Game Rules for Mantra ExperienceⓇ on

The Mantra system represents the natural evolution of football-based fantasy games and is aimed at those who want a more engaging gaming experience that emphasizes the value and choices of every fantasy coach .
Easy to play much more than you can imagine, Mantra has immediately conquered the most demanding slice of Italian fanatics, transforming into concrete reality what its launch slogan promises ” those who try Mantra never come back “. The pluses of this game system can be summarized as follows:

– Emphasis on the managerial function. It is no longer enough to ‘guess’ the attack, but a complete and structured ‘team’ must be built according to one’s needs and tactical ideas.

–  Tactics becomes an active part of the game . The formation of the formation, as well as that of the bench, becomes less obvious and strictly correlated to the tactical opportunities offered by the squad available.

–  Market dynamics acquire appeal . It also changes and exchanges according to the game modules on which the team’s backbone is built.

  1. Definition of roles
    Each player on the list has his specific role and must be coherently included in one of the available game schemes (see point 2). Alongside the players able to fill only one role, there is a large group of multipurpose players, therefore deployable in multiple roles.

    The six basic roles legend is:
Role legend
Roles legend from Ⓡ – all rights reserved
Roles legend in Football Manager 2020 Ⓡ – all rights reserved
  1. Game Patterns There are eleven
    tactical patterns available for the MANTRA game system.
    In addition to the fixed position of the goalkeeper, the players are deployed in four lines of play, namely defense, midfield, front and attack, according to the provisions of the individual schemes.
    In the individual schemes, where two roles are indicated in a single position on the field, it means that they are alternative (they remain so even in case of replacement).
    All the schemes will require the use of 5 defensive players (Dd, Ds, Dc, E, M) and 5 offensive players (C, T, W, A, Pc). The assortment of the latter is calibrated to obtain a potential that is always balanced between each module available in the game. This allows a “true” extension to 11 tactical solutions all on paper of equal value, something not even remotely imaginable in the classic version of fantasy football.
Mantra schemes 2020/2021
Mantra schemes 2020/2021 from Ⓡ – all rights reserved
  1. Deployment formation
    The first step in deploying the formation on the field is to choose the game layout among those available. Subsequently it will be possible to deploy the players in line with their role. (If you use the gaming platforms at the web address , the graphic software will support you by clearly indicating the correct choices, those that are adaptable and those that are not feasible, highlighting any input errors).
  1. Deployment of the bench
    The bench is made up of 12 players, of which at least one goalkeeper, to be lined up in order of absolute preference, that is, starting with the player you prefer to enter first as a substitute, if the change is tactically possible .
    Therefore, the mistake must never be made of deploying the bench in “Classic” mode with a PDCA-like sequence. In Mantra, the bench sequence is fundamental in the management of substitutions, since the order in which the players are inserted “governs” the mechanisms of changes.
    The correct entry is in order of preference of how you would like the players to enter (then the system will see “if” they can). Therefore, the most offensive ones tend to be inserted first and / or that the fantasy coach believes are potentially carriers of more performing performances.
  1. Substitutions
    In the event that one or more players among those deployed in the starting formation are absent or without a vote, the aim of the system is to reorganize the line-up on the field by drawing substitutes from the bench consistently with the choices of the fantasy coach.

    The goalkeeper, in any situation, is always the first to be replaced if the owner is absent. The possible takeover of a reserve goalkeeper (obvious priority to who is lined up first in the case of several goalkeepers on the bench) reduces the number of substitutions available by one unit in all those cases in which one chooses not to have an unlimited number of potential changes.

    The system of substitutions has 3 different options to choose from the individual alloys. The BASIC system is proposed as a default. Alternatively, you can choose the optional EASY and MASTER modes (the most strategic and suitable mode for users with a full understanding of Mantra’s substitute dynamics).

    5.2.1 BASIC MODE
    The hierarchical order of the substitutions in BASIC mode includes:

    1 . OPTIMAL solutions that respect the tactical scheme chosen by the fantasy coach during the deployment phase of the formation (without any recourse to players out of position with relative malus)

    2. EFFICIENT solutions (without malus and only in the absence of solutions in point 1) with any other scheme among those available, thus configuring a MODULE CHANGE.

    3 . ADAPTED solutions (only in the absence of solutions in points 1 and 2) with the application, where possible, of one or more penalties due to the deployment of as many players out of position. In this case there is no priority of your basic scheme over the others available.

    The substitutions of the moving players are not made one at a time, but as a whole. The first step is to evaluate how many players among the owners are absent or without a vote. Unless this number has to be reduced due to optional limitations on the maximum number of substitutions allowed, at this point the system will evaluate which combination of benches should take over. The priority, among the various possible combinations of the same hierarchical rank, always depends on the bench order deployed by the fantasy manager (see paragraph THE CHOICE OF PLAYERS WHO TAKE OVER IN BASIC MODE: CRITERIA AND PRIORITY
    When there is more than one player to be replaced, the chosen combination of benches (if more than one is possible) will always be “commanded” by the players first lined up by the fantasy coach. Let’s take for example a situation in which 3 elements have to take over and on the bench (except goalkeepers) there are 5 voting players who we will call ABCDE lined up in this sequence. The order of priority of the combinations of 3 benches that the system will screen will be: ABC – ABD – ABE – ACD – ACE – ADE – BCD – BCE – BDE – CDE Very trivially the system will start from the ABC benches (added to the 7 movement holders to vote of our example) and will see, also by exploiting the characteristics of multi-role players, if it is possible to reconstruct an OPTIMAL solution equivalent to the basic scheme deployed by the fantasy coach. If the response is negative, go to the ABD solution and so on. If the system did not find any feedback, an EFFICIENT solution would be sought. Scrolling through the combinations of benches in the same order above, the system then tries to configure a MODULE CHANGE with the available players. Note that, if more than one alternative form were valid with the same combination of benches, the choice of the system on which to consider would be absolutely indifferent since the players included in the count would always be the same. If optimal or efficient solutions are missing, the system, following the same path, searches for an ADAPTED solution that recreates any scheme among those available in Mantra, but with the deployment out of position (where possible, see table in point 5. 4) of one or more players aggravated by a penalty of 1 point. Solutions with a lower total number of penalties will have priority, with the same penalty, the bench order will command. If even after this last process there are no valid solutions, the system restarts from the beginning considering one player less (we would therefore play outnumbered).

    5.2.2 EASY MODE
    With respect to BASIC mode, this option allows the complete elimination of the module change. The formation deployed is born and always dies with the form chosen by the fantasy coach.

    The hierarchical order of the replacements in EASY mode includes:

    1 . OPTIMAL solutions that respect the tactical scheme chosen by the fantasy coach during the deployment phase of the formation (without any recourse to players out of position with relative malus).

    2. ADAPTED solutions (only in the absence of solutions in point 1) with the application, where possible, of one or more penalties due to the deployment of as many players out of position, but always and only in compliance with the tactical module chosen during the deployment phase.

    With the due exclusions that characterize the EASY mode, the logic process is the same as indicated in paragraph

    5.2.3 MASTER MODE
    This is a more “pushed” game mode compared to BASIC. In fact, the concept of hierarchical priority of the scheme deployed at the start falls and the whole mechanism of substitutions is based immediately on the bench order.

    The hierarchical order of the substitutions in MASTER mode includes:

    1. OPTIMAL / EFFICIENT solutions (without malus) with any scheme among those available. Whether or not a MODULE CHANGE is necessary, the system will always try to let the players lined up first on the bench enter, if possible.

    2 . ADAPTED solutions (only in the absence of solutions in point 1) with the application, where possible, of one or more penalties due to the deployment of as many players out of position. Also in this case no priority of your basic scheme compared to the others available.

    Considering the peculiarities of the MASTER mode , the logical process, with the due exclusions, is the same as indicated in paragraph

    Note :
    Every now and then we are told an apparent lack of malus in some players who take over from the bench out of position. In reality, when the system makes the substitutions, it reallocates the 11 players (most substituted owners), so it happens that it can reverse the players of the same role. Example: in a defense with 4 starters Tizio and Caio as Dc, the left-back is missing and it is necessary to take over another Dc with malus (for example Sempronio). In repositioning the players on the field, the system could give the penalty to any one of Tizio, Caio and Sempronio since it takes them in a random order. The substance obviously never changes. There must be a malus and there is a malus.

    Whether it is an emergency, a conscious choice or a simple user error, the system allows the deployment of players out of position in the formation (where possible and with an increase of a 1 point penalty, see table in point 5.4). If substitutions are required, the system will manage the process with exactly the same dynamics described in points 5.2 and related sub-paragraphs. If, on the other hand, all 10 players of movement deployed were to vote and replacements were not necessary, the system will not start any process and therefore the formation will be counted as deployed by the user, with consequent aggravation of the penalties linked to the players deployed out of position .

    Please note :
    Please note that the deployment of a player out of position can NEVER be considered a strategic option. It is a possibility that is left open only for the management of real emergencies linked to a large amount of injuries and disqualifications of the players in the squad. It would also be a behavior with a high risk of “punishment” by the system: as soon as there would be a replacement to be made, the algorithm that manages the process will hunt for solutions without malus, de-structuring the scheme deployed by the fantasy coach and often leading him towards substitutions not foreseen by him.

Mantra substitution table
Mantra substitution table from Ⓡ – all rights reserved


Note :
The players of the fantasy line, wings (W) and attacking midfielders (T) are usually interchangeable albeit with an increase in malus. The exception is 4-1-4-1 in which the Ws cannot replace the T’s and vice versa. Not even with malus.

  1. (Appendix) Mantra roles: Tactical legend and assignment criteriaBelow are the descriptive guidelines of the characteristics useful for defining a Mantra role, without prejudice to the normal attribution of even more roles to the individual player where necessary:
    Por – Goalkeeper
    Dc  – Defender (Centre), regardless of whether they are used in a 3 or 4 defensive line
    Dd – Wing Back (Right) in a 4 defensive line
    Ds – Wing Back (Left ) in a 4 defensive line 
  2. E – Defensive Outsiders, usually present to complete the three-man defensive lines. They can also allocate stably in the middle of the field, but their coverage tasks tend to have priority over the push phase. They are also those who, not infrequently, in the retreat phase is lowered to the line of the defenders.
    M – Defensive Midfielders in the strict sense of the term, players who are distinguished by their strong defensive skills and for whom coverage, doubling, and above all interdiction represent by far the main tactical tasks. It is therefore the characteristics and not the position on the field that determines the assignment of this role (which therefore does not go a priori to the low plays only because they are often placed in front of the defense).
    C – Midfielders(Centre) participate in the construction and support of the offensive phase, making a contribution at least sufficient even in the defensive phase. So let’s talk about directors and most of the midfielder, including the so-called box to box players.
    T – Trequartista (attacking midfielder) is a midfielder with strong offensive skills and little or no dedication to the coverage phase. He is a player who usually presides over the “fantasy line” centrally or even out of the way (not infrequently even wide in a trident), with finishing and / or insertion tasks. A small number of markedly offensive midfiels also fall into this category, for which the contribution to the defensive phase can be considered laughable.
    W- Wingers are markedly offensive pure outsiders employed on the frontline or even in an offensive 3 line. Unlike the connecting attackers, they aim for the bottom more often and prefer the assisting phase to their partner over the personal conclusion.
    A – Attacker (Inside Forward), on the other hand, is not purely an area man, he participates organically in the offensive maneuver, playing outside in a trident or in support of a center forward (alongside him or even acting behind him in the position of a fake attacking midfielder). In the wing, unlike the wings, they are often used with the foot reversed to allow them to return towards the center and kick more easily on goal.
    Pc Stryker (Center Forward) this is defined as the one who plays at the tip, stationing more or less regularly near the penalty area, regardless of whether he has the characteristics of a pure center forward or a point of movement.There are no extremely rigid criteria in assigning roles to players. Indeed, in general, the decisions are the result of a mix of considerations made on a case-by-case basis by our staff on the basis of:
    – Technical and tactical characteristics of the player
    – Recent history (maximum two or three years) of the player
    – Tactical context in which the player will play
    – Specific weight in the player’s list (basically, where possible and where necessary, we try to be wider than our sleeves with players with second-tier fantasy football appeal).Please note :
    It should always be kept in mind that the roles are assigned towards the end of July, therefore just before the start of the season, and are no longer touched for a whole year. Without prejudice to the fact that it can happen that some evaluation is wrong, it is also physiological the possibility during the season of unforeseen tactical evolutions of a team or even of a single player: on these aspects, since we are not equipped with a crystal ball, we can do little . 
  1. (Appendix) Mantra in “League” format
    Mantra is a game SYSTEM rather than a regulation. Therefore it is highly CUSTOMIZABLE . In the league you are free to apply the bonuses and penalties you prefer, change the score scale of the goals, choose the number of the squad (the only requirement is minimum 23 men including 2 goalkeepers), the assortment of the same (no 3-8-8- 6 constrained, here you are the manager and assorted as you like according to your tactical plans), the frequency / market rules and whatever else falls within your preferences. Therefore you will not find strict regulatory tables in this manual. Enjoy the Mantra gameplay experience using the ingredients you like best.

    Leaving aside in this discussion the hypothesis of who makes the market with the prices and the possibility of sharing the same players, it is immediately clear that one of the key aspects of the life of a league is the AUCTION, especially when this does not take place online. , but with a “home” meeting between the participants. Whether you use the “raise” bidding method or opt for “closed envelopes”, with Mantra more than ever the best auction system is the RANDOM method, that is, the random extraction of all the players present in the list (for this purpose you could download our FantaAsta software) on which to bid. This method is by far the one with the highest strategic concept (as well as the most fun) because it allows you to readjust your choices in the course of operates according to the players purchased and / or the failed goals. And with the tactical component of Mantra this acquires decisive importance. Experience also tells us that this method tends to create more balanced teams among the league’s participants.
    Alternatively there could be the ON CALL method in which each participant, in rotation, calls the name of a player to be beaten at auction until the conclusion of the individual squads. Valid, but with the defect of concentrating the highlight of the auction only in the first phase of the auction itself.
    Nothing prevents you from following other pre-arranged order methods (alphabetical, by line of play, by team or other), even if from our point of view these are decidedly less interesting.
    As for the classic version, it is also possible to rely on online auction methods: the leagues platform of offers you both the “e-bay” and the “closed envelopes” mode.

    Just like in the “Classic” environment, the ideal number of participants in a league varies from 8 to 12. Smaller leagues will have particularly competitive squads, above 12 there will obviously be scraping the bottom of the barrel.
    However, it should be noted that, contrary to popular belief, when the league is numerous, management is easier in Mantra mode than in the Classic version. The reason is simple: with Mantra, the depth of the list is better exploited, enhancing, for example, the whole galaxy of defensive midfielders often mistreated in a classic environment (in which, as the number of participants increases, the shortage of attackers is also typical).

    How to sort your rose? One would think that the first choice to make is the module to work on. Right up to a certain point, in the sense that the development of the auction (especially with the random method) will also tell you which path to follow.
    And even when a certain path is taken, choosing some footballer who allows you variable tactics is always good and right!
    In general, however, it is wise to have at least 2 players for each position of your base module, to which you can add some polyvalent stopgaps and, as already mentioned, some players able to implement tactical variations.
    As for the number, we always recommend moving around 28/30 men. But this is a decision that must also be the daughter of the frequency with which you decide that it is possible to make the market: the fewer sessions there are, the longer the team is better.
  1. (Appendix) The incompatibility with the classical modifiers and the rewarding factors of Mantra
    The incompatibility between the Mantra system and the classical modifiers is conceptual and not technical.
    Why are modifiers born? Basically to put a stop to the spread of 3-4-3 by rewarding those who opt for less extreme tactical solutions and enhancing the players of good performance but with a remote goal. A mathematical method therefore to stimulate tactical variety.
    Mantra instead has the solution to this problem “already included” as the schemes are born already balanced.
    The application of any modifier instead of rebalancing (function performed by classic modifiers) in this case creates imbalances.
    Based on these considerations, collateral “factors” (optional, not compulsory) perfectly compatible with the Mantra game system have been developed for those wishing to enrich their gaming experience:
    – the “R-Factor” PERFORMANCE FACTOR rewards (or penalizes) the overall quality expressed by the fantasy team on the pitch by measuring the number of players with at least sufficient basic grade. The more there are, the more it means that the team has performed well. This goes perfectly with the “building a solid and balanced team”, one of the main interpretations of the Mantra system.
    – the “D-Factor” DEFENSIVE FACTOR assigns bonus points (or subtracts penalties from the opponent) in the case of good performance, measured by average grade, of the defensive package. It takes into consideration the 5 defensive men present in each scheme but, in the case of a formation whose number of players containing the roles Dc, Dd, Ds, E and M is greater than five units, the 5 with a vote will be taken into consideration. best. However, in this case at least 3 of them must have the role of Dc, Dd or Ds (for example, it is good to consider 3 Dc, or 2 Dc and 1 Dd and so on).
    The purpose of this factor is to push the fantasy coaches to invest also in the “men of fatigue” and not only in the offensive department. A further push to build a “team”
    Also available in the 5 + 1 version with the addition of the goalkeeper. In this configuration, no moving player is excluded, the average must be made on 6 players.
    Given some logical overlaps between their respective structures, R-Factor and D-Factor cannot be used simultaneously, but are alternative tools.
    Also compatible and always optional are two transversal tools such as the “Fair-Play” bonus and the one linked to the “Captain”.

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