The AceMasters Game Guide
Everything a manager needs to know — from your first scouted teenager to lifting a Grand Slam trophy.
Welcome to AceMasters
AceMasters is a free, browser-based tennis manager game. You don't swing a racquet — you build a stable of players, decide how they train, and, when it matters most, decide how they play. That last part is what makes this game different from a dice-roll manager sim: the outcome of a match isn't decided by comparing two overall ratings and adding some randomness. It's decided point by point, shot by shot, by whichever manager built the smarter plan for that specific opponent, on that specific surface.
A patient, fit grinder with a great backhand can dismantle a flashier player who can't be bothered to scout their weaknesses. A 70-rated journeyman with the right game plan has genuinely beaten 80-rated favourites. Building a great player matters. Managing one well matters just as much.
Your players
Every player is built from eight trainable skills — Dropshot, Forehand, Backhand, Volley, Speed, Stamina, Power and Service — plus Fitness, which trains the same way but resets and recovers around matches rather than growing forever. Each skill has its own ceiling that varies player to player, so a prospect might be able to max out their forehand at a world-class level while their volley plateaus much lower — scouting reports won't tell you where those ceilings sit until you get close to them through training.
You get new players two ways: scouting a raw 16-year-old once per season (a genuine gamble — most scouted prospects turn out modest, but every so often you unearth a real talent, and very rarely something special), or buying an established player on the transfer market. Every player also has a specialty surface and a genuine, if well-hidden, physical and mental profile: how fast they develop, how durable they are, and how their career will eventually wind down. You'll learn most of that by watching them train and play rather than reading it off a stat sheet.
Careers end, too. Every player retires somewhere in their thirties, and in their last couple of seasons their skills quietly start to fade — a signal to start planning their replacement before it's urgent, not after.
Training
Pick one skill (or Fitness) per player and they'll chip away at it every day. Progress depends on age — teenagers improve fastest, players in their late twenties and beyond much more slowly — and on how close the skill already is to that player's personal ceiling. A confident player (high morale) with room left to grow can occasionally put in an outstanding training day; a player who's already close to their limit will grind for small gains no matter how you feel about them.
Hire a coach and assign them to a player to speed things up — and if the coach shares the player's home country, the bonus is noticeably bigger. A good coach roster is a real, quiet competitive advantage.
Tactics — the real game
This is the heart of AceMasters. Before a match, you don't just click "play defensively" and hope — you set nine sliders that shape exactly how your player approaches the point:
- Risk — safe, high-percentage tennis vs. going for broke.
- Point construction — finish the point early vs. patiently build the rally.
- Shot style — raw power vs. precise placement.
- Court position — stay on the baseline vs. attack the net.
- Target opponent — aim at their forehand vs. their backhand.
- Move opponent — play through the body vs. run them corner to corner.
- Dropshots — rare vs. a constant threat.
- Own wing — favour your backhand vs. running around it to hit forehand.
- Serve — safe and reliable vs. first-strike aggression.
Four presets (Placed balls, Keep the ball in play, Come to the net, Play from the baseline) give you a sensible starting point, but the real skill is in the fine-tuning. As you adjust the sliders, a live panel shows what your plan relies on and what it will test in your opponent — without ever telling you a win percentage. That's deliberate: AceMasters wants you to reason about the matchup, not solve a calculator puzzle. If you push a slider hard without the skill to back it up — net play with a weak volley, constant dropshots without the touch, patient rallies with poor stamina — the panel warns you outright. Extreme settings are also predictable: an opponent who sees the same pattern over and over starts anticipating it, so the strongest plans are decisive without being one-dimensional.
You can set a default plan for each player and, for any cup you've entered, override it per tournament — useful once you've scouted your next-round opponent's skills, surface record and recent tendencies (shown on the cup page, though never their exact upcoming sliders — that stays hidden until the match is over).
Surfaces
The four surfaces don't just look different — they change what wins:

Clay
Slow and physical. Long rallies, dropshots bite, net-rushing pays off least. Rewards stamina and movement over raw power.

Grass
Fast and low-bouncing. Net play thrives, points end quickly, and a big first strike counts for a lot.

Carpet
The fastest surface of all — the ultimate serve-and-volley stage, and the least forgiving of a purely defensive plan.

Hardcourt
The neutral middle ground. Almost every style is viable, which makes hardcourt cups the best test of whether your tactics — not just your surface — are actually good.
Matches & post-match reports
Once a match is played, you don't just see a score. Every match gets a full breakdown — serve percentages, aces, break points, winners and errors — plus a plain-English report on why it went the way it did: whether targeting a weak wing actually worked, whether your movement plan wore the opponent down, whether your net game paid off or got passed all day, and whether your opponent started reading your patterns. Both players' tactics are revealed once the match is final, so every result teaches you something for next time.
Cups & tournaments
Cups run on a real bracket: you enter a player before the deadline, the draw is seeded, and one round is played per day until there's a champion. Win and you advance; lose and you're out — with prize money and ranking points paid out based on how far you got. Some cups are wide open, others have real entry requirements (a minimum ranking for Challenger-tier events, age caps for Youth and Futures events), so there's always a tier that fits wherever your roster currently stands.
Winning rounds costs fitness, and a first-round exit stings morale — so the strongest tournament run often isn't the player with the best rating, but the manager who best rations their player's condition across four or five rounds while adapting the game plan to a new opponent every single day.
Friendlies
Don't want to wait for a cup? Challenge any other manager's player directly: pick your player, theirs, a date and a surface, and — once they accept — it's a real match with real ranking points on the line. A great way to test a new tactic before you need it to count.
Rankings
Every player carries a live world ranking, recalculated daily from ranking points earned in cups and friendlies. Climb it by winning matches that matter — bigger tournaments pay bigger points — and watch your rivals' movement on the leaderboard as the season unfolds.
Transfer market & coaches
List a player for a fixed price and let other managers bid — not on the price, but on the contract they're willing to offer. The best salary offer wins when the listing closes. Coaches work the same way, and hiring the right one (see Training, above) is one of the cheapest edges in the game.
Contracts
Contracts run out. When one does, your player expects a renewal offer shaped by their recent form and how demanding their personality is — some players are content with modest terms, others expect to be paid like the star they think they are. Turn an offer down and that player goes straight onto the transfer market, so think before you say no.
Finances
Sponsor income comes in every week; wages go out. Spend too aggressively on salaries and a luxury tax kicks in above a real threshold, and a manager who stays in the red for too many weeks running risks bankruptcy — coaches get let go first, and if that's still not enough, your highest-paid players follow. Keep an eye on the Desk's finance summary before you get there.
Morale, fitness & injuries
Winning lifts morale; crashing out of a cup in the first round hits it hard. A confident player trains better. Fitness drains through matches and training and recovers over time — let it run too low and you're gambling with injury risk, which climbs sharply the closer a player gets to empty. Manage condition proactively and it's rarely a problem; ignore it and it will eventually cost you a season.
The season clock
A season runs seventeen weeks. Players age, contracts come due, and at the turn of the season everyone's ranking-race points reset to zero for a fresh chase — last season's champion has to prove it all over again.
Community
Keep an eye on the admin news feed on your Desk for game announcements, and don't skip your guestbook — visit another manager's Desk to see their roster and leave them a note; they can do the same for you.
Ready?
Scout your first player, set a tactic you actually believe in, and go find out what it can do. The leaderboard doesn't care how your players are rated on paper — only what you do with them.
Create your manager →