The Rules

How the game works

Your score is your total: Credits + Current Squad Value. Highest total at the final wins. 🏆

What you're ranked on 📊

Credits
money you can spend
EarningSelling
Squad value
what your footballers are worth
Form ↑↓Buying

Loaned players don't add to your squad value.

= your ranking · most at the final wins 🏆

The basics ✨

130starting total
4free footballers
2max per country
Daily top-up

+5 every evening at 18h (+10 on rest days) — but the top 10on the leaderboard at that moment don’t get it. Re-checked daily.

15-player cap

Up to 15 footballers — 4 free to start, fill the rest by buying.

One owner each

One participant per footballer. Snap one up and he’s off the market.

Your 4 free footballers, on the house — not stars, but they might just surprise you.

How footballers earn you credits ⚽

While he’s in your squad, a footballer’s match credits drop into your balance. Positions earn differently — a goal’s worth more to a keeper than a striker:

EventGKDFMFFW
Goal+7+6+5+4
Assist+6+5+4+3
Played (any min)+1+1+1+1
60+ minutes+1+1+1+1
Clean sheet* (60+ min)+4+3+1
Every 3 saves+1
Penalty save+5
Good game (≥ 7)+1+1+1+1
Standout (> 8)+2+2+2+2
Player of the Match+2+2+2+2
Slip-ups cost you
Yellow card-1-1-1-1
Red card-3-3-3-3
Own goal-2-2-2-2
Penalty miss-2-2-2-2
Every 2 conceded*-1-1

The rating bonus is tiered, not stacked — a good game is +1, a standout (> 8) is +2 instead. Player of the Match goes to the highest match rating — ties share it, each +2.

* Clean sheet & conceded only count goals while he’s on the pitch— subbed off at 70’, a 75’ goal doesn’t touch his clean sheet.

GKGoalkeeperDFDefenderMFMidfielderFWForward

You only bank his credits while he’s in your squad — sell him, or his country goes out, and they stop counting.

Knockout ×2 — from the Round of 32

From R32 to the Final, every credit a footballer earns is doubled (a +4 forward goal → +8; the win bonus → +2). Only shootout saves & misses stay flat.

Win bonus — +1 per player, per win

Any win (even on penalties) → +1 per footballer you own from that country — bench included. Draws give nothing. 2 French players + France win = +2.

Price & performance 💹

Each match, a footballer’s performance moves his price up or down — so it grows or shrinks your squad value.

Credits fill your balance · performance moves the price.

Base price

Set before kickoff — roughly how good a footballer is.

Performance nudge

Each match, their rating shifts the price (-2 … +3).

Live all tournament

Prices move after every game — buy low, sell high.

Never below 1

A footballer always keeps some value.

Rating → price nudge

Match ratingPrice
Didn't play-2
≤ 4.5-2
4.5–5.5-1
5.5–6.00
6.0–7.0+1
7.0–8.0+2
8.0++3

How you win 🏆

Your score = credits + squad value(footballers at live price) — that’s what the leaderboard ranks. At the Final it settles itself:

  1. 1Transfers lock

    Once the Final kicks off, no more buying or selling — squads are frozen.

  2. 2Final payout — paid in full

    After the last whistle, every footballer you still hold is cashed out at 100% of their current price — nothing deducted, same as an elimination. Champions cash out the same as knocked-out teams.

  3. 3Credits lock — most wins

    Credits freeze, once, at the very end. The most credits lifts the trophy. 🏆

Buy, sell & cash-outs 🔁

Buy

His current price, out of your balance — a bet he earns it back.

Sell = 75% back

Get back 75% of the current price (rounded down) and release them. Sell to reshuffle, not to churn.

Locked around kickoff

Trading on a footballer closes 15 minutes before their match kicks off and stays locked until it settles — no last-second or live-result moves.

Knocked out = paid in full

When a country goes out, its footballers auto-sell at 100% of their current price — not the 75% a manual sell pays. Bad tournament luck never costs you anything; they just stop scoring from that point.

Max 2 per country

Never own more than 2 footballers from one nation — spread your bets.

Loans 🤝

A loan is a one-match bet on any footballer with an upcoming game — owned or free. Pay a fee and collect the points he scores in that one match. He’s not really yours — no squad slot, no squad value — and the loan runs out after the match. You can’t loan a player you own.

One match, then gone

Loan any player until his country plays its next game. He earns you points for that match only, then the loan ends. Not your own players, though.

Fee = his star rating

Pay 1–5 by his value tier — doubled in the knockouts (so 2–10). Paid up front, no take-backs.

Free → bank · owned → owner

Same fee either way. Loan a free player and the fee leaves the game. Loan an owned one and that same fee goes straight to his owner.

Win his full points

You get his whole match score (×2 in the knockouts), no limit — but a red card or own goal counts against you too. The owner still banks his points too: one game pays everyone, in full.

Shared by up to 3

Up to 3 people can loan the same player for one match — you all collect his points. A hot name fills up fast.

Loan slots scale with rank

Everyone gets 3 (a separate loan bench). Sit in the lower half and you get more, re-checked daily at 18:00: ranks 6–10 get +1 (4 in total), 11th and lower get +2 (5 in total). Per country you can still loan 3 minus how many you already own.

A filled slot is safe

Climb a tier at 18:00 and lose a slot? A loan you already placedstill runs to its match — or until you cancel it yourself. You just can’t open a newone until you’re back under your limit. An empty bonus slot, though, is gone once you climb out of its tier.

One loan per player

You can loan a given player oncethe whole tournament — even after that loan settles, you can’t loan him again. Pick your moment.

Buy a loaned player

Buy a player others are loaning and you pay his normal value; their loans keep running until the match plays. Buy one you loaned and the loan folds into owning him — the fee you paid comes off the price.

Dressing-room drama

If a bad-luck eventpulls a player you’re loaning out of his squad, the loan is cancelled and your fee is refunded.

Captains are protected

A captaincan’t be loaned. You also cannot loan a captained player as they are protected. A loaned player can’t be your captain either (captaincy is squad-only). Captain a player others are loaning and those loans are cancelled, fee refunded.

Auctions 🔨

When a player is taken away in the dressing-room dramahe’s locked, then returns to the market by auction instead of a first-come scramble. Place a bid any time — even before he unlocks — and the highest bid when the dust settles wins him. No rush, either: if nobody bids within 30 minutes of him unlocking, he just goes on sale to buy as normal.

Open at his value, +2 to raise

The first bid is at least his current value; every later bid must beat the top one by at least 2. Bid any time the auction’s open.

Your bid is held

The credits leave your balance the moment you bid. Get outbid and they come straight back; winand they become the purchase. You can’t bid against yourself while you’re on top.

Closes after a quiet minute

Once he unlocks, the top bid has to stand unchallenged for one minute to win. Every higher bid resets the clock — so being fastest never decides it, only your top bid does.

A bid reserves a slot

While you hold the top bid, a squad slot(and your per-nation room) is reserved for him — shown on your squad as “Reserved for auction”. You need a free slot to bid; a full squad can’t. Get outbid and the slot frees again.

No fee for the bank

He had no owner (the drama took him), so the winning bid goes to the bank — nobody gets paid, you just claim him into your squad.

Extra time & penalties ⏱️

Level after 90? Knockouts go to extra time (30 min), then a shootout. Scoring shifts a little:

Extra-time goals count

Treated exactly like a 90-minute goal — scorers, clean sheets, the conceded penalty, all of it.

Shootout goals don't

Penalty-shootout goals score nothing — not for the scorer, not as a goal. And a clean sheet is judged on the 90+30 (+ any added time) score only: lose the shootout and a 0-0 keeper still keeps his clean sheet.

Full distance = 120'

Go the whole way through extra time and you’re credited 120 minutes — so the 60+ bonus still lands.

Keepers, take note

Only the saves and misses count. A saved shootout penalty is +5 to the keeper each — three of them is +15. A missed kick costs the taker -2. These two are flat— the knockout ×2 doesn’t apply (so it’s never +10 or -4).