Squad selection
One more limitation: you can’t acquire more than 3 footballers who are teammates. You will not be able to get all the footballers from your favorite club
Gameweek squad
Deadline to submit your gameweek squad is the kick-off time of the first match of the gameweek
Transfers
After selecting your squad you can buy and sell players in the transfer market. Unlimited transfers can be made at no cost before GW1 and GW2
After the GW2 deadline you will receive 2 free transfers each Gameweek. No transfers for points deductions
If you make less than two transfers, one free transfer will be saved for the following Gameweek, meaning you’ll have 3 free transfers, but if you don’t use that 3rd transfer, it will not be saved for the following gameweek
When summer transfer window opens up in Japan (somewhere around mid-July), you will be given additional 5 transfers that you can use throughout the whole transfer window (that closes somewhere around mid-August)
When deadline passes, you will not be able to make transfers until gameweek ends
Wildcard and 2 mini-chips
These are the tools that can be used to gain advantage in the game
Wildcard – all transfers in the Gameweek are free. Can be used one time only
The next two mini-chips can be used in total no more than 12 times during the season
Free-hit transfers – you can transfer in a player on loan just for one gameweek, next gameweek transferred out player returns to the squad
Post-deadline transfers – you can sell and buy players (who are yet to play) for a current Gameweek despite the passed deadline
You can make a free-hit transfer post-deadline, it will be counted as one used mini-chip
NOTE: You’ll have an unlimited number of post-deadline transfers during GW1
Scoring
Action | Goalkeeper | Defender | Midfielder | Forward |
---|---|---|---|---|
60+ minutes played | 2 | 2 | 2 | 2 |
1-59 minutes played | 1 | 1 | 1 | 1 |
Goal | 6 | 6 | 6 | 4 |
Assist | 3 | 3 | 4 | 3 |
Clean sheet* | 4 | 4 | 0 | 0 |
Penalty saved | 5 | 5 | 5 | 5 |
Penalty earned | 3 | 3 | 3 | 3 |
Yellow card | -1 | -1 | -1 | -1 |
Penalty missed | -2 | -2 | -2 | -2 |
Red card | -3 | -3 | -3 | -3 |
2 goals conceded | -1 | -1 | 0 | 0 |
Every 6 clearances | 0 | 1 | 0 | 0 |
Every 2 saves | 1 | 0 | 0 | 0 |
*footballer must play at least 60 minutes to get clean sheet points
Footballer price change system
Footballers’ prices will be changed according to their performances. Divide a footballer price by 2.01 and the result will be his expected points per game
Price | Expected points per game |
---|---|
4.5 | 2.24 |
4.75 | 2.36 |
5 | 2.49 |
5.25 | 2.61 |
5.5 | 2.74 |
5.75 | 2.86 |
6 | 2.99 |
6.25 | 3.11 |
6.5 | 3.23 |
6.75 | 3.36 |
7 | 3.48 |
7.25 | 3.61 |
7.5 | 3.73 |
7.75 | 3.86 |
8 | 3.98 |
8.25 | 4.1 |
8.5 | 4.23 |
8.75 | 4.35 |
9 | 4.48 |
9.25 | 4.6 |
9.5 | 4.73 |
9.75 | 4.85 |
10 | 4.98 |
10.25 | 5.1 |
10.5 | 5.22 |
10.75 | 5.35 |
11 | 5.47 |
11.25 | 5.6 |
11.5 | 5.72 |
11.75 | 5.85 |
12 | 5.97 |
12.25 | 6.09 |
12.5 | 6.22 |
12.75 | 6.34 |
13 | 6.47 |
In order for a price to change, a footballer must play 6 games with 60+ minutes. Then from those 6 gamers we calculate his average points per game. Multiply it by 2.01 and you get expected price. If expected price is more/less than real price by 0.25 or more, then price will rise/fall. But price will change slowly, by 0.25 units per gameweek
However, under this system, cheap footballers (priced 5.75 and less) will get more and more expensive to values unjustified for a long time, and then get cheaper and cheaper for almost as long. For this reason, a different system is created. In order for cheap footballer’s price to rise, he should hit a mark of points earned for goals, assists, clean sheets and saves (for goalkeepers and defenders, deducted points for every 2 goals conceded will also be counted). The table below shows how many of those points cheap footballer should score to get a price rise
To 4.5 | 10 |
To 4.75 | 15 |
To 5 | 19 |
To 5.25 | 23 |
To 5.5 | 27 |
To 5.75 | 32 |
To 6 | 36 |
Price of a cheap footballer will fall if he fails to hit a mark of points earned for abovementioned reasons after he plays a specific number of games with 60+ minutes. Table below shows how many of those points a footballer must score to avoid price fall and how many games with 60+ minutes he is given to do that
Price | 4.5 | 4.75 | 5 | 5.25 | 5.5 | 5.75 |
---|---|---|---|---|---|---|
Games to earn 6 points | 25 | 16 | 12 | 10 | 8 | 7 |
Games to earn 12 points | - | 32 | 24 | 20 | 16 | 14 |
Games to earn 18 points | - | - | - | 30 | 24 | 21 |
Games to earn 24 points | - | - | - | - | 32 | 28 |
Match postponements
Footballers from postponed fixtures will be counted as the ones who didn't play
For every two postponed matches in a GW (known before last 16 hours to GW deadline), you'll be given
This rule is applied only to matches of the upcoming gameweek
Points system during double gameweeks
Double gameweek is a gameweek during which a football team plays two matches. In traditional fantasy games, footballers’ points from these two matches are summarized. But in this game it will be different. Footballer will get points only from the match in which he scored the most points
Budget reset
Every 6 gameweeks (before GW7, GW13, GW19, GW25 and GW31) your budget will be reset at an initial sum of 107 standard units. And if your squad costs more than 107, then you have to cheapen your squad to fit the budget, or else you will not be able to make changes in your gameweek squad.
During these gameweeks you’ll have 3 free transfers, but no more. It’s not against the rules to leave your team with above-limit budget by not making transfers.
Lazy League
For those who don’t want to make transfers every gameweek during all season, a special tournament called “Lazy League” was created. To participate, you need to make no more than 22 transfers + mini-chips (countdown starts after GW2, Wildcard is allowed)