Quick start
Seven free academy players — a goalkeeper, two defenders, two midfielders and two forwards.
Pick a formation, your starting seven and a captain. Save it: this lineup plays your league matches.
Do the daily training, play friendlies with your energy and watch your league match every day.
Scout new players in the shop, trade on the market and grow your stadium and staff.
Your squad
11Rise is 7-a-side: one goalkeeper and six outfield players. Your squad holds up to 25 players (at most 4 goalkeepers and 8 per outfield position) and you need at least 7 to play.
Attributes and overall
Every player has Pace, Shooting, Passing, Defending, Physical and Goalkeeping. They add up to the overall rating (OVR), weighted by position — a forward's OVR is mostly shooting and pace, a defender's is defending and physique.
Traits
Hidden attributes (dribbling, composure, work rate, foul tendency, selfishness) show up as traits: Finisher, Playmaker, Dribbler, Speedster, Engine, Wall, Header, Team player, Cool head — and the risky ones like Hothead or Selfish.
Fitness
Each match costs fitness to the players who play it (about 12–15 points, goalkeepers 6). Resting players recover 6 points per hour, faster with a physio. Below 80 a player's attributes drop, down to −12% at 0 — rotate your squad. Players under 40 rest on the touchline of the training ground.
Training, growth and age
Players earn XP and, when the bar fills, gain +1 OVR up to their potential (POT) — their personal ceiling, which is secret. Young players can hide a big potential (a hidden gem can grow 15–22 points), while others have a potential below their current OVR and slowly lose strength each season. You only see an estimated range: a chief scout who is better at judging potential narrows it, and a top one (level 5) can write a report with the exact value. Above 80 every point costs double XP; the top is 99.
| Where XP comes from | XP |
|---|---|
| League match | 8 |
| Friendly | 4 |
| Win · good rating (7.5+) | +2 · +2 |
| Daily training (the 7 starters, once a day) | 6 normal · 10 intense · 0 recovery |
Those who play more grow more — a hidden gem who sits on the bench never improves. Better players need more XP for the next point.
Every day you choose the training: Normal, Intense (more XP, but the starters lose 25 fitness — tired players perform worse and get injured more) or Recovery (no XP, +25 fitness for the whole squad).
Players get older
Every player has a birthday at the end of each season.
Veterans are the best captains: leadership grows with age and experience. Older players are also worth less on the market.
Tactics
Seven formations — 2-2-2, 3-2-1, 1-3-2, 2-3-1, 3-1-2, 1-4-1, 2-1-3. More forwards score more but leave space behind; three defenders concede little but create less. Your saved lineup plays your league matches; tired players appear marked on the tactic screen.
Mentality
Pick how your team plays from kick-off: Balanced, Attack (more goals at both ends), Defend (concede less, score less) or Press (win the ball higher up, but your players tire faster). It is a trade-off, not a bonus — and it applies to every match.
Captain
Choose a captain on the tactic screen. Depending on leadership (composure, age and games played) he gives the whole team +0.5% to +2% and gets extra composure himself.
Morale
Team morale goes from 0 to 100 (50 is normal). A win gives +6, a draw +1, a defeat −5. Without playing it slowly returns to normal (half the way in two days). High morale gives up to +2% to every attribute; low morale takes up to 2%.
Matches
Every match is simulated play by play from the real attributes of both squads: passes, dribbles, tackles, fouls, cards, corners, penalties and saves. You get the stats, ratings and man of the match at the end.
Home advantage
The home crowd pushes its team: between +1% and +3% to the home side, depending on how full the stands are.
Coaching live
In league matches from the 3rd division up and in private tournaments you coach while it's live:
- 3 substitutions per match — the change happens at the next stoppage.
- Up to 6 changes of instruction: Balanced, Attack more, Defend or High press (wins the ball higher up but tires your players).
- Send emotes to the other coach during the match.
In the Open League these tools are locked — getting promoted unlocks them.
League pyramid
One match a day at 22:00 UTC, played with your saved tactic and broadcast live.
- 1st division: 1 group · 2nd: 3 groups · 3rd: 9 groups · Open League: everyone else, grouped by strength.
- Groups of 8, home and away: 14 rounds plus a rest day — a new season about every two weeks.
- Group winners go up a division and the bottom places go down. The best clubs of the Open League go up to the 3rd division.
- New clubs join straight away and play from the next round.
Pay and prizes
| Division | Per match (W / D / L) | Season prize pool |
|---|---|---|
| 1st | 1 800 / 900 / 450 gold | 2 000 000 gems |
| 2nd | 1 200 / 600 / 300 gold | ≈1 333 000 gems (= 2 000 000 gold) |
| 3rd | 750 / 375 / 180 gold | 2 000 000 gold |
| Open | 30 / 15 / 5 gold | — |
Match pay grows with your stadium and your commercial director. Season prizes are split by group and final position and must be claimed within 24 hours. Gems go to the clubs that will play in the 1st or 2nd division next season: every place in the 1st division pays gems, the three relegated clubs of each 2nd-division group get their prize in gold, and each 3rd-division group winner (promoted to the 2nd) gets it in gems, always at the in-game rate of 1 gem = 1.5 gold. The prize of every place is shown in the league table and in the Prizes tab. The top three of each group also get a trophy for the club museum.
Board objective
Every season the board sets a goal that fits your strength in the group — win the title, finish in the top 3, finish in the top half, avoid relegation or win promotion. Meet it and you get a gold bonus at the end of the season (1st division 3 000 · 2nd 2 000 · 3rd 1 200 · Open League 300).
Injuries and suspensions
Only official league matches cause them. Any player can get injured — more often if he starts the match tired or is 30 or older; a good physio lowers the risk and shortens the injury (1 to 8 league matches). A red card means a 1-match ban, and so does every 3rd yellow card of the season. Injured players can't play or train; suspended players only miss the league. If nobody else can play the position, they play anyway (an injured player at no more than 40 fitness). Everything resets at the start of each season.
Friendlies
Play whenever you have energy. You are matched with a coach of a similar (hidden) level who is also looking for a game; if nobody is online within 30 seconds you play an offline club of your level.
- Energy: up to 5, +1 every 4 hours (faster with staff). Each friendly costs 1.
- Reward: gold and gems for every friendly, plus XP and morale.
- Watch the replay at the speed you want, or skip to the result.
- Challenge a friend: up to 10 a day against any club, just for the bragging rights — no energy, no rewards.
Private tournaments
Create your own league (everyone plays everyone) or cup (knockout with penalties and a 3rd-place match) for 4 to 16 clubs.
- Open: anyone can join by paying the entry fee (gold or gems). Invite-only: free to join, the creator funds the prize.
- 1 or 2 matches a day at the hours the creator picks. Every match is live and anyone can watch; both coaches can make substitutions and give instructions.
- No fatigue: everyone plays fresh. Cards stay inside the tournament.
- The top three split the prize 60 / 30 / 10 (claim within 24 h) and win a trophy for the museum. The game keeps 10%.
Stadium, staff and identity
Stadium
20 levels: more seats (500 at level 1, 6 200 at level 20), a louder crowd, a stronger home advantage and more gold per league match. Choose the colour of your seats for free.
Staff
Nine roles, each filled by a real person with a name, age, years of experience and attributes from 1 to 20: assistant manager, fitness coach, goalkeeper, defence, midfield and attack coaches, physio, commercial director and chief scout. The main attribute gives the role's bonus; the others add more — youth development (extra XP for players aged 21 or under), injury prevention and recovery, morale, eye for talent. Every 10 years of experience add +1 to all attributes.
- Candidates: every club sees 4 candidates per role, and the list changes every day. Most are average; a top coach is rare.
- Reputation: the best coaches only join clubs with a good reputation (your division or your stadium). Climb the pyramid or grow the stadium to attract them.
- Contracts of 7, 14 or 28 days, paid in gold (longer ones are cheaper). Replacing a coach discounts what was left of the old contract.
- Assistant's report: after every match the assistant manager explains what went right and wrong — expected goals, shots, possession, tired starters, cards, injuries, best and worst player — with a shortcut to fix it. The better his Analysis, the more he spots (up to 3 tips per match).
Identity
Choose your crest, design home and away kits and show your trophies in the club museum.
Shop and transfer market
The shop sells everything for gold. Send a scout to find a new player for the position you need. Every scout first draws a rarity, then the player's OVR inside it — higher numbers are rarer within each band:
| Rarity | OVR | Chance |
|---|---|---|
| Common | 50–64 | 60% |
| Rare | 65–74 | 30% |
| Epic | 75–84 | 8.5% |
| Legendary | 85–89 | 1.2% |
| Mythic | 90–99 | 0.3% |
A chief scout with a good eye for talent raises the chance of epic, legendary and mythic players (up to +50%); the extra comes out of common. The best players arrive close to their peak (mythics aged 23–27). The odds are always shown in the shop. The free starter pack stays below any scouted player.
Transfer market
- Buy players from other coaches and list your own, in gold or gems, for up to 7 days (10 listings at a time).
- The price must stay within a range around the player's value (from 60% to 200%). A 20% fee is taken from every sale.
- Academy players from the starter pack and players in your starting seven can't be listed.
Tasks and rewards
- Daily tasks and a daily chest for completing them.
- Milestones for wins, goals, transfers and more.
- Rewarded ads, optional, once every 2 hours per network.
- Invite friends and earn when they play.
- Team of the week every Monday: team, player and goal of the week, with the replay.
Chat and support
Talk to other coaches in the Global chat or in your language's channel. Links are blocked, messages disappear after 48 hours and new accounts can write after their first day and three matches.
Found a bug or need help? Open a ticket in the game: menu ☰ → Support. The team answers there, and you see the reply the next time you open the game.
Fair play
- One account per person. No bots, scripts or bug abuse.
- No buying, selling or swapping accounts, players, gold or gems outside the game, and no using the market to pass value to another account. These accounts get banned.
- Be respectful in the chat and in club names.
11Rise is a game made for fun. In-game items have no guaranteed value; it is not an investment and promises no profit. 18+.
11Rise