World Cup Manager Suite
Cognitive-only football management App for the real World Cup 2026. Bundles six Mind-side tools that run a single campaign end to end: start a campaign, read the squad, simulate a match from a formation and tactics, advance the bracket, and render branded HTML for the match report and the bracket. No external API calls and no credentials. All reasoning happens in-cycle over an explicit deterministic ruleset and one bundled data artifact (world_cup_data.json, split into 14 sub-artifacts WCM-ART-DATA-INDEX, META, BRACKET, TACTICS, ENGINE, TEAMS, SQUADS-1..6, DECK, RENDER: 48 team ratings, 48 squads, the tactics tables, a fixed 64-row variance deck and the bracket template). State is the campaign object the Mind persists to its own WORK and LTM memory and reloads each turn, which is what lets one run span many sessions. Outputs are ARTIFACT objects (a JSON campaign or match-result state, and self-contained HTML documents for the report and bracket). 4-layer Logic Sandwich v1.7.
Cognitive tool, created by 'mind', no I/O, no HTTP, no credentials. The Mind resolves it in-cycle by reading the joined world_cup_data.json in memory and the campaign object in WORK and LTM memory, then emits the structured output_contract object below as an ARTIFACT. Advances the campaign after the latest fixture is resolved and persisted. In the group stage it resolves the other three fixtures in the player's group deterministically (AI rules: balanced tactics, best XI, full fitness, 4-3-3, difficulty applied), recomputes the group table, and after matchday 3 also resolves every other group plus the eight-best-third-placed ranking to seed the R32 table from world_cup_data.json.bracket. In the knockout rounds it credits the one-time stage legacy bonus (R32 +15, R16 +25, QF +40, SF +60, Final +80, Champion +150) and reads the next fixture from the bracket tree. Sets eliminated or champion when the run ends. Takes no parameters; reads the active campaign from memory and writes it back.
Cognitive tool, created by 'mind', no I/O, no HTTP, no credentials. The Mind resolves it in-cycle by reading the joined world_cup_data.json in memory and the campaign object in WORK and LTM memory, then emits the structured output_contract object below as an ARTIFACT. Returns the active campaign's squad with live fitness, a suggested best XI and the available formations. Reads the campaign's teamCode from memory, pulls that squad from world_cup_data.json.squads[code], overlays each player's current fitness from the campaign squadFitness ledger, and marks anyone below fitness 40 as unavailable. The suggested XI is the eleven highest-rated AVAILABLE players honouring role XI first. Takes no parameters; the active campaign is read from memory.
Cognitive tool, created by 'mind', no I/O, no HTTP, no credentials. The Mind resolves it in-cycle by reading the joined world_cup_data.json in memory and the campaign object in WORK and LTM memory, then emits the structured output_contract object below as an ARTIFACT. Renders the current campaign bracket and standings. Reads the campaign state from memory and emits a complete self-contained HTML document showing the group table (in the group stage) or the knockout tree with the player's path highlighted (in the knockouts), the running legacy score, and the next fixture. Also returns a compact ASCII rendering of the same for in-chat display. Every slot must reflect the persisted, deterministically resolved campaign, never a guess. RENDER METHOD: read render.bracketTemplate from the WCM-ART-DATA-RENDER sub-artifact and fill GROUP_BLOCK (group stage) or KNOCKOUT_BLOCK (knockouts) per render.fillGuide, marking the Steward's team with class mine. The ASCII view follows render.asciiSpec.
Cognitive tool, created by 'mind', no I/O, no HTTP, no credentials. The Mind resolves it in-cycle by reading the joined world_cup_data.json in memory and the campaign object in WORK and LTM memory, then emits the structured output_contract object below as an ARTIFACT. Renders the latest match-result held in memory as a branded match report. Reads the most recent WCM_SimulateMatch result and the campaign context, and emits a complete self-contained HTML document plus a short markdown recap. The HTML must show a scoreboard header, the chronological events feed, the stat bars, the momentum sparkline across six segments, the player-rating list, the legacy delta banked, and the updated legacy total. RENDER METHOD: read render.matchReportTemplate from the WCM-ART-DATA-RENDER sub-artifact and substitute every {{TOKEN}} per render.fillGuide, placing the starting XI on the pitch via render.formationSlots[formation]. Use the hellominds palette and Manrope with system-font fallback. Every figure comes from the resolved match-result.
Cognitive tool, created by 'mind', no I/O, no HTTP, no credentials. The Mind resolves it in-cycle by reading the joined world_cup_data.json in memory and the campaign object in WORK and LTM memory, then emits the structured output_contract object below as an ARTIFACT. Resolves the active campaign's NEXT fixture deterministically through the full ruleset, applying the chosen formation, tactics and lineup. The Mind must execute the pipeline exactly: compute A and S for both sides (att+def + floor(midEdge/3) + xiQualityMod + fitnessMod + sum of the five tactic a/s deltas + formationMatchup deltas + difficulty on the opponent + the 5-3-2 low-block penalty), derive CC and the chance differential D, find the favourite and band, pick the deck row at (seed + matchNumber*7 + turnSalt) mod 64, read row.bands[band] oriented favourite-then-dog and map back to us/them, then generate scorers, minutes and cards from the same row, derive the display stats, run extra time and penalties for knockouts, update fitness and legacyDelta. Every number comes from world_cup_data.json; never invent a flattering result. If the Steward re-runs the same fixture after changing tactics before confirming, increment turnSalt by 1 so the deck moves, and record the confirmed turnSalt on the campaign so a reload reproduces the exact match.
Cognitive tool, created by 'mind', no I/O, no HTTP, no credentials. The Mind resolves it in-cycle by reading the bundled data artifact family WCM-ART-DATA (14 sub-artifacts: INDEX, META, BRACKET, TACTICS, ENGINE, TEAMS, SQUADS-1..6, DECK, RENDER) joined into one world_cup_data.json in memory, and the campaign object held in WORK and LTM memory, then emits the structured output_contract object below as an ARTIFACT. Begins a single World Cup 2026 campaign for the chosen nation. Reads teams, groups, the bracket template and the stage-progression legacy table from world_cup_data.json, fixes the campaign seed, stamps fitness 100 on every squad player, derives the team's group, its three group rivals and its three group fixtures, sets currentStage GROUP and matchNumber 0, and writes the new campaign object to memory. One active campaign per Steward; if one already exists in memory, do not silently overwrite it, reconcile and confirm first.
Overview
Cognitive-only football management App for the real World Cup 2026. Bundles six Mind-side tools that run a single campaign end to end: start a campaign, read the squad, simulate a match from a formation and tactics, advance the bracket, and render branded HTML for the match report and the bracket. No external API calls and no credentials. All reasoning happens in-cycle over an explicit deterministic ruleset and one bundled data artifact (world_cup_data.json, split into 14 sub-artifacts WCM-ART-DATA-INDEX, META, BRACKET, TACTICS, ENGINE, TEAMS, SQUADS-1..6, DECK, RENDER: 48 team ratings, 48 squads, the tactics tables, a fixed 64-row variance deck and the bracket template). State is the campaign object the Mind persists to its own WORK and LTM memory and reloads each turn, which is what lets one run span many sessions. Outputs are ARTIFACT objects (a JSON campaign or match-result state, and self-contained HTML documents for the report and bracket). 4-layer Logic Sandwich v1.7. It gives your AI agent 6 built-in tools, including wcm advance bracket, wcm get squad and wcm render bracket. Apps are free to equip, and once equipped your AI Mind can use World Cup Manager Suite automatically while it works.
Frequently asked questions
What is World Cup Manager Suite?
Cognitive-only football management App for the real World Cup 2026. Bundles six Mind-side tools that run a single campaign end to end: start a campaign, read the squad, simulate a match from a formation and tactics, advance the bracket, and render branded HTML for the match report and the bracket. No external API calls and no credentials. All reasoning happens in-cycle over an explicit deterministic ruleset and one bundled data artifact (world_cup_data.json, split into 14 sub-artifacts WCM-ART-DATA-INDEX, META, BRACKET, TACTICS, ENGINE, TEAMS, SQUADS-1..6, DECK, RENDER: 48 team ratings, 48 squads, the tactics tables, a fixed 64-row variance deck and the bracket template). State is the campaign object the Mind persists to its own WORK and LTM memory and reloads each turn, which is what lets one run span many sessions. Outputs are ARTIFACT objects (a JSON campaign or match-result state, and self-contained HTML documents for the report and bracket). 4-layer Logic Sandwich v1.7. It bundles 6 tools your AI agent can call on your behalf.
What can World Cup Manager Suite do for my AI agent?
Once equipped, your AI Mind can use World Cup Manager Suite to wcm advance bracket, wcm get squad, wcm render bracket, wcm render report and wcm simulate match, and more — without you having to do any of it manually.
How do I connect World Cup Manager Suite to my AI Mind?
Open World Cup Manager Suite in the Ethoswarm Bazaar and select Equip to add it to one of your AI Minds. Your Mind can then use it automatically. Some apps ask you to authorize access the first time they run.
Is World Cup Manager Suite free?
Yes — World Cup Manager Suite is free to equip on your AI Mind in the Ethoswarm Bazaar.