VOLTCADE

Dynasty Sevens

sports
intermediate
VOLTCADE
Dynasty Sevens
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Menus: mouse. In a match: WASD / arrows to move, Space to pass (switches player when defending), X to shoot (tackles when defending; hold for power). P or Esc to pause.
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Build a 7-a-side football dynasty. Take a club from League Three to the Premier Division across three divisions and a cup: sign players, trade with rival clubs, raise academy kids, upgrade the ground and watch careers rise and fade over the seasons. Play every match your way: control the team (Full Match), step in for the big chances (Key Moments), manage from the touchline (Manager) or go straight to the result (Quick Sim). Progress saves on your device, and to your account when signed in.

Some mechanics to master

Tips

  • Players tire: a starter loses more fitness in a match than he gets back before the next one. Rotate, or your best seven will be playing at three-quarter pace by midseason.
  • Potential grades (S to D) only show for players aged 24 or under. A cheap B-grade teenager who plays regularly can outgrow a pricey veteran within two seasons.
  • In Key Moments the match fast-forwards until either side reaches the final third, then hands you the controls. Hold up or down while shooting to pick a corner.
Game Guide

Dynasty Sevens: how to play and how to score

A 7-a-side football dynasty builder: three divisions, a cup, ageing players, an academy, and four ways to play every match.

Build a 7-a-side football dynasty. Take a club from League Three to the Premier Division across three divisions and a cup: sign players, trade with rival clubs, raise academy kids, upgrade the ground and watch careers rise and fade over the seasons. Play every match your way: control the team (Full Match), step in for the big chances (Key Moments), manage from the touchline (Manager) or go straight to the result (Quick Sim). Progress saves on your device, and to your account when signed in.

How Dynasty Sevens plays

Dynasty Sevens is a long game. You found a club at the bottom of League Three, with a small ground, fourteen modest players and a little money, and you run it for as many seasons as you like. Thirty clubs play in three divisions of ten. Each plays the others home and away, the top two go up, the bottom two go down, and all thirty enter the Volt Cup, a one-off knockout settled on penalties when a tie is level.

Between matches you pick the seven, choose a formation and a mentality, buy and sell players, sign teenagers from your academy and spend on the stadium, the training ground, the academy and the medical centre. Players are people with careers: youngsters grow towards their potential, players in their thirties slow down, and eventually everyone retires. The ones who served the club longest go on the legends board.

Four ways to play a match

Before every match you choose how to play it. Full Match puts you in control of your side for the whole game: move the highlighted player, pass, shoot, switch player and tackle. Key Moments lets the match play itself at speed and hands you the controls whenever either side reaches the final third, so you take the chances and make the last-ditch tackles. Manager keeps you on the touchline with substitutions, mentality changes and two shouts that lift the team for a few seconds. Quick Sim goes straight to the result.

All four use the same players and the same ratings. Pace decides who gets to the ball, passing and shooting decide how accurate a kick is, defending against technique decides a tackle, and the keeper's rating decides how much of the goal he can cover. You can switch mode from one match to the next, so it is fine to simulate a dead rubber and play the cup final yourself.

Scoring and the board

Your Dynasty Score grows at the end of every season and is what goes on the leaderboard. A season is worth more the higher the division and the higher you finish, with large bonuses for titles, promotion, cup runs and winning the cup, plus a little for every win and goal. The Premier Division title and the cup in the same season pays an extra double bonus.

The board sets a target each season based on how your squad compares with the rest of the division. Meeting it pays a bonus and raises their confidence; missing it, being relegated or ending a season in debt lowers it. If confidence runs out the dynasty ends, though new managers get three seasons of patience first.

Strategy: build for next year, not this one

Rotate. A starter loses more fitness in a match than he recovers before the next, and a tired player performs well below his rating. A squad of twelve usable players will finish a season stronger than a brilliant seven and five passengers. The medical centre speeds recovery and cuts injuries.

Know what you need before you shop. The Transfers and Squad tabs show each position at a glance: who starts in your formation, what cover sits behind them, and warnings for a missing backup, a thin line, ageing starters or expiring contracts. Every player on the market, in the academy intake and at other clubs carries a "For you" tag that compares him with your own players in his position, and opening him lists those players with him slotted in.

You are not limited to the market list. "Other clubs" on the Transfers tab lists every player in the game, and tapping a club in the League tab opens its squad. Make an offer of cash, your own players, or both; the dialog shows what each of your players is worth to that club. Regular starters cost a premium, a club will usually take a little less than it asks, a near miss gets a counter-offer, and an offer under 80% of the asking price ends the talks until after your next match. A club hears three offers for a player per matchday.

The Fixtures tab is the season on one page: 23 matchdays, made of 18 league games and up to five cup rounds, with your opponent, home or away, and every result so far. Tap a matchday to see the whole round.

Buy potential while it is cheap. Potential grades are shown for players aged 24 and under, and young players only reach that potential if they play. The training ground adds to every young player's growth each summer, and a better academy produces better prospects for free. Sell players around 29 or 30, before their value drops, and never let a player you want run out of contract in the close season.

Quick tips

  • Players tire: a starter loses more fitness in a match than he gets back before the next one. Rotate, or your best seven will be playing at three-quarter pace by midseason.
  • Potential grades (S to D) only show for players aged 24 or under. A cheap B-grade teenager who plays regularly can outgrow a pricey veteran within two seasons.
  • In Key Moments the match fast-forwards until either side reaches the final third, then hands you the controls. Hold up or down while shooting to pick a corner.
  • Any player at another club can be yours. On Transfers, open "Other clubs" and offer cash, your own players, or both. Clubs take a little under their asking price, but an offer below 80% of it ends the talks until after your next match.
  • The Transfers tab shows what your squad is short of, and every player carries a "For you" tag: Starter +4 means he is four points better than the starter he would replace.

Frequently asked

Is my progress saved?
Yes. The game saves after every match and every decision. As a guest the save lives in this browser. Sign in and it is stored with your account, so you can continue on any device; a guest save moves to your account the first time you open the game after signing in.
Do I have to play the matches myself?
No. Pick Manager or Quick Sim and you never touch the ball. Pick Full Match or Key Moments when you want to. The choice is made per match.
Is there sound?
Yes, in matches: a crowd that gets louder as play nears either goal and roars for goals (loudest for the home side), plus kicks, tackles, saves and the referee's whistle. Use the mute button under the game to turn it off.
When does my score reach the leaderboard?
At the end of each season, with your running Dynasty Score, and once more when you retire or the board lets you go.