TrailDynastyBeta: the game will be reset in the coming weeks.frenCreate my team

How to play

The essentials

  1. 1You run a team of trail runners: the goal is to win real races on their real dates.
  2. 2Your runners train every day following the program set in Training. On Monday: weekly report, wages and sponsors.
  3. 3Enter your runners in races at their level (regional ones to start) and prepare their plan.
  4. 4On race day, follow the race live and give orders. Results bring prize money, points and rating.
  5. 5Keep your cash positive: sponsors, prize money and transfer market sales. Buy, develop youth players, progress.
Your team
  • You run a team of fictional runners (14 at most, plus 6 youth players).
  • Each runner has 7 stats, a form level, fatigue, morale and a hidden potential.
  • The rating (out of 1000) sums up their level: the average of their 3 best races in the last 12 months.
  • Some runners have a character trait: Night owl, Iron mind, Sure-footed, Strong finisher… or Fragile.
  • When you create your team, a fast-forward intro race (12 km with one aid station, about 6 minutes) starts right away: nothing at stake and no fatigue, just to discover the live view.
  • On a phone, add the game to your home screen (browser menu): it opens like an app. In My account, turn on notifications on the device (starts, finishes, challenges) and pick your team's emblem and color. The calendar link also adds your runners' start times to your phone's calendar.
  • Each runner has a dream (finish UTMB, win Sierre-Zinal…): making it come true boosts their morale and goes into the honors list.
  • When you come back, the home page sums up what happened since your last visit: money, finished races, sales.
  • The magnifier at the top of the screen finds a runner, a team or a race by name.
  • Every day, a decision waits for you on the home page (interview, altitude weekend, bonus asked by a runner…). Left unanswered, some go wrong.
Races
  • The real races, on their real dates, plus small made-up races on weekends and a regional race every Wednesday evening (night race in winter, evening trail in summer).
  • Regional: open to all. National, International, Iconic: you need a minimum rating of 330, 520 and 650 (10% lower for women, like the category standards of real races). These are your team's milestones: the home page tells you how far your best runner is from each.
  • Legendary races (UTMB, Diagonale…) hold a lottery 3 weeks before the start.
  • Race of the week ("featured" tag): every Monday, a regional or national race in the coming days becomes the meeting point for player teams. At the finish, a managers' ranking (each team's best runner) and €2,000 for the top team, as soon as two player teams are on the start line.
  • In the calendar, each open race shows what your best eligible runner can aim for there. The "rival", "sponsor" and "challenge" tags mark the races your rival of the month has entered, and those that count for a sponsor or a weekly challenge.
  • Organize your own race (button at the top of the calendar): a place, a format, a date between two weeks and three months away. €2,500 to organize, then €120 per starter at the finish, plus extra fans. One race at a time.
  • Trail World Championships (every two years, in Cape Town in October 2027): no entry. 50 days before, each country picks its 4 best men and 4 best women for the long trail and the short trail (the strongest on endurance for the long one), if they are free and fit. Costs paid by the federation; you can withdraw. Nations ranking: the 3 best times of each country.
  • Start with regional races: your runners can win there.
  • International and iconic races: predict the men's and women's winners. €200 stake (€400 for iconic races), €1,000 (€2,000) if you got it right. Changing your mind before the start is free.
  • Real races come back every year: defending champion, personal bests and past editions on the race page.
  • Follow button on a race: a notification at the start and the winners' names at the finish, even with no runner entered.
Before the start
  • Enter your runners (entry and travel fees), 6 at most per race. No runner on the transfer list, nor one injured until race day.
  • Entries close 6 h before the start (3 weeks for a lottery). Withdrawing is refunded, half once entries are closed.
  • Prepare the race plan: overall pace or pace per section, aid stations, naps, headlamp, poles, jacket (useful in cold rain, it makes you sweat when it's hot). Two teammates running together save a little energy: lining up several runners of the same level in a race helps. At least 3 days before, a course recon (a few hundred euros) helps them know the course better on race day. You can also give the runner a goal (finish, top 10, podium, win): reached, their morale goes up (more for an ambitious goal); missed, it goes down. The Estimate time button runs your runner alone with the plan shown, five times: handy to compare Cautious, Balanced and Aggressive before saving. "For all" applies the plan shown to all your runners in the race (each one's goal and jacket stay the same).
  • A ready-made plan is enough to start: Cautious, Balanced or Aggressive. In a short race, go all out; up to the marathon, attack at halfway; in an ultra, a steady pace pays off, and starting too fast costs a lot (attacking drains energy and wears out the legs).
  • Leave time to recover between two races (up to 5 weeks after a 100-miler): a tired runner on the start line is slower and drops out more often. Each race still weighs a little for 8 weeks: racing back to back with no rest wears the runner down, up to a stress fracture. A "not recovered" alert warns you on the home page and the race page. The Schedule page (from My team) shows everyone's races over 12 weeks and flags those too close together. The Suggested schedule button enters each free runner in a suitable race in the next 3 weeks in one go. Not around much? Turn on autopilot in My account: right away and then every Monday, it sets training, signs the best sponsor if a slot is free and plans the races. After 10 days without a visit, it turns on by itself (you can switch it off when you come back).
Live
  • The race lasts the real time: a UTMB takes 20 to 46 hours.
  • You see the ranking, aid station check-ins, gaps, night and weather.
  • You can change the pace or the aid stations, ask for a nap or make a runner drop out. After the finish, each runner gets a race score out of 10 (6: in line with their rating, more: they did better).
  • Attacking is faster but drains energy and causes more falls.
  • Want to practice giving orders? Live page, practice buttons: a fast-forward 15 km trail or backyard with your runners, nothing at stake and no fatigue, one race a day.
  • No need to stay up at night: a drained runner eases off on their own and takes their time at the aid station. In a long race, you get a notification when one of your runners takes the lead, and one at sunrise telling you where they stand.
  • The assistant makes suggestions at the right moment: attack when a rival is within reach, a nap when your runner is falling asleep on their feet, speed up in the last kilometers if they have something left.
  • In the results, the team ranking adds up the points of each team's 3 best runners.
Ultra and backyard
  • In ultras, energy, legs and sleep matter as much as speed.
  • Backyard: a 6.7 km loop every hour. The last one standing must complete one lap alone to win. If everyone quits in the same lap: no winner. A single ranking, men and women together.
  • Looping fast leaves more rest, but wears you out more.
  • Experience counts: a runner who has finished many races of the same format drops out less and loses less time at aid stations. Knowing the course (already run in past years) saves a little time.
Training
  • The program is set for the week, but runners train every day: at 4 am (Paris time), a session, recovery, treatment and the decision of the day. On Monday at 5 am, the weekly report.
  • Pick the type (hills, downhill, long run…) and the intensity.
  • Intensity has a price: on Hard, the runner keeps some background fatigue (about 11, 5 on Normal, almost nothing on Light) that slows them a little on race day. Before a race that matters (national and above, ultra, backyard), switch to Light then rest the last 2 days: that's the taper. A small regional race can be run in training, with just a light session the day before. And the injury risk: about 1.4% per week on Hard, 0.4% on Normal, almost nothing on Light (less with a good physio), and much more above 40 fatigue.
  • Injury of 4 days or more: on the runner's page, intensive care removes 40% of the days out (once per injury, cheaper with a good physio).
  • With a coach, the "Apply the coach's advice" button sets targeted sessions in one click. "Turn on auto setup" redoes the setup every morning (rest if tired, taper before a race; without a coach: basic session); setting a session yourself turns this auto setup off. Each runner's "To work on" line shows the qualities that matter for their next race, and "SPD 55 soon" flags a level that is close.
  • The closer a runner gets to their potential, the slower they progress.
  • Each runner has their gifts: their qualities don't all go equally high. Their page tells you where they will go higher than the rest and where they will cap out lower; the coach advises what still has room to grow.
  • Training camps (€3,000 to €4,000): one big extra session on the last Monday of the camp (almost an extra week of progress), with a bonus on the camp's specialty. The camp lasts until the following Monday (at least 4 days): no race that matters during that time (a small regional race is still possible), a bit more fatigue, one camp per month per runner. Cancelled before the end: refunded.
Money
  • Income: sponsors (every Monday, bonus if the goal is reached) and race prize money.
  • For the first 20 weeks, a starter grant arrives every Monday (€3,000 the first, a little less each week), while fans and prize money build up.
  • Expenses: wages, staff, youth academy (closed at the start, you open it on the Youth academy page), entries and travel.
  • Three sponsors at most at the same time, and there are more offers than slots: your call (more money every week, or an easier goal for the bonus). A contract that no longer suits you can be ended from Finances: two weeks of payments as compensation, and the slot is free.
  • Fans: they come with good results (top 10, podium, win, more in big races) and leave a little every week. Every Monday, they bring in about €0.60 each, and sponsors pay more to a team with a following.
  • Contracts: each runner has an end date. In the last 6 months, extend it from their page for a signing bonus (6 weeks of wages for 1 year, 10 for 2 years, 13 for 3 years, more if their morale is low). Otherwise they leave on a free transfer at the end (unless your roster is at the minimum: extended automatically).
  • Gear (Gear page): shoes for each runner (+1.5% on flat ground, +2.5% downhill or 10% less leg wear depending on the model, no bonus once worn out), powerful headlamps for the night and nutrition kits (better refueling at aid stations, fewer stomach problems). Headlamp and nutrition are chosen in the race plan, within your stock.
  • Every Monday, three weekly challenges pay €300, €800 and €1,500. Some reward volume (starts, finishes), others good choices: a race score of 7/10 or more, an announced goal reached.
  • Rival of the month: every Monday at the end of a cycle, the team just ahead of you in the ranking becomes your rival for four weeks. Beat them in your shared races (otherwise, score more points than them): winning the duel pays €3,000.
  • Season goals (on the home page): pick 3 out of 6, suited to your level. Each goal reached pays a bonus (up to €40,000, less if you pick them late in the year) and a trophy. Only races after your choice count; the ranking position is judged at the end of the year.
  • Cash in the red: sign a sponsor, sell or release a runner. Below -€25,000, the bank sells your best-paid runner. Below -€50,000, rescue plan: youth academy closed, staff gone, wages cut in half.
Transfer market and youth
  • Buy and sell at auction (24, 48 or 72 h). A bid in the last 3 minutes pushes the end back to 3 minutes. Set an automatic limit: the game outbids for you, by the minimum needed, up to that amount.
  • The money of your leading bids is held. No sale if the runner is entered in a race that starts before the end.
  • To bid after your first week, confirm your email address (link in My account).
  • Filter the listings (min rating, max price, max age) then create an alert with those filters: you are notified when a matching runner goes up for sale (5 times a day at most).
  • Buyer who can no longer pay: sale cancelled and 10% of their bid goes to the seller. Full roster: no fine.
  • Each sale costs the seller a 5% fee, and they get at most 2 times the runner's value: the buyer pays it all, the rest leaves the game.
  • Referrals: send your invite link (My account) to a friend. Once they have confirmed their email address and finished their first real race, you each get €5,000 (5 friends at most).
  • Buyout offers: now and then, a team offers to buy one of your good runners, a little above their value. You have 48 hours to accept (immediate sale) or refuse.
  • Every Monday, the scout offers youth players aged 16 to 19 to sign. Their price follows the potential the scout estimates. Give the scout an assignment (a profile or a country) on the Youth academy page. Now and then a gem comes along, a future star (more often with a good youth academy).
  • A runner aged 32 or more in your squad acts as a mentor: your youth players progress a little faster.
  • Youth players progress fast and only run regional races. In January, those aged 21 move up to the first team if there is room, otherwise they leave.
  • From around 35 (between 32 and 38 depending on the runner, the scout gives a range), runners slowly decline: speed first, endurance and mental strength last longer. Every January, some veterans (36 and over) announce their last season and leave in January the following year; beyond 47, everyone retires. Think about the next generation.
Staff
  • Coach: better progress. Physio: fewer injuries.
  • Nutritionist: more effective aid stations. Race assistant: faster aid stations.
  • Scout: better youth players and a better potential estimate; from 3 stars, they also see the potential and gifts of other teams' runners.
  • Firing or replacing someone costs 2 weeks of their wages in compensation.
  • Facilities (at the bottom of the page): a training gym (+5% progress per level) and a recovery center (like one more physio per level). Paid once (€40,000, €90,000 then €180,000), then €250 upkeep per level every Monday. A good use of idle money.
Rankings
  • Men's and women's world rating, yearly team ranking, race records.
  • Six circuits over the year (Iconic Series, UTMB World Series, Speed Series, Backyard Series, Coupe de France, Regional Challenge): the best results count, with a bonus for the winner.
  • Create a private league to take on your friends (send them its invite link): yearly ranking, correct predictions, chat. Transfers between members and wins are announced there. The creator can pick a league race: members compare themselves on it and the ranking is posted at the finish. Every Monday, the team that scored the most points in the week is announced. The creator can exclude a team: its code no longer opens the league to it. Each new team also joins the class of its arrival month, to compare right away. To negotiate a transfer or a challenge, write to a manager from their team page (Write button): the conversation is in Messages, and you can block a team that keeps pushing. During a race, a chat open to all players following it sits under the live feed.
  • Team challenge: in a race where you each have a runner, challenge another player (race page). Same stake on both sides, from €500 to €20,000. The team that scores the most points in the race takes it all (if tied: the one whose best runner finishes ahead). With no answer before the start, or no starter on one side, stakes are returned. AI teams sometimes challenge you too.
  • Duel: the opponent from another team that your runner often meets closely. The head-to-head score is on their page.