Your own club

Found it. Name it. Own it.

In Handball Rivals you do not take over a stranger’s club. You found your own, and your results and your books decide how far it goes.

Found your club08 chaptersFoundingScroll ↓

Founding

Your name on the arena.

Sign up, then found your club: choose its name, the name of its arena, the town, the colours and the crest. The world gives it a place in a league that is already playing, and the club is yours — you own it and nobody dismisses you.

  • Club, arena and town names of your own
  • Colours and a crest from the club designer
  • One account, one club, one persistent world
  • Names are checked so every club in the world is unique

Equal start

Everyone begins with the same chance.

Every new club starts with €1,000,000, an arena of 750 seats and a squad at the level of a lower league. Money can be spent on anything — arena, facilities, wages, contracts, players and staff. The only limits are your balance and the bankruptcy rules.

  • €1,000,000 and 750 seats for every new club
  • A first squad matching the level of your league
  • Spend freely on arena, facilities, wages and transfers
  • Your first club gets the full start; later clubs are funded from your private account

Where you begin

A place in a league that is already playing.

In the first 60 days of the world, new clubs take places from the top of the pyramid downwards, so early founders start in the highest leagues. After that, new clubs start on the lowest level that still has a free place and climb through promotion. Your home country follows your location; if your country has no league, you choose one on your continent.

  • Early founders start high in the pyramid
  • Later founders start at the bottom and climb
  • Home country set by your location, fixed once chosen
  • The computer-run club that held your place is replaced by your club

A growing pyramid

Leagues grow with the players.

Leagues are groups of twelve clubs. When at least 75 % of the lowest level is owned by players, a new level opens at the end of the season with twice as many groups, filled with computer-run clubs. Promotion and relegation connect every level, so there is always a next step.

  • Groups of twelve clubs, 22 rounds each
  • A new bottom level opens when the old one fills with players
  • Promotion and relegation between all levels
  • Computer-run clubs keep every league full

Owner, not employee

No dismissal. Only consequences.

There is no board that can sack you. Bad results cost you attendance, supporters and sponsors, and bad finances cost you more. When the club sinks below its debt limit it passes through four stages, and each one comes with a notification and an e-mail.

  • Stage 1: warning and a ban on signing players
  • Stage 2: forced sale of players at a discount
  • Stage 3: a six-point deduction in the next season
  • Stage 4: the club is closed and the place returns to the computer — you can found a new one

Staying active

A club needs its owner.

If you stop playing, the club does not stand still. After seven days autopilot takes over, after 30 days you get a warning, and after 45 days without an active Pass the club returns to the computer. Your history and reputation stay with you.

  • Day 7: autopilot and an e-mail
  • Day 30: a warning that the club will return to the computer
  • Day 45: the club returns to the computer, unless a Pass is active
  • E-mails in the language of your account

Credit and catching up

Borrow, build and catch up.

From your second season you can take a free bank credit of up to 30 % of last year’s income, repaid after every league round with interest. Optional paid packages add a club credit paid back without interest, or help later founders catch up. Paid money for buildings goes into a construction fund with a fixed ceiling per season, and nothing you buy changes a match.

  • Bank credit from the second season, repaid per league round
  • Optional interest-free club credit, with a limit on open credits
  • Catch-up package for the first two seasons of a club
  • Paid purchases open soon; prices and contents are always shown first

Club market

Sell your club. Buy another.

Clubs can change owners. List yours for sale, receive offers from other players and accept the one you like; the money is held safely until the deal is done. The market uses only in-game euros, collected on a private owner account — no real money is ever exchanged for a club.

  • Value based on players, arena, facilities, cash and prestige
  • Offers held in escrow and returned if unanswered after seven days
  • Not in the first two seasons, not while in debt, at most once a season
  • Accounts on the same network cannot trade with each other
  • A 5 % fee on every sale; proceeds can fund a new club
Up next

Matchday

Handball is a game of space, timing and decisions under pressure. Prepare your system, follow the action and respond when the match demands something different.

The next chapter is yours

Take
the bench.

Bring your love of handball. We’ll bring the world. Play in your browser now, or take your club with you on Android and iOS.

New to Rivals? Read how to play