English
How a match is played
A match in Inteam is not broadcast minute by minute: at 20:00 UTC the game plays every match of the round at once, and each one gets its score and timeline straight away.
From the lineup to the score
Lineups. Each club takes the field with its saved lineup or with a side the game picked (see Tactics and Automation).
Strength of the lines. For each team the game works out the strength of the goalkeeper, defence, midfield and attack, taking the opponent’s formation into account. See Team strength.
Attack against defence. Chances are made by the attack backed by the midfield, and put out by the defence together with the goalkeeper and that same midfield:
What What it is made of Attacking power 70% attack + 30% midfield Defensive resistance 60% defence + 25% goalkeeper + 15% midfield Expected goals. The stronger your attack against the opponent’s defence, the more goals you should score. Two equal teams score 1.35 goals each on average, about 2.8 per match. Every percent of an edge adds slightly more than a percent of goals, and bounds from 0.2 to 5 keep a gap in class from turning a match into 15:0.
Home advantage. The hosts get +12% expected goals, +15% in a derby.
The score. The actual score is drawn around the expected goals. That is why the stronger side wins more often, while the underdog sometimes takes its own, as in real football.
What follows from this
- Midfield works both ways: it gives 30% of the attacking power and 15% of the defensive resistance.
- A strong goalkeeper is a quarter of the defensive resistance.
- An edge in class matters more than it seems: an attack 10% stronger than the opponent’s defence gives about 15% more expected goals.
The timeline
The timeline spreads an already known score over minutes and players:
- Who scores. Forwards most often, midfielders less, defenders even less. A goalkeeper never scores.
- Assists. About 75% of goals have an assist, most often from a midfielder. The rest are long shots, deflections and solo runs.
- Set pieces. About 10% of goals come from penalties and 4% from free kicks. Such a goal goes to the taker.
- Cards. 1.7 yellow cards per team per match on average. A red is rare: about one in ten matches.
Cards do not affect the score yet: the timeline describes how the score came about, it does not change it.
After the match
Along with the match the game updates:
- the league table;
- player statistics;
- club records and the feed.
A played match is never replayed: its result is final.