Introducing Rabona V2 beta

Welcome a brand new modern interface for Rabona! It's fast, sleek, and user friendly.

You can switch back to Rabona Classic at any time.

RBN | 0.000 PEG.HIVE Buy/Sell

Guide

Welcome to the Rabona Guide, your one-stop-shop for all things Rabona. Below you will find some basics on how to play the game, as well as advanced tips to become a skilled manager.

You will have to wait a few more days/hours before you can jump into the first season. To not only survive but to build a successful and profitable club, you should study this guide.

Before the first season starts:

  1. The countdown on the Dashboard indicates when you can enter the first season.
  2. Rename your club using the edit icon on the Dashboard (in the blue box).
  3. Upgrade the Stadium capacity to level 5.
  4. Solve Tasks (task 1-7) to earn additional RBN.
  5. Do one free Training session every 23h.
  6. Read these two posts: Your First Hour and Your First Day
  7. Don't sign players with high salaries, stick to 400-500 RBN (per match) until you can afford them.
  8. You can run a club profitable in a lower league with 11-16 players, so don't sign too many players.
  9. Pay attention to the operating costs when you are upgrading buildings. Read the chapter Stadium.

After the first season has been started:

  1. Solve Tasks (task 8, 9 and 10) to earn additional RBN.
  2. Check on the Team-page after each match if a player is injured and/or blocked.
  3. Check on the Team-page at the end of a season if a player contract have to be renewed (CD: 1).
  4. Win matches to increase the number of your fans. More fans, more income.
  5. Invite a friend to Rabona and you will both receive 25,000 RBN.
  6. Study the complete guide (below).

Table of contents


Season

Your team automatically participates in the seasons via auto-play. If you wish, you can focus entirely on the management aspect and let the match algorithm do the job for you. You can set a line-up before the matches, but you don't have to. It's up to you to decide whether you want to play comfortably or perfectly. There are 16 clubs per league, you play 4 matches per day and 30 matches per season. A season lasts 7.5 days.

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Leagues

Rabona is played in leagues. When you sign up as a new user, you will be automatically assigned to a league with free space. Each league consists of 16 teams. If there are no free leagues available anymore, a new league will be founded.

The highest league level is the League of Champions, in which the best 16 teams fight to be the champions of Rabona.

Below the League of Champions are four level 1 leagues, which means that another 64 teams will play on this level. This system continues with a factor of 4, meaning that on level 2 there will be 256 teams and on level 3 a total of 1024 teams.This will continue further with a higher number of players.

Each team plays each other team in the same league twice per season. One game is at home, which will be a slight advantage, and the other will be an away game. There are 16 clubs per league, you play 4 matches per day and 30 matches per season.

At the end of the season, the winners of each league will be advanced to the next higher league level. Likewise, the weakest 4 teams of each league will be relegated to a league with a level one below the current league. League 3 is the lowest league, you cannot move further down.

Besides the advancements and relegation, the end of the season will also trigger various other events - but I will provide you with more information on this at a later stage.

The top league is the League of Champions with significant higher RBN income. The position in the leagues decides the payout on HIVE rewards at the end of each season. A season lasts 7.5 days.

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Players

Overall Strength (OS)

This is a combination of various other stats, which is supposed to help you understand how good the player is compared to others. For different player types - goalkeepers, defenders, midfielders and attackers - this stat is calculated differently.

- Goalkeeper: 0.6x goalkeeping + 0.1x passing + 0.1x speed + 0.2x endurance
- Defense: 0.4x defending + 0.25x passing + 0.05x dribbling +0.1x speed + 0.2x endurance
- Midfield: 0.2x defending + 0.2x passing + 0.2x dribbling + 0.1x shot +0.1x speed + 0.2x endurance
- Offense: 0.15x defending + 0.2x passing + 0.15x dribbling + 0.2x shot +0.1x speed + 0.2x endurance

The overall strength parameter also has an effect on the salary players which to receive when they are traded on the market or if they offer you to renew your contract.

Also, if you do not set a line-up for a game, the best players in each team part will be selected automatically using the overall strength parameter.

Goalkeeping (GK)

Well, pretty self explanatory I guess. This stat has an effect on the likelyhood, that a shot which hits the goal will score. In other words, the higher this stat the lower the likelyhood your opponent will score.

Defending (DEF)

Defending is an important stat on every position in the field. Wherever a player is currently on the field, opposing players will try to defend against his action. The higher the defending stats of the players that are around the player which currently has the ball, the higher the probability that the ball will be turned over. This stat is more important for defenders, but it should not be neglected for attackers.

Passing (PAS)

When a player has the ball, he will basically chose between the different actions - dribbling, shooting and passing. The passing stat influences the likelihood that your pass will be successful.

Dribbling (DRI)

Dribbling works in the same way as passing. The difference between dribbling and passing is mainly, that it affects other players, distances and positions in a different way. While a pass can be tried over long distances, dribblings are most of the time used for shorter distances. Dribblings also do not involve a receiving player and have a higher risk to be turned over right where the dribbling started, meaning that the opponent will be closer to your goal.

Shot (SHT)

The shot stat influences the probability that your shot hits the goal and that the goalkeeper does not save it.

Headball (HB)

Headball is used for high passes, both for trying to score and for defending. It increases your chance of a goal when you are attacking with a high pass and it improves your defense against it vise versa.

Speed (SPD)

Speed is a parameter which has a positive effect on all actions. It is thus pretty important - though to different extends for different positions.

Teamplayer (TP)

The teamplayer stat of your whole team is calculated during the match. It affects every action on the field. A higher teamplayer stat improves every player on the field, a low teamplayer stat makes every player on the field a bit weaker.

Endurance (END)

Players get exhausted during the match, their stats thus weaken temporarily. The higher the endurance of a player, the lower is this effect.

Vulnerability (VUL)

During the match there is always the probability that your players get injured. The higher the vulnerability stat, the higher the likelihood that players get injured.

Cleverness (CLV)

The cleverness stat influences the negotiating skills of your player. The higher this stat, the better the tough the player will be in a negotiation process. You should thus prefer players with a lower cleverness skill if you plan to keep them long term.

Form (FRM)

Form is a stat which affects every action on the field. It is the only stat which does not change at the end of each season but after every single game. At the end of the season the form stat will always return to 50. So far this has not been implemented as I am still thinking about the right parameters which show that a player has improved its current form or the other way round.

Salary

This is the costs you incur per match. Every young scouted player starts with a relatively low salary. But if a player is sold on the market or if a contract is renewed, the player will ask for a salary that matches roughly what other players with a similar overall strength get.

Contract duration (CD)

This is the period you can work with the player. You can work with the player for the full period, with the salary being unchanged during all of this time. If you do not renew the contract with the player before the contract ends, every other player can sign this player.

Renew contract

You do not own players but sign a contract with them - which gives you the exclusive right to have them on your team. Once the contract has expired (contract duration: 0), other players can sign the player - so to keep the player you need to renew the contract before it expires. Contracts of new players have a contract duration (CD) of 3-5 seasons. After each season, players make you an individual offer regarding salary and duration. You can renew or wait another season. Contracts expire automatically, so if you want to renew the contract, you should do that on contract duration (CD) of 1 at latest. Tip: The cleverer the player is (high CLV), the harder the contract negotiations are.

Cancel contract

You have a contract with the player, the player relies on this contract with you. If you want to get rid of a player before the end of the contract duration (CD) - for whatever reasons - you can do this, but in this case you have to pay a fee for the early cancellation of the contract.

Formations

For each game a specific formation has to be selected. If no formation is selected the computer will automatically revert to auto-play.

The following formations are available:

- 4-3-3
- 4-2-3-1
- 4-4-2
- 3-5-2
- 4-5-1

1. Every formation has individual strength and weaknesses against other formations:
- 4-3-3 works well against 4-4-2 and 3-5-2
- 4-2-3-1 has its strength against 4-3-3
- 4-4-2 works best against 4-2-3-1 and 3-5-2
- 3-5-2 is strongest against 4-5-1 and 4-2-3-1
- 4-5-1 trumps 4-4-2 and 4-3-3

2. Additionally, the effectiveness of your formation choice will also depend on the formation stats of your players. So even if you choose a formation which is weak against another, it can still be the better selection if your players know to play this formation well.

To sum it up, it pays off to have players which are good in various formations, as this allows you a good flexibility against different tactical formations. However, it might also be a valid strategy to focus on just one formation - and reach very high stats on that one.

Lifecycle

In Rabona, players age. Scouted players will have an age of 17-19. At the age of 40 they retire and will no longer be available. Stats of players change each season. In the early phase of their career, player stats tend to improve. At the age of roughly 29 they reach their peak stats and then age will kick in and stats will worsen. Stats that start to get weaker first are vulnerability (in this case the stat increases from age 22 onwards), endurance and speed, while stats such as goalkeeping tend to improve until beyond the age of 31. There is however an element of randomness included - not all players will thus develop in exactly the same way.

Freeze (NFT)

The freeze function is perfect for collectors and traders. If you want to safe a player as a collector's item in your personal collection, you can just freeze him. Freeze creates a static NFT with the current stats status. The player is taken out of the lifecycle. Time stops. A frozen player does not participate in the active gameplay (no matches, no salary, player do not age, stats remain unchanged, etc.), but is still collectible and tradable. If you want to activate the player again, you can simply unfreeze the player.

Block/Unblock

A player can receive yellow, yellow-red and red cards in a match. A yellow-red card will block the player for one match and a red card will block the player for 1-6 matches. Soccer is capitalistic to a high degree! Of course you can negotiate with the referees and the association in the back room to get your top player out of the block, because you urgently need the player for the upcoming match. But that will be expensive! For each unblocked match 10,000 RBN are due.

Injured/Heal

Soccer is capitalistic to a high degree! More capital means a better hospital, the best doctors of the world and state-of-the-art medicals. If necessary we get the player back on his feet with genetic engineering. But the best of the best is expensive! For each healed match 10,000 RBN are due.

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Scout

Blockchain based: Stats of a player will be generated by a random function based on the hive blockchain. In order to have random events, the hive blocks itself will be used to generate a seed for the random generator. Code is written by @holger80.

Lifecycle: In Rabona, players age. Scouted players will have an age of 17-19. At the age of 40 they retire and will no longer be available. Stats of players change each season. In the early phase of their career, player stats tend to improve. At the age of rough 29 they reach their peak stats and then age will kick in and stats will worsen.

Contracts: You do not own players but sign a contract with them - which gives you the exclusive right to have them on your team. Once the contract has expired (contract duration: 0), other players can sign the player - so to keep the player you need to renew the contract before it expires.

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Sign

If you don't have any players left, for example because you were inactive and your contracts of your players has been expired, or you just want to keep an eye out for free players, the Sign page is perfect for that.

There are 3 reasons why players can be listed in sign.
1. Players that you have scouted but not signed (marked with Reason: Scouted). Only you can see and sign these players.
2. Once the contract of a player has expired, the player will be listed in sign (marked with Reason: Contract expired). Other clubs can see and sign these players.
3. Once the contract of a player gets cancelled by a club, the player will be listet in sign marked with Reason: Contract cancelled. Other clubs can see and sign these players.

You should always make sure that you keep an eye on your costs. So you can't sign too many players or players with high salaries, because the costs could easy lead to debt. The Sign page has one tricky part/rule for that: The salary of the players go down with every match - so the right salaries should slowly level off. So you can wait until the player's salary is adequate for you, but don't wait too long, otherwise another user will steal the player from you.

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Club

Fans

You start with a fixed number of fans - this develops with the matches you play: If you win, will gain fans, if you lose, you will lose fans. Generally, you win more fans when you win then you lose. Regional fans start highest but grow slowest - international fans grow fastest - but also decline fastest if you lose. The number of fans is a calculation bases for a lot of things - first and foremost for the number of visitors. You will have a percentage of your fans coming to the stadium - regional fans have the highest percentage, international fans the lowest. This percentage is adjusted for the ticket prices.

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Stadium

Important: An upgrade causes initial costs and an upgrade also increases the operating costs. Don't upgrade a building until you can afford it. Click the info box on the stadium page at the bottom right of the building to learn more about the upgrade levels.

Stadium Capacity

Upgrading the stadium increases the stadium capacity by a fixed number of seats. For the start it is recommended to upgrade to level 5-6 at the most. By clicking on "change price" you can set the ticket price. For example, if the average utilization is at 100% you could raise the price by 1 RBN or 2 RBN and see what effect this price has. A higher price leads to a lower utilisation and vice versa. For the start the recommended price is acceptable, you can fine tune it in later stages of the game.

Catering Capacity

Upgrading the catering capacity increases the capacity to serve additional guests by a fixed number of guests. For the start it is recommended to upgrade to level 5-6 at the most. By clicking on "change price" you can set the beer price and the bratwurst price. For example, if you have a solid number of fans, you could raise the price by 0.1 RBN or 0.2 RBN and see what effect this price has. A higher price leads to fewer sales or even boycott of your products by your fans. For the start the recommended price is acceptable, you can fine tune it in later stages of the game.

Shop Capacity

Upgrading the shop increases the shop capacity to sell additional shirts and scarfs by a fixed number of shirts and scarfs. For the start it is recommended to upgrade to level 1 at the most. By clicking on "change price" you can set the shirt price and the scarf price. For example, if you have a solid number of fans, you could raise the price by 1 or 2 RBN and see what effect this price has. A higher price leads to fewer sales or even boycott of your products by your fans. For the start the recommended price is acceptable, you can fine tune it in later stages of the game.

Hotel

The hotel is part of the stadium and is only booked on match days. Upgrading the hotel increases the number of hotel beds. For newcomers, it is highly recommended to upgrade the hotel as high as possible. The hotel generates income on home matches. Operating costs are due at home matches. The income is linked to the number of visitors. Every hundredth visitor stays overnight. Income is 100 RBN per visitor per night. The hotel has a maximum capacity of 700 beds at level 15.

Parking Lot

The parking lot is near the stadium is are only booked on match days. Upgrading increases the number of parking spaces. For newcomers, it is highly recommended to upgrade the parking lot as high as possible. The parking lot generates income on home matches. Operating costs are due at home matches. The income is linked to the number of visitors. Every fourth visitor comes by car and parks. Income is 4 RBN per parking space used. The parking lot has a maximum capacity of 17,500 parking spaces at level 15.

Office Building

Upgrading the Office Building gives a bonus on contract renewals negotiations. Upgrading reduces the salary offer by by a fixed ratio.

Building Yard

Upgrading the Building Yard reduces upgrade time for buildings by a fixed ratio. For the start it is is recommended to upgrade to level 4-5 at the most.

Youth Academy

Upgrading the Youth Academy increase the efficiency ratio of scouting by a fixed ratio. For the start it is not recommended to upgrade the Youth Academy because of the high operating costs. This is a feature for the late-game.

Training Center

This is a powerful building, which is however comes with enormously high operating costs. For the start it is not recommended to upgrade the Training Center because the high operating costs could easy lead to debt. This is a feature for the late-game and upper leagues (League od Champions).

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Training

How does training work?

Select a training type and then click on 'train'. The training doesn't take long, so the stats will change immediately after the training. After a training session, your players need time to recover. The requiring cooldown time for recovering is 23h. You can check the potential changes of the stats in realtime in the table below on the training page. Look closely, because with most training types, some stats go up and some go down. Choose wisely which stats you train daily.

How does reset cooldown work?

After a training session, your players need time to recover. The requiring cooldown time for recovering is 23h. You can reset the cooldown for 1 USD to start a new training session immediately.

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Financials

Ticket sales

There are 30 matches per season. Half of them are home games and the other half are away games. You can only sell tickets on home games. The number of visitors in your stadium multiplied by the ticket price gives the income for ticket sales.

Advertising contracts

You can sign advertising contracts, which will pay you an additional income per season- Payout is at the end of the season. The amount of money you are offered by different firms depends on the number of your fans and your league level as well as position. Advertising contracts have a contract duration, during which they are fixed. Contract duration is ranging from 3-5 years. A new contract can be signed again after the end of the current contract.

TV money income

Income from TV money is paid out at the end of the season. It is based on a total budget, which can vary from season to season. Only the first three league levels (League of Champions, League 1 and League 2) get TV money income. Each league level gets on third of the total budget, which means that the average income increases by the factor 4 if you go up one league level. The individual amount paid out to each team depends on the ranking in the league in the season. the number 1 in the league will get 1.5x the average amount, whereas the last in the ranking will get half of the average amount.

Operating costs

Operating costs are e.g. rent, salaries for employees, water, energy, maintenance and repairs, insurance, office supplies. The higher the level of a building, the higher the operating costs. Operating costs are paid per match. Operating costs are paid per home and on away matches or only per home matches - this depends on the buildung. Check the tooltip (?) right beside the desciption in financials to check the operating costs type.

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Fixtures

Fixtures

There are two main functions of the Fixtures View.

1. Review matches
2. Set Lineups

Review

The Review is possible for only your matches or for all the matches within leagues you’ve ever been part of. You can simple select a targeted year on your left and switch between ‘My matches’ or ‘all matches’ on the right side. To get a closer look at the match stats, you can click on ‘match >>’ button next to the general match description.

Lineup

At the beginning of every seasons, all the upcoming matches will be scheduled. If you want to play with your custom Lineup, you need to set it for every single match one by one.

As soon as a Lineup is set, the ‘Lineup’ Button turns green. If no Lineup is set, it’s blue and if the Lineup you did set in the past is meanwhile broken it turns red. That can be the case it a player whom is part of it, gets sold, injured or blocked. A broken Lineup will use autoplay as fallback plan.

Inside of the Lineup view you can set your Formation, your active 11 and 10 benched players. Keep in mind, the benched players will only be playing in case of an intra game injury. They don’t move up into the active 11 no matter what happens. That means having a full bench and while 1 active player is missing will still send you back into autoplay mode. Make sure to hit the ‘SUBMIT TEAM’ Button before leaving the view, there’s no auto save.

In addition, it is possible to save a single Lineup with its set Formation. A Lineup/Formation Pair which is saved, will then be available for loading within all upcoming matches until you save a newer one. You still have to load and submit it for every single match one by one. In case the blockchain had a hick-up moment, while you have been submitting, your Lineup might not be activated for that match at first attempt. Always take a reassuring second look at the color of the button in the Fixtures view, it has to turn green.

Special Note:
If a benched player get’s injured/sold/blocked, the lineup will not break, the slot will just turn blank.

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Match

Cards

Red cards can result in different blocks - depending on how bad the foul was. If a player gets a straight red card, he can be block for 1-6 matches. If a player gets 2 yellow cards in 1 match, he will be blocked for 1 match and every 5 yellow cards per season he will also be blocked for 1 match. All blocks (and yellow-card-counts) will be reseted when a new season begins.

Game mechanics

The field is separated into several areas. There is four horizontal line (Defense /Midfield Defensive / Midfield Offensive / Attack) and three vertical lines ( left / mid /right). Additionally there is the goal position as well as penalty, kick-off and corner positions. So in total there are 17 positions.

For each position on the field we have defined a probability for several players which could be present and thus targeted in this position.

For each of the positions there are predefined scenarios, which can happen. For example, if the ball is in the defensive midfield left position, the probabilities for the target areas are as such:

Offense Left: 3%, Offense Center 4%, Offense Right 1%, Offensive Midfield Left: 25%, Offensive Midfield Center 20%, Offensive Center Right 5%, Defensive Midfield Center 15%, Defensive Midfield Right 5%, Defense Left 12%, Defense Center 5%, Defense Right 3%, Goal: 2%

Which position is targeted by the player is based on a random number generator, which is seeded by the TRX ID of the transaction that initiated the game.

There are three different action types that can be used: passing, dribbling and shot. For each position on the field the likelihood of both action types is also predefined, but in general passing has an average likelihood of roughly 60-70% while dribbling has a likelihood of 30-40%. The shot percentage depends a lot on the position.

After it is defined which action and which target area are selected, the game calculates if the action was successful. The basis for this calculation is a given probability, which is pre-defined for each target action and position. This probability is adjusted by the stats of the players involved:

If a player passes, the passing stat of the player having the ball as well as the target player are compared with the defending stats of two players of the defending team. In a similar way this is also calculculates for dribblings and shots.

Additionally, the probability is also adjusted by the team factor, the speed of the involved players as well as the endurance of those players.

Team factor is a combination of home game factor, teamplayer factor, the relative formation factor as well as the combined individual formation stats of all players for the played formation.

Overall, each game consists of twice 90 rounds.

Minimum number of players

If a team has less than 11 players that can participate in a match, the game will be automatically lost. If both teams have less than 11 players, the away team will win. The result of the game will be counted as a 2:0.

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Market

Market

As a Soccer Manager you need to keep checking the market. It creates the opportunity to make good profits by selling players or extend your Team with some talent.

The Market View is automatically sorted by the OS value of the players by default. You can change that by just clicking on the names on the header of the table. To refine your view there are also 4 filter available: Age, OS, Type and Position. Use them to search efficiently and fast. While you sell players on the market (in RBN), you are also paying the market fee. It is 4% and gets burned at the same moment the transaction is done.

It is possible to put players into the market while they are in your active Line-up. In that case, you need to set a new Line-up after the sale has happened or you will fall back into autoplay mode.

Special Note:
Player Salaries increase every time they will get traded. The market view shows only the potential new salary of any player in their next contract.

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Exchange

What is a Exchange?

The Exchange allows anyone to buy or sell PEG.HIVE against RBN. All transactions are published on the Hive blockchain and avaialble for anyone to verify.

What is PEG.HIVE?

We have created a token which is pegged to the value of the HIVE token, called PEG.HIVE. This token can be exchanged for real HIVE or vice versa at any time on a 1:1 basis. PEG.HIVE is an in-game token (utility token). You can use PEG.HIVE to trade on the in-game Exchange.

What is a pegged token?

A pegged token ia a token that is backed one-to-one by another token. This means that at any time users can deposit a token and receive the pegged versions. Users can also withdraw the pegged token back out to the real version at any time.

How to buy (deposit) and sell (withdraw) PEG.HIVE?

You can buy (deposit) and sell (withdraw) PEG.HIVE via Buy/Sell links In the sub-navigation on the top right. There is a 1% fee on buying (deposit) and selling (withdraw) PEG.HIVE. This fee is charged for developing and maintaining Rabona.

What is escrowed PEG.HIVE and RBN?

When you place a 'Buy Order' or a 'Sell Order', PEG.HIVE and/or RBN will be escrowed. Your escrowed PEG.HIVE/RBN will be subtracted from your PEG.HIVE/RBN balance and will be displayed in 'Escrowed'. Once you cancel the order, PEG.HIVE/RBN will be added back to your balance.

How to place/cancel orders on the Exchange?

If you want to trade your RBN for PEG.HIVE or your PEG.HIVE for RBN, you can place a buy/sell order on the Exchange. Just enter a price (PEG.HIVE/RBN) in the buy/sell order form, define the quantity (RBN) and check the potential result via total (PEG.HIVE). If you want to execute the trade, click buy/sell. Please review your order before proceeding and klick agein click buy/sell. If you want to cancel an order, scroll down to 'my open orders' and click 'cancel' on the right (marked in red).

Are there any trading fees?

There are no fees for using the Exchange, however please note that as with anything on the Hive blockchain you will need to have enough Resource Credits available in your account to publish the required transactions. Also, as mentioned above, there is a 1% fee for any deposits or withdrawals.

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Rewards

Reward pool

The reward pool for each season is set each season by the dev team. We are trying to be long term oriented and sustainable and thus try to keep this rather stable. In Season 1-15 the seasonal reward pool amounted to 1000 HIVE. In Season 16-18 the seasonal reward pool amounted to 900 HIVE. In Season 19-23 the seasonal reward pool amounted to 800 HIVE. At the moment the seasonal reward pool amounts to 400 Hive.

Which leagues get rewards?

Rewards are paid for teams in the first three league levels, meaning League of Champions, league 1 and League 2.

How is the pool split into individual leagues?

Each league level receives one third of the total reward pool. Given that the number of leagues increases by a factor of four when going down one league level means that the reward pool per individual reward pool for a league is increasing by a factor of four when going up one league level.

How are the rewards distributed within one league?

The basis for the calculation is the final table at the end of the season. The team that finishes first will get three times the amount of rewards of the team which finishes last.

What happens if the RBN balance is negative?

If the RBN balance is negative (debt), no HIVE rewards will be paid. HIVE earnings will then be automatically converted into RBN to pay off the debt.

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