Home is where you get your general overview of your team and the game. This is where you get all the important news such as: update information, new additions to the game, new events, current events, and offseason schedules, etc.
Team News is where you will get all the important information regarding your team. You will get notifications about games that you’ve played, how much you got from tickets, if you bought or sold a player, information when training occurred, your teams weekly activities updates, information about signed contract... etc.
Weekly calendar is where you can see all events that await your team and exactly when.
A small icon will notify you about certain events and when they become available such as: claim tokens, promote rookies renew your TV contract to receive Tokens. You will also receive notifications if you have an invitation for a friendly match or your invitation for a friendly match has been accepted. (If you want to invite some team for a friendly match you can do this by clicking on that team and then clicking on the large green button in the bottom center of the screen that says INVITE FOR A FRIENDLY GAME).
By accessing your username, you will be taken to your Manager page where you can find information such as when you started your career, your email, change your password and here you can also set your time zone and chose your height and weight units.
Below your user name there is a green button GET TOKENS where you can buy Tokens.
- Player Promotion
There are 2 (two) ways players are generated in MBT. The first one is with your Rookie Promotion and the second one is by generating free agents who appear on the transfer market.
Rookie Promotion - All players who are promoted as rookies are promoted at the age of 15 and their height can go from 160cm to 210cm.
At the beginning of every week managers will get a notification from their scout offering to find a new young talent for the team. If you accept he will show you the player he has found for you immediately and you can choose to accept him or decline the scout’s offer. If you accept it, you will sign this player and he will become a part of your team, if you decline it, you will not sign the player and the scout will be dismissed until next Monday. If you do not sign this player immediately you can do so any day of the week just as long as you don’t reject the player, in which case the player is lost.
System generated free agents - The second way in which the players are generated. This means that the system generated free agents will appear from time to time on the transfer market and will be available there for 2 days until the end of their deadline, after which time if unsigned, they will be deleted from the game.
There are 2 (two) different classes of system generated free agents that differ by the number of skills they have and their price.
I class - 850.000
II class - 2.000.000
Fired players - All players that get fired from their teams don’t retire right away but instead end up on the market as free agents (not to be confused with system generated free agents). Their starting price on the market is 0 and if they don’t get a bid by the time their deadline expires then they retire.
Every offseason all players from teams that become bots (teams whose managers stop logging in become bots) end up on the market for exciting 3 to 4 days during which time the transfer market becomes hyper active.
- Players General
You will be able to have 20 players at the most at any time in your team.
If you have 20 players you will not be able to bid for players or promote rookies.
Player’s height ranges from a minimum of 160cm up to a maximum of 230cm.
All rookies that are promoted at the age of 15 and their height can range from 160cm to 210cm which is a maximum height for a rookie.
Player growth - Players grow until the age of 18 when they reach their final height.
All players grow at the end of the season simultaneously which is also when they age.
When players age from 15 to 16 they can grow at random anywhere from 1cm up to 7cm
When players age from 16 to 17 they can grow at random anywhere from 1cm up to 7cm
When players age from 17 to 18 they can grow at random anywhere from 1cm up to 6cm
- Players Recommended Height per Position::
Point Guards: min height 185cm - max height 195cm
Shooting Guards: min height 192cm - max height 200cm
Small Forwards: min height 195cm - max height 205cm
Power Forwards: min height 203cm - max height 210cm
Centers: min height 210cm - max height 220cm
Players whose heights go outside of the range for their respective position will be given a penalty affecting their skills. The severity of the penalty depends on how much a player’s height goes outside of the recommended parameters.
If it is 1cm the penalty will be very small and you will not notice any decrease in their performance.
If it is 3cm the player will get a slightly higher penalty.
If it is 5cm the penalty will be even higher and you might start to notice a performance drop.
If it is 10cm the penalty will increase even more and you will certainly see the decrease in the performance of this player.
- Player's Talent
All players have a certain talent level, based on this talent level the players’ skills will develop with training. The best way to guess your player’s talent level is based on how fast his skills improve. The faster a player’s skills improve the higher the talent of that player.
All players have their training history where you can see how many trainings a certain player has needed for his skill to increase.
A player’s talent decreases with age, which means that all players have one talent level until they are 19, when they turn 19 they have a different talent level until they turn 22, from the age of 22 to the age of 24 their talent also decreases a level and from the age of 25 to the age of 29 their talent is at the lowest level.
At 30 years of age all players start to lose skills.
At first this skill decline will be slow but as they age they will lose skills more rapidly.
- Player Skills and Training
All skills fall in the range from the minimum of 1 up to 30 which is the maximum value for any skill.
All players have 8 skills: 6 basic skills and 2 special (hidden) skills.
Basic skills are: Defense, Shooting, Speed, Dribbling, Strength and Post Moves.
Defense - This skill represents how well a player generally plays defense and represents the primary skill for defense.
Shooting - This skill is very important for all players set to play offense from outside, players set like this will mostly be using their shooting ability to defeat the opponent’s defense. Shooting percentage from the free throw line will be directly tied to this skill as will the players three-point shooting ability.
Speed - This skill will not only be tied to a player's faster movement on the court, but also to the quality of his movement: outside, inside, demarcation, etc.
Dribbling - This skill represents the overall technique of outside players (pint guards, shooting guards, small forwards). This means that players who have greater skill in dribbling will pass their defenders more easily by utilizing a variety of dribbling skill sets such as crossover, euro step, trough his legs, etc. It will also allow them to play better actions such as pick and roll, or similar.
Strength - Since strength plays an important role in modern basketball we have added this skill to be comparable to speed for outside players, the only difference being that strength is the most important for inside players and it will play an important role when driving the ball to the hoop, positioning under the rim and so on.
Post Moves - This skill represents the overall technique for Centers and it is comparable to dribbling for outside players.
Special skills are: Passing and Rebounding
Rebounding - This skill will help a player get rebounds (both in offense and defense). It will be very important for you to discover a player who has a considerable jump skill because this will help you get more offensive rebounds, as well as decrease your opponent's offensive rebounds.
Passing - Pass represents a player’s ability to accurately pass the ball. A player that has a considerable passing skill will choose good solutions in offense and help a player who is on the receiving end of the pass to get a better position for a shot.
*Special skills are non-trainable skills and they are also hidden. Since these skills are hidden they have to be rather discovered or recognized through statistics or by watching games. Hidden skills are individual for every player and they develop on their own based on the player’s talent as he ages.
* *All players have experience as well, and players who have more experience will benefit from it, the more experience a player has, the better he will play..
Experience increases based on how many minutes a player has played and it is not the same for League matches and Friendly matches. Experience is 1/3 of the normal experience in Friendly Games.
In order for experience to increase from 0 to 1 a player needs to have 300 League minutes played. For every next level of experience a player needs to have more minutes played than for the previous one.
0 -> 1 300 (300 in total league minutes played)
1 -> 2 305 (605 in total league minutes played)
2 -> 3 310 (915 in total league minutes played)
Team’s weekly training activities are updated twice a week, once on a Monday and once on a Friday, at which times you will get notifications informing you which of your players have improved in their skills.
Players can only improve in skills that are being trained at the moment of the training activities’ update.
It is important to note that the greater the skill being trained, the higher the number of trainings needed for that skill to improve. The difference between 5 and 6 is not the same as between 15 and 16. You will need more trainings for a skill to increase from 15 to 16.
A player will not get to train if he is injured or if the skill being trained is greater than the Training Center’s level.
All players that are not injured will receive training regardless of them having played games or not!
- Setting Players Inside\Outside
Players can be set to attack from either inside or outside and this will determine from what positions they will be making most of the shots.
Inside – this means that a player will mostly focus on driving to the basket and making more shots closer to the basket. This does not mean that the player will not shoot from a distance, no. It means that the main attacking focus will be to drive to the basket and attempt to shoot from close range, while the player will also be making ranged shots, depending on his position. This is a good command to be given to the players whose shooting ability is at a low level.
Outside – this means that a player will mostly focus on making shots from a distance! This certainly does not mean your player will only shoot for 3 points and that he will not attempt to make drives to the basket! It actually means that his attacking style will be to focus on making ranged shots and it will increase the number of 3 point shots.
It is also important to note when setting your players Inside\Outside that players who play different positions will behave differently. Players who play PG, SG, SF positions are naturally going to make more outside shots than PF and C just like PF and C will make more inside shots because their natural position is to play closer to the basket.
- Setting Your Players to Pass\Shoot
If a player is set to pass this means when he receives the ball he will be looking to pass the ball to his teammates first, which does not mean that he will pass the ball every time; and if a player has the ball in his possession, then some of those possessions will often end up with a shot. Setting a player that has a very high passing ability to pass the ball can be a very potent combination because he will help his teammates score baskets more easily.
If a player is set to shoot this means when he receives the ball he will be focused on looking to find shooting opportunities and scoring. This does not mean he will shoot every time he gets the ball, but he will be looking for shooting opportunities more actively or trying to create them.
Defensive Focus allows you to focus your defense more on your opponent’s stronger players by shifting defense from his less important players and in this way make your players who are not directly defending the opponent’s strong players help the players who are directly guarding them. But be careful! You do not just gain something, you lose something as well. The players who will be helping, will pay less attention to the players they themselves are guarding, thus leaving them more room in offence. Defensive Focus can be a very powerful tool (if used the right way) to help you defend against strong players, but if it isn’t used correctly, it will cost you.
This Is the Way Defensive Focus Works:
- When setting the tactics against a certain opponent, once you’ve reached the point to set Defensive Focus, you will see the list of your opponent’s players and their Defensive Focus which is set by default to 100. By lowering the value of Defensive Focus next to a certain player you are giving the order to the player who will play defense against him how focused he will be on guarding him and how much he will help his teammates with their players. So, for example if you set the Defensive Focus next to a certain player at 70 you will transfer 30 Defensive Focus from that player to the rest of the team. It is also important to know that certain small amount of that focus is lost when it is transferred and also the focus that is transferred is equally distributed to the entire team. So, to give you an idea of what it looks like, here is an example:
Player1 - 80 DF
Player2 - 100 DF
Player3 - 80 DF
Player4 - 100 DF
Player5 - 60 DF
The actual Defensive Focus would be approximately
Player1 - 95 DF
Player2 - 120 DF
Player3 - 95 DF
Player4 - 120 DF
Player5 - 70 DF
Setting Your Players to: Aggressive, Normal and Soft
Aggressive setting will make your players try harder but also tire faster. It will improve their offensive or defensive abilities respectively, depending on where you use them (Offense or Defense). It is something that will make your player give just a little more, but at the cost of fatigue.
Normal setting is a setting where your player will neither try harder nor save himself.
Soft setting will make your players play much more conservatively and not try as much, they will rather try to conserve their energy and as a consequence they will play with decreased ability, but will tire less.
For a player to be effective in offense he has to have good offensive set of skills
Most important offensive skill or the Primary offensive skill is:
DRIBBLING for positions PG, SG and SF, when a player is set to attack from INSIDE
POST MOVES for positions PF and C, when a player is set to attack from INSIDE
SHOOTING for all positions when a player is set to attack from OUTSIDE
Secondary offensive skill is:
DRIBBLING for positions PG, SG and SF, when a player is set to attack from OUTSIDE
POST MOVES for positions PF and C, when a player is set to attack from OUTSIDE
SHOOTING for all positions when a player is set to attack from INSIDE
In order for a player to play better in attack it is necessary for him to have as manyAthletic Skills as possible (SPEED and STRENGHT)
SPEED is used more when a player is attacking OUTSIDE in which case he uses his STRENGTH less
STRENGHT is used more when a player is attacking INSIDE in which case he uses his SPEED less.
It is very important that a player also has a secondary skill so he could be useful in offense even in situations when he is not attacking from his set (inside\outside)position.
Secondary attacking skills don’t need to be maximized, they should rather follow the primary skill in a certain relation.
For a player to be effective in defense he has to have good defensive set of skills
Most important defensive skill or the Primary defensive skill is DEFENSE
In order for a player to use his full defensive potential he has to have Athletic Skills
SPEED is used more when a player is defending OUTSIDE and he uses his STRENGTH less in this case
STRENGHT is used more when a player is defending INSIDE, in which case he uses his SPEED less
Fatigue and Injuries
Fatigue depends on the number of minutes played and on your settings for the player.
Fatigue is added up before every quarter and if it goes over 100 the player will receive a penalty affecting his skills and his performance will decrease, the higher it goes over 100 the higher the penalty he will receive and his performance will suffer more!
All settings both offensive and defensive carry a certain amount of fatigue per quarter:
Soft setting carries 8 fatigue(per quarter)
Normal setting carries 12.5 fatigue(per quarter)
Aggressive setting carries 20.5 fatigue(per quarter)
All players have one offensive and one defensive setting. The least amount of fatigue your player can get per quarter is 16 fatigue and that is when you set your player soft/soft
Here are some combinations:
Soft/Soft brings 16 fatigue for every quarter played. A player can play 4 quarters and at the end of the game the player will have 64 fatigue.
Soft/Normal brings 20.5 fatigue for every quarter played. A player can play 4 quarters and at the end of the game the player will have 82 fatigue.
Normal/Normal brings 25 fatigue for every quarter played. A player can play 3 quarters and at the end of the game the player will have 75 fatigue.
Aggressive/Normal brings 33 fatigue for every quarter played. A player can play 2 quarters and at the end of the game the player will have 66 fatigue.
Soft/Aggressive brings 28.5 fatigue for every quarter played. A player can play 3 quarters and at the end of the game the player will have 85.5 fatigue.
Aggressive/Aggressive brings 41 fatigue for every quarter played. A player can play 2 quarters and at the end of the game the player will have 82 fatigue.
Every player loses 32 fatigue every day!
Injuries are for the most part connected to fatigue, so be very careful and manage your players’ fatigue wisely. There are also injuries that happen when a player has low fatigue, but these are not so common.
Injuries can last from 1 day up to 12 days
Fatigue is added up before every quarter and if it goes over 100 the player will receive a penalty and an increased chance of injury.
The higher a player’s fatigue is over 100 the higher the chance for an injury.
Fatigue is the same for both League games and Friendly games.
- Players’ Overall Rating and Salaries
A player’s overall rating gives you a general impression of the player’s quality. It takes into account all the player’s skills, even the hidden ones, as well as experience.
A player’s salary is calculated based on the player’s overall rating, his age and nationality. Older players have higher salaries. Also, foreign players have 10% higher salaries than domestic players.
Players’ salaries are calculated at the beginning of every season. When players are sold their salaries get recalculated at the moment of transfer, and this recalculation of the salaries takes into account all the trainings a player has done from the beginning of the season up to the moment of the transfer.
In MBT we have a free and open market system, all users are able to buy any player who is listed on the transfer market and also sell any player who is in their team.
Players listed on the Transfer Market will remain there for 2 (two) days until the end of their deadline.
During this time users can bid for them at any point, but it is only after 2 (two) days that the player will be sold to the highest bidder.
All bids placed in the last 2 (two) minutes extend the deadline for another 2 (two) minutes in order to give time to all interested bidders to respond to an increase in price.
10% of the transfer fee of every player you sell will go to the player’s agent.
If you have bought a player and you want to re-sell him, you will have to wait 30 days for that player’s cooling off period to expire and only then will you be able to list him on the market.
At the time of the sale a player’s salary will be recalculated.
Firing a player does not cost you money or tokens and all fired players end up on the Transfer Market as free agents. Their starting price will be 0 (zero) and it is only if nobody buys them after having spent 2 (two) days on the market that those players get retired.
Apart from The Free Agents who got fired from clubs, there are also System Generated Free Agents who have a fixed starting price on The Transfer Market.
All players you placed bids on will be displayed in your Current Bids page and you will be able to see them there and track their bidding progress up until the moment they are sold.
You are able to have 20 players at the most at any time in your team.
If you have 20 players, you will not be able to bid for players or promote rookies.
In MBT we have a classic League system made up of 12 teams that play each other 2 (twice), so every team has one home and one away match to play with all the teams in his Division. After all teams have played each other twice based on their standings in the League the Champion of the Division is decided.
There can be only one Champion for every country and that is the team that wins the TOP Division in that country.
After the end of every season, 4 (four) teams that finis at the bottom of the Division will be relegated from the upper Division in to the lower Division. These 4 (four) relegation places are marked clearly in every Division with a red color.
All teams that finish in first and second place in every division except the Top division will have secured the promotion in the higher Division. These places are marked with a green color.
Only the Top Division can have one or two green places marked because after the end of the season the winner of the Top Division is declared as the Champion of his country and there can be no further promotion.
All Countries have their national league competitions that are made up of a different number of Divisions depending on the number of users a country has. Countries that have more users accordingly have more Divisions than countries that have fewer users. However, the strength of the Top Division is not dependent on the number of users but rather on the strength of the teams playing in it.
All Leagues have their Division Hardness or DH.
Division Hardness alone determines the sponsor income all teams will receive in a certain Division and it is based on the strength of the teams playing in that Division.
Division Hardness is based on the average overall rating of the best 10 players of every team in a certain Division.
Thus, Divisions with a higher DH rating will get more money from sponsor.
- Champions League
Only the first 15 ranked countries by Division Hardiness secure a direct place in the Champions League and the first 8 countries secure 2 direct places in the Champions League. Other countries have a guaranteed place in the qualifications round for the Champions League. The places that guarantee a direct place are marked in the top division of all countries by green color and places that secure a place in the qualifications round are marked in blue. (This applies only on teams from the highest division of a country and only the teams from the highest division can qualify for the Champions League)
Depending on the DH of every Top Division all countries get their international ranking that will determines if that country will have one or more than one participants in the Champions League.
- First four countries get 2 direct places in the Champions League and 1 place in the qualification round.
- Countries ranked from 5th to 8th place get 2 direct places in the Champions League
- Countries ranked from 9th to 15th place get 1 direct place and 1 place in the qualifications round.
- Countries ranked from 16th to 27th place get 2 places in the qualifications round.
- All the rest get one place in the qualifications round.
The team that wins the Champions League secures a direct place for the next seasons Champions League.
The Champions League is made up of a qualification round and two group stages. Teams that win their brackets in the qualifications round progress through to the first group phase.
The first group phase is made up of 8 groups with 4 teams per group. Only one game is played against each of the teams, and only the first two teams progress through to the second group phase, while the last two teams are eliminated. The two teams that progress to the next phase will make a new group with another two teams that have qualified from another group. The two teams that come from the same group will not play against each other again because the result from their game in the first group phase will be carried over into the second group phase.
This is why it is important to try and win all the games in the first group phase!
In the second group phase another two games will be played (one with each new team) after which the first two teams will progress through to the Playoff phase and the last two teams are eliminated.
Eight teams’ progress to the playoff phase and after three playoff rounds the Champions League Winner is crowned! Only one game is played per round in the playoff phase!
We have 6 different facilities in MBT that have very different uses for your team and your players, and here they are:
- Medical Center
Medical Center is a facility in which players are treated in order to recover faster from their injuries. It has 3 levels and each level varies from the other depending on the number of players it can accommodate, the speed in which a given player can be healed, as well as the maintenance cost.
- Medical Center Level I has room for ONE player to receive the finest medical treatment, it helps speed up his recovery and the cost per player depends on the League you play in.
Medical Center Level II has room for TWO players to receive the finest medical treatment, it reduces their recovery time by helping them recover even faster. The cost per player depends on the League you play in.
Medical Center Level III has room for THREE players to be treated by the most excellent doctors and help them recover from injury the fastest. The cost per player depends on the League you play in.
- Youth Academy
Youth Academy is a facility where your scout usually resides in and where you can promote your rookies once a week.
- Rest and Recovery Center
Rest and Recovery Center is a facility used to help your players recover from fatigue faster. It has 3 levels and they all differ in capability and maintenance costs.
- Rest and Recovery Center Level I has room for ONE player to recover and lose 5 fatigue every day; its cost per player depends on the League you play in.
- Rest and Recovery Center Level II has room for TWO players to recover and lose 5 fatigue every day; its cost per player depends on the League you play in.
Rest and Recovery Center Level III has room for THREE players to recover and lose fatigue every day; its cost per player also depends on the League you play in.
- Training Center
Training Center is where all your players train their skills and improve them. It has 3 levels and every level has its maximum which a player can reach when training and improving all the skills. Besides the difference in skill levels, they also have a difference in maintenance cost, the higher the level the higher the maintenance cost.
- Training Center Level I is a starting-level facility that gives your players basic conditions for improving their skills. Players can improve their skills up to 18.
- Training Center Level II is an intermediate-level facility where your players can develop their abilities and further improve their skill level. A player’s skill can be trained up to 24 in this facility.
- Training Center Level III is the highest-level training facility where your players can improve every aspect of their skill and develop their skill to the maximum, which is 30.
- Entertainment Center
Entertainment Center is a facility used to help players improve their form. It has 3 levels and they all differ in capability and maintenance costs.
- Entertainment Center Level I has room for ONE player and it increases the chances for the form of the player to stay at the same level; it also increases the chance for his form to increase by one level. At the same time, the chances for his form to drop are diminished. The cost per player depends on the League you play in.
- Entertainment Center Level II has room for TWO players and it further increases the chances for your players’ form to increase as well as stay at the same level, but it completely removes any chance for their form to drop. The cost per player depends on the League you play in.
- Entertainment Center Level III has room for THREE players and it has the highest chance for your players’ form to increase. It also removes any chance for your players’ form to drop. The cost per player depends on the League you play in.
When you start playing MBT you get a starting Arena with 500 seats, you can increase your Arena’s size by building seats or decrease its size by demolishing seats. It is very important to follow the size of your team’s fan club and how full your Arena is every game before changing its size because every seat has maintenance costs so an empty seat is just an added expense.
Fan club is the number of fans your team has and that you can count on to come watch your matches. When you win matches your team’s Fan Club increases, but when you lose matches your team’s Fan Club decreases and less people come to watch your matches. When you play games, the size of your opponent’s fan club maters as well, because they will also come to support their team. Additionally, when you play friendly matches with teams that have a bigger fan club you ensure higher income from tickets.
Important to note is also that the ticket price is not the same for all seats because there are different seat tiers.
I Tier of seats has 2000 seats and the ticket price is 30$ per seat, they are the highest paying tiers because they are the closest to the action.
II Tier of seats has 3000 seats and the ticket price for this tier is 25$ per seat.
III Tier of seats has 5000 seats and the ticket price for this tier is 20$ per seat.
IV Tier of seats has also 5000 seats and the ticket price is 15$ per seat.
V Tier of seats has 5000 seats as well and the ticket price is 12$ per seat.
VI Tier of seats is the final tier and it does not have a fixed number of seats! The ticket price per seat is 11$.
Maintenance costs per seat are the same for all tiers and they are 10$ per seat!