Every turn starts with a coordinated team plan. Adjust only what you want to change, then play three seconds together.
01 STEER THE CIRCLEDrag a destination circle. The run curves automatically from the player’s heading and around nearby pressure. Pull it closer for a shorter run, or back to the player to hold. There is no separate curve tool.
02 THE ORDER IS THE GIZMOHover or tap any destination circle. The other actions unfold beside it. Choose one: its icon takes the center and the path changes. Sprint stretches the run; Shield tightens it; Ball actions preserve an incoming receiver’s route. Run and Sprint steer movement; Shield protects possession.
03 PLAY THE BALLChoose Pass or press P; no receiver selection is needed. Linked passes show ↔. The crosshair stays on its own ball target, not the receiver’s movement arrow. Dragging it moves the receiving run by the same amount; moving the receiver re-aims the pass. The gathering ring shows where the ball actually meets the run. Alt-drag or unlink in the Playbook for free aim; free passes never move a runner. Snap toward another teammate or run destination to relink. Pass, Shoot and Shield need possession or a collection in the team preview. Sprint also needs energy and no cooldown. Disabled actions keep their place; hover for the reason. The centered icon always shows the selected strategy. Movement arrows follow the run; Pass and Shoot arrows point along the ball action; Shield and Sprint symbols stay upright. Tap a gathering ring to select that player, then choose their next action. Dashed rings show projected collections, not guaranteed catches; opponents can intercept. Escape cancels a drag; U undoes it. Precise timing stays in the Playbook. The main circle always steers the player. A queued kick waits for possession. Suggested passes lead a teammate, but the ball never homes.
04 SHAPE THE TEAMRead each player’s objective beside their route. Automatic teammates support the attack, press, mark, or cover goal. Your edits are marked YOURS and stay untouched this turn. A restores one player; Auto Plan restores the team. After execution, new plans fit the new situation.
Plans are suggestions, not guaranteed outcomes. Tackles and possession changes alter the play. Keepers react to the ball. Rival plans are hidden unless you enable the practice view; they are fixed before your edits. Sprint costs energy and rests next turn. Shield slows movement, prevents kicks, and also rests next turn. No offside, fouls, or aerial play.