two of you agree the season league, cup, academy, finances and what you agree is locked until the year turns. After that it's a relationship: push him, praise him, call a squad meeting. Every conversation carries risk, and his reaction depends on who he is. When the fans call for his head, you decide whether to back him. He asks for signings too. When the squad is thin somewhere, he arrives with names that make sense for a club your size. Delivering improves the relationship; ignoring him until the window shuts wears it down. The stadium is yours, section by section The stadium stopped being a single number. It is a map of up to 20 positions terrace, seating, boxes, and the pitchside boxes right on the touchline and each section has its own price. An expensive box empties the box and never spills into the terrace. You can bleed the people who pay most and still keep the crowd in the ground, which is exactly what a real director does. Six stadium shapes, and your club is born with one: complete, missing a side, ends only, missing an end, single tier (which can double), and the bowl, where the ends curve round and swallow the corners. The shape decides the club's ceiling and where you can build. Expanding is a year-long decision. Work takes 20 to 52 weeks depending on size, and the section stays shut throughout. You see the cost, the timeline, the revenue per match and how many matches it takes to pay for itself before you sign anything. Advertising starts at zero When you take the job the club has no deals at all: no pitchside boards, no shirt sponsor, no store partner. Eleven spaces, and every one of them is negotiated. Offers arrive through the season, and what they pay depends on the division, the club's standing and the average crowd. A small club gets a small offer. Going up brings better ones. A long deal buys certainty; a short one lets you renegotiate once the club grows. Membership is a choice, not a number Up to four plans, and you set everything: the monthly fee, the perks, and how much a member pays for a ticket. Free entry fills the membership and empties the gate. Stingy perks do the opposite: a full gate, few members, shaky income. There is no right answer there's yours. Social media has an owner, and you hire them The club has accounts, but nobody runs them. They bleed followers until you hire a social media manager one to five stars, on a wage that comes out of the club's payroll. Their profile changes everything. The same goal becomes "Club goal. Smith, 38 minutes" from the corporate type and a three-exclamation-mark shout from the supporter. The corporate one never slips and never thrills. The provocateur gets the biggest reach and creates the crisis alongside it. The content cre