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How to play
Goal. Four divisions compete over several seasons (6 weeks each). In single-division mode you run one and AI rivals run the rest. Each season you score for your final placement (1st 100, 2nd 60, 3rd 30, 4th 0), plus a morale bonus, minus a penalty if your roster falls under 3. In manage-all mode the score comes from the point gap between top and bottom division and from average mood. AI rivals may offer you trades, which you can accept or decline.
Each week. Read the announcement. It shows the Game and the Event, the stats they need, and next week. Pick members for the Game and the Event (3 members in season 1, 4 in season 2, 5 after). Use the Train slot for training or for one rest. Press Run week.
Stats (1 to 10). Leadership: officer power. Personality: mood and charm. Games, Writing, Design, Sports: contests. Punctuality: attendance. Loyalty: staying. Each member has a total stat cap by rarity (Common 36, Uncommon 44, Rare 52, Legendary 60). At the cap, a gain moves a point from their lowest stat.
Mood (0 to 10). High mood helps scores. At 0 to 1, members may quit. Two weeks at 2 or less can drop a stat.
Energy (0 to 10). Game costs 1, Event 2, Quiz Bee and Tournament 3, Training 1. Rest gives +2 (one per division). Members who do nothing get +1. Energy 4 to 6 lowers score by 5%, and 1 to 3 by 15%. At 0 a member cannot play and may quit a role, take a break, or lose mood. Energy refills each season.
Attendance. Checked every week using Punctuality. First miss: −1 mood. Second miss in a row: −2 mood. Third in a row, or 4 in one season: kicked. Resets each season. Perfect attendance means no misses in all 6 weeks, so members who join from week 2 on are not eligible.
Points and tickets. Events: 1st place 3 points, 2nd 2, 3rd 1 (Quiz Bee and Tournament: 5, 2, 1). Top 3 in a Game: 1 point each. Every point also gives 1 ticket, plus 1 ticket per week. 3 tickets = 1 pull. Higher Jinji skill gives better odds. A Rare or better is guaranteed every 10 pulls, a Legendary every 30. A full roster (20) lets you swap out a member for an Uncommon or better pull. Recruit limit. Each division can recruit at most through pulls and scouting. Your starting Rares and Uncommons count. Trades, drafts, upgrades and returning members do not. If a roll lands on a full tier, a member of that tier who left your division comes back. If nobody can come back, you get an upgrade ticket. Pity pulls ignore the limit, and give an upgrade ticket only when that tier is empty for everyone. An upgrade moves one member up one tier (once per member each season), raises their stat cap, and gives +3 random stats.
Officers. One member per role, one role per member. Rida (skill: Leadership) boosts event scores. Every role except Rida counts Leadership for only 20% of its skill; the rest comes from its main stat. Chui (20% Leadership, 80% Punctuality) helps attendance. Jinji (20% Leadership, 80% Personality) improves pulls and free scouting. Hisho (20% Leadership, 80% Design, from season 2) may give the whole division +1 morale or +1 energy each week. Shinigami (20% Leadership, 40% Writing, 40% Loyalty, from season 3) may stop a member who is about to leave on their own. Enjo (20% Leadership, 40% Sports, 40% Games, from season 4) may give an event winner or the Best in Games winner an extra stat point, and may cheer up event entrants. Its chance is 30% plus 6% of its skill. Officers lose 0.5 energy a week. Pick them yourself or leave Auto; Auto takes the best member by skill. The number next to each role is its current skill.
Names. You can rename members at any time. Division names can be changed only in season 1.
Sorting. The arrow button reverses any sort order. Purple stats are used by the event, green stats by the game, and split boxes by both.
Season awards. At season end, Best in Games, Season MVP and Rookie of the Season (best new member) each get +1 stat and +1 morale. The 3 most punctual members with perfect attendance in each division get the same. Team Spirit (highest average morale) gives that division 1 ticket. The division or divisions with the most perfect-attendance members get the Activeness award (+1 point and +1 ticket).
Goals. Every season all divisions share 8 public goals, shown in each division panel with live progress. Each goal reached at season end gives that division 1 recruit ticket (up to 8). They are: top 2 in points, average morale above 6, 2 event wins, recruit a Legendary by pulling, 11 members with perfect attendance, finish with 20 members, more than 12 points, and 2 of 3 awards (Best in Games, Tournament winner, Quiz Bee winner).
Tie-breaks. Equal points are broken by awards (Best in Games, Tournament winner, Quiz Bee winner), then members with perfect attendance, then event wins, then game wins. If still tied, a coin toss decides (drawn once at the start of each season). Before you can run a week, every unlocked officer position needs a member. Auto fills them, so this only matters when you have fewer members than roles; if you can afford a pull you must make it first.
Risk. Safe makes results steadier. Bold makes them wilder. Use Bold when you are behind. Auto pick and the AI skip tired members: Safe needs more than 5 energy, Auto more than 3, and Bold has no limit. A member plays both the Game and the Event only with 7 or more energy.
Scenarios and trades. Random scenarios change mood, energy, and stats. Some ask for your choice. You get 3 trade proposals per season. Fairer trades are more likely to be approved.
Traits and links. A member holds up to 2 traits. Each trigger has a 10% chance. Earned traits: Great Leader (Rida of the season champion), Artist, Poet, MVP, Clever, Early Bird, Friendly (Jinji recruits a Legendary), Loyal (5 seasons in one division). Random traits: Sore Loser, Ironman, Slacker, Moody, Stone Face, Underdog, Clutch, Loudmouth. Clutch gives +2 score while the division is 2nd or lower, or tied for 1st, at the start of the week. Links only help when both members enter the same game or event: Rival +8%, Friend +4%, Partner +6%, Dominated −7% (after losing 3 times to the same winner).
AI difficulty. Chosen when you start a single-division game and used by all three rivals. Easy: lineups, training, rest, officers, risk and upgrades are random, and rivals sometimes skip pulls. Medium: best-fit lineups, but risk is extreme, Safe when leading and Bold when behind, with occasional mistakes. Hard: best-fit lineups, training aimed at the stats this and next week need, and risk chosen by point gap and weeks left. Old saves play as Medium.
The draft. In 10 and 20 season games, a draft follows seasons 5, 10 and 15 (never after the last season). First each division protects 10 members (all of them if it has 10 or fewer). Everyone else goes into one pool. Divisions are ranked by season titles in the last 5 seasons, then by their points in those seasons. The top division picks first. Round 1 and round 2 are 3 picks each (round 2 in reverse order), and round 3 shares out the rest so rosters end within 1 member of each other. Members who change division get +1 morale (round 1) or −1 morale (round 3) when the next season starts, lose their officer role, and restart their Loyal count. A member picked back by their own division changes nothing. Friend and Partner pairs still apart when the next season starts lose 1 morale each. Pulls and trades are locked until the trade window. The trade window has 3 proposals, and a trade that reunites a split pair gets +20% approval.
Save popup. When a season ends, and after the protect and draft steps, the game offers to copy your save code. If the page reloads, paste the code into Load a save code to continue from that point.
Account. On the menu, sign up with a username and password, then log in any time to continue your game online from any device. Write your password down: it cannot be reset.
Saving. The game saves by itself when your browser allows it. If it says saving is blocked, copy the save code after each week and paste it back later.