BRIAN CLOUGH'S FOOTBALL FORTUNES
================================

This file is best viewed using fixed width fonts.


1. Introduction
Brian Clough's Football Fortunes is a football management computer board game
suitable for two to five players. Each player takes on the role of a club
manager. The object of the game is for each manager to successfully steer his
team through the season using his skill to make his team stronger as the game
proceeds. Each manager competes with human and computer controlled teams in a
ten strong league and the F.A.Cup. From the second season onwards, each team
will also enter a European competition as follows.

League Champions - European Cup
F.A.Cup Winners - European Cup-Winners' Cup
Remaining Clubs - UEFA Cup

2. How to win
The winner of Brian Clough's Football Fortunes is the manager who survives to
the end of the game, and has the highest number of game points. Game points are
points awarded by the computer program, based on each managers performance in
League and Cup competitions and on the amount of cash he has left at the end of
the game.
It is very important not to confuse game points with points obtained by winning
League matches. It is not enough to do well in the League. The winner of Brian
Clough's Football Fortunes must excell in all aspects of his job.
The main aim of every manager must be to create as strong a team as possible. He
does this by increasing the total star rating of his side. While doing this he
must not neglect any section of his team or he will lose matches. He must buy
from and sell to other managers, borrow and loan players, buy players in Auction
and cope with problems thrown at him by the computer. He must do all this
shrewdly and with skill. He must resist the temptation to spend carelessly, or
sell players too freely. Any action which results in poor team performances or
low cash levels will cost him game points

3. The Equipment
The game package consists of a computer disk or cassette, a playing board, five
coloured counters, a pack of 112 football player cards, to blank player cards,
a suitably large amount or money, and 6 Immunity cards which are held by the
bank.

4. What the Computer Does
Initially, the computer program records the information about the human players
and the teams they will manage during the game. It allocates the initial squads
to each manager, rolls the die when instructed to do so, and decides the results
of fixtures based on information given to it by the managers. The computer
awards game points, keeps track of League fixtures updates the League table and
game points table, and decides the gate receipts for each fixture. It controls
the fixture lists for Cup competitions, and randomly allocates Selection
Problems and Managers Luck when told to do so by the computer operator. The
program menu shows the facilities the computer controls, and the keys you need
to use.
The computer will not keep track of a managers money, or change in his team
strength. This information must be given to the computer as necessary. It is the
manager's responsibility to ensure that he receives money owed to him, gets back
loaned players, has his correct team strengths entered into the computer, and so
on.

5. Loading Instructions
Loading instructions are printed on your disk or cassette When you wish to
return to the menu at any point in the game, press M or Return/Enter as
appropriate for your machine.

6. Setting up the teams
To start the game, load the computer disk or cassette and tell the program the
number of players (is. managers) who will be playing.
Then choose the skill level at which to play- Level 1 gives the easiest game,
and Level 4 the most difficult. The skill level is determined by the strength of
the computer controlled teams relative to those run by the managers. Skill Level
1 has computer teams with lower star ratings than Level 4 computer teams.
Finally, enter your name and choose the club you want to manage as instructed by
the computer screen. Once this information has been entered, the computer will
select your squad of thirteen players and you take the corresponding cards from
the pack of players

7. Star Ratings
Each player has a star rating of 1 to 5 - 5 being the best. The players are of
five types - Goalkeeper (G), Defender (D) Midfielder (M), Attacker (A) and
Utility player (U). There are 10 blank cards which allow you to create your own
players, but you should remove a player of the same type and star rating from
the pack if you do so. When your squad has been assigned by the computer, pick
up the cards and arrange them on the table in front of you as shown in the
illustration.

G4 Total Defence star rating

D4 D2 D2 D1 = 4+4+2+2+1 = 13



M1 M3 M4 Total Attack star rating
A3 A4 A2 =1+3+4+3+4+2 = 17



Reserves U1 U3

You must always play this 4-3-3 formation. At the start of the game, each
manager will be allocated two Utility players as part of his initial squad. The
Defence value is the total star rating of the Goalkeeper plus Defenders. The
Attack value is the total star rating of the Midfielders plus Attackers. Since
the two Utility players are his reserves, they do not form part or his Attack
value (17) or Defence value (13), or his total team strength (13+17=30) If one
of the Utility player has a higher value than one of the specialist players,
then the manager should put the Utility player into the team. In the squad
illustrated below, he has put his U3 player into the Defence, and placed the Dl
player in the reserves.


G4 Total Defence star rating

D4 D2 D2 U3 = 4+4+2+2+3 = 15

Ml MS M4 Total Attack star rating
= 1+3+4+3+4+2 = 17
A3 A4 A2


Reserves U1 D1

The manager now has a two star increase in the strength of his Defence value,
and his total team strength has improved from 13-17-30 to 15*17=32 The only
exception to this substitution rule is when a Utility player replaces the
Goalkeeper. In that case, the Utility player has a value of only one star,
regardless of his face value.

8. Nominal Values
Each player has a nominal value based on his star rating, with each star having
a value of �20,000. The Goalkeeper in the same squad has a nominal value of
�80,000, the U3 player is worth �60,000, and so

9. Officials
When each manager has selected his squad and arranged them in the correct
pattern, shuffle the remaining player cards and place them face down on the
board. These cards now become the Auction File. The managers then appoint a
banker and a computer operator preferably not the same person. The banker gives
each manager �200,000, made up of 1 x �100,000 note, I x �50,000 note I x
�20,000. and 2 each of �10,000 and f5,000 notes Each manager then chooses a
coloured counter and places it on the Start square.
It is the banker's duty to ensure that sponsorship money and gate receipts are
paid from the bank, and fines and cash penalties imposed by Manager's Luck,
Selection Problems and Crisis are paid into the bank. All cash and player
transactions must be carried out correctly and on time. The banker also acts as
auctioneer of players, and must ensure all players who should go into or out of
the Auction Pile do so. The banker issues Immunity cards when instructed by
Selection Problems, and collects them immediately after use.
The computer operator inputs team and manager information as required during the
game, uses the computer die on behalf of the managers, and calls up information
screens as requested by them.

10. Game Duration
Before starting the game, the managers should decide for how long they wish to
play. This can be a certain number of seasons, or a specified length of time. We
recommend a minimum game length of two seasons so that the European competitions
can be reached. The game duration is a verbal agreement between the managers,
and no computer entry is required.


11. Starting the Game
The managers are now ready to start their first season. The sequence of play
from now on will be: board move - play match - board move play match. To begin
this sequence, the computer operator uses the computer die for each manager by
pressing the key designated in the menu. The manager then moves his counter the
appropriate number of squares. Once off the Start square, each manager is
exposed to the full range of potential triumphs and disasters which beset his
real-life counterpart. From now until the end of the game, quick wits, clever
management and shrewd planning are the order of the day.

12. The Board
Each square on the board presents the manager with a different situation with
which to deal between matches. They are summarised as follows:


Wages
The manager must pay his entire squad's wages into the bank. The amount depends
on the squad's total star rating and is determined by the chart shown on the
board. The total star rating must include all the manager's players, even those
suspended, injured or on loan to him. This does not include players on loan to
other managers, but the manager is not allowed to loan players out between
landing on the Wages square and paying their wages to the bank.

Managers Luck
This can be good or bad, and is randomly selected by pressing the appropriate
computer key as shown in the menu. When money is involved, a manager will get
cash from or pay it to the bank. It will be clear from the wording on the screen
in which direction the money moves.


Auction
When a manager lands on this square, the top card on the Auction Pile is turned
face up and the auction begins The top bidder pays the purchase fee to the bank.
Each player has a nominal value, but this has no effect on bidding at this
stage. If none of the managers wishes to buy the player in auction, the card
goes to the bottom of the Auction pile. If a manager makes the highest bid in
an auction, but cannot pay when called to do so, he forfeits half his cash to
the bank, rounded up if necessary, and the auction restarts without the
offender.

50% Auction
This square is like the ordinary Auction, except that if the manager who landed
on the square is the highest bidder, he only pays half of his bid to the bank In
return for this privilege, he must bid in multiples of �1O,OOO

Selection problems
Pressing the key designated in the menu will reveal the manager's problem,
randomly chosen by the program Careful attention to the wording of the problem
will show exactly what must be done For example, "best player" means the player
with the highest star rating in your squad In the sample squad shown, this is
the M5 player, or the D5. Your "best player in any team section" means you can
choose your A4 or your M4, or your D4, or your G4 player. Players who are lost,
injured or retired as a result of Selection Problems or Manager's Luck go to the
bottom of the Auction Pile, and players sold to the bank become subject to the
rules of Bank Finance.

Sponsorship
A manager on this square immediately receives �30,000 from the bank.

Bank Finance
This square allows you to sell any of your players to the bank for three
quarters of their nominal value. There is no limit on the number of players you
can sell in this way, but you must ensure you can carry on playing. A manager
cannot voluntarily sell to the bank unless he lands on this square, but he can
sell or loam a player to another manager at any stage of the game, subject to
the rules covering loans and transfers. A player held by the bank can be bought
by any manager at any time for a minimum of 1.5 times his nominal value.
Managers can make competing bids, and the banker must take the highest offer.
The rules for Auctions apply to a manager who cannot pay for a player when
required to.

Sunday
A day off. Nothing needs to be done - and nothing nasty happens

Crisis
Any manager landing here is fined �50,000 and loses his best specialist player
in any one of the four team sections. That is, he must sell his Goalkeeper - or
his best Defender - or his Best Midfielder - or his best Attacker. He cannot
sell a Utility player. He must sell to the bank, which will pay three quarters
of the players nominal value. The player is then subject to the rules of Bank
Finance.



13. Playing the Matches
Once all the managers have used the computer die and completed their moves on
the board, the computer operator calls up the next fixture list (see menu) so
that each manager knows which teams he and his colleagues are going to play. He
then selects the appropriate screen (with the designated key) and inputs the
team strengths for each manager. The Goalkeeper and Defenders combine to give
the strength/star rating of the Defence and the Midfielders and Attackers give
the strength/star rating for the attack For the sample squad illustrated these
figures are 15 and 17 respectively- Any reserves are ignored at this stage of
the game. Once the team information has been entered, the computer will
determine the results of each game and show them on the screen-

14. After the Match
Now each manager can receive his gate money from the banker- He will be given
half of the amount shown on the computer monitor screen and the size of the gate
receipts depends on the league positions of the teams playing any given fixture.
If you are doing well in the league and meet another top flight team you will
have a big payday - On the other hand, if you and your opponents are scraping
along at the bottom of the table, forget the summer tour of South America - you
won't be able to afford it.
When ready, the managers set off on another round of board moves prior to the
next set of fixtures. Cup matches will be played on a knockout basis but the
competition will cease for the season if all the human teams are eliminated. If
a managers team has been eliminated from the competition, he will not
participate in the computer fixture but must take his turn at the board. He
therefore risks the same hazards as the Cup teams but can expect no gate money
on that turn

15. Miscellaneous Rules
The essence of Brian Clough's Football Fortunes is the way the manager's
interact with each other and the computer teams. Managers who are prepared to
wheel and deal have infinitely more fun, and will get closer to the thrill and
pressures of real-life football management. Alliances can be made or broken as
the flow of play dictates, and the manager who shows most skill in making deals,
selling, buying and borrowing players, will win the game. Just as in the real
world, however, some rules have to be observed.

a) Transfers/loans - Loans and transfers are a key feature of Brian Clough's
Football Fortunes, and the following conditions apply:-
1.A transfer is the outright sale of a player by one manager to another. A loan
is when one manager allows another to use one of his players for one or more
matches. In either case, the financial arrangements are agreed by the managers
themselves.
2.For a loan to take place, both teams involved must be playing in the current
round of fixtures.
3.Immediately the semi-final of any Cup competition has been played, no new
loans or transfers can take place until the start of the new season.
4.Transfers do not depend on either team playing in the current round of
fixtures, but the Cup semi-final deadline still applies.
5.Managers can buy players whenever one becomes available in the bank or from
the Auction Pile. This applies even after Cup semi-finals have been played.
6.If all Cup competitions cease before the semi-finals are reached, managers
can make loans or transfers until the first semi-final of the next season's
competitions.

b) The squad - There is no limit on the size of the squad, but each team must
have the correct formation and number of players for each game. If a manager
cannot field a full side, the Defence and Attack values are entered as 0, and
gate money for that fixture is forfeited. In order to continue playing and
accumulate game points, it is important to maintain the size and composition of
the squad sensibly.

c) Bankruptcy - If a manager is unable to pay a debt, even by selling players,
he must resign. His players go to the bottom of the Auction Pile, and his team
values are set at 0 from then on. His counter is removed from the board, and he
takes no further part in the game. A bankrupt manager is disqualified from
winning the game. When only two managers start the game, the surviving manager
thus automatically wins.

d) Immunity cards - If you are issued one of these valuable cards by the banker
after landing on a Selection Problems square, you may use it to get out of a
later Selection Problem, or sell it to another manager. It does not give
immunity to the Crisis square or Manager's Luck. The Immunity card may only be
used once, and must then be returned immediately to the bank.

e) Top Player - A "Top", "Best" or "No.1" player is the one with the highest
star rating in your squad, team or team section, depending on the context. It
excludes any players on loan to you.

f) Game Points - Every manager is awarded game points based on his performance
in the League, F.A. Cup, and European competitions, and his cash balance at the
end of the game. The game points table is constantly updated and can be seen at
any time by pressing the key designated in the menu. Remember, it is game points
which decide the winning manager, not match points won in the League.

g) Pre-season Fortunes - Before each season, except the first, each manager must
accept a Manager's Luck and Selection problem.

16. The Winner
At the end of the game, the computer asks each surviving manager how much money
he has left, and this is converted to game points. These points are then added
to the existing game points, and the overall winner is decided.