This preview version came to us for our first thoughts. We did not pay any money for it. The final game might change some pictures, rules, or parts. A few pieces in this copy are made at home.
There are not many board games about sports. The ones I tried are mostly bad. A few are okay, I guess. There are good racing games. But for big sports like soccer (football outside America), choices are very few. Club Manager by Colin Webster tries to change that. From this early look, it seems good.

The game is like running a team. You do not play the matches yourself. You manage the team. It is like fun computer games such as Football Manager or Championship Manager. This brings that fun step-by-step growth to a board game.
This game is not just for one or two wins or good years. It is about making a team great over many years. Can you take a weak low-level team to the top? That is the fun in computer games like this. This board game tries to do the same.

You pick a team from league three to start. The full game has four choices. This preview has two. Each starts with some special players and cards in good spots. Then you add random okay players to make 15 total. You might get a good one or two by luck.
Put your player cards on your team board in their best spots, as shown on the cards. You can move them, but they get weaker. This shows what you need from the player market. If you know soccer or these games, it is easy. Others can learn too. But fans of soccer will like it most. Time to build your team.

The season starts with smart cards in a ring binder. You turn them week by week. They show the week, if it is a game day, who you play, or other events. Before season, buy players. Winter break? Get more for promotion push. Cup week? Chase the prize.
It is a good way to keep the game moving and track time easily. The cards stand up as reminders during play.

In transfer time, buy new players. You start with some money but need more soon. Use cash to fix stadium, clinic, shop, training, or buy players. Sell players for cash or use marketing for funds. More on that next.
Each week, place your three helpers in spots. They can buy players, grow young team, train main team, or make money. For money, put them in marketing and roll the die. Often x1, but maybe x2. Prima donna face? Multiply by players with that icon on your team. A few means big money.
When helpers train the main team, move the tracker one for each. At 1-3, boost a low-level player by one. Higher ones need more moves.

Buying is easy. Put a helper in the market spot. Pick any player there. Pay twice their value to buy. Sell for full value. Choose smart. Cards show key info too. Look closer at player cards.

Take Kuric. He starts at ability 8. The +1 means he can grow one level, up to four seasons. Then he stays at 8. He plays ten seasons then retires. Game is ten seasons long. Others retire in five or six.
Bottom shows positions. Soccer fans get it. Matches your team board spots. Put them there. Bottom right: special skills. Star is flair player. Shield is strong. Try more flair vs their strong, or strong vs their flair. Helps draw goal cards in games. More later.
The cross means easy to hurt. Might miss next game. Three people: leader, can be captain for +1 boost. Only they can lead. Pound is prima donna. Good for money, but if not picked for game, morale drops. No promotion at season end? Lose them.

Good. You built a strong team, got money, trained your young forward. Ready for games. Match days still let three helpers for last training or scout cards for edge. But here is a real match, the main fun.
You are always home team alone. Two players split teams. Take opponent card from your league. See their good and bad sides.

You face team eight, Thornliebank. Strong left 13, middle 17, right 13. Keeper 4, defense 9, midfield 10, attack 13. Two flair, no strong. See it on their card.
Set your team to hit their weak spots and guard theirs. Maybe pack middle vs their center, high attack on weak defense 9. Pick players and spots each game.