Health & Injuries

Home

### **Injury Overview**

Whenever one of your players takes the field and plays in a match they run the risk of injury, and as they tire over the course of the match the chance of receiving an injury increases. There are a wide variety of injuries that a player may suffer from and varying levels of severity for that injury, from just a niggle to a severe injury. A player can only suffer from one injury at a time, but playing a match while injured increases the chances that the severity of that injury will increase, which will lead to it taking longer for a player to recover from that injury. You can see any currently injured players in your Treatment Room.

#### **Accessing the Injury Treatment Room**

You can find the treatment room for all squad injuries by clicking on the Health donut of any player.

### **Health Overview**

Every player’s Health starts at 100%, but injury will reduce it — the worse the severity of the injury, the more Health will go down. If a player’s Health falls below 40% then you will be unable to play them until it is restored to 40% or above. This is achieved by giving the player medical treatment. A player’s skills and attributes will be degraded by a percentage equal to the drop in Health percentage. This drop is not shown on the player info screen, which shows the player's skills and attributes as if they were at 100% health.

### **Injury Severity Levels**

  Niggle
  Minor Injury
  Moderate Injury
  Severe Injury

Recovery times are calculated using a simple formula of 3% natural healing per day, which is the health recovery of a player who has no Medical card played into their treatment room. With the physio amenity the natural healing rate goes up from 3% to 5%.

#### **Injury Caps**

Refer to the table below for all caps. As an example, a club can have no more than 3 **severe** injuries at any one time. If a club already has 3 severe injuries, a hard cap is applied in the ME preventing any injuries to players who are moderately injured, and preventing severe injuries from happening to any other players who become injured.

 Moderate
 Minor
 Niggle

#### **Chance of Injury Severity**

Whenever a player is involved in a tackle there is a chance they will get injured. If a player does get injured in a tackle then the severity of the injury will be determined. If a player was uninjured before they received this injury then the likelihood is that the injury will be a niggle (70% chance), but there is a 15% chance it is a minor injury instead, a 10% chance it is a moderate injury and a 5% chance it is a severe injury. However, if the player was already carrying an injury when they get injured again then the chances for the resulting severity of the injury change (see severity chart below).

Picking a player to play in a match who is already carrying an injury is, therefore a risk, as if they get injured again then the injury will definitely get worse. But most players never pick up an injury in a match, so playing an already injured player is safe most of the time - still a risk, especially if they are carrying an injury above a niggle, so you will have to weigh it all up when picking your match day squad - but decisions like that are why they pay you the big bucks!

##### SEVERITY BASED INJURY CHANCES

So, a player who already has a niggle technically has a higher chance of getting a minor injury or worse, than a healthy player would, even though the base chance of getting an injury in the first place does not change.

### **Effect of Injury on Player**

A player's skills and attributes are reduced through injury, though this is not shown on the player info screen. A player's skills and attributes are reduced by a percentage equal to the Health % the player has e.g. if the player had a Health % of 80% then all their skills and attributes when playing in a match would be 80% of normal. In addition, if a player plays while carrying an injury and gets injured again then the injury will get worse i.e. a player will never carry two different injuries just the existing injury will get worse. If an injury ever gets to severe level then the player cannot play and is unavailable for selection until the player's health gets back to 40% or higher.

### **Injury Body Parts**

When a player receives an injury it will be to a specific body part and will be a specific injury on that body part.

The body parts and injury types are:

* **Head —** Concussion, Fractured Jaw, Broken Nose
* **Neck —** Neck Strain, Slipped Disc, Whiplash
* **Shoulder —** Dislocation, Shoulder Strain, AC Joint Injury
* **Chest —** Fractured Collar Bone, Fractured Rib, Chest Strain
* **Upper Leg —** Hamstring Strain, Thigh Haematoma, Groin Strain
* **Knee —** ACL Injury, MCL Injury, Kneecap Fracture
* **Lower Leg —** Ankle Sprain, Calf Strain, Stress Fracture

#### **One body part at a time**

To keep things simple, only one body part can be injured at a time on any given player. If a player already has an injury to a certain body part and receives a new injury, the injured body part does not change. Only the severity level would change.

### **Medical Cards**

The medical building will generate daily cards to be played against injuries, with the amount of cards and their card-energy values being dependent on the Medical tech investment you have made in the Medical building. A Medical card will have a body-part category, as well as a special focus of an injury **type**, depending on the body-part the card affects. If the type on the Medical card matches the injury type of an injured player, then the player will receive a synergy bonus and heal even faster.

 1
 2
 3
 4
 5
 Epic (1-energy)
 Epic (2-energy)

### **Treatment Center**

The treatment center is made up of a number of treatment rooms, one for each body part that the game tracks. Any player who suffers an ongoing injury during a match goes into the relevant treatment room automatically and will stay there until healed. Players in treatment rooms can still play matches, unless the injury is a severe injury. Any player in a treatment room will recover 3% Health per day (5% with physio amenity) even if no card is played into that treatment room.

Each treatment room has card slots to play medical cards into. One card can be played per slot per day. You will receive a number of Daily Medical cards of varying card-energy levels depending on the Medical tech you have invested in. You are free to play these cards into available slots or to play any other collectable Medical cards you may own instead. While players in treatment rooms will automatically heal up a bit each day even if no card is played in that room, if a card is played then the healing is increased, so long as the Medical card played matches the body part of the treatment room e.g. For a Medical card to improve health recovery in the Upper Leg treatment room, then that Medical card must be an Upper Leg Medical card.

In addition, every Medical card will specify a particular injury type belonging to that body type, and if this matches a specific injury of a player within the treatment room, then that player will benefit from a synergy bonus and their health recovery will be boosted. E.g. If the Upper Leg Medical card also showed the focus of Hamstring Strain, then any player in the Upper Leg treatment room suffering from a hamstring strain will get a synergy boost to their health recovery.