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Dobitka

How we score

Scoring

In short: points come mainly from how good your plan was and how your own version of the match ended. Beating the real result is a bonus on top: up to 15 pts, and at most 6 when the club actually won.

The exact formula is at the bottom, but to start you only need one question: would your lineup and your tactics realistically have pulled out a better result?

You are not guessing the real score

You do not need to know how the match will end. Your job is to show that with your lineup, your setup and your changes the club would have played better than it actually did.

A 2-1 win and an 8-0 win earn the same match-result points. The 10 points for distribution focus depend on how often the most common score occurs, not on the number of goals. A high scoreline alone does not remove them.

Nominal total: 100 points in three baskets

These component limits cannot all be reached at once. The achievable match ceilings are 91 after a real win, 88 after a draw and 90 after a loss. A settled plan earns at least 5 pts.

Basket 1

50 pts

How your match ended

The biggest chunk. It follows what came out of your version of the match, and how that looks next to what the club actually did.

  • Your match result

    25 pts

    Win 25, draw 8, loss 0. The real pitch score can never take this away.

    You win 1-0 while the club really won 3-0: still the full 25. A smaller margin is not a penalty.

  • Beating the real result

    15 pts

    Two levels better than reality (they lost, you won) = 15. One level = 9. Same outcome but a better goal difference = 3 per extra goal, up to 6. Worse than reality = 0, never a minus.

    The club lost 0-2, your version wins 2-1: the full 15. This is the moment Dobitka is built for.

  • Your club in real life

    10 pts

    The club won for real: 10. Drew: 4. Lost: 0.

    Nothing to play for here - it is a thank-you for the days your club delivers. You are a fan first.

Basket 2

30 pts

How good your plan was

Here it does not matter what came out - only whether your setup genuinely raised the team's chances. This part measures your setup against the reference plan; the table adds it to every other component.

  • Plan quality

    20 pts

    We compare your plan's win chance with the model's neutral reference, without your lineup, tactical and in-match decisions. Level with it: 10 pts. Every percentage point of edge adds 0.8 pts.

    Your XI and style push the win chance from 41% to 46%: that edge alone is worth 14 of the 20 points.

  • Initiative

    10 pts

    The one part you cannot get by doing nothing. It unlocks only if you actually deviate: at least 2 changes to the suggested XI, or a style slider moved by 15+. Then it pays for holding your edge: 10 pts at +5pp or better, 7 at +2pp, 4 around neutral.

    You leave the suggested lineup and style untouched: 0 here, whatever else happens in the match.

Basket 3

20 pts

What you did in-game, and whether it holds up

Your in-match decisions, and a check that the whole thing still looks like football.

  • Changes that worked

    10 pts

    Clicking a substitution pays nothing. It has to come on AND lift the team's chances: 5 pts for a clear improvement, 2 for a small one, 0 when the measured effect was zero or negative - a sub that sees out the game counts in plan quality, not here.

    Your "when we are 0-1 down, bring on the striker" fires in the 55th minute and the team starts creating: full marks for that change.

  • Distribution focus

    10 pts

    The share of the most common exact score across the 5,000 versions - 16.1%+ = 10, 14.9%+ = 8, 13.7%+ = 6, 12.4%+ = 4, 11.2%+ = 2, more scattered = 0.

    If the most common score accounts for 17% of versions, it earns more here than a mode at 9%. The scoreline itself does not determine these points.

A full worked example

El Clásico, your club is Real Madrid. In real life Real lost 0-2. You picked your own XI, went with an aggressive press and set a change for „when we go 0-1 down”. Your version: Real wins 2-1. Your change came on in the 55th minute and the team started creating.

  • Your match result: a win+25
  • Beating the real result: they lost, you won+15
  • Your club in real life: they lost+0
  • Plan quality: win chance 4 percentage points above the neutral reference+13
  • Initiative: you changed the XI and held the edge+7
  • Distribution focus: 2-1 came up in 14% of versions+6
  • Changes that worked: your sub came on and helped+5

Total71 / 90

How much is actually on the table

You score for your club's real result and for improving on it. Both parts cannot be at maximum at once, so the denominator depends on the real result. These are formula limits; a specific match and its available plans may not let you reach them.

The club in real lifeBonus limitYour ceiling
Won691
Drew988
Lost1590

Managers of the same club in the same match have the same ceiling under the same rules version. Private leagues also compare different clubs; their ceilings and match counts may differ.

Comparing clubs in a friends league

Friends can manage different clubs. A club-season private league adds the points from each player's settled club plans within the league's date range, including eligible results from before they joined. It does not divide by matches played or convert each match's ceiling to 100%.

More settled matches give you more chances to add points. The club's real results also affect points and match ceilings. The table is a competition in total points, not an isolated measure of coaching decisions.

Higher total wins. On equal points, fewer settled matches ranks higher. If both are equal, players share the place (for example 1, 1, 3). Last-match points and win rate do not break ties.

What does NOT affect your points

  • Guessing the real score - neither the exact score nor the goal difference. This is not a prediction game.
  • The number of goals in your win - 1-0 and 4-0 are both wins and pay the same base. The difference shows up in probability, where odd scorelines lose points.
  • Your formation as such - 4-3-3 or 3-5-2 changes how your match plays out, but there is no separate bonus for matching the real coach.
  • Your commentator persona - that is the writing style only, zero effect on points.
  • How many changes you plan - you score for changes that actually came on and helped, not for planning them.
  • How often you edit the lineup - The last saved version counts. Club match plans close 120 minutes before kickoff. The match page shows the exact deadline. After that, you cannot save or edit the plan.
The exact formula, component by component

Every threshold and coefficient the settlement actually uses. Nothing above is a simplification of a different rule - it is the same maths, in words.

season_v4 scoring

How your points are calculated

Your displayed scoreline is the most common exact score across your plan's 5,000 Monte Carlo iterations. Minutes, scorers and the timeline come from a representative iteration that ended with that score. The same plan always returns the same result.

Keeping the suggested XI and style unchanged gives 0 for Initiative. That lowers the ceilings to 81 after a real win, 78 after a draw and 80 after a loss.

The seven component limits add up to 100 points. The achievable limit after the real match is contextual.

  1. Your match result

    / 25

    Win 25 / draw 8 / loss 0, based on the most common exact score for your plan.

  2. Actual club result

    / 10

    Win 10 / draw 4 / loss 0.

  3. Coach bonus

    / 15

    15 for improving on the real result by two outcome levels, 9 for one level. Same outcome: 3 per extra goal of goal difference, capped at 6. Worse outcome earns 0.

  4. Distribution focus

    / 10

    How tightly your plan concentrates the 5,000 replays around one scoreline - the share of the modal score: at least 16.1% = 10, at least 14.9% = 8, at least 13.7% = 6, at least 12.4% = 4, at least 11.2% = 2, below 11.2% = 0. No distribution from the model = 4, the middle of the scale.

  5. Plan quality

    / 20

    clamp(0, 20, round(10 + 0.8 × Δpp)), where Δpp is your plan's win-probability edge over the reference plan. Missing measurement = 10.

  6. Initiative

    / 10

    Only for deviating from the suggested template (at least 2 XI changes or a style slider moved by 15+). Edge kept at +5pp or more = 10, +2pp = 7, around neutral = 4, clearly negative = 0. Untouched template = 0.

  7. Changes with measured impact

    / 10

    Each applied change: 5 when ΔxG ≥ 0.02, 2 when 0 < ΔxG < 0.02, 0 without measurement or with ΔxG ≤ 0. Capped at 10.

After settlement, the match score cannot fall below 5 points.

Achievable limit after the real result

The actual club result and the coach bonus constrain each other, so the correct denominator depends on the real result.

Actual resultCoach bonus limitMatch limit
Win691
Draw988
Loss1590