How to play
How the game works, with the fees, rewards and limits that apply right now.
The game in four steps
- Points to start with
- 1,000points
- Squad budget
- 100points
- Players in a squad
- 11
- Pick 11 players within your squad budget and choose a captain.
- Play a match: against the computer at a level you choose, or by challenging another member.
- The game simulates the match. The squad with more fantasy points wins; when the two scores are very close, the match is a draw.
- Wins can pay points and move you up the leaderboards. You can also bet points on matches between other members.
Points are virtual: they cannot be bought, cashed out or exchanged for money. The details are in the Terms of use.
Your squad
A squad is 11 players in one of these formations:
- 4-4-2: 1 goalkeeper, 4 defenders, 4 midfielders, 2 forwards
- 3-5-2: 1 goalkeeper, 3 defenders, 5 midfielders, 2 forwards
- 4-3-3: 1 goalkeeper, 4 defenders, 3 midfielders, 3 forwards
Each squad has a budget of 100 points and can hold at most 3 players from the same club.
The squad budget is separate from your wallet. Buying players uses the budget, not your points.
A player’s price can change over time. Your squad keeps the price you paid, and removing the player returns that amount to the squad budget.
Choose one captain: the captain’s fantasy points are multiplied by 2. If your captain does not play, nobody’s points are multiplied.
A player who is injured or suspended is not sent out to play. Replace them before a match.
You name each squad. Team names are shown to other members. A name that imitates staff or the product itself is refused, and staff can reset a team name to a neutral one.
Your first squad is free. You can have up to 3 squads; opening each extra one costs 200 points, which you do not get back if you delete it. A match against the computer uses the squad marked Playing.
Until a squad has been in a match, changing players is free; a challenge counts from the moment it is accepted. After that, taking a player out costs 5 points from your wallet. The exact fee is always shown before you confirm.
How a match is decided
Matches are simulated by the game and do not depend on real fixtures. The simulation decides how long each player plays and who scores, assists, makes saves and gets booked. Players with a higher rating are more likely to score and assist, but chance plays its part.
What each player does is turned into fantasy points using the table below. A squad’s score is the total of its players’ points.
The squad with the higher score wins. If the two scores are within 3 points of each other, the match is a draw.
The goals scoreline is part of the story of the match. Only fantasy points decide the result.
Fantasy points per player
- Playing time
- +1 for under 60 minutes · +2 for 60 or more
- Match rating
- +3 for every player who plays
- Goal
- goalkeepers +10 · defenders +6 · midfielders +5 · forwards +4
- Assist
- +3
- Clean sheet, having played 60 minutes or more
- goalkeepers +4 · defenders +4 · midfielders +1
- Goals conceded (goalkeepers and defenders)
- −1 for every 2 goals
- Saves (goalkeepers)
- +1 for every 3 saves
- Yellow card
- −1
- Red card
- −3
- Captain
- points × 2
A player who does not play scores 0: no plus points and no minus points.
If the same player is in both line-ups, both sides get the same points for that player.
The home side is expected to score slightly more goals. Against the computer you are always at home; in a challenge, the member who sent it is.
A match is simulated once and its result is not recalculated. What anyone can check about the result of a challenge is under Fair play.
Playing the computer
Choose a level and play: the match is simulated straight away, with the squad marked Playing. Each level draws its players from a different strength band and has its own reward:
- Easy: a win pays 60 points. The computer starts 5 fantasy points behind.
- Medium: a win pays 100 points.
- Hard: a win pays 160 points. The computer starts 3 fantasy points ahead.
- Very hard: a win pays 240 points. The computer starts 6 fantasy points ahead.
Each match costs an entry fee of 45 points, taken when the match starts. A win pays the reward above; a draw gives the fee back; a defeat pays nothing.
At each level, the computer’s line-up against you is fixed for the game day and uses the same formation as your squad. It changes when a new game day starts.
Matches against the computer count in full on the weekly and monthly boards, and at 25% of a match against a member for Elo.
Challenging a member
- In Challenges, pick a member and choose a stake, or 0 for a friendly. Your stake is held as soon as you send the challenge.
- Your opponent has 24 hours to accept or decline. If they decline, your stake comes back at once. If they do not answer in time, the challenge expires and your stake comes back in full. You can also withdraw the challenge while it is waiting.
- When they accept, their stake is held too and both line-ups are frozen: later changes to either squad do not affect this match.
- The match kicks off 10 minutes after the challenge is accepted. Until then, other members can bet on it.
- At kick-off either player can start the match. If neither does, it starts by itself shortly after.
- The winner takes both stakes. A draw returns each stake. There is no fee on challenges.
You can have one challenge waiting per opponent. Both players need a complete squad.
Which squad plays is fixed when the challenge is sent. For the member who sends it, it is the squad marked Playing at that moment. For the member who receives it, it is the squad they had marked Playing at that moment or, if that squad was not complete, the complete squad they created most recently. Marking another squad as Playing afterwards does not change the challenge. The line-ups that are frozen are the ones those two squads have at the moment the challenge is accepted.
If the sender’s squad is no longer complete when the challenge is accepted, the challenge is cancelled and the stake returned. If the receiver’s squad is not complete, the challenge stays open: the receiver completes that squad and accepts again, or declines.
You can have at most 10 challenges waiting for an answer at the same time. After a member declines your challenge, you have to wait 30 minutes before you can challenge that member again.
Sending is limited too: at most 30 attempts to send a challenge in any 10 minutes. Challenges you withdraw and attempts that are refused count too.
Between the same two members, only the first 3 challenge matches of a game day count for ranking, and a match between two accounts that have used the same device never counts. Counting for ranking means Elo, the weekly and monthly boards, and tournament boards. A match that does not count is still played, and its stakes and the bets on it are settled as usual. It also adds nothing to the wins, draws and defeats in your profile, and its result page says that it did not count and why.
If the account of either member is banned or closed while a challenge is waiting, the challenge is closed and the stake goes back to the member who sent it.
Bets on member matches
Bets are only on matches between two members, never on matches against the computer. A bet can be opened, and bets placed on it, from the moment the challenge is accepted until kick-off.
Betting on a match closes at its kick-off time. Until then, the page of each bet shows that time on your device’s clock. After it, no bet can be opened or placed on the match.
Opening a bet
- Any member can open a bet on a match, except the two players in that match. The two players cannot place bets on their own match either.
- Opening a bet makes you the bookmaker. For each of the three outcomes (home win, draw, away win) you set the odds and the most that outcome will accept; enter 0 and that outcome takes no bets. You cannot bet on your own bet.
- You put up escrow: enough points to pay every winner in the worst case. It is held until the bet is settled. While your bet is still taking bets and nobody has bet on it, you can withdraw it and get the whole escrow back at once. After the first bet, or once betting has closed, you cannot.
Placing a bet
- Pick an outcome and a stake. Your bet keeps the odds that outcome has at the moment the bet is placed. If staff changed the odds after you opened the page, the confirmation shows what your bet pays at the odds it got. A bet is final once placed: you cannot withdraw or change it.
- Every bet has a minimum stake. The bet slip shows it once you pick an outcome.
- One bet can be at most 5,000 points, and all your unsettled bets together at most 20,000 points.
- An outcome stops taking stakes when the bookmaker’s escrow could no longer cover the payout. The bet page shows how much each outcome can still take.
When the match ends
- A winning bet pays its stake multiplied by its odds. That amount includes the stake.
- Losing stakes go to the bookmaker, after a platform fee of 3% of those losing stakes. Winners pay no fee.
- The escrow that was not needed goes back to the bookmaker.
A voided bet has no winners and no losers: every stake is returned in full, the bookmaker gets the whole escrow back, and no fee is taken. A bet is voided automatically when its match is cancelled before it is played. Staff can also void a bet that has not been settled; the bet page then shows the reason they wrote for members.
Staff can change the odds of an outcome while the bet is still taking stakes. Bets already placed keep their odds, and the odds of an outcome are never lowered once it has stakes.
Where points come from and where they go
Ways to earn points
- A new account starts with 1,000 points.
- Daily check-in on Home: 5 points on the first day, rising to 20 points from day 7 of an unbroken streak. Miss a day and the streak starts again.
- Beating the computer.
- Winning a challenge that has a stake.
- Winning bets, or keeping the losing stakes on a bet you opened.
- Missions: once a mission is done, you collect its reward yourself. Daily missions pay at most 30 points a day and weekly missions at most 120 points a week.
- Achievements: unlocked automatically when you reach them. Those with a reward pay it at once.
- Inviting a friend: 50 points once the member who signed up with your code has finished 3 matches.
- Finishing in the top places of the weekly or monthly board.
- Tournament prizes.
Where points go
- Entry fees for matches against the computer.
- Stakes you lose on challenges and bets. They go to the other side.
- The fee for opening an extra squad.
- Transfer fees when you take players out of a squad that has already played.
- Tournament entry fees. They go into the tournament’s prize pool.
- The 3% platform fee on the losing stakes of bets.
Your most recent balance changes are listed under Transaction history in Profile, newest first.
Leaderboards and Elo
Elo: the Overall board
- The Overall board ranks members by Elo, a measure of skill. Everyone starts at 1,200.
- A win raises your Elo and a defeat lowers it. Beating a member with a higher Elo gains more; losing to one with a lower Elo costs more.
- Your first matches move your Elo more, so that you reach your level quickly.
- A match against the computer moves your Elo by 25% of what a match against a member would.
- Elo never falls below 600.
Weekly and monthly boards
- Matches against the computer and matches against members add to both boards: 3 for a win, 1 for a draw, 0 for a defeat. These are ranking points, separate from the points in your wallet.
- A clear win earns extra: +1 for winning by 20 or more and +2 for winning by 40 or more. The margin is counted in fantasy points.
- Level on ranking points? More wins ranks higher, then fewer defeats.
- Ranks are recalculated about once a minute.
- A new game day starts at 00:00 on your device’s clock. The weekly board closes at that time every Monday, and the monthly board when the game’s month changes.
- Next closing times: this week’s board on Monday 19 October at 00:00, this month’s board on Sunday 1 November at 00:00.
Not every challenge match counts on these boards and for Elo. The limits are under Challenging a member.
On the Overall, weekly and monthly boards, an account that is banned or closed is left out of the leaderboards and gets no prize when a board closes: ranks are counted among the remaining members, and no place stays empty once ranks have been recalculated, about once a minute. On the board of a period that closed before then, the row of such an account stays where it finished, keeps the prize it was paid, and is shown as a closed account, without its name.
When a board closes, prizes are paid automatically to the top places. A member with 0 ranking points on that board gets no prize.
- Weekly board
- 1st: 100 · 2nd: 60 · 3rd: 40 points
- Monthly board
- 1st: 400 · 2nd: 250 · 3rd: 150 points
Prizes are not shared. Members who are level on ranking points, wins and defeats show the same rank, but each prize still goes to one member, in a fixed order.
Tournaments
Staff open tournaments, each with its own dates, entry fee, prize split and kinds of match that count; the tournament’s page shows them. Entry fees go into the prize pool, and a tournament can also have a guaranteed prize that the game adds to the pool. Only matches you play after entering, while the tournament is running, count, and they score like the weekly board.
When a tournament ends, the prize pool is split among the top places as announced; if fewer members have a rank than there are prize places, the whole pool is shared among those who do, in the proportions of those places. A member who entered but played no match that counts has no rank. If no entrant has a rank, or staff cancel the tournament, every entry fee is returned in full.
You can leave a tournament before it starts, and you get the whole entry fee back.
Two kinds of account cannot enter a tournament: the account that created it, and any staff account when the tournament has a guaranteed prize.
Tournaments follow the same rule. An account that is banned or closed is not shown on the tournament’s board, and if it is still banned or closed when the tournament ends it gets no rank and no prize: the members behind it move up. Its entry fee stays in the prize pool, and comes back only when every entry fee is returned. An account that is banned or closed after the tournament has ended keeps its row and its prize, shown as a closed account, without its name.
Fair play
- One person, one account. A device that 3 accounts have already used cannot create another one, and one network address can create at most 5 accounts in 24 hours. One network address can also send at most 10 sign-ups an hour; after that the site says how long to wait.
- In a challenge, both line-ups are frozen the moment the challenge is accepted, before anyone can bet on the match.
- The result of a challenge is decided by things that are fixed before anyone can bet on it, and the match cannot be run before betting closes. This is how it works and how to check it:For a match between two members, the result comes from two things: a seed, which is a random value the game creates when the challenge is sent, and the two line-ups, which are frozen when the challenge is accepted. The seed is kept secret until the match has been settled, because knowing it would mean knowing the result.When the seed is created, the game also fixes its SHA-256 hash, and it shows that hash before the match. The two players see the beginning of it on the challenge, from the moment the challenge is sent. Every member can read it in full on the page of a bet on the match.After the match has been settled, the seed itself is shown: to the two players on the match result page, and to every member on the page of a bet on the match.To check, put the seed, exactly as written, through any SHA-256 tool. The output must be the hash that was shown before the match; a player who only has the beginning that the challenge shows checks that the output begins with it. Compare it only with that hash: other codes on the result page are different values. If the two are equal, the seed was not replaced after the challenge was sent. The challenge is no longer listed once the match has been played, so a player who wants to compare should note the hash beforehand, or read it on the page of a bet on the match, where it stays. The game has no tool for replaying a match yourself.
- The same-device rule: accounts that have used the same device earn no invitation reward from each other, their matches against each other do not count for ranking, and matches and bets between them do not count towards missions.
- Staff can suspend, ban and close accounts, adjust points, void bets, cancel matches and tournaments, and more. Every one of these actions needs a written reason and is recorded in a log that cannot be edited. The full list, with the limits staff work under, is in the Terms of use.
Password and account
You can change your password from Profile. You need your current password, and the change signs you out on every other device.
You can also change the email address or phone number you sign in with, add the other one, or remove one of the two, from Profile. This too signs you out on every other device.
Profile lists the devices signed in to your account. You can sign out any other device there, or all the others at once.
Forgotten your password? Open Forgot password and enter your account’s email address: the site sends a link there that works once and expires after 60 minutes. If your account only has a phone number, or that email no longer receives mail, a reset is done by staff: once they have checked that the account is yours, they give you a link that works once and expires after 24 hours. You set the new password yourself; staff never see it.
A link that has not been used stops working as soon as a newer link is created for the account, its password or its sign-in email or phone is changed, or the account is banned or closed.
You can close your account yourself in Profile once nothing of yours is still in play: no unsettled bet you opened or staked on, no accepted match still to be played, no tournament you are entered in that has not finished. An account that is suspended, or that has a staff role, cannot close itself. Challenges that are still waiting are closed for you and the stakes returned. A closed account can no longer sign in and is left out of the leaderboards. How to have it reopened or your data removed, and what is recorded about you, is on the Privacy page.