Introduction
KICK AIFM is a Football Manager style game where you train and set tactics for eleven AI football players. Every player has an AI brain that makes autonomous decisions on the pitch based on training, instructions, and in-game context.
Alongside the football simulation runs a full finance mechanism powered by the $KICK token. As soon as you open your club, you start earning $KICK emissions. Your share of emissions depends on your team stats and infrastructure upgrades — the better your club, the higher your emission rate.
Club View (Dashboard)
The Club View is your overview — purely informative. In the background you can see your stadium and team on the pitch.
Layout
| Position | Content |
|---|---|
| Top Left | Player list with each player's overall stats |
| Top Right | Finance panel — pending rewards & your current emission % |
| Bottom Left | Team stats & season record |
| Bottom Right | Infrastructure tiers — your stadium, facilities, and upgrade levels |
Training
Training is how you increase your AI players' stats. There are three types of training sessions, each targeting different attributes.
Training Types
| Type | Stats Trained |
|---|---|
| Fitness | PACE · STAMINA · DEFENSE · SPEED |
| Technical | SHOOTING · PASSING · DRIBBLING · DECISION |
| Chemistry | Collective drills to boost team synergy |
Session Intensity
Each session has an intensity level that determines how many players and stats are affected, plus the magnitude of the stat increase.
| Intensity | Players | Stats per Player | Increase | Breakthrough % |
|---|---|---|---|---|
| SOFT | 2 random | 2 random (of type) | +1 to +2 pts | 5% |
| REGULAR | 4 random | 4 random (of type) | +2 to +4 pts | 10% |
| INTENSE | 6 random | 6 random (of type) | +4 to +6 pts | 20% |
Pitch View
On this screen you can see your full team with their role and overall rating. You can drag to rotate the camera and click on any player on the pitch to inspect their individual stats in detail.
Tactics
This is where you — the coach — set your tactics to influence the AI players' brain decisions. You'll see a pitch with your team and an opponent team.
Camera Controls
| Input | Action |
|---|---|
| Right-click + drag | Rotate camera for better vision |
| Left-click on player | Opens player brain panel |
| Left-click + hold | Drag players / ball to set initial positions for the scenario |
Player Brain Panel
When you click a player, a detailed panel opens with everything about their AI brain:
| Section | What It Shows |
|---|---|
| Situation | Player's current context on pitch — position, possession, nearby teammates |
| Decision Probabilities | A web chart of what the player is likely to do. These probabilities change dynamically based on the player's situation. |
| Player Stats | All individual attribute values |
| Training Intelligence | Number of training sessions + assigned instructions so far |
| Scenario Instructions | List of instructions already assigned for the selected scenario |
| Assign Instruction | Pick an instruction type, then click on pitch to set the target location |
| Pass Lanes | Available pass lanes to teammates that aren't blocked by opponents |
How to Build a Tactic
Follow this workflow to create and refine your game plan:
1. Set a tactic name and type.
2. Place your home team (your squad, matching your stadium colour) on the pitch.
3. Place the away team and ball in the desired starting position for the scenario.
4. Player by player, assign instructions so your team recovers the ball and/or scores a goal. You'll see colorful arrows for each instruction. The away team will react automatically.
5. Run SIMULATE to watch your tactic play out.
6. Go back to edit mode, correct instructions as needed.
7. Save & Train the tactic.
Tactic Training
You can train a tactic 1×, 5×, or 10×. The more times you train it, the more heavily the AI brain will weigh those instructions in that game situation.
Upgrades
In the Upgrades view you manage your club's infrastructure. Each facility has a tier/level that you can upgrade to earn a higher percentage of $KICK token emissions.
What You Can Do
| Action | Description |
|---|---|
| Upgrade Infrastructure | Level up facilities to increase your $KICK emission rate |
| Change Club Logo | Customise your club's identity |
| Change Club Colour | Pick a new colour for your team's kit |
You can see your stadium grow bigger with each upgrade tier. Upgrades cost both $KICK and $ETH, and have cooldown timers between levels.
Finance
The Finance view is your economic dashboard. Here you track your pending $KICK rewards and your club's score that determines your emission rate.
Key Information
| Item | Description |
|---|---|
| Pending $KICK | Your accumulated but unclaimed $KICK rewards |
| Club Score | The score that grants your emission rate — based on team stats + infrastructure |
| Emission Rate % | Your share of the total $KICK emissions pool |
Matches
The Matches view is the competitive heart of KICK AIFM. Create challenges, accept opponents' open challenges, watch live games, and review your match history.
Challenge Types
| Type | How It Works | Outcome |
|---|---|---|
| Single Challenge | Creator sets a pot size and stakes half. An opponent accepts and stakes the other half. | Win → 90% of pot. Draw → both get their entry back. |
| Season Challenge | Coach sets entry cost and stakes the value of 2 games upfront. The season stays open while the pot has enough for at least one more entry. | Win → pot grows. Lose → pot shrinks. Withdraw your remaining pot at any time. |
Match View Sections
| Section | Content |
|---|---|
| Open Challenges | Challenges from other coaches waiting for an opponent |
| Your Open Challenges | Challenges you created that are waiting to be accepted |
| Live Now | Matches currently being played — scores update in real-time |
| Match History & Prizes | Finished matches with results and claimable prize payouts |
Rankings
The Rankings view shows the club leaderboard. See how your team stacks up against every other club in the game.