ML WIKI
Master League — how it works today
This page describes how Master League actually works in the game right now.
🚀 What is Master League and how to get involved
Master League is a persistent online career mode built into the site — you found your own club, run it season after season, buy and sell players, build up your facilities, and battle for promotion and cups against other users' clubs. It's played exclusively with standard GP cards.
How to get involved
- Registration — while the current season is in the “registration open” state (on the Competitions page), click “Register for Master League”. You don't pick a specific league when you do — you're signing up for Master League as a whole. An admin then manually sorts everyone who has registered into specific leagues based on how many people turned up. Until then you see the status “Registered — waiting to be assigned to a league” and you can also withdraw.
- Founding your club — any time you're registered and the season is still “upcoming” (you don't need to be assigned to a specific league yet), you can enter a name (max. 20 characters) and upload a logo on the Club page. The club then waits for admin approval (statuses: awaiting approval / approved / rejected / edit requested / edit allowed). Once it's approved, any further edits go through the “I want to edit my club” button, which again waits for admin approval. As soon as the season stops being “upcoming”, founding and editing are locked.
Starting squad
Your squad is NOT generated automatically as a balanced team — instead, once an admin switches your league to the “draft” state, a Draft tab opens for you on the Market page, where you pick 30 cards yourself from a limited pool (OVR 60–70). The exact band and position quotas are in the Player guide section below.
🏠 Office
The main overview dashboard of your club.
At the top
A “Season calendar” strip — a row of icons (league round, cup round, transfer window, draft, end of season), coloured by what's done and what's in progress. Below it are the club header (logo, name, ELO, stadium name and capacity, an overview of all facility levels), the financial overview (the same numbers as on Finance), and the Fans card (fanbase size, reputation, projected attendance for the next 5 rounds, fan satisfaction).
Inbox and Feed
The Inbox is your personal notifications (you can mark everything as read), filterable by category: All / Transfers / Scouts / Player status / Club. The public feed “Around Master League” shows what's happening at every club (transfers, loans, red cards, completed facility upgrades, the round's top scorer, winning streaks…), with its own filters: All / Transfers / Matches / Club / Awards.
Next/current match
Your opponent, cosmetic “flavour” (weather, day/night, pitch condition, the name of the specific 3D stadium model based on its level — purely visual, with no effect on the result), a rough result estimate (from squad strength + ELO + home advantage), projected attendance and revenue, the head-to-head record, your opponent's form over their last 5 matches, and a “player to watch” on their side. From here you can also report/confirm the result straight away with the same button as on the Matches page.
At the bottom
A strip of upcoming matches, an excerpt of the table around your position (with a link to the full table), and stats — your club's own top scorers/assists/cards and the same for a selected competition (switchable between all leagues and cups of the current season).
📋 Lineup
This is where you build your “Gameplan” — a visual pitch where you drag & drop players or click an empty slot (which opens a picker with filters for name/position/min. OVR). You choose a formation from the usual list of formations (the same library as Dream Team), and placement on the pitch is NOT tied to a card's position — you can put all 11 in goal if you like, it's entirely up to you. Besides the starting XI (11) there's a bench (max. 12) and an unlimited reserve.
The lineup saves automatically after every change — a short “Lineup saved” pill pops up in the bottom right, and there's no Save button here. It's also visible to others who view your club (on the Teams page). On the player cards you see the effective OVR (base + a small level bonus), the position, and — if a player is injured or suspended — an icon with the number of matches he'll miss, plus the yellow-card counter (on the 4th yellow a suspension for the next match follows) — see the rule in the Player guide.
🏗️ Club
This is where your club's identity (name/logo) and all of its facilities live.
Stadium
A separate 11-level scale (capacity 5,000 → 7,500 → 10,000 → 15,000 → 20,000 → 25,000 → 30,000 → 40,000 → 50,000 → 60,000 → 75,000). You can give it a name of your own. The stadium card shows ticket prices (league / cup group stage / cup knockout, edited on Finance), the maximum possible revenue at a sellout, and an upgrade button with the price and a table of all levels/effects.
5 more facilities
Each has 5 levels:
The exact percentage effect of each level is calculated live from admin-configurable constants and is shown in the info table for each facility.
An important rule: to reach level 3 or higher on any of these five facilities, ALL of the other four in the group must be at least at (target level − 1) — so you can't rush one facility ahead of the rest. Each level also requires a minimum fanbase (1,500 × (target level − 1)). The stadium is independent of this gating. An upgrade takes real time (several rounds depending on the level) — while one facility is being built you can't start another upgrade of THAT SAME facility, but different facilities can be built at the same time; construction in progress is shown as a progress bar.
Staff
For the stadium, medical center, training center, scouting center and parking (the fanshop has no staff) you can hire people into slots, and the number of slots grows with the facility level. You pick a quality level from 1 to 5 directly, pay a one-off hiring fee (10× the per-round wage of that quality), and from then on you pay an ongoing per-round wage. Dismissing an employee costs severance equal to 12 weeks of his wage.
A doctor specializes in one of 5 injury types (illness, bruise, pulled muscle, ligament, fracture) — in his specialty, illness/bruises practically never occur at all, and for the other types he cuts recovery time by half or by 1 match. A coach specializes in a group of players (GK/defenders/midfielders/forwards), and his bonus stacks on top of the Training Center's across-the-board bonus. A scout and a parking attendant have no specialization, and their effect stacks on top of the facility's own bonus.
👥 Players
A table of your whole squad: photo, name, role (Starting XI/Bench/Reserve), any badges (suspended for X matches, injured for X matches, ⚡ active EXP boost — see the EXP section), position, OVR, current market value, level with a progress bar to the next level, wage, remaining contract length (in half-seasons; a drafted player gets a fixed 2 years), and season stats (goals/assists/yellows/reds). You can filter by position/OVR range/price range and sort by OVR/price/salary/level/name.
What you can do with a player
- Transfer list — you offer him for transfer to other clubs on the Market; it also raises the chance of an offer from an AI club.
- Loan list — you offer him out on loan.
- Return — sends the player back to the free draft pool at no cost, available only while your league is in the draft state.
- Release — once the draft is closed, the only way to get rid of a player without a buyer; it costs a penalty of 50 % of his season salary.
- Extend — appears once a player has one season left or less; an agent fee + a permanent wage increase.
Click a player to open his detail card.
🏆 Competitions (leagues + cups)
At the top (only while the season is in the “registration open” state) is the registration block — how many people have signed up, a table of everyone registered (player, club or “TBA”, assigned league or “awaiting placement”), and a register/withdraw button.
Leagues
A switcher between all the leagues and cups of the current season (not just your own) sits on one page. A league is played round-robin (Nx depending on the settings); the table has the standard columns (P/W/D/L/score/+/-/points/win%/form over the last 5 matches), coloured zones (promotion/relegation and so on — set by an admin, they're just a visual guide, and cup participants are still picked by an admin manually), a tie-break rule, and an overview of played matches (filterable by round, with match detail). League fixtures are generated automatically once an admin switches the league to the “active” state (with a fair home/away split). This page is only for VIEWING the table/schedule — actually entering a result happens on the Matches page.
Cups
A season can have several cups running independently of each other, each with its own group + knockout stage and its own prize money. For a specific cup, an admin can turn on a 3rd-place match and let the best third-placed teams from the groups advance too. Cup matches have the same self-report flow as the league (see the Matches section). The length of the knockout series (BO1/BO3/BO5) follows the admin settings — in BO3/BO5, several matches against the same opponent are played within one series (marked with a “Game 1”/“Game 2”… label) until one team reaches the required number of wins.
💱 Market
An important rule: a purchase/draft pick/transfer on the site is just a record in the Master League economy — for a player you get this way, you also have to actually buy (or already own) the corresponding card in eFootball itself with GP. The site doesn't check this at all; it's the same question of honesty as with unavailable players and a card's max level (see the Player guide and EXP and levelling).
The page has 6 tabs:
- Draft — see the Player guide section above. Open only while your league is in the “draft” state.
- Market — a unified list of free agents and players currently at other clubs. A filter by name/position, an “interested only” toggle (shows only players who would currently agree to move to you), and sorting by OVR. A free player has “Buy”/“Negotiate” and “Loan” buttons; a player at another club has a “Make an offer” button (it opens his detail and starts negotiations between the clubs). Buying a free player (just like the draft) comes with a fixed 2-year contract.
- Scouted — the Scouting Center unlocks visibility of players above the normal cap (by default you see players up to roughly 70 OVR for free; a higher scouting level lets you search higher). You send out one scout at a time (positions + OVR range), scouting takes several rounds (progress bar), and the report then arrives in your Inbox. Watch out: merely opening the detail of a player from another club counts as “scouting interest” and can trigger a public interest report in the feed.
- Bids — both offers from fictional AI clubs for your listed players and club-to-club negotiations where you're the buyer or the seller — accept/decline/send a counter-offer; an accepted deal also waits for the next transfer window. You can accept/decline/counter an offer straight from the notification in your Inbox, without having to go to the Market.
- Loans — loan offers (wage share in %, a mandatory/optional option to buy) and active loans (half a season or a full season); an optional option can be exercised at any time to keep the player for good. A free agent can be loaned straight away with no fee.
- Wishlist — a personal watch list of players (★ in the player's detail) — purely informational, with no other effect.
Every player has a fictional “agent” whose demands grow with your club's reputation — you'll find the exact curve and the 80+ OVR condition (stadium 7+, other facilities 4+) in the Reputation section below. A higher Scouting Center level gives a discount on the price and also helps with the agent's willingness. If you don't meet the conditions, you get a specific message “Agent <name>: <reason>”.
A signing/purchase happens IMMEDIATELY only if the transfer window is open right now (according to the season calendar) — otherwise the agreed deal is queued and completed automatically at the next window; but you can negotiate at any time.
💰 Finance
A budget overview: your current balance, player and staff wages for the whole season (drafted players are exempt from wages in the draft season), recurring income/expenses per round, and a projected end-of-season balance (excluding prize money) with a HEALTHY/WARNING label.
- League loan — an emergency loan of up to 30 % of your squad value, with interest; it repays itself automatically every round, or you can pay it off early in one go; only one active loan at a time.
- Sponsor — for the season you pick exactly one of the sponsorship deals on offer (either more money up front and less per round, or the other way around) — once chosen, it applies for the whole season, and a new offer arrives next season.
Next there's a chart of your budget over time, a breakdown of income per round (sponsor, fanshop, an estimate of ticket sales from a home match, win/draw bonus — grows with reputation) and expenses (player wages, staff wages). One-off bonuses for league and cup finishes at the end of the season are set by an admin separately for each competition; if nothing is set, nothing arrives.
The full transaction history also includes one-off items that don't count toward the recurring income/expenses per round — player purchases and sales, release penalties, contract extension fees, staff hiring fees and severance, facility upgrades, loan repayments/payouts, and the one-off “Merch boost after signing a player”.
A ticket price editor separately for the league / cup group stage / cup knockout stage — a price above the reference lowers attendance, below it raises it; the cup final is played at a neutral venue with no ticket revenue for anyone.
If your budget stays in the red for a long time, a “You have to sell players” banner appears — nothing is sold automatically, it's up to you (list players and sell/loan them out on the Market).
📈 Stats
A filter by season (all-time or a specific season) and by competition within it. Tabs: Top scorers, Assists, Goals + assists, Cards, Goalkeepers (save percentage — calculated from the opponent's shots on target minus goals conceded, not a manually entered value) and Team stats (a sortable table of possession, shots, shots on target, corners, fouls, passes, completed passes, crosses, turnovers, defensive tackles, goalkeeper saves).
For now it only aggregates played league matches — cup matches have their own events and stats in the individual match (see the Matches section), but they aren't counted toward the leaderboards on this page yet.
📝 Matches
Shows only YOUR own matches (league scoped to your league, cup to your club), not the whole competition schedule. At the top is the same “Season calendar” strip as on the Office page.
⏱️ You have about 3 days to play
The round only moves on for the whole competition once the very last match of that round has been played and reported — while you wait, everyone else in the league/cup is waiting on you too. Agree a time with your opponent and play the match within roughly 3 days of the round opening. This isn't a time limit enforced by the server (there's no countdown and no penalty for playing the match itself late) — it's down to mutual agreement and courtesy, because the progress of the whole competition really does hang on you.
Entering the result
The server only lets you report a result for the currently “open” round — you can't skip ahead until the whole league has finished the previous round (locked matches are visually “frosted” with an explanation of what's being waited on). Along with the score you have to enter the events (goals/assists/yellows/reds — picking players from both teams' starting XIs and benches) and the full match stats for BOTH sides (possession, shots, shots on target, fouls, offsides, corners, free kicks, passes, completed passes, crosses, turnovers, defensive tackles, goalkeeper saves) — without them the result won't go through, and the two teams' possession must add up to exactly 100 %.
Confirmation and ELO
Your opponent then has to confirm or dispute the result — if they don't respond within 24 hours of it being reported, the result is confirmed automatically in the background (without anyone clicking) and the side that didn't respond gets -2 karma points for it (the same rate as for late match approvals on the regular site). Once it's confirmed, the ELO of both club owners is recalculated straight away (shared with the site's regular ELO system, K=32) and shown as a badge next to both teams.
Cup matches
They have the same self-report flow as the league — reporting the score + events + stats, confirmation by the opponent, club ELO, EXP, injuries and suspensions (though in the cup these are kept separate from the league ones — a card in the cup only costs you the next cup match, not the next league match, and vice versa). You can also mark that a match ended after extra time or on penalties — with penalties, the deciding goal isn't recorded as a player's goal. An admin can still enter/correct a result manually through the admin panel, which still comes in handy for placeholder/bot accounts.
🛡️ Teams
An overview of all approved clubs, grouped by league (clubs registered in the same league as you are together under its name; the rest under “Others”), with search by name.
A club's detail is purely informational: logo, name, ELO, reputation, formation, squad size, the manager (with a link to his public profile), and a read-only view of his starting XI on the pitch + the bench (reserves aren't shown for another club). Click a player to open the same detail card as elsewhere.
🏅 Hall of Fame
Across the entire history of Master League (all seasons, league and cup together where relevant):
Statistical leaderboards
- ⚽ Top 3 scorers
- 🅰 Top 3 assists
- 🟥 Top 3 in red cards
- 🟨 Top 3 in yellow cards
Highest OVR
The top 3 players by current OVR (the card's base OVR + level).
Club ELO
A complete ranking of all clubs by ELO — you see the top 3 right away, and the “Show more” button opens a paginated overview (10 clubs per page).
Most expensive transfers
An overview of the biggest transfers in Master League history, paginated 10 at a time in two columns.
⭐ EXP and levelling (across the whole game)
Every player has a level (from 0 up to that card's real max level in the game) — it's purely a property of the player inside Master League, unrelated to actual levelling in the game itself, and the level travels with the player when he transfers and between seasons (it never resets).
An important rule: you must not train a card's level in eFootball itself any higher than the level the player currently has on the Master League site — even if the game itself would let you level the card all the way up to its real maximum level, you have to stick strictly to the level the site is showing right now. The site doesn't check or enforce this in any way; it's the same question of honesty as with unavailable players (see the Player guide).
How much EXP each thing gives
Mild penalties for a slump (the team hasn't won for a long time, a striker hasn't scored for a long time, a defender/goalkeeper keeps conceding without a win) are only gentle corrections — total EXP never drops below zero. Each further level costs more EXP than the previous one (the lower levels go quickly, the higher ones don't) and a level never exceeds the maximum set by the card. Level directly raises both a player's market value and his wage.
What speeds up EXP
- Training Center — every level above 1 adds 3 % to the positive part of EXP (the win/goal/assist/clean-sheet bonuses, not the card/slump penalties).
- Specialist coach — adds a further 6 % per quality level (max +30 % at quality 5), but only to his own group of players (GK/defenders/midfield/attack), on top of the facility bonus.
- ⚡ Random EXP boost — independent of the Training Center: after every match start there's a 5 % chance the player gets an “EXP boost next match” badge and gets 1.5× his POSITIVE EXP in the next match. It's a purely random reward, not an effect of the facilities or staff.
🎖️ Reputation (across the whole game)
A club's reputation is made up of:
- a running score from match results (a bigger jump for a surprise win over a stronger opponent or a loss to a weaker one),
- a one-off jump for your end-of-season finish (champion/top 3/mid-table/relegation in the league; winner/finalist/semi-finalist/quarter-finalist in the cup),
- a live-recalculated bonus from your facility levels (the stadium and all 5 other facilities).
Reputation isn't just a number for show — it's a real gate on the player market (see the Market section): the higher the OVR of the player you want to sign, the more reputation you need.
Below roughly 75 OVR the agent demands nothing; above that the demand climbs quickly. For 80+ OVR players you additionally need, regardless of reputation, a stadium at level 7+ and every other facility at level 4+. A club with a long-term negative budget has its reputation growth dampened (and also takes a small penalty for every match played) until its finances are back in order.