recursal/Fanatic-Fandom huggingface dataset:
Audrey Garner

### Relatives

Adam Garner (father), Iris Garner (mother), Andromeda Garner (little sister)-deceased, Nisha Garner (Daughter), Malachi (son)

## Physical description

### **Appearance**

Audrey was a young woman with fair skin and eyes the color of emeralds, a stunning bright green. Her hair was a rich ebony and flowed down to her back which was often put into various hairstyles. She loved to dress up in dresses and skirts along with costumes from Edwardian to Present times.

### **Personality**

Audrey was a caring and studious child. She liked supporting her high school team and when she became pregnant was heavily invested in protecting her children. When she became a vampire, she was a rogue, feral and without much sanity which lead to the death of her sister, creating an overwhelming guilt within her .

### **Backstory**

A newly turned vampire, she grew up in Ithawell. She was turned when coming home from a football game and left for dead, beaten and raped. For two months she wandered the area as a rogue, driven mad by hunger but when she went home she attacked and killed her little sister. Her parents threw her out on discovering what she was and she wandered again for three months until running into a sentinel who brought her back to the pack and she was given a family.

When her alpha left the pack suddenly that proved to be Audrey's downfall. She left the pack, finding no reason to stay with the alphas and betas gone. Audrey moved to Ithawell Ski Resort and on March 1st 2019, she hunted and killed a human, sparking a series of events that would lead to her ultimate demise. Pursued by the Blood Order, she went to Ithawell General to check on her unborn and see how many children she was having. Before the ultrasound could begin, Isabella appeared within the office and took the girl away, only for a high-speed chase to occur. On the outskirts of Ithawell, the car crashed as a result of an explosion by Ken Scar, Deputy of the Blood Order, and she fled. Injured, one of her unborn began ripping through her body, being born in a time of turmoil and after an hour and a half her son was born normally. She didn't get to see Malachi be born, the child taken by Ken and whisked away.

Isabella found her and took her to Custos in hopes of saving her, however despite being saved by the healer of Custos, however a Blood Order Acolyte Scout broke into the home to cause a disturbance and fled to the healer room, taking Jaehwa, Silvia, Tyress, Audrey and Nisha hostage. The scout freaked out and decapitated Audrey with her knife, leaving Nisha and Malachi orphans.
Sienna Hawthorn

## Early Life (1990-1998)

Sienna Hawthorn was born to Clover Bones and Ordan Hawthorn, a year after her father went overseas to begin his career in the military. She lived her childhood within San Francisco, growing up as a single parent and not knowing much of her father or of her older brother, her mother eventually marrying the jock football star that her mother got with in her parents' senior year.

## Adulthood (2008-Present)

As an adult, she finally found out the truth of her father and brother, meeting her older brother sometime before she, their mother and her brother would end up going to Hawaii where her mother found her father. Though her father seemed to accept the children, he was angry with their mother and in the end, they traveled to Ithawell to spend time with their father.

## Appearance

Sienna has light brown skin with curly black hair and brown eyes. She stands at 5'6" and has a slim build.

## Personality

Sienna is curious about her father and shows a comforting motherly attitude towards her brother, looking up to him and wanting only the best for her father and brother. Though she loves her mother, she is upset that she was lied to all her life and her mother would use the siblings to get back at their father.

## Father

### Ordan Hawthorn

Father (Ordan Hawthorn): Sienna has always wondered about her father and what he was like, knowing only he was valedictorian and in the military. When she first met her father, he choked their mother and she worried that he was dangerous due to his temper with her. Though she fears her father, she is also taking time to know him and not judge him for what he is, hoping they can become close and make up for missed time. Secretly, she pities her father for his condition, as she does her brother, but wants to be there for him.

## Brother

### Saul Oak

Brother (Saul Oak): Though her brother is a werewolf, like their father, she looks up to him and cares for him deeply. Sienna is afraid for her brother due to his condition, only seeing him 'wolf out' when first meeting without their mother's knowledge. It scared her as he nearly attacked her and chased her, but she pities him which he knows. She would not forsake him though, not after what their mother did to him.

## Mother

### Clover Bones

Mother (Clover Bones): Due to being raised by her mother, Sienna has a deep love and respect for her mother. That doesn't mean she is not upset with her mother for lying to her about her father and what was done to both her father and older brother. Because of this, their relationship is now fractured.
Harper Miller

### Relatives

Bio. Parents: Beatrice Sanchez, Milo Sanchez Adoptive Parents: George Miller, Janice Miller

## Backstory

Beatrice and Milo Sanchez were first expecting a child in New Mexico, with their already small and quaint family blooming the sudden knowledge of another child was rather scary for the small family. Harper happened to come in during a very stressful family time period, her mother Beatrice was getting into a nasty drug habit which left the small family broken. It was decided before her mother ever knew her—held her, that she was to be given up for adoption. Milo was desperate to give her to fa amily but it was too late. The only reason Harper knows this of herself was because Milo and her had contact when she was thirteen. Her Hispanic heritage always eluded her, she never questioned why her other brothers and sisters looked different until her adoptive parents, George and Janice, told her her real father wanted to reach out. Of course, Harper wasn’t sure what to do, and with encouragement from her younger brother—adoptive brother—she met up with her father. They talked and she became aware of why she was given away, and that it wasn’t done out o distaste for her, just that they were unfit for her. While growing up, she found herself a thriving culinary arts student, though not her main goal in college she was hunting for courses involved with it. Her real goal was psychology. She was impressed with the human brain, until she met Alexander Welsh. She was taken with him, and he was taken with her, it was a project. Her and many other students were assigned specific people to interview and interact with that had a serious problem or trauma they had to figure out what it was to pass. Alex wasn’t normal. He was gorgeous and everything perfect in Harper’s eyes, so much so that others thought so as well. She would get harassed, notes and rather harsh criticism which were things she could handle. What she couldn’t handle were things being thrown at her, things disappearing, and when finally someone broke into her dorm room she has enough. She was planning on telling Alex about it all, going on a quick one on one at a restaurant. The thing was, she didn’t have to tell him. He already knew, and said he handled it. That’s why when she left to answer a call in the alley she felt safe until she collapsed. Harper was brutally stabbed, and when she lay in the alley with Alex finding her—the knife used against her was still sticking out in her. Alex wasn’t normal. When he found her, he didn’t call for help, didn’t take the knife out, he talked to her calmly. He turned her, and saved her. He kept her alive for a solid year, then dropped her off at a pack—Boreal. She was quick to figure herself out and trained and fought hard for three years before getting to where she was.
Rhea Larch

### Relatives

Oliver Larch (brother-vampire), Richard Larch (father-human turned vampire), Elizabeth Cross (mother-werewolf), Helen Sanguine (stepmother-vampire), several siblings (vampire & vaewolf)

## Physical description

### Eye color

Brown|Tangerine

Rhea was created when her father was still human, her mother being a werewolf and born a couple of months before her brother Oliver. They grew up within a family that had their father (Richard Larch), Rhea's mother (Elizabeth Cross), and Oliver's mother (Helen Sanguine). Living in a modest mansion, the family was full of siblings, most notably vampire and vaewolf siblings who were younger then the siblings.

## Adulthood

Their adult life ended in tragedy when their parents and siblings were murdered, hunted down and their home destroyed. Only Rhea and Oliver survived, the siblings taking father's SUV and fleeing with what little knowledge they had. Time passed and they came upon Lichen where they were given ranks, Rhea taking the rank of Hunter.

## Appearance

Rhea has black hair and brown skin with brown eyes. She has an average build and as a wolf she is covered in brown fur with flecks of white and tangerine eyes, being 5-feet long and 3-feet high at the shoulder. She has a slim build as a wolf, making her quite fast.

## Personality

She loves to tease her brother and sleep with him, mostly because she knows it embarrasses him. Often, she ends up saying things about their family or hinting at the family that ends up getting her brother angry with her. She cares about others though mostly hangs around her brother, the siblings being all that is left of their family. Rhea takes things to heart though and worries often but does her best to present a listening ear and help.
Finances

Home

## Overview

At the start of every season your club’s Board of Directors
(Board for short) will assign you your budget for the coming season. The size
of this budget will depend on your Club Level, any financial tech you may have
invested in, and how well you did in your league and divisional cup the previous
season.

You are free to spend this money how you want to during the
season. If you have money left at the end of the season, the Board will gratefully
take it back, but will add a portion of it to the new season’s budget, the
amount depending on the Carryover tech you have invested in.

There are three areas where you will be spending your money.
The first is on upgrading your buildings and improving your stands and stadium.
As your club gains Club Levels (CLs) then the level to which you can upgrade
your buildings also increases. As building upgrades give you tech points to
spend, you will want to do this regularly. The second area of expenditure will
be buying players on the transfer market. You may not be doing this all the
time, but it is definitely a good way to improve the quality of your squad, so
you will want to make sure you keep an eye out for a good bargain. The last
main money drain you will be facing is paying the signing bonuses for contracts
you negotiate. You won’t have many of these a season if you plan correctly, but
they can cost sizeable amounts for top players in your squad, especially when
their Player Levels (PL) are high – good players demand big bucks after all! To
help mitigate the costs of these bonuses make sure you actively play Contract cards
into the contract negotiation.

You will also get some money during the course of a season from gate receipts, which can be boosted by having certain Amenities operating. When this money is generated it appears above your Stadium and you must click on it to collect it. Your Hotel can also produce daily income if you invest in Hotel Room tech. If you do not collect the daily money it will disappear at the end of the day, though if you have a Bank Amenity then this will collect all income and keep it for seven days, so you can collect it later.
Gameplan & Lineup Overview

# Overview

To get your team ready to play a match you need to have a few things in place. First, you need to have a gameplan to use. Next you need to add a lineup to that gameplan. Once you have done that, you save the lineup and are ready to apply it to a match.

### A Gameplan.

A gameplan is made up of the attack and defence formation you want to use, and the tactical instructions that determine how you want your team to play. So, a gemaplan has a number of parts:

* The formation the team uses in attack
* Then team instructions the players follow when attacking
* The individual roles the players use in attack
* The formation the team uses in defence
* The team instructions the players follow when defending
* The individual roles the players use in defence
* And finally, the team instructions the team uses when the team is transitioning between attacking and defending or defending and attacking.

It sounds like a lot, but when you break it down, each part is fairly simple. In addition, the game comes with a whole raft of fully worked out gameplans you can use, which include the team tactics and a choice of formations. There are some more ‘advanced’ options you can use when designing a gameplan - see Gameplans to learn more about them.

When you are satisfied with the gameplan you then save it. You can have as many gameplans saved as you want.

### A Lineup

Every lineup needs a gameplan. When you create a lineup you set which of your gameplans you would like the lineup to use. Once chosen the lineup screen will change to show the formations the gameplan uses as well as the individual roles for each position in the formations.

From there you assign what players you want to play in each position and which players you want on the bench. You can also change the roles that the gameplan has assigned to each position if you wish to. In addition, you assign one player the ‘Captain’ tag, and you can also acquire ‘Playmaker’ and ‘Free Roam’ tags from Coaching tree tech in the training building, that you can apply to players in your attack formation.

Once you are satisfied that you have the lineup as you want it, you then save it. Once saved you can apply it to any fixtures you want to use it for.

See Lineups for more details.
Bone Song Wiki

*Have you ever looked up at the stars and wondered what lies beyond them? What about in your own backyard? You've heard the folk legends of vampires, werewolves, elves, demons and angels, shifters, etc. Well sorry to say but most of that stuff is a figment of classic writers and not real. What is real is that there are vampires and werewolves who walk among us and there are abominations...the children of a vampire and human and the children of a werewolf and vampire. Abominations that a threat to all races and scorned and hunted. So, what are you? Which path will you choose? For we are at war...and yet...one group of us protects against the others.*

## Welcome to the Bone Song Wiki

This is a wiki dedicated to the roleplay Bone Song. This will include the characters, lore, and a brief history of what's happened so far. Anyone who is involved can contribute to the wiki.
Nutrition Plans & Weight

### **Overview**

There are two ways to increase/decrease a player's weight. The first is through putting them on a nutrition plan (to acquire nutrition plans you need to invest in the Nutrition Plan tech found in the Medical Building). You can play Nutrition Boost cards to speed up the process. The second way is by playing Weight cards directly onto the player i.e. don't need an active nutrition plan on the player to play these weight cards.

### **Nutrition Plans and Booster Cards**

It is possible to alter the weight of a player by assigning them to a nutritional plan. Only one player may be assigned to each nutritional plan. Each nutritional plan has a single slot into which you can play Nutrition Booster cards, and you can play one such card into a slot per 24 hours. Being assigned to a nutritional plan allows weight to be gained or lost by a player. This weight gain/loss is permanent. A player’s can gain or lose up to a maximum of 10% of their base weight.

### **Weight Cards**

Weight cards ('Meat Pie' and 'Weight To Go' cards) can be played to increase/decrease a player's base weight. The gain is immediate.
How to Train Faster

## Overview

There are ways for both spending users and free-playing users to increase their training gains each day. Spending users may want to use the training intensity multipler while free-playing users may want to run some training matches.

## Training Intensity Multiplier

On the training screen, the number of sessions that will be applied in today's training can be increased. The normal daily training session is always free for everyone, while any extra sessions cost tokens. Extra sessions after the 2nd one provide diminishing returns.

This multiplier is applied to all training applied in the training session for both physical and technical training.

## Training Matches

On the Friendlies screen (under Competitions) clubs can now enter into a special type of instant friendly called a Training Match. This requires a small number of tokens which can be acquired from sponsors or other in-game rewards.

Training matches provide 10% of either a forwards or backs training session (depending on each player's position) to all players who get onto the field including bench players who come on to replace an injury. Physical attributes receive 10% of an all rounder session.
Lineups

The lineup screen is where you pick the players you want to play and sit on the bench for the gameplan you are using. As such, before setting a lineup[ you must choose which gameplan you want to create a lineup for. You can create multiple lioneups for the same gameplan, as each is saved separately.

When you have chosen a gameplan, you can then assign the players to the starting positions and to the bench. You must assign one startin g player as captain, and if you have gained access to ‘Playmaker’ or ‘Free Roam’ tags you can also assign those as well. In addition, you are free to change any of the roles that the gameplan had assigned.

Once you are satisfied, you can give the lineup a name and then save it. You can then use the saved gameplan in any fixture you want.

So, in summary, in the lineup screen you can do the following:

* Assign players to the starting positions
* Assign players to the bench
* Assign the Captain tag to a player in the starting lineup
* Assign any ‘Plamaker’ or ‘Free Roam’ tags you have access to if you want
* Change the roles that came with the gameplan for any position

## Tags

There are three tags that you can assign. One you automatically get, and the other two you can get access to by investing in the Coaching tech tree in the Training building.

### Captain Tag

You get this tag for free. Apply this tag to the player you want to be your onfield captain. Leadership and Composure are good mental atrributes for a captain.

### Playmaker Tag

To get access to this tag you need to invest in the Coaching tech tree in the Training building. A player with the playmaker tag will be a priority passing target for your other players. What the player with the tag does with the ball is up to whartever role you choose to give them. Sop the playmaker tag does not boost their skills or attributes or tell them to do specific things with the ball. It just makes them a priority passing target. You can have multiple players with the playmaker tag in the lineup if your tech has given you access to multiple tags of this kind.

### Free Roam Tag

To get access to this tag you need to invest in the Coaching tech tree in the Training building. A player with this tag is given license to move around their position as they see fit, looking for space or with the ball.This will supersed any instructions their role may give them.  You can have multiple players with the free roam tag in the lineup if your tech has given you access to multiple tags of this kind.

## Penalty Takers, Corner Kick Takers, and Free Kick Takers

What players in your lineup take these is determined by how you have ordered them in your depth charts. The depth chart has a chart for each kind of taker, and will use in the match the player in the lineup who is highest on that particular depth chart.
Adesina Wilkson

Vampire Alpha of Custos

### **Appearance**

*Adesina is around 5' 7" and is slender with a busty build around her hips and less around her bust. She is naturally pale with freckles adorning her complexion over her whole body, which is easily contrasted with her striking red hair and bright silver eyes.*

### **Personality**

*Adesina is quite the refined young woman, being brought up in a rather noble household. She holds her heart on her sleeve no matter the situation and always keeps a balanced head on her shoulders, making her a great*
leader. Sometimes her caring heart can be mistaken as weakness, and that is the last thing anyone wants to think; this woman may be polite and caring when the situation calls for it, but she will protect her Coven/Pack. If she is vexed and/or pissed off, she will not hesitate to fight and will gladly rip out a Rogue's throat if they deserve. Being a caring woman does not limit her feisty tendencies or her will to protect her loved one, so advised now, do not mess with this Vampiress.

### **Background**

*Adesina was raised in a house of nobility, one of great pride and warm hearts when it came to their people, but there was always an underlying secret within her family that she didn't find out until the night of her turning. Her family deemed it worthy to have a high ranking of vampire to turn the next heir to the seat of the Wilkson house, but Adesina had a different idea. She planned to escape the night of her Turning but never made it out in time, whereas the vampire had found her and changed her against her will. This led to a blood bath a few days after her official turning, her thirst taking a hold tightly, causing her to kill her parents in an attempt to feed. Soon after gaining most of her control, she fled into the forest, becoming a Rogue of the shadows. This is when she met Ordan, finally able to learn how to use her abilities and soon joining the same pack. She's worked her way up, showing her grace and strength with a loyal heart.*​
Skills

### **Overview**

Technical skills cover the skills that rugby players need to have to be successful in the game. No player will be good at all the skills, so players will tend to specialise in those skills that are most important for the position they tend to play the most.

Each player will have a skill level cap, which is equal to +40 levels over what they came out of the Academy with at age 18. A player can raise their skills beyond the skill cap for that skill, but each skill level above the cap takes longer to train (training gains per session are halved per +1 over the cap). For example, a player who graduates from the Youth Academy with a Scrum skill of level 20 will have a Scrum skill cap of level 60 - if they reached this cap then all training gains to reach level 61 would be at 50% (halved). Once at level 61, to get to level 62 the training gains would he at 25% (halved again), skill level 63 would be at 12.5% gains and so on.
Ring of the Fallen Phoenix

Once belonging to Captain Torshal, ex member of the Lofthaven Phoenix Knights, the ring was recovered from his body by The Eyes of the Archon during the reclaiming of Retherdale.

The Ring can be activated as an action, lasting for one hour. While active, an invisible shield appears around the wearer, increasing their armor class by 2, and increasing the armor class of one ally of their choice within 5 feet of them by 1.

The ring is recharged on a short rest

It is currently attuned by Savic Lofthaven
Player Comparison

Home

It is possible to compare two of your players directly. To do this you need to go to the Player Info screen under the Squad Icon. Once there look at a player's info and at the bottom you will see two blue and white icons with silhouettes of people on them. Click on the right hand side one which will bring up the squad sorting list.

The squad sorting list shows all the players in your squad, sorted by whatever sorting method you have want to chose. The default view will sort it by 1st XV, bench players and those players who are not in either of the above.

On the far left hand side of this list is a small icon of a shirt by each player. if you press this icon it will partially light up. This means the player has been selected to compare to another player. Once you have pressed this icon on two players you will automatically be taken to the player comparison screen, where you can directly compare the attributes and skills of both players.
National Cup

### **Overview**

Each of the 34 major nations has its own national cup competition, and all clubs from that major nation and its affiliated minor nations are automatically entered. If a national cup exceeds 512 clubs, then the cup will be split into multiple national cups (This number is subject to change). If a cup has smaller than 32 clubs, then that nation will not have a cup competition and the clubs will take part in another nation’s cup.

### Cup Tournament

Each cup is a simple knock-out competition, with the winner of a cup match proceeding to the next round and the loser being eliminated from the cup. Each round the home side is randomised so that no clubs receive more home matches than others on average. The home side has home side advantage, the same as in league matches, apart from the quarter-final and beyond where home side advantage is removed. The number of rounds a cup has is determined by the number of clubs taking part.

Cup matches start on the first Tuesday (day 2) of each season, with a new round every second day from there. All matches start between 5-6pm in the time zone of the home club. Kick-off can be adjusted if there is a clash with a previously arranged match.

### Draws in Cup Matches

If a cup match ends in a draw after normal time then there is a period of sudden death extra time. If it is still a draw after extra time then there is a penalty shoot-out, where kicks at goal are taken from various angles until one side wins.

### **Cup Rewards**

All cup matches give club cash from gate receipts, split 50/50. Match attendance is boosted from the quarter finals onwards. The home stadium size still impacts maximum attendance.

All cup matches give random rewards similar to league matches – chance of cards, tokens, and extra club cash in addition to gate receipts.

Clubs also recieve rewards once they reach the quarter finals. These include tokens, as well as budget boosts and a trophy for the winner and runner-up:

So, the club that wins the cup would earn 10 tokens for winning the quarter final, 20 tokens for winning the semifinal and 40 tokens for winning the cup, for a total of 80 tokens, along with a 10% bonus to next season's budget and a shiny winner's trophy!

The National Cup competition will begin in Season 2022.1 with the first matches taking place on Tuesday December 21 2021.
Depth Charts

Home

### **Overview**

The depth chart governs who replaces a player if a player gets injured and is forced to come off during a match. It also plays a more limited role if you have a starting player who is injured and cannot start the match, or a player who you had in as a starter but then sold so is no longer available.

If a player is injured during a match then they will be replaced by the first bench player on the Depth chart for the position the player being replaced was playing. For example, if your number 8 was injured and had to come off, then the match engine (ME) would look at the depth chart for number 8 and pick the bench player who was highest up the depth chart list to replace them. If there are no bench players on the list then the ME will use a smart replacement system and replace the player with a player on the bench that has a similar best position to the player coming off.

If one of your starting players is unavailable to play when the match begins, either due to an injury picked up in a previous match or because you have sold them and not updated your line-ups to take account of it, then the ME will look at your depth chart and pick a player on the depth chart for that position that is not already in the match 23 i.e. will pick a player on the depth chart that is not already a starter or a bench player. If there is no such player on the depth chart for that position, then the ME will select a player who is not in the current match 23 who has the highest level in the position in question.

For example, suppose you sell your full-back but forget to change the line-up. When a match starts the ME will see you have no player picked to play full-back. It will first look at the depth chart to see if there is a player that is not in the current match 23 on the full-back depth chart. If there is, then the ME will have that player start at full-back for the match. If there is no non- match 23 player on the depth chart, then the ME will pick the player with the highest level at Full-back in your squad that is currently outside the match 23.

Note: A player is in the match 23 when they are either a starter or a bench player.

### **Depth Chart Management**

To access your depth charts click on the left most small blue icon with silhouettes underneath any player’s avatar on the player info screen. You will then get presented with a list of all the positional depth charts. When you open one of these up you will see all the players you have currently in that position’s depth chart.

You can add players to the depth chart by clicking on the blue plus sign at the bottom of the chart. You can remove players from the depth chart by clicking the grey X on the far right-hand side of their bar. You can also re-arrange the order of players in the depth chart by clicking and holding on a player and then moving them up or down on the depth chart and then releasing.
General Tactics

Home

### **Overview**

General tactics are tactical options that come into play regardless of where the ball currently is, or cover specific tactical situations.

### **Kick-off**

The first of these general tactical options you need to set is how you want to kick-off. Do you want to kick deep, or short, or into the middle ground? Do you want to kick towards your forwards (the standard orthodox kick-off), away from them, or down the middle? You need to decide this, but are not stuck with just the one choice. For each type of kick-off you set a %, which will determine the chances your team will take that kind of kick when they kick-off.

### **Kick-off Reception**

This tactical option determines how you want to set up your team to receive a kick-off. You have two options here — standard or balanced. Standard has the majority of your forwards on one side of the field facing the opposition forwards. Balanced has you spreading your forwards across the width of the field, in order to be more prepared for an unorthodox kick-off.

### **Drop-goal Tactics**

You have to decide how often you would like your team to try for drop goals when they are in a position to have a go — this can be set to High, Medium, Low or None, with high being trying to drop a goal frequently and working down from there.

### **Bonus Point Tactics**

Bonus points affect league games, and are earned by scoring at least three more tries than your opponent in a match or by losing a match by seven points or less. There are three bonus point options you can choose, and you can select all, some or none of them.

The first option is ‘Go for try bonus points at all costs’, the second
option is ‘If losing, go for a losing bonus point at all costs’, whilst the third option is ‘prevent any opposition bonus points at all costs’. What each of these options does is alter some aspects of your team’s decision making when playing. The actual effects are hidden within the match engine, but most of it is fairly obvious e.g. if you have chosen ‘Go for try bonus points at all costs’ then when faced with a penalty that you could kick at goal in the late stages of the match, then rather than taking the kick for goal, your team will instead tap and go, or kick for a lineout, or take the scrum — your team’s main goal is to score tries not get three points from a penalty. Once the tries have been achieved, then your team would go back to normal decision making.

A warning! Using 'Go for bonus points at all costs' and 'Prevent any opposition bonus points at all costs' options can lead to your club not ending the match when you are winning when have the chance to kick the ball off the field to end the match. So only use these options in specific matches where it is important.
Star Players

### **Overview**

A star player is a player that shows outstanding promise from a young age and such a player will have higher starting skills and attributes than a regular player. In addition, a star player will train faster than a regular player - they train at a rate of 1.16% of normal training speed.

Occasionally your Academy will produce a star player, the chances depending on your scouting and the Academy tech your club has invested in.

### **Home-Grown Stars**

Any star player that has been produced by your club’s own Academy is considered a home-grown star player by the game. Home-grown status is indicted on the player’s info screen by a house icon by their star. There is a limit to how many home-grown stars you can have in your squad at any one time, determined by the star player cap.

### **Star Player Cap**

You can never have more home-grown stars in your squad than your club's star player cap. When the amount of home-grown star players in your squad is equal to the cap, your academy will not be able to produce any more star players.

Your club starts out being able to have one home-grown star player in the squad, which is the star player you choose when you first create your club. To increase the amount of home-grown star players you can have in your squad you must upgrade the level of your Office and invest in Max Star Player tech. Each time you invest in this tech it increases the amount of home-grown star players you can have in your squad by 1

The Star cap only limits the amount of home-grown star players you can have in your squad, and has no affect on the amount of non home-grown stars you can have, You can purchase as many non home-grown star players as you wish on the transfer market. One thing to bear in mind, however, is that all star players require a contract, even if they are not currently one of the ten best players in your squad, See the Contracts page for more details.
Installing the Beta Version

## **Windows**

1. Download the latest version from the #builds channel in our Discord server
2. Extract files from zip
3. Run `Blackout Rugby.exe`
4. If a Windows Defender warning pops up, click "more info" and "run anyway".
5. Select screen resolution in the game launcher, then run!

## **Mac**

1. Download the latest version from the #builds channel in our Discord server
2. Unzip the zip-file (Usually you can simply double click the zip file, and unzip is automatic)
3. Launch the unzipped app (You may need to allow the app to run via the macOS security settings)
4. Select screen resolution in the game launcher, then run!

## **Linux**

1. Download the latest version from the #builds channel in our Discord server
2. Run `Default Linux desktop Universal.x86_64`
Blackout Games Wiki

## Welcome to the Blackout Games Wiki

Welcome to Blackout Games, sports fans! Lace up your boots,
get out your chalkboard and prepare to take control of your very own club. This wiki will tell you all you need to know to get your club to the very
apex of the game!

Feel free to add things if you feel it will help others or comment
on a page if you have suggestions to make.

## What is Blackout Rugby?

Blackout Rugby is a MMO sports management game that allows you
to take control and run your own rugby club. You will be in charge of every
aspect of your club, from player recruitment and training, through to designing
your match tactics and balancing the books. Your club will compete against clubs
run by others in a wide variety of competitions including multi-divisional
leagues, cup competitions, global ladders, champion leagues, and many more. You can
also create or join Unions with other players that can run their own competitions if they wish, as well as providing other benefits for members.

## What is Blackout Football?

Blackout Football is a MMO sports management game that allows you
to take control and run your own football club. You will be in charge of every
aspect of your club, from player recruitment and training, through to designing
your match tactics and balancing the books. Your club will compete against clubs
run by others in a wide variety of competitions including multi-divisional
leagues, cup competitions, global ladders, champion leagues, and many more. You can
also create or join Federations with other players that can run their own competitions if they wish, as well as providing other benefits for members

## Development

Blackout Rugby is continually improving with new features. See what's coming up in our Roadmap.

## Links to Different Topics

Twitter
Friendly Matches

### Overview

There are two ways you can arrange a friendly against another club – by using the instant matchmaking tool that can be found under the Friendly tab on the Competition screen, or by challenging a club directly by clicking on the club and then on the Challenge button. Instant friendlies use default game-plans and line-ups for both sides, and tactic cards cannot be played. A friendly challenge, on the other hand, appears in your fixture list when it is accepted, which will allow you to set game-plan, line-up, as well as playing tactic cards if you want to.

Friendly matches provide no rewards and any injuries that occur in the game do not carry over after the game is over.

### Instant Friendlies

Choose the spread of club levels you want to challenge and the ‘Find Opponents’ button will then bring up a list of teams to choose from. If you don’t want to challenge any of the clubs on the list then click again to bring up a new list. Repeat until you find a club you want to challenge.

To create a friendly against a club you click on the club on the list and then use the ‘Kickoff’ button. This will immediately start the match, using your default game-plan and line-up.

You can also choose to run an instant training match from this screen. For more information see How to Train Faster

### Challenge Friendlies

You can challenge another club to a friendly match by clicking on the club and then using the Friendly match button. Once you do this you then set the day and time the match will take place if accepted, as well as whether your club will play home or away. When you have set the parameters, use the ‘Challenge’ button to send the challenge. The fixture needs to be accepted by the opponent for the match to take place.

You can see a list of all challenges you have made, and challenges that have been made against you, by going to the Friendly screen under Competitions. You must accept an incoming challenge for the fixture to be created.

Once a friendly is accepted the fixture will be created, which can be accessed as any normal fixture, allowing you to set game-plan, line-up and play any tactic cards you wish to.

You can challenge other clubs you own to a friendly.
Roadmap

## **Late 2019, Early 2020**

* Assistant Manager ✅
* Academy ✅
* Mobile Versions ✅
* Full Club Scouting ✅
* Club Finances ✅
* Club Colour Customisation ✅
* Club Custom Shields ✅
* Squad Table View ✅
* Match View Scrubber ✅
* Card Stacking ✅

## **Mid 2020**

* Hall of Fame ✅
* Trophy Cabinet ✅
	+ Prize giving fanfare ✅
* In-game Help Buttons ✅
* Unions (Think Clans, Guilds, etc.) ✅
* Ladder Competition ✅
* Cup Competition ✅
* Achievement Campaigns ✅
* Search ✅
* Visible Club History ✅
	+ Player History ✅
* Friends List ✅
* Extra Building Levels ✅
* Quality of Life Features
	+ Fog of Score: hidden scores until you watch match replay or reveal them ✅
	+ Links to various screens from buildings in grounds view ✅
	+ Single screen to see and manage all player contracts in one place
	+ Single screen to play all card types in one place

## **Late 2020, Early 2021**

* TV Broadcasting Building ✅
* Psychology Building ✅

## **2022-2023**

* Union rep teams and inter-union league ✅
* International Competitions and World Cup ✅
* Divisional Promotion Changes ✅
* New Card Rarities and Legendary Player Match Cards ✅
* Rise in Maximum Club Level (Global Level Cap is now 100) ✅

## 2024

* Blackout Football Manager 🚧
* Union Card Market and Craft Beers currency
* Blackout Shield - Multiple challenger trophies, inspired by the Ranfurly Shield In New Zealand

## 2025

* Internal Union Comps
* Elite / Premium Leagues

## **Long Term**

* Full 3D Player Animations during match
* Special Abilities
* League Leader-board - most tries, most tackles and so on.
Token Sponsorship

Home

### **Overview**

Every season you get to choose a sponsor for you club. For ease you can queue a sponsor for next season if you want to. There are six different sponsors you can choose from and each one provides tokens in different ways. Which sponsor is best for your club you will have to decide depending on how you think your club will do in the coming season, and not all sponsors provide the same amount of tokens — sponsors that demand certain results or actions to be completed can give more tokens than the more passive and easy ones, but you need to be confident that you will meet expectations or else you might actually earn less tokens over the course of the season then a simpler and easier sponsor would have provided you.
Competitions Overview

Home

## **COMPETITIONS**

Every season your club will be entered into the Global Divisional
League as well the Global Club Ladder
competition, and you can arrange friendly matches when you want. Future features will include competitions that become open if you win
your league or the cup, and competitions connected with any union/federation you join.
National Cup Football

### **Overview**

Each of the 64 major nations has its own national cup competition, and all clubs from that major nation and its affiliated minor nations are automatically entered. If a national cup exceeds 512 clubs, then the cup will be split into multiple national cups (This number is subject to change). If a cup has smaller than 32 clubs, then that nation will not have a cup competition and the clubs will take part in another nation’s cup.

### Cup Tournament

Each cup is a simple knock-out competition, with the winner of a cup match proceeding to the next round and the loser being eliminated from the cup. Each round the home side is randomised so that no clubs receive more home matches than others on average. The home side has home side advantage, the same as in league matches, apart from the quarter-final and beyond where home side advantage is removed. The number of rounds a cup has is determined by the number of clubs taking part.

Cup matches start on the first Tuesday (day 2) of each season, with a new round every second day from there. All matches start between 5-6pm in the time zone of the home club. Kick-off can be adjusted if there is a clash with a previously arranged match.

### Draws in Cup Matches

If a cup match ends in a draw after normal time then there is a period of sudden death extra time. If it is still a draw after extra time then there is a penalty shoot-out to determine which side wins the match

### **Cup Rewards**

All cup matches give club cash from gate receipts, split 50/50. Match attendance is boosted from the quarter finals onwards. The home stadium size still impacts maximum attendance.

All cup matches give random rewards similar to league matches – chance of cards, tokens, and extra club cash in addition to gate receipts.

Clubs also recieve rewards once they reach the quarter finals. These include tokens, as well as budget boosts and a trophy for the winner and runner-up:

So, the club that wins the cup would earn 10 tokens for winning the quarter final, 20 tokens for winning the semifinal and 40 tokens for winning the cup, for a total of 80 tokens, along with a 10% bonus to next season's budget and a shiny winner's trophy!

The National Cup competition will begin in Season 2022.1 with the first matches taking place on Tuesday December 21 2021.
Skill Training Sessions

### **Skill Training Regimes**

When you want to train a player’s skills you must place them into a training regime. A training regime will last for a number of days, based upon the tech invested in regime length, and each day will have a training session attached to it. There are a wide variety of training sessions that can be used, but which ones your club has access to will depend on the tech invested in Training Session specialisations.

Every session type trains a different set of skills (see below for the types and skills they train) at different advancement rates. A session will supply a number of skill points to a skill and skills increase levels if they accumulate enough skill points. The amount of skill points gained is based upon a percentage of the club’s CPL.

### **Training Session Types**

Your club starts with two general session types: a Forwards session and a Backs Session. To acquire other types of sessions you must buy them off the Training building tech tree with your tech points.

There are ten positional session types available to be purchased (Prop, Hooker, Lock, Flanker, Number 8, Scrum-half, Fly-half, Centre, Wing, and Full-Back) and a large number of Specialist training sessions that have prerequisite positional session types that must be purchased first before they become available.

### **General Sessions**

* **Group 1** = 7% CPL

Tackling, Lineout-Jumping or Lineout-Throwing
 **Backs Session**
Tackling, Awareness

### **Positional Sessions**

* **Group 1** = 11% CPL
* **Group 2** = 6% CPL

 **Hooker Session**
 **Lock Session**
 **Flanker Session**
 **No. 8 Session**
 **Scrum-Half Session**
 **Fly-Half Session**
 **Centre Session**
 **Wing Session**
 **Full-Back Session**
**Group 2:** Passing, Awareness, Kicking

### **Specialist Sessions**

* **Group 1 (1 skill)** = 30% CPL
* **Group 2 (2 skills)** = 10% CPL
Skills.

### **Overview**

Technical skills cover the skills that football players need to have to be successful in the game. No player will be good at all the skills, so players will tend to specialise in those skills that are most important for the position they tend to play the most.

Each player will have a skill level cap, which is equal to +40 levels over the level they came out of the Academy with at age 18. A player can raise their skills beyond the skill cap for that skill, but each skill level above the cap takes longer to train (training gains per session are halved per +1 over the cap). For example, a player who graduates from the Youth Academy with a Tackling skill of level 20 will have a Tackling skill cap of level 60 - if they reached this cap then all training gains to reach level 61 would be at 50% (halved). Once at level 61, to get to level 62 the training gains would he at 25% (halved again), skill level 63 would be at 12.5% gains and so on.

### **Goalkeeper Technical Skills**

 **Shot Stopping** | The skill of the goalkeeper to stop shots at goal with hands, feet and body.