How it works
You run a club of five real League of Legends pros, one per role. Every week you face one rival: your pros' real matches score the week, and a short battle between the two clubs settles the rest. These are the full rules, the same ones the app shows. Numbers can still change before launch.
Player cards
Every player has six card stats: MVP, KDA, lead at 15, kill participation, damage per gold, and champion pool. Supports use vision score per minute instead of damage per gold. Each compares him with players of his role in his own league: 70 is typical there.
Champion pool measures variety across his last 30 games, accounting for how often each champion was picked. It counts equally with his other available stats. Fewer than 30 games stays provisional and does not affect his OVR.
Fans vote one MVP per series (Bo1, Bo3 or Bo5); a series needs at least 50 voters before its MVP result affects ratings. Stats without data are shown as unavailable and left out of the average.
His OVR is his base for the split plus his form. The base is last split's card, plus his league's strength (every LCK player +3, a player on one of the LPL's top four teams +2, every other player 0; the LEC and LCS are on the same level).
Every game he plays moves his observed card stats a little. Form is how far they moved this split, with no limit: his OVR goes wherever his games take it, between 40 and 99.
Money
Every club starts with 70k of cash.
Every club, whatever its league, gets a weekly budget every Monday: 10.0k in each week of the regular season and the playoffs, 20.0k in each week of the international. Nothing in the weeks nobody plays: the draft window, the transition week and the off-season. Otherwise cash changes only when you sign or sell, and it never goes below zero.
The par line is what a club that never traded would hold: 70k plus 10k for every week of the season so far. From the transition week on it is the international par: 120k plus 20k for every international week so far, and your club value, everything you built, is measured against it. A club that joins later starts on the par line.
Prices come from one table, with no ceiling: the higher his OVR, the more he costs (OVR 60 = 8.0k, 70 = 11.4k, 80 = 21.6k, 90 = 38.6k, 95 = 49.7k, 99 = 59.7k). Nothing else moves a price.
Your club's value is your cash plus your players at today's prices. Back players whose cards rise and you finish above par: that is how you reach your stars.
Selling pays the full current price. A player whose team is out keeps his card, so he keeps his price too.
During the international you mark one pro to keep for next season. If you mark nobody, your most valuable pro stays.
Everything else resets after the international: contracts cleared, cash back to 70k. Elo, badges and friend leagues stay.
Your club
Five starters, one per role, and an optional bench player of any role.
Sign and sell any time, in every phase.
Two starters at most from one real team, in every phase; three in the final week of the international, when only two teams are left.
During the split and its playoffs: two imports at most in the five.
The bench player comes in when the starter of his role has no games.
The week
A player scores for you this week if he is in your five before his team's first match of the week. Buy and change anyone, any time: a player who already played scores for you from next Monday.
Once your player in a role has played, that role is set for the week: you keep his points even if you sell him later.
The only pause: a player cannot be bought or sold while his match is on, until his new price is in (about an hour after it ends).
TBD: his team's next match is not drawn yet. It fills in as soon as the draw is known.
Lineup and preparation carry forward. Miss a week and the defaults play.
Scores land on Monday; the battle stays open until the Sunday night after.
Internationals
No import cap: start any five pros who are at the event, from any league, at most two per real team (three in the final week).
Players whose team is not there score nothing: sell them and sign someone who plays.
The battle
80% of a week is your squad's points, 20% the battle between the two clubs.
Your preparation (a link, tactics, an approach) is your plan. During the battle you make three calls.
Advice in the battle assumes a neutral rival: their plan stays hidden until you have played.
Elo moves only from the ranked fixture, never from friend leagues. Results never pay money.
Friends
A friend league takes up to 50 clubs. One opponent a week, paired by the table.
Win 3, draw 1, loss 0. No Elo involved.