Mr. Manager

The Idea

I worked on a concept for a football manager game based on the game mechanics of “Reigns.” I felt these mechanics would be a perfect match since manager stints at big sports teams tend to be rather short before they get fired and move on to the next club. The goal would be to last as long as possible at your club while achieving sporting success.

The Game Mechanics

In the original game, Reigns, you play as a king making binary decisions on various events presented as cards by swiping left or right. Each decision affects your relationship with the Church, the Military, the Treasury, and the People. These relationships with the factions ultimately affect the probabilities of the next card. For example, if your relationship with the people is very low, a revolution might happen, and your reign may come to an abrupt end.

This simple but effective game mechanic creates engaging gameplay through meaningful choices that have both immediate and long-term consequences. Each decision ripples through the various relationships, creating a complex web of cause and effect that keeps players struggling to maintain a good relationship towards all factions.

So how exactly does that work? Here is an example of a card as it would exist in the data:

IDEventTextOption AOption BWeightCondition
#789The GeneralPeople of the Southern Provinces have started a revoltArrest their Leaders

[People -5]
[Treasury +1]
[Military +1]
Burn their Crops

[People -3]
[Treasury -5]
[Military -1]


[Go To #1234]
50People ≤ 30

Think of the weight as if the card exists multiple times in the “deck,” increasing its likelihood of being drawn. If a card has a weight of 50, it’s as if the card were 50 times in the deck.

In some special cases, a response may directly force a followup card, instead of randomly picking one, to have more control over the “plot” of your reign.

How does it translate to this project?

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