Help centre

Find the right answer, fast

Start with the essentials, explore the detailed FAQ or check the rules that keep competition fair.

Quick start

The four actions that get a new team racing.

01

Build your squad

Open your welcome packs and recruit the riders who fit your first plan.

02

Enter a race

Choose an upcoming event and register a squad before the deadline.

03

Set your tactics

Assign roles and effort according to the route profile and your riders.

04

Review and improve

Read the result, manage fatigue and prepare the next race.

Detailed answers

Frequently Asked Questions

Search by keyword or browse the topics below.

Getting started

What should I do after signing up?

Your first race in four steps

Your team is ready to play immediately. The dashboard always shows the most useful next action.

Starting squad
13 riders
Starting cash
€500,000
Free packs
2
  • 01 Meet your 13 starting riders and four staff cards: two trainers and two doctors.
  • 02 Open your Starter Bronze and Silver packs. Each shows 8 riders and lets you recruit 3.
  • 03 Choose an open race, enter riders suited to its route, then confirm before the displayed deadline.
  • 04 Assign roles, set effort over the five sections and save your tactic. You can review the result and replay afterwards.
What does verifying my email unlock?

Useful verification with a reward

Verification protects exchanges between players and completes your welcome budget.

One-time bonus
+€500,000
Total starting cash
€1,000,000
Credited
Once
  • 01 The bonus is credited once, even if the verification link is opened several times.
  • 02 Selling and bidding for riders, staff and equipment become available.
  • 03 Sensitive Collection actions, including sealed-card exchanges, are also unlocked.
  • 04 Before verification, you can still explore your team, open packs and prepare a race.
What does "beta" mean, and what happens when the game goes live?

The game is open and still evolving

The beta is for real play, finding problems and improving balance with feedback from managers.

  • 01 All main loops are playable: squad, training, races, packs, markets, Collection and seasons.
  • 02 Features, balance values and some interfaces may still change during the beta.
  • 03 The current launch plan keeps your team, riders, money and unopened packs.
  • 04 Only rankings and race history are planned to reset so everyone gets a fair competitive start.

If something feels inconsistent, use the forum to report a bug or suggest an improvement.

Is the game free?

The entire competition remains free

Performance comes from your decisions and management, never from a payment.

Game price
€0
Premium currency
None
Paid advantage
None
  • 01 There is only one currency: your team money, earned by playing and managing resources.
  • 02 Gameplay packs are bought only with that money, never with premium currency.
  • 03 If purchases are added later, they will remain cosmetic or personalisation options and will never strengthen a rider.

Races & tactics

When are races simulated?

A fixed time and a clear deadline

Scheduled races for the day are simulated at 16:00 UTC. The interface also shows the matching time for your browser.

Simulation
16:00 UTC
Deadline
5 min before
Tactic
5 sections

  • 01 Registration closes five minutes before simulation. One tour registration covers every stage.
  • 02 Tactics close five minutes before each stage, so they can be adjusted between stages of a tour.
  • 03 Once the deadline passes, both the interface and server reject late changes.
  • 04 After simulation, the standings, earnings and replay remain available when you return.
Do I need to be online at 16:00 UTC?

Prepare beforehand, watch whenever you want

UCM does not require you to be online at the start: your saved plan is enough.

  • 01 Before the deadline, select your riders and save their roles, effort and orders.
  • 02 The server then simulates the race automatically, whether your browser is open or not.
  • 03 When you return, you can watch the replay, analyse gaps and review the points and prize money earned.
What decides a race result?

Results come from several connected decisions

No single rating wins alone: a good rider must suit the route and be used at the right moment.

  • 01 The terrain and distance of each section decide which attributes matter most.
  • 02 A rider’s ten attributes set their underlying level. Form and fatigue affect how much of that ability they can use on race day.
  • 03 Roles organise the team, while effort and orders decide where to spend the energy reserve.
  • 04 In a tour, recovery and the energy carried between stages become as important as raw strength.
Which role should I assign to each rider?

1. Assign roles

  • Leader: your protected rider. Teammates still in the same group reduce their energy cost. Only one leader is allowed.
  • Teammate: works for the team and protects the leader while they still have energy.
  • Free: rides for their own result without being the protected leader.
How should I set effort over the five sections?

2. Pace the effort

  • The race is split into five sections. Check the terrain and distance of each one before moving the sliders.
  • 50% saves energy, 75% is normal race pace and 100% means full gas.
  • Higher effort gives more immediate strength but drains the reserve faster. Setting 100% everywhere is rarely a good plan, especially in a tour.
When should I use Pull, Breakaway or Attack?

3. Set orders

  • Follow is neutral. Ride/Chase makes the rider work at the front of the group and costs energy.
  • Exception: when the gap exceeds four minutes, available helpers on Follow may take emergency turns. They spend energy and stop this support once the gap is contained; catching the breakaway is not guaranteed.
  • Breakaway is available only at the start (T1). Attack is available only in the finale (T4 or T5).
  • Sending several teammates to attack at the same time splits their chances: target your best attacker instead.

The “Recommended tactic” button provides a cautious starting point: sensible roles and measured efforts, with no automatic attack or breakaway. Review it, adapt it to your goal, then save before the deadline.

What is race energy?

The reserve available for the stage

Race energy represents what the rider can still give between the start and finish.

  • 01 Each rider has a reserve at the start of the stage.
  • 02 Riding hard, attacking or working for the team consumes this reserve.
  • 03 As it falls, the rider gradually becomes less effective and will struggle more in the finale.
  • 04 After a one-day race, remaining energy is not kept for the next race.
  • 05 During a stage race, the rider recovers part of this reserve before the next stage.

Packs, riders & Collection

What are packs?

Open, compare, then recruit

A pack creates a choice: not every revealed card automatically joins your team.

Standard pack
4 → 1
Starter pack
8 → 3
Payment
Team money
  • 01 Before opening, the pack states how many riders will be generated and how many you may keep.
  • 02 Compare profile, potential, age and attributes before confirming your recruits.
  • 03 Depending on the pack, a staff and/or equipment card may appear as a bonus alongside the riders.
  • 04 Rarity improves the quality odds, but packs remain random. Use the market when you want to target a specific rider.
How does the card Collection work?

Preserve a moment, display and trade

A sealed card is a collection snapshot separate from the playable rider and has no effect on performance.

Free storage
25 cards
Public Book
9 slots
Offer duration
7 days
  • 01 You can seal each rider who joins your team once. If they later change clubs, their new manager may create a separate card.
  • 02 The card stays in your collection if the rider is later sold or released. It does not train or age.
  • 03 The Book displays your nine favourite cards, while the World Gallery tracks discovered models and those you own.
  • 04 Trades are direct, one card for one card, with no money. Only cards deliberately listed can receive an offer.
What are a rider’s 10 attributes used for?

Understand a rider’s strengths

Each attribute is rated out of 100. The race engine combines those that match the terrain, distance and race situation.

FLA Flat
Determines strength on flat roads and the ability to sustain a high pace on the flat.
MON Mountain
Matters on long climbs, steep gradients and mountain-top finishes.
HIL Hills
Matters on short climbs, repeated rises and hilly routes.
COB Cobbles
Determines efficiency and the ability to survive selection on cobbled sectors.
DHI Downhill
Matters on descending sections, where stronger descenders can maintain a higher pace.
TT Time trial
Measures specific ability in a solo effort. Terrain and endurance also matter during a time trial.
SPR Sprint
Determines speed in intermediate sprints and especially at the finish, most strongly on a flat finish.
ACC Acceleration
Improves the chance of launching a successful attack and also contributes to sprint explosiveness.
END Endurance
Becomes more important as kilometres accumulate and helps the rider hold the pace during a race.
REC Recovery
Helps recover when the pace eases, limits general fatigue gained after a race and restores more energy between tour stages.
  • 01 No attribute works alone: route profile, form, fatigue, role, effort and orders also influence the result.
  • 02 Profile ratings — Climber, Puncheur, Cobbles, Sprinter, Time trial and Tour — summarise several attributes; they are not separate skills.
How does training work?

Progress toward a ceiling unique to each rider

Each rider has their own limits. Potential determines how far and how quickly they can improve.

Specialisation
1 selected
Fatigue per session
+9
Trainer capacity
8 riders
  • 01 The selected attribute improves fastest. The others progress more slowly toward their own ceilings.
  • 02 Young riders improve much faster. Even with the same profile and potential, personal talent can produce different riders.
  • 03 A trainer can help up to eight riders at the same time. A doctor reduces fatigue during rest days.
  • 04 When fatigue reaches the selected limit, the rider rests the following day. A race also provides meaningful progress, spread across several attributes linked to the route. Training focuses more of the progress on the selected attribute.
Why is my rider losing attribute points?

Understanding age-related decline

As riders age, they eventually start to decline. The onset varies from rider to rider, and losses become greater as they grow older.

  • 01 This ageing process applies even on rest, training and race days.
  • 02 Do not confuse this with form or fatigue: those affect race performance without representing a permanent drop in attributes.

Before recruiting, check the progression chart on the profile of a rider who is for sale: it shows whether their attributes are improving, staying stable or declining.

How do I compare a trainer’s level and specialty?

Choose the right trainer

The selected attribute improves the most, but the others also improve. The trainer’s level boosts the whole session.

Bonus by level

Trainer level Bonus
No trainer 0%
Local +3%
Regional +6%
National +9%
Continental +12%
International +15%
+5%

Specialty bonus

The specialty gives an extra 5% bonus only to the attribute shown on the card, even if you are training a different one.

  • 01 The level bonus boosts every gain from the session. An International therefore improves the selected attribute more than a Local, as well as the others.
  • 02 At the same level, specialty makes the difference: an International specialised in Cobbles improves Cobbles 5% faster than one specialised in Mountain.
How does rider form work?

Form: arrive race-sharp

Good form improves daily strength, but it never replaces the rider’s attributes.

  • 01 Only racing raises form: the net gain is 9 points, up to a maximum of 100.
  • 02 Every day without a race removes 3 points, even when the rider trains or rests. Form cannot fall below 50.
  • 03 Training improves attributes but does not build form. A rider must race regularly to stay sharp.
  • 04 Between evenly matched riders, form matters. Attributes and the route profile remain the main factors.
What is general fatigue?

The rider’s wear over several days

General fatigue is the value shown on the rider’s profile. It remains after the day ends.

  • 01 It rises when a rider takes part in a race or completes a training session.
  • 02 The daily training, rest, form and fatigue update runs at 00:00 UTC.
  • 03 A very fatigued rider will perform less well in their next races.
  • 04 Fatigue falls when the rider has a day without a race and needs to rest.
  • 05 The doctor improves recovery during these rest days.
  • 06 Too many consecutive races can therefore tire a rider for several days. Planning rest allows them to regain freshness.

Economy & divisions

How do I earn money?

Build sustainable team finances

The sponsor provides daily income. Race results and smart market decisions help well-managed teams build stronger finances.

Daily sponsor
€8,000–15,000
Reserve staff
€0 / day
Seller receives
95%
  • 01 The sponsor depends on division: €15,000 per day in D1, then €1,000 less per level down to €8,000 in D8.
  • 02 Race places, tour classifications and objectives can provide additional prize money.
  • 03 Selling a rider, staff card or equipment pays 95% of the final price after the 5% commission.
  • 04 Active riders and active staff have a daily salary. Every movement appears separately in the finance journal.
Where can I see race prize money, and how should I manage my wage bill?

Read the table and keep a healthy budget

Each race category has its own points and prize-money table based on finishing position.

Categories
5 tables
Daily sponsor
€8,000–15,000
Safe benchmark
Wages ≤ sponsor
  • 01 On a race result page, click its category badge — Grand Tour, Monument, World Tour, Pro or U23 — to open the complete table.
  • 02 Every classified rider may earn the prize for their finishing place. Tours can also award final general, youth, sprint, mountain and team classification prizes.
  • 03 To stay balanced without relying on results, compare the total daily wages of active riders and staff with your division’s daily sponsor income.
  • 04 The Finance page then lists the sponsor, wages and race prizes actually credited each day.
How do I earn points?

Results build your ranking

Points are seasonal: they measure the team’s sporting performance within its division.

  • 01 Each points table depends on race level and finishing place. Not every position necessarily earns points.
  • 02 In a tour, the general, young rider, mountain, sprint and team classifications may also award points.
  • 03 Points earned by riders appear in the individual standings. Points credited to the team determine its division rank.
  • 04 They reset for the new season, but career statistics such as races and victories are preserved.
How do transfers work?

Automatic bidding with a secret maximum

You set the most you will pay. The system raises the price only as much as needed to keep you ahead.

Sale duration
32–72 h
Bid increment
€1,000
Seller commission
5%
  • 01 Your maximum stays secret. If an opponent offers less, the current price stops only €1,000 above their maximum.
  • 02 When maxima are equal, the bid recorded first keeps priority.
  • 03 A bid in the final fifteen seconds extends the sale by ten seconds to limit impossible-to-answer sniping.
  • 04 Your maximum remains committed until settlement. Riders, staff and equipment all use the same auction engine.
How long does a season last?

Thirty days to build your season

Season end closes the current competition, applies division moves and immediately prepares the next one.

Length
30 days
Starting form
80
Starting fatigue
0
  • 01 The final ranking of every division is archived before promotions and relegations.
  • 02 Team and rider points reset, as do season objectives.
  • 03 Active riders begin the new season with neutral form of 80 and no general fatigue.
  • 04 Your team, riders, attributes, money, cards and career statistics remain yours.
How do I move up to a higher division?

Finish inside the zone shown in the standings

Promotion and relegation counts depend on the division. The Standings page shows the relevant zones directly.

  • 01 After 30 days, the best teams move to the parent division and the bottom teams drop to lower divisions.
  • 02 The top division has no promotion. Divisions without a lower level have no relegation.
  • 03 If teams are tied on points, their highest-ranked riders break the tie, followed by a stable identifier as the final fallback.
  • 04 Promoted and relegated teams enter their new division before points reset for the next season.
Why are there bots and ghost teams?

Keeping divisions and races active

The game temporarily fills or takes over some teams so races keep enough entrants and divisions remain active.

  • 01 When a division does not yet have enough players, bots fill the open places and enter races as soon as a real player from that division is registered.
  • 02 When a new player joins, a filler bot gives up its place.
  • 03 After a long absence, a player’s team enters ghost mode: it is preserved and automatically entered in races so the missing manager does not empty the peloton.
  • 04 If the player returns, they recover their team and automatic management stops.
  • 05 Bots may bid on automatic market sales, but never on sales listed by players.

Account & rules

Are the riders in the game based on real professional cyclists?

A peloton created entirely for UCM

Riders do not reproduce real professionals: their identities and careers are born inside the game.

  • 01 Names, faces, profiles, potential and attributes are generated for UCM.
  • 02 Every rider develops according to age, potential, profile and personal talent.
  • 03 Teams and managers therefore write their own story over the seasons without relying on a licensed rider database.
Is it possible to have multiple accounts?

One person, one account, one team

Multiple accounts distort markets and rankings, so they are forbidden even when the teams appear to play separately.

  • 01 Creating or controlling several player accounts is not allowed.
  • 02 Sharing an account or coordinating teams to move money, riders or cards is also forbidden.
  • 03 A bug or interface weakness must be reported, not used to gain an advantage.
  • 04 If you are unsure about a family situation or shared network, contact the UCM team before exchanging between the accounts involved.
What happens if I don't have enough money to pay salaries?

Debt blocks purchases but does not destroy your cards

A negative balance can remain after daily expenses. Future income or sales must bring it back above zero.

  • 01 Purchases and actions requiring available funds are blocked while your balance is insufficient.
  • 02 Salaries for active riders and active staff continue to appear in the finance journal.
  • 03 If the team finishes the season in debt, active staff automatically move to reserve and riders are detached from their trainer or doctor.
  • 04 Staff, equipment and cards stay at your club. The debt is neither erased nor automatically repaid.

Fair play reference

Game rules

The essential rules for accounts, races, markets and seasons. These rules apply to every manager.

Account & fair play

  1. 1 One person may manage only one player account and one team.
  2. 2 Account sharing, coordinated secondary accounts and any attempt to manipulate rankings or markets are prohibited.
  3. 3 Bugs must not be exploited. Report a suspicious behaviour instead of reproducing it for an advantage.
  4. 4 Messages, chat and public names must remain respectful and suitable for every player.

Races & tactics

  1. 1 Races are simulated every day at 16:00 UTC. You do not need to be online.
  2. 2 Registration, rider selection and tactics must be completed before the race deadline.
  3. 3 Results depend on the route, rider attributes, form, fatigue, roles and effort choices.
  4. 4 Automated requests or any manipulation intended to bypass the normal race interface are prohibited.

Economy & markets

  1. 1 Auction bids are binding. The proxy system raises the price only as much as needed, up to your hidden maximum.
  2. 2 Transfers must reflect genuine play. Arranged trades used to move value between controlled accounts are prohibited.
  3. 3 A team may go into debt, but purchases requiring available cash are blocked until its finances recover.
  4. 4 Packs reveal cards. The number of riders you may recruit is always shown before opening.

Seasons & rankings

  1. 1 A season lasts 30 days.
  2. 2 Race points determine the ranking inside each division.
  3. 3 Promotions and relegations are applied at season end according to the rules of the current division.
  4. 4 Sanctions may remove illegitimate gains or restrict an account when fair-play rules are broken.

Need clarification? Contact the UCM team before taking an action that could affect another manager.