The Sports Journal #59

18-12-2025

Your weekly source of information and entertainment, Sports Journal #59 brought to you by our journalists, is here! 📖⚽

 



TABLE OF CONTENTS

1/ WHAT IF? - CHRISTMAS AND WINTER BONUS.
2/ DEFX'S ADVENTURES - THE FIRST TWO WEEKS IN "GRIND ON" MODE
3/ THE MASTER GAMBLER'S PREDICTIONS
4/ THE NEW ERA OF BUNDLES IN FOOTBALLTEAM: GROWTH, STRATEGIES, AND COMMUNITY IMPACT
5/ CREDITS DIVIDE THE COMMUNITY
6/ THE SUPERLEAGUE'S "BSOD" (BLUE SCREEN OF DEATH)
7/ IN THE CROSSFIRE OF NEW YEAR'S QUESTIONS!
8/ REFEREEING CONTROVERSY THROUGH THE EYES OF A MANAGER #27

 


WHAT IF? - CHRISTMAS AND WINTER BONUS.

Remember last winter's update, which was added alongside the event? Have you ever wondered what it might look like this year? Gifts for new and experienced players, new mechanics for a limited time, a large bonus to training and other game features all winter long. Temporary changes to matches, and a few other things. Haven't you wondered? Never mind, read the article.

 

Ice Packs:

Packs that would contain energy, golden balls, and fame points. Yes, I know, you're saying, but we already have a million of these packs, so what's the difference? The difference would be that this pack would contain a special Winter Energy, but what would it be used for?

 

Winter Energy, a new, faster or slower progression:

Winter Energy could be obtained from Ice Packs, special quests, which I'll describe later in the article, crafted from items (using the same principle as crafting material fragments), or exchanged from regular energy, which would be the most expensive method, as such an exchange would cost 10,000 regular energy for 1,000 Winter Energy. This energy would be used for training with high bonuses (+500%), but it also has its drawbacks: the maximum auto-training time would be 2 hours. Another downside would be the risk of freezing during training, preventing you from participating in matches during that time, and the training itself would not complete, resulting in a loss of resources. Drinks could, of course, be used, but this would be risky due to freezing.

 

Game engine change:

During winter, all player stats during matches would be reduced by 30% of their skill level due to weather conditions. Would you like your character to dribble? They slipped and lost the ball, you thought you were about to concede a goal, but the ball stopped 2 meters from the player who passed it. A new tactic would need to be added, involving lofted passes. This tactic would likely be used most often during winter, as it would be the best.

 

Special Frosty Quests, or the most beautiful lie of the season:

Frosty Quests would be another attempt to combine a cheerful atmosphere with the brutal reality of daily clicking. On the surface, they sound beautiful: "Eat Mom's pork chop," "Participate in the Christmas club training session," "Complete 50,000 Christmas training sessions." But in practice? They're still the same quests we've known for years, only this time described so sweetly that it makes your teeth hurt. Score 3 goals or keep 3 clean sheets, make wishes in the "chat" chat, do anything to get something done and earn an Ice Pack or Winter Energy along the way. Anyone who's played FT long enough will know that these quests aren't just extras, but a fundamental development obligation, which during the holiday season feels like a deadline dressed up in a bow, impossible to miss.

 

Free Gifts:

For new players below 200 overall, the gifts would be Winter Energy, Golden Balls, and a new special temporary set of clothing items (similar to the Super League set, but more powerful).

These would be called Santa items. For more experienced players, similar rewards would be given out: Winter Energy, Golden Balls, Fame Points, and Ice Packs.

 

New Club Games:

During the holidays, we often eat with our families, so the administrators might think: Why do they need to go anywhere? Let's throw them games during Christmas. xD But to make it seem like we're not so bad, we'll do it for them to eat.

 

Player Reaction:

I suspect that an article with such an update could generate a wide variety of comments. Here are some examples (these comments are not real, they are added for humorous purposes):

 

30 seconds after the article was published:

Gruby Tymek: You can lose money by training, it's like games for people with no life, you won't add anything cool!!! Help only for the richest, it won't be of any use to the weak!

FanaBerry reply: We understand that sometimes it may seem like the game favors those with more resources, but dear player, sometimes it's good to at least read the article…

Byk z Pampeluny: Hello, is there any way to remove the permanent ban from my Football Team Discord account?

XYZ: Join my club, Kopiemy Piłeczki. Anyone who joins will find a beautiful girl or boy, and their parents will give them 3,000 złoty for credits!

 

I hope you enjoyed the article, and I wish you a Merry Christmas.

 

Author Gruby Tymek

 

 


DEFX'S ADVENTURES - THE FIRST TWO WEEKS IN "GRIND ON" MODE

 

DefX arrived at FootballTeam stadiums on November 27th with a simple plan: lots of clicking and the classic "let's see what happens." Now, two weeks later, one thing is clear: this defender has bigger ambitions than just warming the bench and serving water.

From the very beginning, the strategy was clear – first, all skills to 100, then full focus on pressing and stamina. No fuss, no chaos. Every acquired ZP was waiting to be used in skill rerolls for pressing/stamina items, and DefX joined the Akademii Stara Gwardia to immediately play "properly." Starting and one-time tasks were completed systematically, and the "footballteamyt" code added the first packs and energy. The icing on the cake was the first gold card – Matt Agustin, which immediately boosted morale (and ego).

Along the way, there was Black Friday with a free package, a season break, and a change of clubs. DefX made his debut with KS Dębowa Tarcza (French 2A), then moved to La Granja II in the German 1st Division, where he has been playing regularly since December 4th. The team's results are stable, bordering the relegation zone, although he's still waiting for the moment when he starts recording saves – for now, he's more of a "defensive project" than an impenetrable wall.

The biggest challenge from the start was... the cards. A weak deck, shortages, difficult matchups, and a ranking that wasn't always cooperative. A 30-win record out of 110 matches doesn't exactly sound like a world champion, but considering the start and the quality of the cards, it's progress.

Especially since, after a few gold and red wins, the first wins finally started coming. He also managed to complete a Red Devils set (3 green + 1 red), finally saying goodbye to the temporary green set.

 

The numbers after two weeks are already looking very concrete:

1. 608 OVR, of which 287 were trained

2. Over 1,000 UM trained in pressing

3. Nearly 700 UM trained in conditioning

 

He collected over 800 energy packs from various tasks. 100 were opened, yielding 62,500 energy, or an average of 625 energy per pack. It's not exactly dreamy, but there are still quite a few packs to open. Most importantly, there were no resource issues for the entire two weeks. Energy still exceeded 500,000, and events effectively fueled progress and training bonuses (daily 50% bonuses were regularly earned).

 

What's next?

The plans are ambitious, but realistic:

1. Further development of OVR.

2. Completing all starting tasks.

3. Completing at least a red set.

4. If conditions are favorable, create the first special items (ball, headband, or shin guards).

5. Entering the market and earning credits to further accelerate development.

 

In summary:

After two weeks, "DefX's Adventures" is a textbook example of how consistent play, daily tasks, and patience really pay off. Not everything goes smoothly, and cards can be painful, but the foundations are solid. And this is just the beginning.

 

To be continued - and then perhaps without mercy for opponents. ⚽

 

Author: jestemurban

 

 


THE MASTER GAMBLER'S PREDICTIONS


Hello everyone, today's new article is from the FT Sport Journal, issue #59. In today's edition, I'll be addressing the topic of gamblers and the issues surrounding them. This module has remained largely unchanged lately. It's difficult to find new faces there who want to fight for victory, and many players have abandoned this activity due to profitability issues. The odds are often low, and the potential gains and losses relative to profitability often don't justify the effort.

 

Furthermore, the training costs, especially as our player's OVR increases, are in the billions per day for most players, and from the perspective of a solo gambler, it's very difficult to earn even half of that amount.

 

What's your opinion of the current betting format? What changes would incentivize players to bet more?

The current betting format is quite simple. You have to play completely differently, and what matters most is effectiveness. With the new format we've had in the game for some time now, the increased amount of euros in bets somewhat offsets what we spend; it's not much, but we recover some. Those with over 5,000 OVR find it difficult to accumulate euros, so many feel that the 100 million maximum bet per match is already insufficient.

 

How would you evaluate the current betting rewards? What would you change about these current rewards and what would you keep?

The prizes are good, but only those related to first place. They certainly help with development, but it's also important to remember that these rewards are worse than they used to be. There should be a special package for the champion or for the top ten, or some special credit.

In my opinion, the champion betting aspect is definitely necessary. For someone who has won before, the other prizes are useful because they are helpful resources for developing in the game.

 

You can bet a maximum of 100 million Euros per bet. What do you think about allowing higher stakes?

Absolutely, because it's the player who decides how much to risk, considering that the vast majority have limited options in terms of Euros. It's like with bookmakers; there's a minimum bet, but the maximum stake should be much higher. Players would certainly be more willing to participate in betting if they could win a bit more Euros while competing to be the best.

 

Do you think it's possible to implement AKo bets, since the odds would multiply the returns and there would be a chance to win more Euros?

That's a great idea! If it were well-organized, it would bring a breath of fresh air to the competition. They could also implement something like a "Bet Builder," that is, the ability to bet on multiple options for the same match, such as the number of goals, the winner, the handicap, or the number of cards in the match, although the latter is almost a lottery.

 

Would you like to see games about the best bet on a team, and how do you think this would work? Betting Team Games would be a good idea. The question is, how would the winnings be calculated?

By counting the winnings of the entire team? That might be a bit unfair, because not everyone has 20 players on their roster. Some teams have fewer players or inactive players, so, when you add it all up, these teams will have a harder time from the start, and it would be good if everyone had the same chances.

Perhaps the 11 best results of the team's players could be taken into account? This is definitely a matter that requires detailed analysis when organizing these types of games. Also, a premium assistant is required for 13 bets, so everyone in the games should have the opportunity to bet 13 times.

As a player who has had a lot of success with these bets, with a lot of experience with bookmakers, I am willing to help the administration with this.

Many players have been requesting changes and updates to this module for a long time. I believe the administration has plans for changes to the games, and this is the perfect opportunity to tweak the betting system. In my opinion, after the recent overhaul, it would be worthwhile to limit predictions to only First Division matches and cups.

I also think an interesting solution would be to divide the betting into two tables. One should be seasonal, including only cup bets and featuring winners every 30 days. The second should be strictly dedicated to the league and operate in the current format, therefore including league bets but excluding cup competitions.

And what do you think about all this? What new elements would you like to see in this module, and what prizes would you add for the top 3? Let us know in the comments.

 

AUTHOR: TE QUIEBRO ID 2754 

 

 


THE NEW ERA OF BUNDLES IN FOOTBALLTEAM: GROWTH, STRATEGIES, AND COMMUNITY IMPACT

 

With the expansion of promotional packages over the past few months, FootballTeam is experiencing a profound transformation in its internal economy, competitive balance, and player behavior.

In recent months, the FootballTeam landscape has undergone significant changes related to offer packages, known as Bundles. Previously rare and linked only to events.

The first transformation occurred when events began to include packages containing more valuable items and considerable benefits, such as value bonuses reaching 120%, 150%, and more.

Over time, however, the format expanded steadily. Seasonal packages emerged in succession: special offers at the start of the season, promotions for training, fame, and crystals.

Black Friday represented the peak of this transition. The promise of up to 200% more credits attracted players willing to invest even more, while the game offered various types of pay-per-views.

Among the positive aspects of the new bundle policy is the greater variety of paths for a player's development. Those who invest money find faster and more direct progression.

However, the negative impacts are equally visible and fuel debate within the community. The first of these is the growing competitive inequality. Players who cannot keep up financially with the competition are increasingly disadvantaged.

Another critical point is the risk of distorting the very core mechanics of FootballTeam. When purchasing power begins to overshadow the daily effort of training and constant dedication, the sense of motivation decreases.

An analysis of promotions over the past few seasons shows that the game has been testing formats, evaluating audience reaction, and adjusting its economy accordingly. 

The biggest challenge going forward will be finding a healthy middle ground. Monetization is necessary to keep the server active and for the game to continue receiving updates. 

We don't yet know how far the Bundles strategy will go, but it's clear that FootballTeam is no longer the same as before. The domestic market has been restructured, and the fight for strength on the field increasingly depends on them.

 

Author: Kai Havertz

 

 


CREDITS DIVIDE THE COMMUNITY


Black Friday and the "Legacy" Revolution:

This year's Black Friday promotion caused a storm that overshadowed the holiday shopping spirit. The reason wasn't the sale itself, but a fundamental change to the "Legacy" system, which redefined the value of in-game currency and rewarded player engagement over payer loyalty.

 

A Groundbreaking Twist: The End of the Old "Legacy":

Until now, the "Legacy" system has been a traditional monetization structure, where exclusive items, bundles, and rare promotions were available almost exclusively with currency purchased with real money. Black Friday has become the catalyst for the previously announced transformation, which completely shifts the store and promotion model to a Credit system, modeled after the more flexible and engaging "Classic" model.

This means that from now on, rare, premium items—including those from the current, hot Black Friday promotion—can be purchased with Credits, a currency that players can earn in-game through daily and long-term engagement, rather than simply through purchase.

 

When Commitment Finally Pays Off:

For Free-to-Play (F2P) players who had been diligently accumulating Credits for years, this was a historic moment. Accumulated savings, previously spent primarily on cosmetic items, suddenly gained real value.

These players, who often spend more time in the game than their paying counterparts, finally have the opportunity to take advantage of top promotions and obtain items that were previously out of their reach. They feel this is a well-deserved reward for their loyalty and time dedicated to the platform.

 

🗣️ One of the most rational voices in the debate suggests a compromise solution. Bzykacz, a long-time F2P player, proposes a model that could satisfy both factions:

"The optimal solution in the current event would be to adopt a golden mean: half the packages for in-game credits, half for premium currency (€). Such a model would ensure satisfaction for both paying and F2P players."

"I don't understand the outrage among paying players that packs are only available for credits. Credits are readily available to everyone—as Masal Bogdanov says, "you just have to bend down to get them." I believe this is a luxury opportunity available to the entire community. As a F2P player, the idea of ​​the event itself is interesting, and the packs are tempting. However, my lack of luck opening packs prevents me from making larger purchases—I only bought one pack symbolically to try it out. I suggest adding more reward tiers in the future so that even players who buy the minimum number of packs can receive some value from the event.

 

🗣️ Opinion shared by Spliff:

"Regarding possible Creed packs, I rate this change as neutral – it will oscillate with other various issues and game mechanics, for example, temporary fluctuations in the thread or drink market. Personally, I was hoping for something like the power boosts that have been around lately. I was a bit disappointed with the event, especially with how many you have to open to get the rewards."


Investment Devaluation:

On the other side of the fence, there is deep frustration. Paying players, those who regularly spent real money to support the game and acquire exclusive goods, feel betrayed. Their main argument is the devaluation of their previous investments.

Payers spent money on premium currency, which was supposed to guarantee them exclusivity and quick access. The fact that F2P players can now obtain the same goods with currency acquired for free undermines the rationale for paying. They see this change as a move that eliminates the advantage of their financial support.

 

🗣️ A statement shared by Kieras:

In my opinion, the change from Legacy to credits during Black Friday was a bold but understandable decision. I believe the outrage among payers stems from the fact that, until now, they had a monopoly on everything in the store—you paid and had an advantage. Now, people who farmed credits or took advantage of the differences in gifts have more room to maneuver.

On the other hand, I think it was possible to buy credits, so I don't see a problem—payers could still maintain their advantage, but the system became more open and accessible. It's not really about a real loss of value, but about a sense of loss of the elitism of the old currency.

In my opinion, the reception to this change by the broader gaming community is divided—some payers expressed outrage and dissatisfaction, but looking at the pack hits from many different players, both paying and F2P, I get the impression that most are ultimately satisfied with this system and see it as more fair and accessible.

I won't deny that I'm a paying employee and also receive credits for my work in the game as a moderator or editor in the newspaper, but that doesn't change the fact that I sometimes buy packages.

The new credit system gives me greater flexibility – I can use both what I earn and what I buy. In my opinion, the game is heading in the right direction, so I absolutely don't plan on "hanging up my boots," but rather continue playing and benefiting from the system's development.

 

BLACK FRIDAY EVENT SUMMARY + SURVEY:

The introduction of the "Legacy" system is a strategic step aimed at enriching and balancing the game's ecosystem, successfully rewarding both time and financial investment. This change has been enthusiastically received by the community, as it significantly increases inclusivity and recognizes the platform's most engaged and loyal users.

While the developers are pleased with the positive feedback from the community, it is now crucial to fully realize the potential of this change. The developers are actively seeking ways to further enhance the unique value proposition for supporters. Exciting new and exclusive benefits are expected to be introduced – perhaps in the form of ultra-fast boosts, exclusive limited-time items, or special privileges.

With this approach, the platform is well positioned to maximize the growth of the F2P community while strengthening relationships with its existing paying user base. This balanced approach guarantees long-term success and dynamic ecosystem growth!

As we wrap up the Black Friday event, we're asking for brief feedback on your experiences with the new system and Event Packs. Your feedback will help developers understand the needs and sentiment of the community.

 

❓ Questions for the Community:


















 

Share your opinions and observations in the comments!

 

Author: DaVoS

 

 


THE SUPERLEAGUE'S "BSOD" (BLUE SCREEN OF DEATH)

 

What’s up, fellow managers and Football Team Game grinders! Is your ping low and are your boots polished?

This month, let's put the ball on the ground and discuss the current "meta." The topic is controversial: the legendary Superleague. Does it still hold the hype of being the server's "Olympus," or has it turned into that repetitive daily quest we do on auto-mode just to farm XP?

The game got updates, new servers opened up the world map, and national leagues spawned everywhere. But the Superleague? That one is still running on the old engine. On paper, it was supposed to be the Champions League for the top 8. In practice, it became a bugged boss fight: a closed club for the 8 teams with the highest OVR (Overall Rating).

Meritocracy is out, "Pay-to-Win" (or extreme Grind-to-Win) is in. Whoever has the most firepower makes the rules.

 

An Olympus without Legendary "Loot"

There was a golden age, my friends. A time when reaching the Superleague was the game's "Platinum Trophy." Whole teams racked their brains and burned resources crafting the perfect build just to step on that sacred turf. Even knowing Game Over was certain, just being there was the reward. It was the benchmark, the moral ruler, the moment to screenshot and post in the guild group.

And the rivalry? Old-school PvP! Who doesn't remember (fondly and with a bit of healthy toxicity) the duels between The Fury and SKULLACHADOS FC on the BR server? That wasn't just a game, it was El Clásico! It had soap opera drama, trash talk in the global chat, and championship final viewership ratings.

Today? The excitement graphics dropped to 144p. The server's current "Gods," Public Enemies and Jokers Gambit, are so "buffed" in OVR that the Superleague has become a speedrun of stomping. It's David vs. Goliath, except Goliath is using hacks and David left his slingshot at home.

 

The Meta Now is to Run Away

The saddest plot twist is that the Superleague went from a dream to a nightmare for the smart manager. Today, it's a VIP tournament where the server owners play house, ignoring the Cups and European Tournaments (where the loot actually shines).

The million-Euro question is: why would I risk my hard-earned OVR in a lobby where I'm going to get "wiped" in 10 minutes?

The community found the exploit: dodging the Superleague is the pro move. It's pure math. The penalty for ranking down in the Superleague hurts less than being the elite's punching bag. The strategy now is "swimming in the shallows" to farm resources instead of drowning in the deep 7k OVR pit.

We have a paradox worthy of a server crash: the game is mechanically better, but the tournament that should be the pinnacle of glory is the most boring mode in the game. It's a VIP party where no one wants to get on the list.

 

Patch Notes 2.0: Time for a Reboot?

With all due respect to the Devs and Admins (please don't ban me, I love you guys), the Superleague balancing needs an urgent nerf. The community is crying out for a competitiveness hotfix.


What do you, pro-players and virtual chairmen, suggest for the next update?

  • Draft Mode with Salary Cap: Limit OVR per team in the Superleague? This would force the elite to sell their "Messis" and "CR7s," redistributing power across the server.
  • New Dungeons (Leagues): Create competitions where the risk of facing the final Boss actually justifies the item drop.
  • Buff the Noobs: Make leveling up easier for new players, closing the gap between Tier S and Tier A.

The game has an incredible engine, but the current Superleague looks like a hype graveyard. We want rivalry, grit, and a sweaty GG, not just Excel spreadsheets with high stats.

 

Here's the tip for the next patch!

Hugs and see you next month!


Author:Fabio Muri

 

 



IN THE CROSSFIRE OF NEW YEAR'S QUESTIONS!

 

Hello, welcome to a new edition of the FT Sport Journal, issue #59. We're already a month away from 2026, and we've left behind the major events of 2025. Our favorite football game, FootballTeam, has also undergone several changes, all for the better. New bundles have appeared, along with improvements to the team map and new bonuses hidden under our players' equipment, bringing about significant changes.

Furthermore, at the end of the year, we'll surely have the opportunity to discover new achievements, which will undoubtedly shake things up on the pitch and intensify the rivalries between teams, which we tested last season. In light of these changes, I'm curious to know your opinion on this topic, what you think about the changes, and how you would rate them.

With the new year just a month away, a few reflective questions leading up to Christmas and the New Year are always welcome… It's like reflecting on what we did throughout the year in the game, and that's always a good thing. I invite you to reflect on your player and your team!

First of all, I'd like to ask you about the overall pace of things in the game in 2025. Did you manage to achieve your goals, win the cups you wanted, complete sets, or overcome other challenges?

 

HOW WOULD YOU RATE YOUR LAST YEAR IN FOOTBALLTEAM?

VERY GOOD, I REACHED MY GOALS

AVERAGE, I EXPECTED MORE AND I FEEL SOMEWHAT DISSATISFIED

BAD, I LOST MY MOTIVATION IN THE GAME

 

HOW WOULD YOU RATE THE CHANGES TO THE GAME THIS 2025, CONSIDERING THE PROS AND CONS? POSITIVE

NEUTRAL

NEGATIVE

 

Be sure to carefully consider your choices in the comments so your response has a positive impact on the game's development.

As always happens in the game, a major event will surely be released at Christmas, bringing new items, team rivalries, and the ability to train up to 4 attributes at once. I'm wondering what your opinion is on this.

 

WOULD YOU USE NEW DRINKS FOR WORK AND TRAINING?

YES – NO… Why?

 

DO YOU THINK DRINKS SHOULD BE AVAILABLE TO BREW IN THE BREWING MODULE OR SHOULD THEY ONLY BE AVAILABLE IN PACKS? SHOULD BE AVAILABLE IN CRAFTING

SHOULD ONLY BE AVAILABLE IN EVENT PACKS

 

HOW WOULD YOU RATE THE RIVALRY BETWEEN TEAMS? WOULD YOU LIKE TO SEE MORE ADDITIONS LIKE THIS IN TEAM COMPETITIONS?

POSITIVE – NEGATIVE Why?

 

DO YOU THINK THERE SHOULD BE AN OPTION TO BUY RIVALRIES WITH A TEAM USING IN-GAME MONEY OR TEAM BUILDINGS?

YES - NO … Why?

 

HOW DO YOU RATE THE POSSIBILITY OF TRAINING 4 SPECIALIZATIONS AT ONCE? WOULD YOU LIKE TO HAVE THIS OPTION EVERY DAY OF THE YEAR?

YES - NO … Why?

Many players are expecting a change to the card module, in addition to the option to upgrade card slots, which has had a significant impact, especially in the context of card games. What are your thoughts on this?

 

HOW WOULD YOU RATE THE SLOT UPGRADE MODULE?

POSITIVE – NEGATIVE… Why?

 

DO YOU THINK SLOT UPGRADES SHOULD COUNT TOWARDS CARDS WHEN PLAYING IN THE CARD DUEL MODULE?

YES - NO… Why?

 

Be sure to justify your answers in the comments! Along with the new year, there will surely be many more changes. What do you think about what this year will be like for FootballTeam? How do you envision the announced changes, and what are your expectations for 2026, both individually and for your team?

Share your opinions and thoughts in the comments. Also, write down your goals, if you like, and what you want to achieve—the milestones you'd like to reach over the next 12 months in this, your favorite browser game.

For my part, I'd like to wish you health, peace, and prosperity, especially in your personal life. And in the game, I'd not only like to wish you the best rewards from the packs, but also that you win all the important matches and that your character reaches the top of the rankings. May this year be positive on every level! Best wishes, and see you soon.

 

Author: BUFFALO FUNES

 

 



REFEREEING CONTROVERSY THROUGH THE EYES OF A MANAGER #27

 

How VAR was intelligently used in the Rayo Vallecano vs. Lech Poznań match: an example of an exemplary intervention:

Following my return to writing a series on refereeing controversies, today we'll take a look at a situation from the start of the Rayo Vallecano vs. Lech Poznań match. It's an example of how the VAR system – in the hands of experienced and intelligent referees – can become not only a technical but also a tactical tool, enabling the correction of a previous refereeing error in full compliance with the VAR Protocol.

And I say this as someone who has held the whistle for years and as someone who helps young referees take their first steps – this situation should be a learning tool, replayed and analyzed step by step.

 

Description of the situation – Palma's contact and fall:

In the 7th minute of the match, Luis Palma ran into the arc of the penalty area, chasing the ball. Behind him was Florian Lejeune of Rayo Vallecano. Seeing he wouldn't make it, Lejeune extended his hand, and contact occurred – he lightly touched Palma's hip, likely catching his shirt.

Luis Palma fell to the turf moments later. The referee, Viktor Kopiyevskyi, reacted immediately: whistle, free kick, yellow card for Florian Lejeune.

On the pitch, everything unfolded according to the referee's intuition – contact, fall, penalty.

But then VAR arrived. And here begins the real lesson of refereeing.

 

Video Evidence Analysis – Key Moment:

Replays clearly show that:

- Florian Lejeune's hand contact was symbolic,

- Luis Palma fell theatrically,

- there was no actual foul,

- there was no causal relationship between the contact and the fall.

In short, Luis Palma was simulating a foul.

But now the most important thing: according to the VAR Protocol, the video referee cannot intervene solely because of a yellow card or a free kick.

And this is where the referee's intelligence and experience come into play.

 

The VAR referee played the rules like an instrument:

Denis Szurman, the VAR referee, understood that entering this situation "in defiance of the rules," only for a yellow card, would be illegal.

 

So what did he do?

He analyzed the situation as if a foul had actually occurred.

If it was a foul interrupting a favorable move, if Palma had indeed been stopped illegally, then Lejeune should have been shown a red card for DOGSO ("denial of an obvious goal-scoring opportunity").

And since such a possibility existed, the VAR could and should have called the referee to the monitor to analyze a potential red card.

This is brilliant – logical, legal, and at the same time humble.

Szurman didn't try to "point out the error of his teammate." He intervened in the decision-making process in a manner that was absolutely formally correct, while simultaneously preserving sporting fairness.

 

Correcting the error and restoring the correct decision:

Viktor Kopievsky went to the monitor, reviewed the situation, and:

- overturned the free kick,

- overturned the yellow card,

- restored play to its original sequence.

This was a masterclass in match management and cooperation between the referee and VAR.

 

Why is this situation exemplary and should be included in training?

As a referee, I know that one of the most important qualities is a humble, intelligent assessment of the situation. Not stubbornness, not ambition, not ego.

Here, both referees demonstrated:

- humility – admitting that their initial assessment was incorrect,

- intellectual flexibility – thanks to which they found a formal way to rectify the situation,

- concern for the spirit of the game – not just the rules.

 

This wasn't blind literalism.

It was an understanding of the rules, their purpose, and how they work.

 

Summary – VAR should serve football, not the other way around:

The incident from the Rayo Vallecano - Lech Poznan match demonstrates how VAR can help maintain fairness on the pitch – as long as it's operated by referees who:

- understand the rules,

- can interpret them,

- are not afraid to admit a mistake,

- stand for sporting integrity.

 

I take my hat off to Denis Szurman and Viktor Kopiyevskyi – this is what good, mature refereeing looks like.

 

Thank you for reading my article! If you enjoy this type of content or have ideas for future topics I should write about, please leave your suggestions in the comments. Best regards!

 

Author: Kiero DS

 

 


 

 

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