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What changed in Dawgin, who helped, and what we know is broken.

Ruleset 64 · Rules

Ruleset 64

Nothing about the game changes here. You can now sign in, or create an account, with Google, and a session stays signed in for thirty days instead of two hours. An account made this way needs no password and no confirmation email, because Google has already confirmed the address. No rule, match, table or result is affected.

Ruleset 63 · Rules

Ruleset 63

Players have faces. Every squad list, profile, club page and market listing now shows a portrait, drawn from a pool of 2,880 identities by the player’s own seed and his country’s appearance mix. Appearance decides nothing: not ratings, not development, not wages, not scouting. No rule of a match changes.

Ruleset 62 · Rules

Ruleset 62

The world can now be created: eight named clubs, ninety-six generated players, contracts at the published wage curve, seated AI managers and a full schedule arrive with one command. No rule of a match changes.

Ruleset 61 · Rules

Ruleset 61

Nothing about the game changes here. Administrators now confirm a second factor, a code from an authenticator app, before the admin area opens, and every account can turn one on from its settings. No rule, match, table or result is affected.

Ruleset 60 · Rules

Ruleset 60

Nothing about the game changes here. Feedback and bug reports get a screen, a ticket number and a status you can follow, and the rate at which reports may be filed is now a published limit: ten a day, or three while an account is under a week old. No rule, match, table or result is affected.

Ruleset 59 · Rules

Ruleset 59

Nothing about the game changes here. Somebody who manages a club in any world can no longer be given a moderator, operator or owner role, and somebody who holds one of those roles can no longer take a club. An administrator does not play in a game they moderate. Support is unaffected, and so is every rule, match, table and result.

Ruleset 58 · Rules

Ruleset 58

Nothing about the game changes here. This version is about who runs it: the four administrative roles now say in one place which actions each may take, world creation refuses the calibration-only speed profile on a live server, and the record of who held which role is added to what an account deletion keeps. No rule, no match, no table and no result changes, and no club or manager is affected.

Ruleset 57 · Rules

Ruleset 57

The transfer market opens to managers, and this version is the price list that comes with it. Withdrawing a listing is free until somebody bids, then costs two per cent of the price you asked for, and is refused in the last hour before the auction closes. You are told which of the three applies before you press anything. There are also limits on how quickly bids and listings can be made, which exist to stop scripts and which no ordinary session will meet. No club decides anything differently, no match, table or result changes, and an AI club is unaffected by every one of these.

Ruleset 56 · Rules

Ruleset 56

Nothing about the game changes here either. This version adds the rules for what happens to your account if you ask us to delete it, what goes, what stays because other managers played those seasons too, and what stays with your name taken off it, and how long a copy of your own data is kept once we have made you one. You can read the whole of it before you register. No rule, no match, no table and no result changes.

Ruleset 55 · Rules

Ruleset 55

Nothing changes for you in this version, and that is the whole of it. What it adds is one number the game measures itself against: how much better off a club with a real scouting department has to end up than a club with none, once the players they signed have been at the club long enough for everyone to see who they actually were. Paying for scouting has always been worth something; this is the first version that says how much, so that it can be checked instead of assumed. No rule, no match, no table and no result changes.

Ruleset 54 · Rules

Ruleset 54

The other clubs start trading. Every club run by the game now looks at the market each day: it bids for players who would improve it, stops at a maximum it works out for itself and never goes past it, signs free agents when it is short at a position, and once a week puts up players it has too many of. No club will do more than four deals in a season, so squads change without churning. A club will not react to a new auction the instant it opens, it takes anywhere from two to eighteen hours to notice, and it will never sell you a player for less than it would pay for him. If a manager leaves a club with bids of over 25,000 standing, those bids are held for a day for whoever takes over, with the money still set aside; nobody claims them and they are cancelled and refunded. This version changes no match, no table and no result.

Ruleset 53 · Rules

Ruleset 53

The market gets its brakes. A player you sign cannot be sold again for a week, and when you do sell, the selling club pays a tax that is much steeper the sooner you resell: nearly half the fee after a week, settling to eight per cent once you have held him for a season. That money is destroyed rather than paid to anybody. Two clubs can only do three deals with each other in a season, whichever way round, and a bid in the last five minutes pushes the close back five minutes so an auction cannot be sniped. Prices far away from what a player is worth are recorded for a moderator to look at; the sale still goes through. This version changes no match, no table and no result.

Ruleset 52 · Rules

Ruleset 52

The transfer market gets its foundations. Players can be put up for auction with a reserve, bids are recorded with a minimum step between them, and money behind a bid is held aside the moment you place it, so the same funds can never back two auctions at once, and being outbid frees them again immediately. Nothing is on screen yet and no player changes club: this version changes no match, no table and no result.

Ruleset 51 · Rules

Ruleset 51

Money moves. Your club now earns a gate on every home match, sponsorship, merchandising and a league share every week, and prize money when the season ends, and it pays wages, staff, upkeep and, if it outspends its cap, a luxury tax, every single evening. A club that runs out borrows automatically and pays interest until it repays. Your arena no longer sells out by default: how full it is depends on how popular you are, how you have been playing and who is visiting, and a thin crowd is worth less to your team on the floor.

Ruleset 50 · Rules

Ruleset 50

Your club now writes to an inbox. Match results, squad news and the events around the club arrive there as they happen, a training report lands every seventh game day, and coming back after half a day away gives you one summary of what your assistant did and what your delegation level held back for you. Nothing about a match, a season or a table changes.

Ruleset 49 · Rules

Ruleset 49

Every manager you play now has a permanent record against you, and you against them: wins, losses, margins, streaks and the last five meetings, kept per manager rather than per club, so it follows both of you when either changes job. It appears on their profile and on the report of a match you managed, and it counts only the games you were both in post for. Records for matches already played are built from the fixtures that produced them, so nothing is invented and no result changes.

Ruleset 48 · Rules

Ruleset 48

Club pages and manager profiles can now be read by anyone, with no account and no sign-in, and a link to one keeps working when you paste it somewhere else. A club page shows its squad in rating bands, never exact numbers, and never anything about money; a profile shows a career and hides whatever its owner has chosen to hide. Pages are held by a cache for five minutes, so a result can take that long to appear on one. Nothing about a match, a season or a table changes.

Ruleset 47 · Rules

Ruleset 47

The squad, lineup and tactics screens are open. Orders scoped to one match stop being editable fifteen minutes before it starts. Your standing orders stay open and apply to the next match after that. Five more player composites are computed so that every tactical control can tell you what your own squad has. No completed result is recalculated.

Ruleset 46 · Rules

Ruleset 46

Your assistant now looks after training too. When you take a club, it starts running everything for you, the side, the tactics and the training plan, and you take each of those back whenever you want to, from the assistant screen. Before this, a newly taken club trained nobody in particular until its manager set a plan, which quietly cost the squad its development. Nothing already played is recalculated.

Ruleset 45 · Rules

Ruleset 45

Nothing you can see has changed yet, and this note exists so that it is not a surprise when it does. Two sets of words were pinned down: how tired another club's player looks to you, fresh, tired or exhausted, and how sure your scouts are of what they are telling you, which is always a phrase and never a number. Both were already written into the rules; neither had been given a setting a world could carry until now. No result changes, and nothing already played is recalculated.

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