Valid formation
Start one goalkeeper, 3–5 defenders, 2–5 midfielders and 1–3 forwards.
Build a balanced 15-player squad, pick your best XI before the deadline, and score from real Challenge League performances.
| Action | GK | DEF | MID | FWD |
|---|---|---|---|---|
| Plays up to 59 minutes | 1 | 1 | 1 | 1 |
| Plays 60+ minutes | 2 | 2 | 2 | 2 |
| Goal scored | 6 | 6 | 5 | 4 |
| Assist | 3 | 3 | 3 | 3 |
| Clean sheet after 60+ minutes | 4 | 4 | 1 | 0 |
| Every three saves | 1 | — | — | — |
| Every two goals conceded | -1 | -1 | 0 | 0 |
| Penalty conceded | -1 | -1 | -1 | -1 |
| Penalty won, unless scored by the same player | +2 | +2 | +2 | +2 |
Start one goalkeeper, 3–5 defenders, 2–5 midfielders and 1–3 forwards.
Your captain scores double. If the captain does not play, the vice-captain takes over after the gameweek finishes.
Non-playing starters are replaced in bench order when a valid formation remains. The reserve goalkeeper only replaces a goalkeeper.
Transfers are unlimited before the Gameweek 1 deadline. You start Gameweek 2 with one free transfer; after that, each completed gameweek adds one, up to a maximum of four.
Each transfer beyond your available free transfers deducts four points from that gameweek.
A replacement must play the same position and keep the squad within its budget and three-player club limit.
Make unlimited permanent transfers without point deductions.
Make unlimited transfers for one gameweek. Your previous squad returns afterward.
All 15 squad players count toward your gameweek score.
Your captain scores three times their base points instead of two.
Only one chip may be active in a gameweek, and each chip can be used once per season. Bench Boost and Triple Captain may be used in Gameweek 1; Wildcard and Free Hit become available from Gameweek 2.
Confirm transfers, chips, your starting XI, captain, vice-captain and bench order before the displayed gameweek deadline.
Your 15-player snapshot is locked. Match-data corrections automatically recalculate player, gameweek and season totals.