You will be able to log on just after your registration is confirmed (unless there are no free teams in the country). You will have your team created, so you will be able to set up the squad, set training, watch matches and so familiarize with Sokker. However. until an admin fully accept your application, you will have limited rights, and won't be able to do the following:
-write in forum or vote in forum polls.
-sell, buy or advertise players.
-bid on trainers.
-vote in elections or candidate for NT.
-bet on match in TV Studio or write comment.
-join as friends of other users.
On rare occasions, your country’s leagues may be full. This may lead to a slightly longer wait. However, please be patient as all leagues are continually reviewed to make room for new teams and expanded where necessary. Expansions usually take place during the off season.
The team which you apply for must be in the country you currently reside in, unless your country is not available in Sokker. If you are from a country other than the one you're currently living in, and want to create a team within this other country, you must contact an admin.
Please follow fair play rules in Section 2. For example, if you believe that you share in IP address with another user, please email an admin at firstname.lastname@example.org
Newly registered users will receive 2 days of trial plus immediately after given a team and 2 more days after a month. Trial plus users will not be able to create associations or friendly leagues or to add articles or guestbook entries.
Trial plus will also be active for all users on 25th December every year.
Your Sokker account can be deleted for a number of reasons:
- Your team has exceeded the bankruptcy limits for a period of over 14 days.
- Your account has been blocked due to failure to follow the fair-play rules or forum rules as stated in section 2.
- You have not logged in for 50 days (when a country is almost full, this can drop to a minimum of 15 days of inactivity in the lowest leagues of that country. In such cases, Sokker staff will inform you about this in forum of your country). Please note that if your account was deleted for inactivity but your team still exists (that is: it was not replaced by a new team) you may contact an admin to see if you can recover your team.
In each case, if you would like to rejoin Sokker, you will be allowed to register one more time. You must wait for a period of 50 days from your last log in before doing this.
When you invite your friend to join Sokker you can tell him to fill out your login ID during the registration process or just send them a link as below:
You will receive 30 days free Plus every time a user that you have invited buys plus for the first time! If you already have Plus, your subscription is extended by 30 days.
As an user you are obligated to obey the following major rules. In the game it is forbidden:
- to own or to control more than one team
- to sell or to hand over a team to another user (no matter if he was already playing in Sokker or is a new user)
- to have a team in a country other than the country of nationality or habitual residence. In case of registering from a different country or coming from a country not included in Sokker database, please explain it by writing to email@example.com.
- to transfer any player between the teams that use the same IPs or that log from the same computer
- to help other teams by bidding intentionally on their players above the market value
- to transfer players over their fair market values
- to hack another user's account and to try to obtain other user's password
- to use programs that may be dangerous to Sokker
- to post or present material that is designated as illegal on this family-oriented site (i.e. to present any racist, fascist, or pornographic material, presenting illegal programs or the material breaking software licenses/copyrights) or causing potential harm to another user's computer (i.e. containing viruses, harmful behavior, etc).
- to use any encountered errors in Sokker to one's own needs (every traced bug should be reported to the admins)
- to break the Rules of Sokker Manager or the Forum Rules stated elsewhere
SHARING CONNECTIONS OR COMPUTERS WITH MORE THAN ONE USER
It is absolutely forbidden for any user to manage more than one team. This is one of the most important rules in Sokker.
With registration/permission, administartors may allow multiple different users to created teams from the same IP connection or PC (i.e. siblings in one household or friends in dorm).
To register your team and recieve permission to share an IP connection or PC, you need to send e-mail to firstname.lastname@example.org, with a description of the situation to justify the request and including ALL team names and user names that will be sharing the computer or connection. This e-mail should be sent BEFORE registration. If you forget about this condition then you may be punished based on the reasonable of suspicion a user having multiple teams.
IN ALL CASES, even with registration and permission to share a computer or IP, ANY TRANSFERS between users who have EVER shared an IP is illegal.
Violations of these rules of Sokker, including the major rules above and breaking the registration rules above (such as attempted registrations for multiple teams), will be punished with penalties up to removing the user from the game.
SHARING OF TEAMS / LOGGING IN AS OTHER USERS
Teams in Sokker are to be controlled by one user and not shared or logged into by other people
- In extreme situations where an owner is not able to log into their team for an extended period and a clear need for maintenance of the team (ie months for military service or hospitalization), admins may be contacted (email@example.com) to make an exception to this rule for a specific period of time.
- In the case that an exception is made, the person "sitting" for the other user may ONLY set match orders (based on previously created tactics by the normal manager) and reject and pull juniors.
- The sitter cannot bid on or sell any player (except selling juniors), post or send any message, or make any action meant to harm or give advantage to any team.
- In the case that the owner is also the NT coach, the permission should be know publicly and may only include the actions needed to let the NT play their matches. Alternatively, admins could set up a new NT elections if necessary.
- The owner will have to change the password after he is back in control of the team.
- No team may ever sit for a team in the same league as they are.
SOKKER STAFF AND PUNISHMENTS
To supervise the game, the owners (developers) of Sokker have appointed the Game Administrators. Their purpose is to support other users, to enforce the rules and guidelines of the game, and ensure safety and appropriate registering of user accounts. Administrators are given powers to take steps to punish users who have broken the rules of Sokker. At their discretion, Administrators may:
- put a financial fine for user's team
- give a user the last-chance warning ("yellow card") - meaning giving him the last chance to play honestly in the game
- block the user's account (including disallowing any further return of the user to the game)
- put on user other sanctions, which haven't been specified yet.
Administrators have rights to use or combine those means in order to ensure fairness and safety in the game.
Administrators reserve themselves rights:
- not to reveal the details of their work or decisions to the users
- to ensure secrecy and limiting the access to the information that may affect the user, whose case is already been analyzed
- to adjust or settle manually the transfer price, if the value paid is/was far from the market value (i.e. overpriced or suspicious)
- to fine or block permanently a user's account if he spams other users or insults/uses vulgar vocabulary towards other users (including the private messages).
- to block the user's account for every suspicion of controlling more than one team (noticing the Administrators about the common loggings would be set aside here)
- to ignore all appeals for data recovery (players, stadium, trainers, juniors) if the account hasn't been properly secured (i.e. password was shared with others, was saved in browser on public computer) or that has been made by user's mistake. Other cases (i.e. hacking users accounts) may be restored if possible.
- to ask user for his real life identity, in case of security or game fairness concerns
Administrators will not generally perform the following actions, but reserve the right in extreme cases:
- to interfere in cases of not bidding a certain players on agreed price - those are the matters of the mutual agreements between the seller and the buyer and are not supervised by Sokker staff
- to remove any player from the transfer list at the request of the buyer or the seller or others
- to remove any player from the transfer list because they were listed by an emotional action of the owner
- to login on user's account without being granted user's permission (for example, to remove a racist newspaper article in the page of an idle or banned user)
Each issue will be evaluated on its own merit, taking into account general practices to ensure fairness. This may result in increasing or decreasing the penalty for certain transgressions, at the discretion of the Administrator.
Do not contact with Administrators from accounts of other users. If your account was blocked, the only way of contacting Sokker Staff is writing to firstname.lastname@example.org. In all other cases, if you need to contact an Administrator, we kindly request you contact no more than 2 Admins. Please check who is online, send sk-mail to up to 2 of them, and wait until the sk-mail has been read.
Every case not described in the rules will be handled by Game Administrators.
Administrators are supported by Forum Moderators. Moderators examine forum discussions, news postings, guestbook entries, logos and team names, and all the public activity of the user to keep all discussions on the cultural and non-offensive level. If Moderator notices that a user is breaking the rules, he has the right:
- give a warning
- block the forum access
- ask Administrators to punish the user more severely (up to fines and/or blocking his account).
The specific forum rules are available on the Forum Statute, available via link at the top of the main Forum page.
The decision on ANY punishment (by a Moderator or by an Administrator) is at the discretion of the Moderator or Administrator, and is not open for public debate or discussion. In the case of any questions, the user may raise the issue for final review and decision by emailing to email@example.com. The decision of the admin or admins who review that case is then final.
Ignorance of the rules will not be acceptable justification for breaking the rules.
Teams that are about to declare bankruptcy (account balance less than -500 000 $) will be able to log on for 72 hours from the last log in.
This is to allow them to correct their bank balance - sell players, sack coaches etc. After 72 hours they cannot log in again, until the account balance improves sufficiently (account balance more than -500 000 $). If their account balance goes over that amount, they will then be able to log in as normal. However, if the account balance remains below -500 000 $ for a period of 14 days, the team will be formally bankrupt as described in the Account Management portion of Section 1 above.
Determines how fast the player is. This impacts the speed a player runs after the ball, and speed of movement with the ball. Faster players have a better chance of running away from the opponent, as well as catching him. Additionally keepers with a higher pace skill are more effective at challenging strikers.
This skill determines the accuracy of player’s passes (both kicks and headers). The accuracy means both the right direction and power, so that the team-mate will be able to receive the ball as easily as possible.
Players with high playmaking skill make their decisions who to pass to quicker, as well as choosing the best positioned player to pass the ball to. If your player’s playmaking skill is poor, he may start to look around for someone to pass to causing him to lose pace and therefore will be easier to tackle. Higher playmaking skill also increases a players ability to make running passes.
The higher the defending skill, the greater the chance of tackling an opponent, and the greater the distance from the opponent that a defender will be able to make a tackle. This is the skill most desirable for defenders. However both the midfielders and strikers may, thanks to their high defending skills, create an opportunity by intercepting the ball from opponent in his half. Whether a player is able to make a tackle or not is also dependent on the other player's technique. The greater their technique, the more chance they have of dribbling past the player.
Determines the accuracy and the force of kicks. Players with higher striker skill mis-kick the ball less often (e.g. sending the ball high over the bar) and their strikes are more difficult to save. This skill is important for all players that are likely to have a striking opportunity, not just forwards.
Many of the game aspects depend on technical skills.
- skill of controlling a pass; a player with a low level of technique may fail to control even the simplest balls.
- pace of dribbling; players with poor technical skills significantly lose pace whilst moving with the ball
- skill of passing a defender with a one on one duel and controlling the ball during a feint
- chance of mis-kicking while trying to make a one-touch pass.
This skill is only useful for keepers. It determines effectiveness of saves and their quality. The higher the skill, the more often the keepers catch the ball or clears it cleverly (away from the strikers).
During the match, the players get tired. When this occurs they become less accurate as they lose some of their skills. Only playmaking remains unchanged throughout the match. The degree of fatigue is not directly dependent on length of play but on the activity of the given player. The more he runs and participates in the game the more he gets tired. Players with higher stamina will suffer less fatigue than others. Also be aware that untrained stamina goes down in time.
Additional players’ parameters
Determines whether the player can take advantage of his skills in full. Players that are out of form will perform worse than they would if they were in a higher level of form.
It reflects how accurately the player will follow the tactic during the match. Tactical Discipline is based on two subskills: Experience and Team-work.
Experience is gained by playing matches. The experience level depends on the number of matches played, the percentage of activity during the matches, and the type of the match (friendly, official, national team). Players at lower levels of experience will increase the skill faster than players with higher levels.
Depending on their experience level, defenders could slightly block, or at least slow down, their opponents while running to the ball. However, they will not be able to block while heading duels.
- Represents how well a coach can teach tactics and how much the player has learned with that club
- Changes during training each week like other skills, independent of the training type selected. The growth depends primarily on head coach's general appraisal. This means that it could even drop if you change to a coach with lower general appraisal.
- Depends on time played in week matches like any other skills
- Assistants help to increase team-work, but their influence is lower than on other skills
- Older players' team-work increases and decreases in slower (they are more "change resistant")
- After every transfer, team-work of the transferred player drops down to the lowest value
Hidden ability of the player to enhance his skills. Determines the efficiency of training for both a first team player and a junior training in the sub junior school.
After each season your players get older by one year. Younger players enhance their skills faster. As a player approaches his 30's, his skills may begin to gradually deteriorate. The older a player the faster the deterioration.
Approximate value of the player dependent on his skills. This value does not represent the market value for the player if he is sold.
Specified in the contract weekly wage, also dependent on player’s skills. At the beginning of each season, the contracts are renegotiated and a new wage is determined.
Taller players will have better chances to win aerial duels when heading the ball. However, shorter players will be quicker in speeding up from a standing start (maximum speed will still be the same for players of all heights and is dependent on actual pace skill).
Player weight is visible in the 3d match viewer along with height, with taller players appearing taller and heavier players being bigger than lighter ones.
If a player is too light, they will speed up slower, as they have a lower muscle mass. In addition a player with a high weight will speed up slower, as they are too heavy. Heavy players will tire more quickly, compared to lighter players. The weight of a player will change depending on training, matches played and injury, although this has not been implemented yet.
Weight is calculated using Body Mass Index (BMI), which takes weight and height into consideration, where;
BMI = weight / (height*height)
The ideal BMI for a Sokker player is set to 23.75.
If a player is not up to scratch, and you believe he isn't worth transfer listing, you may sack him. If you sack a player, they will no longer play for your team and will not be available for any other teams either. They effectively will have left the Sokker World!
Players that are current members of a national team cannot be sacked. Players who are not on a national team may still be sacked, even if they are of NT-caliber quality.
NT players from bot teams will be released to the transfer list (if they are active national squad members and have played at least once for that team) prior to a new user being allocated the team slot with a new set of players.
Your coaches enhance players’ skills during training sessions and take care of the junior team.
Each coach is graded in their training effectiveness for each of eight playing skills. These grades are valid solely for the head coach, as other coaches only need the general coach skill (see below). You should try and have your coach with the highest skill possible in the area that you intend to train.
General appraisal of a coach depends on the sum of his individual marks for training each individual skill. It is very important for assistant coaches - the higher their appraisals the more efficiently they help the main coach. Additionally, for your sub junior school you should select a coach with the highest possible general appraisal. The higher their appraisal, the quicker your juniors will improve. The training of Team-work is solely dependant on your coaches general appraisal, mostly based on the head coach but affected slightly by the assistants.
Generally, the better the coach, the higher the salary. At the beginning, you will not be able to afford a fantastic coach, unless you want your club to go bankrupt. The salary of the coach is not renegotiable - it remains at the same level throughout his contract with the club.
Your coach is a human being, at some moment he may finish his coaching career. Do not be surprised when your aged coach hands you his notice and leaves for well-deserved retirement in Bermuda.
Searching for coaches
When you first start in Sokker, your club will already have a few coaches. They will not be the best coaches you could possibly have; they have been kept in the club thanks to their acquaintances amongst the previous owners of the club. However, they have one important advantage; their salaries are low. You can easily sack them and look for better staff.
You can search for a coach using the coach searching form. Recruiting a new coach costs money. The more precisely you define his skills the higher the charge is. You must pay this charge, even if the search does not find a coach that fits your requirements.
A coach will arrive with skills approximately comparable to those you have chosen in the coach searching form. If he meets your expectations you can choose to accept him, contracting him to the team. Signing a contract does not involve any costs, however when a contract is terminated the coach receives his salary for the whole week. However if he does not fit your requirements you do not have to sign contract with him, you can sack him and search for another one. Sacking a coach without a signed contract does not cost anything.
Tip: Set all skills in the form to requested general appraisal when searching for assistant or junior coach (i.e. all average for an average coach).
As stated earlier, sacking a coach that you have yet to assign a role is free. However once you have accepted a coach, it will cost you a weeks wages to sack that coach. If a coach is sacked, he is added to the contract list.
Once you have accepted a coach, he is added to your team personnel and can be found in training screen under the section No Assignment. This means that the coach has been hired but has yet to have been assigned a post within your club. The posts of head coach, assistant coach and sub junior coach can be taken by any of your contracted coaches. You should therefore assign the coach to the post you recruited him to fill. You are able to swap coach assignments free of charge at any time (e.g. promote your assistant coach to head coach etc.) Any coaches that have not been assigned a role will continue to receive their salaries (even if they are doing nothing!)
Coach contract market
Coaches sacked from any club (if they were previously employed), if they wish to continue their coaching career, will go on the trainer contract list. If you wish to have one of them at your club, then you can place a bid on them. The money goes directly to the coach, his previous club will not receive any of the money.
If the auction does not finish in one week (auction winner does not finalise the contract), the auction is annulled and the winning club pays 10% of the placed offer.
A player who played in the same position (ie, as a def) twice during the week will train better than one who played in only one game. Similarly, a player who played in an official match will train better than one who just played in a friendly. If a player played in two different positions during the week, the last match counts. The benefit of playing a player with the same match order twice is small - they will receive near full training by playing 1 match. If they play only in an international, they will receive around 50% of the normal training. Players do not receive training in extra time as they are too tired.
The differences in training effectiveness resulting from player’s appearances during the week are small. A player who played in one friendly only, will have only slightly less effective training than the one from the first team line-up. The difference is even smaller for a player that played in two games instead of just one.
The hidden individual feature of each player is his talent. The more talented the player, the more he takes advantage of training and improves his skills faster. With age the ability to improve weakens, the older the player, the longer it will take his skills to improve. In addition to individual training, a general training session takes place. All players that played in the current week’s matches participate in it. The effectiveness of general training is much smaller than that of the individual training session.
The quality of both individual and general training responsibility lies mostly with the main coach. The feature that counts most is his individual skills; his general appraisal does not influence the effectiveness of training. Select a head coach who has a high ability in training the skill you have chosen for the individual training. Decide yourself how important for you, are the other coach abilities and if you can afford to pay more for a better coach.
The assistants may be helpful to the main coach improving his training effectiveness - the better the assistant (in terms of general appraisal); the more he helps the main coach. However, do not hire too many assistants. If you hire more than 3, they will argue, resulting in training being less effective, or even lost.
Note that when you substitute a player, they will only receive training according to how long they played in the match. The player must play with the same match order (def, att etc) in both matches in one week, otherwise only the last match they played will count for training (even if you are training pace). The only time when the match order does not count is with stamina training.
Training of stamina
This skill trains the quickest. All players in the team train it irrespective whether they were playing in the team that week or not. The players train with the same efficiency regardless of age and talent. However, untrained stamina may go down, even for younger players. The maximum Stamina that any player can reach is Formidable.
Training of pace
Pace is trained by all players that played at least once during the week, regardless of position. Although this is similar to stamina training, pace is a physical training and thus its effectiveness depends on both a player’s age and talent.
Training of striker
Strikers (ATT position) train most effectively, a bit slower the midfielders (MID) and to a little extent, defenders (DEF) and goalkeepers (GK).
Training of passing
Passing is most effectively trained by midfielders (MID), the remaining positions train slower. If you want to enhance the effect of training passing for other positions, you can do so. However, it will result in decreasing the effect of training for midfielders.
Training of playmaking
The training of playmaking is similar to that of passing. The position that profits most from this type of training are midfielders (MID). Similar to training passing, you can also enhance the effectiveness for another position; however, it will also result in decreasing the effect of training for midfielders.
Training of defending (tackling the ball)
You can select the position that will train defending most effectively during the week, you can choose among ATT, MID and DEF. The remaining positions train slower.
Training of technique
Similar to defending, it is most intensively trained by the position selected for the current week.
Only goalkeepers (GK position) that played during the week participate in the training.
Tactical Discipline increases/decreases independantly from training of other skills. Experience is gained or lost based on matches played, activity in the matches, and type of match. Players at lower levels of experience increase the skill faster than players with higher levels. Team-work represents how well a coach can teach tactics and how much the player has learned with that club and depends primarily on head coach's general appraisal. Team-work depends on time played in weekly matches with that team. Older players' team-work increases and decreases in slower (they are more "change resistant"). After every transfer, team-work of the transferred player drops down to the lowest value.
Allocation of Places.
For your school you should allocate a set number of places some of which may be occupied by your juniors and some may be vacant to allow new juniors to come to the school. Every place generates some expenses in a weekly basis (see chapter 18). The maximum number of places that could be allocated is 30. Every week new players may join the school, provided there are some vacant places. The number of new players joining the school in a week is between 0 to a maximum of 6. If the free places are not enough to allocate the applicants, some of them will be turned down, but you will never know who was rejected…They could have been a useless youth or a potential star for your team.
Your Junior Players
Junior players will stay in the school a number of weeks to be coached. Within the junior school you can see the preferred position of a player (outfield or goalkeeper), age, general skill level which is estimated by your junior coach, and the number of weeks he will stay in the school, but you don't see individual skills as they remain hidden. If you want to know approximately the skills distribution before the junior is promoted, you will have to play him in junior matches, and verify his aptitude on various positions. When the junior is ready to join the first team, you can promote them to the first team, where you will be able to see exactly what skills the player possesses.
The Juniors’ Coach
You need to assign a youth coach to ensure that your juniors are trained. His general appraisal will determine how quickly the juniors will improve their skills. He will also decide when a player is ready for testing in the first team line-up. Your junior coach’s general skill decides on how accurately the general skill of each junior is estimated. The higher the coach level, the more exact the junior level determined. Also, the more matches your junior plays, the more adequately the coach knows his total skill and shows it to you.
The distribution of individual skills is set for each junior when he comes to your junior team; each individual skill grows proportionally with the overall skill when your junior trains each week. Their talent and the coaches general efficiency determine how fast they develop and whether they will be valuable players after leaving the school. Whether a junior plays or not in a match does not affect his training - he always will get full training.
The Juniors’ Matches.
The juniors matches are alike the senior matches with the same rules. The players use their hidden skills to play but their pace is slightly incremented to make the matches more entertaining. Also they play as his form is at superdivine level. Juniors cannot be injured after the match i.e. if they are injured during the game they will make a speedy recovery directly after the game is finished. Yellow/Red cards and goals are not recorded either.
A new junior team always joins the lowest division in the country, irrespective of the division the senior club is playing in. Junior league levels is exactly the same number as the number of senior leagues. The junior divisions are not divided into 8 team leagues - all teams from each junior division level compete in same league (so same league table). Every week the rounds are generated randomly. The league table is divided in half, top half teams play each other, lower half league teams also play each other. The team who plays home is decided randomly, and the tickets income is entirely given to the home team. In the lower league there is a potential where there is an odd number of teams, so the same team may not get a match in the next round. This is counted and therefore if you find your team with a free week you will definitely have a game the following week. Junior league matches do not affect your team ranking, however, it does affect supporters mood, but several times less than a friendly senior match. You can also expect a lot less supporters turning up to the games in comparison to your senior matches.
Promotion And Relegation
Each junior season has 14 rounds, just like the senior teams season. After all the rounds are played the top junior teams automatically qualify to higher league. The maximum size of each junior division is the equivalent of the senior division. The number of teams promoted from and relegated to a lower division is always 50% of the maximum size of the division. However if the division is not filled, the number of teams relegated would be as small as possible
For example, if there are 32 teams in IInd league, 16 team are relegated and 16 can be promoted from lower division. But if in the IInd league there are only 20 teams, so 4 teams are relegated and 16 teams are promoted from IIIrd (4 teams in place of relegated teams and 12 teams on free places).
If a junior team gives walkover two weeks in a row, it will be removed from the junior league.
Placing a player up for sale involves a transfer fee of 2.5% of the starting price. After the transfer, the seller has to pay tax of 5% on the received price. If the player is not originally from your team and is aged 23 or under, then a further 5% of the received price will go to his original club.
After being placed up for sale, the player remains on the transfer list for two days unless he is withdrawn by his employer. Players can only be withdrawn while no bids are placed. When the bidding expires, the player will move to the club that offers the most money for him. After bidding, the player remains in his previous club until he is brought in by his new employer or is sent out by his former club owner. At that moment, the transaction is complete.
If the buyer does not bring the player in and the seller does not send the player away, it will be possible to cancel the transfer. To do this, if both individuals wait one week after the bidding has finished, the transfer will be canceled automatically, and both users will have to pay 10% of the final bidding price to do this.
Sokker includes rules designed to limit daytrading of players. Every single player could refuse the proposal of being auctioned by their team.
The chance that a player will refuse being auctioned will depend on:
- the number of matches played for the club - the less he played, the higher the chance of refusal
- the number of players put up for sale by the team within the past 2 weeks
- form of the player - the lower the form, the chances of his rejecting the transfer increase (lower affect)
- mood of the supporters - the worse, the more likely that player will agree to a move (lower affect)
The daytrading regulations exclude all players from your initial squad and youth school.
There are several ways to advertise your players for transfers:
- You may create up to 3 transfer advertisements for players to find out what type of interest in them there is within the market by clicking on "sell" on the player page and then clicking the Create Announcement button. This will enable you to start a thread associated with that player that describes him and which will be visible to any users looking at your player. In addition, the skills of players being advertised will be available to be seen by other users whether or not they're transfer listed. On the Transfers search screen, users can search for players who are under this type of advertisement (select transfer advertisements on the Type of List dropdown).
- For players who meet certain minimum requirements, you can post within the Transfer (en), Transfer Star (en) and Transfer Junior (en) forums. You can add those forums to your forum list by clicking in ->Show other forums. Please be sure to follow forum rules on what types of players can be listed and posting requirements.
- You can advertise your players in your own country's local transfer forum and the forum of the country that the player is from. For example, if you're from England and are selling a player from France, you may advertise the player in Transfers England and Transfers France but not in other local transfers forums.
You should remember the fair-play rules listed at the beginning in regards to transfers.
There are four stand types:
- Grass (standing): In each sector with grass, only 100 standing spectators are allowed by the sideline.
- Terraces: Standing places made of concrete. It is the second cheapest type of stand. There are certain regulations imposed by the Football Association, restricting the size of stands with terraces. Your stadium cannot be solely made up of terraces.
- Benches: A stand with sitting places but not as comfortable as seats.
- Seats: The more expensive and luxurious stand. Building seats is more expensive than building benches, but they can bring more spectators to see the matches as some of them expect seats to sit in when watching their team.
-Size of the supporters clubs of both teams
-Fans mood of both clubs
-Weather (roofs can help in keeping attendance on raining days)
-Stadium size and stand types.
-Fan preferences on the different types of stands.
Not every supporter likes the same type of stand. Some fans prefer seats, others benches, some others prefer terraces and others prefer to stand on the grass. If their favorite place is sold out they are likely to buy ticket for a superior stand but they will refuse to go to an inferior stand. Depending on the weather some supporter will buy a ticket only if a roof is available in his preferred stand.
You can influence the match attendance by setting the ticket prices. Notice that if you set the prices much too high fewer supporters will come, and you can expect lower income. Same if the price is much too low, more supporters will come, but not so much to compensate for such a low price. You will get the highest income if you set the right price taking into account all the factors that affect the attendance to the match.
Of course, if your stadium is small and you expect many supporters to attend the match, more than the total number of places in the stadium, you can set a higher price to get a higher income. However you don't get so high an income compared to expanding the stadium.
To set ticket prices, go to the stadium page and click on "Change price" for each stand. Ticket price should be in limit 1 $ to 250 $. The default ticket prices are shown here:
Be careful when modifying the stadium. Keep in mind that the investment in the stadium is recovered slowly, so while it may be a good investment in the medium and long term, it could be difficult to afford in the short term. A small stadium means that some income may be lost from matches but a too big stadium could mean added fixed cost to the team.
Each stadium has eight sectors. In order to modify one sector you should click “construction” on that sector in the stadium page. Then you can select the size, the type of the stands and whether the sector will be covered by a roof or not. The selected size of the sector represents the total places that will be available after the modifications are done.
After doing your selections press the “Estimate” button to get a detailed list of the cost to made the necessary modifications and an estimation of the days necessary for the works. Construction times are estimated dates provided by your builders and may vary slightly from predicted. If you want the works ready for a specific date you may need some days of margin to be safe of unexpected delays.
Be aware - the price of seats grows proportionally with the size of stand. It might be cheaper to build two smaller stands than a single bigger one. On the other hand some fixed costs apply to every construction so modifications that are too small could be not a good option.
During construction work, the sector is closed and only a small number of supporters are able to stand in the arena.
Type of grass and pitch condition
The pitch condition can affect the behaviour of the ball and also has influence in the probability of injury of the players. On the pitch, in an area of weak condition, the ball may bounce in an unpredictable direction due to the unevenness of the grass, and also may jump in a direction a player didn't want when dribbling. The probability of injury will be higher on a pitch with poor condition and lower on a pitch with better condition (condition higher than 50%).
To control the pitch condition you should choose what type of grass you would like to have in your stadium. There are different types of grass, each will have a different optimum condition depending on the quality of the grass. For example, garden grass will not reach much more than 50% of condition, so it will not be as good. The condition of the grass will gradually get weaker after each match and will need time to recover. The recovery rate of the grass will depend on the weather; it will grow best when it is not too hot and not too wet.
You can accelerate the recovery of the grass through spending money on pitch maintenance. With a high maintenance level your grass will recover quicker. You have two options to increase your maintenance level. Buying a small package will increase your level by 50%, while buying a big package will set maintenance to 100%. The maintenance level will decrease a bit every day. You should apply maintenance only when you want to quickly improve your pitch condition.
Full table of grass types and current costs:
Name: Cost to lay / Full maintenance / Half maintenance
Garden grass for home lawn: 5 000 $ / 1 250 $ / 625 $
Amateur sport and park grass: 10 000 $ / 2 500 $ / 1 250 $
Semi-professional buffalo grass: 25 000 $ / 6 250 $ / 3 125 $
Professional blue grass: 50 000 $ / 12 500 $ / 6 250 $
Finest professional bermuda grass: 100 000 $ / 25 000 $ / 12 500 $
Angel grass: 125 000 $ / 31 250 $ / 15 625 $
Grass mow and logo
You can customise what you would like your field to look like. You can choose different patterns, like vertical stripes, chequered, just blank and many others.
Plus users are also able to place their team logos with selected position and size. It is recommended to use a logo in the PNG format for a better management of transparencies.
You can change the size of your pitch, to how big (or small), you desire within allowed limits. This feature may benefit how you use your tactics. The pitch modification will cost depending on the type of grass you have. You can select any size within the following limits:
width: between 64 and 78 m. Normal: 72 m.
height: between 95 and 110 m. Normal: 102 m.
Any combination is possible.
The current mood of your fans can be found in the Office menu.
There are certain groups of supporters, some of which will not attend matches if you will not provide them with the best possible conditions in the stadium. For instance, some of them may not come if there are no covered seats for them to view the game in.
Every week the supporter club size will be updated. The amount of supporters that sign up depends on:
- Club division
- League prestige
- Opponent rank
Qualification games have more influence on supporter moods than league games.
Selection of the line-up
For each match you should select eleven players and up to five on the bench. Players with an injury lasting longer than 7 days cannot participate in a match. The players not fully cured (less than 7 days to recovery, marked as having a slight injury) may take part in the match but will play below their full capacity. A player with 3 or more yellow cards or a red card misses one official match (you will find a red card next to his name). The players not fit for playing or penalised will not participate even if you select them to the line-up.
For each player you should select their position out of:
GK - the keeper
DEF - defender
MID - midfielder
ATT - forward
This assignment determines the way a given footballer is going to play (e.g. defenders should tackle the ball rather than try to dribble past the opponent and thus leave his team in trouble if the ball is lost). Each position has a maximum number of players that may be assigned to it. These are: 1 for GK, 5 for DEF, 5 for MID and 3 for ATT. If you play more than the maximum allowed for an area (for example 6 DEF) or do not set a lineup you will lose training unless you switch to stamina.
Read the chapter ‘Training’ to find out how a given position trains.
If any of the teams assigns less than 10 players or deletes the tactics set for the match, the opposition team will automatically win the game. The footballers set as starters in the match from the winning team will train the same way as if the match had been held without substitutions.
During the match it may be necessary to replace a player on the pitch with one from the bench in the result of an injury. At that moment the player on the top of the substitution list for the given position goes on to the pitch.
Other than the lineup, it is also possible to make other orders for the match. In order to make a substitution, you need to set the minute for it to take place, and the condition in which you want it to take place in. It is also possible to set the player which you want to take a penalty kick or free kick (only in the opponent's half). You can not set the player that takes the corner.
For the conditional orders listed below, the minute will mean minute to start checking condition, not minute when condition is checked (if you set a condition in the first minute, it could happen in the 89th minute for instance as the event will be checked all game, rather than just in the 1st minute as it would have been before):
* player has yellow card
* red card or no player
* player is slightly injured
If You do not set a player to take a free kick, the free kick or corner kick will be taken by the player who is closest to the ball.
Team will receive a walkover when:
- The opponent sets less than 10 players in the match (5:0),
- The tactic is removed from the tactic editor before the game and a new one is not selected (5:0),
- If both teams lineups mean the game is a walkover, the following will happen:
* 0:0 - if this is league game,
* 1:0 - if this is cup game.
Video coverage of the match
For each match you can watch TV coverage to see how your players did during the match, see their most interesting action and find out how your tactics worked.
For navigation use the following keys:
- [Home], player names displaying on / off
- [Space], panel with keys on / off
- [left][right] arrows, slowing / acceleration of the coverage, live coverage cannot be edited
- [down] arrow, pause
- [alt] + [F4], terminate the coverage
After the match the statistics for both teams are available:
- keeping the ball, possession time counted from the moment of gaining to the moment of losing. Set pieces do not count.
- playing on the given half, the time when the ball remained on one team’s half. If your team’s ratio exceeded 50%, do not celebrate - it means ithe players mainly defended rather than attacked!
- shots on goal
- efficiency of shooting, passing and defending, calculated as an average of marks for individual moves of all players (e.g. defender tackled the ball from his opponent or just attempted to then his defending skill shown during that move is taken to the total marks for the team). What he contributes depends on his defending skills, current form and whether he was successful. Even the best players mis-kick sometimes.
Remember that the marks concern the average individual performance of your players and do not take into account the fact how your players played as a team. That depends on you, specifically from the tactics you choose.
Individual after-match player marks
Upon clicking on individual marks you can see a table with marks and statistics for all players participating in the given match. The columns indicate the following:
- The mark: general mark for the player, depending on the overall performance. The more chances the player gets to take advantage of his skills the higher mark he gets. The mark depends on position; different factors are taken into account, e.g. for forwards the most important thing is the quality of his strikes (if he had any opportunities). Player’s form determines his skills utilisation so it also influences his marks.
- Time of play minute of entering / leaving the pitch
- The number of strikes on the goal
- Off. - percentage of offensive actions - time of play when the player moved with the ball, passed it, dribbled it past opponents.
- Def. - percentage of defensive actions, the time when the player tackled the opponent or chased the player moving with the ball. Note that this factor does not have to be highest for defenders - for teams constantly attacking; the most active players are midfielders or even forwards.
Summary of the most important actions, such as:
- Shots when the ball hits the bar, post or a near miss.
- Shots when the keeper had problems with saving.
- Yellow and red cards.
The league system in each country is divided into divisions, comprising a number of teams dependent on the level of the division. At the top level, there is always one league - the most important and prestigious for the given country. Each lower division consists of 4 times more leagues than the division directly above it, and so:
Division 1: 1 league,
Division 2: 4 leagues,
Division 3: 16 leagues,
Division 4: 64 leagues,
Each league has 8 teams playing each team twice, giving 14 matches over the course of the season. The points are assigned as they are in real life leagues; so for a win, the team gets 3 points and for a draw, the team gets 1 point. The order in the table is determined based on the following (from the most important downwards):
- goal difference
- number of goals for
- the number of victories
- position in the league at the end of last season
At the end of the season, the winner of the league from the top division becomes the champion of the country.
Promotion & Relegation
The best 25% of league winners from lower leagues will promote without having to play a qualifier match. This also means that the worst 25% of teams (ranked by points, goal difference, number of goals, and position in the league at the end of last season as described above) will be relegated automatically. This means that the 8th place team is not always the one to be automatically relegated. The winners of the remaining leagues play in play-offs with the remaining teams placed 5th to 8th.
Play-off pairs are determined on the point and goal difference basis with the weakest teams from the higher leagues playing against the strongest contender. In the event of a draw, the teams play extra time or eventually penalties. The match is played on the stadium of the team from the higher league.
National cups start before the first round of a new season. The number of teams that qualify for the cup is the highest possible exponential of 2. And so, in a country with 3 divisions (21 leagues, 168 teams) the number of teams participating in the cup is 128. The national cup is based on ranking points which are used to determine whether a team qualifies for the cup and determining the fixtures for the cup. This increases the importance of friendly matches, especially for bottom league teams, as the loss of ranking points may decide whether a team qualifies or not. The national ranking page of a country shows the teams that will qualify for the cup the following season, by highlighting those not qualified with a grey background.
In each round the teams will be allocated into two baskets according to their seeding based on their previous year's ranking point as of Monday of week 15, with the 1st basket containing the "strongest" 50% of teams, and the 2nd containing the "weakest" 50%. Once this is done, the pairings will then be random - i.e. any team from the 1st basket could play any team from the 2nd basket.
The teams play one match only, at the stadium of the weaker team. Matches are played in the cup system, with extra time and penalties if necessary.
The top teams of each country in Sokker will take part in the Sokker Club Champions Cup. The total number of participants in the Champions Cup is 128 teams.
All of the League Champions from each country (that already have a national team) will participate in the Cup. The total number of participants is completed by the National Cup winners from the countries that have the highest national ranking. Where one team wins both National Championship and National Cup, then the Champions Cup place moves down to a National Cup winner from the next country in the national ranking.
This competition is based on a knockout system similar to the national cups. The draw shall be seeded based on the teams current ranking.
The teams that did not qualify for the cup or have been already eliminated have additional time in mid-week. They can join one of the friendly leagues (if such exist) or agree with another team to play a one-off friendly. The match can be played using the league system (without extra time and penalties) or using the cup system. If you want to invite a team for a friendly, go to their team page and click on "Match Invitation" where you will be able to invite the team and select what type of friendly you would like, but also where you would like to play it. Alternatively, if you go to your Office and click on "Friendlies", you will be able to publish a friendly advertisement or search for friendly advertisements from other teams.
Only Plus subscribers can start their own friendly leagues; however, every manager can join one of the existing leagues.
The founder is allowed to set up only one friendly league. The application for setting up a league can be found in a “Friendlies” file in the Reception.
The founder determines the following:
- when the league begins
- which of the submitted teams would take part whether the second leg round would be played
The founder is not allowed to give up playing in his own league, he may not activate it or simply delete it.
The moment the league is set up, the teams can be submitted to it. The founder invites the teams he selects for his league. Once he’s decided that the list of the teams is complete and is willing to start the league in the first possible term, he approves the league.
The league can be approved under the following conditions:
- The number of teams is not odd, not less than 4 and not greater than the given Max. number of teams, dependant on the number of weeks left until the end of the season.
- All teams selected for the league do not already have a friendly or cup match booked.
A League approved between Thursday and Sunday, will kick off the following Wednesday, the calendar would be drawn on Monday. Between Monday and Wednesday, you can create a new league or join one of the inactive leagues; however, you can not approve/activate your league.
The status of a league that has not been approved remains unchanged. It can be activated in the following weeks or can remain inactive forever.
A friendly league that has finished the tournament becomes inactive again, so you can start a new round, invite new teams etc.
Arcade matches are a type of friendly match possible between two Plus users. These can be played each day except on Wednesdays or any day where an official match is played (e.g. league match). Arcade games are purely for fun and have no effect on Sokker reality; injuries and cards are not carried forward after the game, and the matches have no impact on training. However arcade matches will impact on your clubs ranking. All players are available for selection during arcade games, even if they have acquired an injury or red card.
- Medical check-ups of the injured players.
- Revision of building works on stadiums.
- Value of players are updated.
- The weather forecast for the given day is published.
- Pay day for salaries and stadium costs.
- New youths may join the junior school.
- Weekly money transfers from sponsors are received on club’s account.
- Senior NT matches take place.
- (Week 0) The draw of rounds of WC qualifyings.
- (Week 1) The draw of rounds of WC finals.
- Skill update for older players.
- (Week 1) - NT elections end.
- (Weeks 1 - 14) League matches take place.
- (Week 15) Qualification matches (see Chapter 12. League system)
- Note: on week 0 there are no matches on Sunday.
- The draw of rounds for approved friendly leagues.
- Supporters’ clubs update number of subscribers.
- Players’ form update.
- League tables update (press in newsagents’).
- (Week 0) after season payments (supporter renewal and sponsor bonus)
- (Week 15) NT elections start.
- (Weeks 1-14) Junior league matches.
- The draw of rounds for junior leagues.
- Information on proposed friendly matches is deleted
- Note: the friendlies cannot be arranged on Wednesday.
- Friendly/Cup matches take place. Cup starts on week 0.
- Sokker Champions Cup matches. The Champions Cup starts on week 15.
- Draw of the next cup round (if the cup has not finished yet).
- Table and friendly league status update .
- Junior training progress update, including pulls from the junior squad.
- Updating of players’ training progress and their form.
- Draw of the next Champions Cup round (if the cup has not finished yet).
- U21 NT matches take place.
- (Week 15) players get older and their wages are updated.
Election of the coach
Anyone can apply for any NT job, no matter what country they are from. NT coaches are elected democratically at the end of each season. The NT coach will not be able to see the skills of the player. The only exception to this is if the NT manager owns some of the players, or the players are on the transfer list.
There is a limit to 40 players on a National Team.
National Team members cannot be sacked.
National Team players are also protected, if the team that owns them turns into a "bot". As long as they are a current member of the national team and they have played at least once for the national team, they will be transfer listed when the "Bot" team is replaced.
Friendly matches take place every week, unless a World Cup match is being played. It is up to the NT coaches to arrange friendlies - just like friendlies between normal SK users. The NT manager may call up any players of the nationality of the NT that is managed, and use them in any way which is possible.
World Cup Qualifications
All teams take part here. The teams are split into different pots according to their NT ranking. Teams from 1-7 go to pot A, teams 8-14 to pot B and so on. Teams from Pot A will be drawn to each group as the first team, from B as the second, etc.
Qualification Matches are not every week, so friendlies may still be played.
Only the 32 best teams qualify for the finals, according to:
1. Final standing in the qualification group
2. Points in the qualification group
3. Goals scored
4. Goals conceded
5. The number of victories
6. Ranking points at the time of the draw.
In the finals all teams will be drawn into 8 groups of 4 teams, according to the results in the qualifications - the 8 teams that finished the highest will go into the first drawing pot, next 8 to the second, next 8 to the third and the last 8 to the fourth.
User menu - the right frame
On your right you will find a bar with 9 icons with links to the most important places in your club:
- News - a link to the home page where the news regarding the game are displayed
- The club page - takes you to the main page of your club, you will get access to your league table as well as to your profile where you can edit data such as your login, password, e-mail etc.
- The Players - a list of the players currently employed by your club, here you can obtain all the needed information on your line-up. You can go to the individual players’ pages to find out more about him or to take an action (place him on a transfer list, sack him)
- The matches - a list of the latest matches and a fixture list of matches not yet played.
- Training - here you manage and coach your team, recruit new coaches, assign jobs to coaches that have valid contracts. You can also access the coach page where you can watch his individual skills, sign a contract with him, sack him etc. On the training page, you also select the individual training and training position.
- Finance - here you can check the pay-ins and pay-outs of your club in the following and previous week and monitor the balance of your account.
- Stadium - on this page you can view your stadium and get an estimate cost of stand expansion or start building works.
- Office - in the Office you will find additional information on what is going on at your club, read the reports, and find out about the supporters’ club’s condition and the mood of the subscribers. You can also monitor the current transfers. Additionally you will find useful links to other important pages.
+ Juniors - check your sub junior school, determine the max number of participants, and promote the ones ready to join the line-up.
+ Friendlies - various data on friendly matches and leagues
+ Media - determine the club’ match kits, the club’s emblem, publish press articles etc (option available to Plus subscribers only).
+ Briefcase - here you can find the list of observed players and teams option (available to Plus subscribers only))
+ Mail - send internal Sokker mails to other Sokker managers.
Main menu - left frame
In this menu the links to the general pages about your country and Sokker are found:
- Country - the main page of your country, all basic information, browser of official and friendly leagues. In files, additional pages are available:
+ Regions - the list of regions for the given country
+ Statistics (available to Plus subscribers only)
+ Events - the list of today’s events in the country
- Search - the browser of users, players and teams
- Transfers - the browser of players placed on the transfer list
- Forum - here you get access to the forums, where you can have discussions with other managers. If there are numbers in the form of (+x / +y) next to a forum’s name it means that there are x comments in y threads that remain unread by you. Remember to observe the rules of the forum.
- Rules - a link to the rules you are reading right now :).
- Plus - here you can find out about the advantages of subscribing to Plus and subscribe to it if you wish to do so.
Editing the line-up
On entering the list of your matches, you can find a link Line-up next to the matches not yet played. It leads to the page allowing you to select players fro the given match, determine their orders and choose the right tactics. The view of the tactics shows the average position of the players and may appear slightly different to what you see in the tactics editor. Put your players on the selected positions, choose the tactics and click on Save. You will see the page with the selected line-up again. To be sure leave to line-up editor and check it again. Some browsers may generate errors.
Editing the match orders
On entering the list of your matches, you can find a link Match Orders next to the matches not yet played. It leads to the page allowing you to select players for a given match determine their orders and choose the right tactics. The view of the tactics shows the average position of the players and may appear slightly different to what you see in the tactics editor. Select your 16 players (first 11 plus 5 substitutes) by selecting their names against positions 1 to 16. make sure that you do not have more than 1 GK, 5 DEF, 5 MID and 3 STR. Then choose the tactics and click on Save. You will see the page with the selected line-up again. Remember to check that the line-up has been saved, by leaving the line-up editor and then checking it again. Some browsers may generate errors.
Editing the tactics
The tactics editor can be found in the Training file, or on the Line-up editing page. You can only edit your own tactics, if you do not have any you will need to copy one of the existing tactics. To do this, use the Create new tactics based on: dropdown and choose a tactic that will be a basis to the new line-up from the list. Then you should choose a name, so it is easy for you to find. Upon clicking on Create, the user tactics will be displayed under the standard ones. Above the tactics editor, the tactic name is displayed.
Select the tactic that you want to edit. It will then appear in the football pitch to the right. To alter the tactics, “drag” the ball in the centre of the field with your mouse pointer by pressing the left mouse button. You will see how the players move around the pitch. They will do the same on the pitch provided their pace and stamina will allow them to. The current position of the ball indicates how the players should be lined up at the moment. If you want to change the line-up, simply “drop” the ball in the chosen place and place the players in the desired positions. Pay attention to whether your players change their positions smoothly with the moving ball. Improper line-up may cause that your players would not be able to reach their positions on time, making your tactics useless.
You decide yourself on the style of play that your team delivers, e.g. decide how far defenders can go during offensive actions, placing the players wide or closer to the centre of the pitch, thereby strengthening or weakening selected parts of the field etc. There are millions of potential combinations for you to use!
On pages with players’ line-up for the match and with the individual marks, the view of the applied tactics is generated. Do not be surprised if this view differs significantly from that you can see after opening you tactics in the editor as this highlights the average position of each player.
- Process or rearrange the data provided by Sokker
- Modify the interface or usage of the Sokker site
- Provide new functionality or alter existing functionality of the Sokker site
are normally welcomed by Sokker as they usually enhance the experience of our users.
Nonetheless, if aspects of one of these program or scripts is determined to be detrimental to the game (i.e. by spamming, decreasing game ad revenue, creating heavy traffic or load on Sokker), the Sokker developers and admins could:
- Prohibit any disclosure or discussion of the program or script in the Sokker forums.
- Forbid the use of such programs, and sanction its users.
- Prosecute the corresponding legal action against the author if applicable.
Additionally please note that the only approved and provided method to get data from Sokker is via the XML located at http://online.sokker.org/xmlinfo.php. This is a robust set of data that has been provided and is being allowed for tools to increase your enjoyment of Sokker.
It is allowed to use third party browser plug-ins to manipulate screen content while browsing Sokker, if they meet the above guidelines and are not deemed to be detrimental to the game. Sokker does not review the development of such plug-ins, so be careful when using them as they may have bugs that can cause random failures. When experiencing these or similar problems always first try to disable your browser plug-ins before sending us a Bug Report. In the case of an issue with one of the plug-ins, directly inform the creator or use the appropriate plug-in forum thread to discuss.
9. very good
17+. superdivine (player skill has reached maximum)
1. are furious
2. are losing hope
3. are depressed
4. believe in their club
5. are satisfied
6. are delighted with their club`s performance
7. are madly in love with their club
1. Totally outclassed here. Even your stars will be happy to get an opponent players autograph.
2. Your supporters hope the team won`t bring them too much shame in this match.
3. Supporters think the opponent is better, but with a little luck you could spring a surprise.
4. This match is expected by supporters to be a tough and even game, with slight advantage to opponent team.
5. This match is expected to be a tough and even game by your supporters.
6. This match is expected by supporters to be a tough and even game, with slight advantage to your team.
7. Rival is respectable by your supporters, but they expect a win.
8. Your supporters are sure of an easy win in this match.
9. Supporters come to eat popcorn, relax and watch a festival of goals from your team.
|Weekly stadium`s maintenance expenses (1 place):||0.75 $|
|Weekly expenses on single place in junior school:||1 000.00 $|
|Interest rate in case of debt:||4.5%|
|Max debt:||-250 000 $|
|Bankruptcy limit:||-500 000 $|
|Supporter`s subscription card`s price (per season):||125.00 $|
Tickets` prices (rounded)
|Stand||along line||behind goal|
|Standing places||2.00 $||2.00 $|
|Standing places under roof||2.00 $||2.00 $|
|Terraces||4.00 $||4.00 $|
|Terraces under roof||5.00 $||5.00 $|
|Benches||6.25 $||6.25 $|
|Benches under roof||7.50 $||6.25 $|
|Seats||7.50 $||6.25 $|
|Seats under roof||8.75 $||7.50 $|