\n To join the game select a fantasy football squad of{\" \"}\n {settings.squad_squadsize} players, consisting of:\n
\n\nThe total value of your initial squad must not exceed £100 million.
\n\n\n You can select up to {settings.squad_team_limit} players from a single\n Premier League team.\n
\n\n From your {settings.squad_squadsize} player squad, select{\" \"}\n {settings.squad_squadplay} players by the Gameweek deadline to form your\n team.\n
\n\n\n All your points for the Gameweek will be scored by these{\" \"}\n {settings.squad_squadplay} players, however if one or more doesn't play\n they may be automatically substituted.\n
\n\n\n Your team can play in any formation providing that 1 goalkeeper, at least\n 3 defenders and at least 1 forward are selected at all times.\n
\n\n\n From your starting {settings.squad_squadplay} you nominate a captain and a\n vice-captain. Your captain's score will be doubled.\n
\n\n\n If your captain plays 0 minutes in the Gameweek, the captain will be\n changed to the vice-captain.\n
\n\n\n If both captain and vice-captain play 0 minutes in a Gameweek, then no\n player's score will be doubled.\n
\n\n\n Your substitutes provide cover for unforeseen events like injuries and\n postponements by automatically replacing starting players who don't play\n in a Gameweek.\n
\n\n\n Playing in a Gameweek means playing at least 1 minute or receiving a\n yellow / red card.\n
\n\n\n Based on the priorities you assign, automatic substitutions are processed\n at the end of the Gameweek as follows:\n
\n\n\n After selecting your squad you can buy and sell players in the transfer\n market. Unlimited transfers can be made at no cost until your first\n deadline.\n
\n\n After your first deadline you will receive 1 free transfer each\n Gameweek. Each additional transfer you make in the same Gameweek will\n deduct 4 points from your total score (Classic scoring) and match score\n (Head-to-Head scoring) at the start of the next Gameweek.\n
\n\n If you do not use your free transfer, you are able to make an additional\n free transfer the following Gameweek. If you do not use this saved free\n transfer in the following Gameweek, it will be carried over until you\n do. The maximum number of free transfers you can store in any gameweek\n is {settings.max_extra_free_transfers + 1}.\n
\n\n At other times you are limited to {settings.transfers_cap} transfers in\n any single Gameweek. This rule does not apply when playing a Wildcard or\n a Free Hit Chip.\n
\n\n\n For information on wildcards please refer to the chips section of the\n rules.\n
\n\n Player prices change during the season dependent on the popularity of\n the player in the transfer market. Player prices do not change until the\n season starts.\n
\n\n The price shown on your transfers page is a player's selling price. This\n selling price may be less than the player's current purchase price as a\n sell-on fee of 50% (rounded up to the nearest £0.1m) will be applied on\n any profits made on that player.\n
\n\n Chips can be used to potentially enhance your team's performance during\n the season.\n
\n\n\n Only one chip can be played in a single Gameweek. The chips available are\n as follows:\n
\n\n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \nName | Effect |
---|---|
Bench Boost | \n The points scored by your bench players in the next Gameweek are\n included in your total.\n |
Free Hit | \n Make unlimited free transfers for a single Gameweek. At the next\n deadline your squad is returned to how it was at the start of the\n Gameweek.\n |
Triple Captain | \n Your captain points are tripled instead of doubled in the next\n Gameweek.\n |
Wildcard | \n All transfers (including those already made) in the Gameweek are\n free of charge.\n |
Assistant Manager | \n Add a manager to your team to score additional points over the\n course of three consecutive gameweeks.{\" \"}\n Learn how managers score points in the FAQs.\n |
\n The Bench Boost and Triple Captain chips can each be used once a season\n and are played when saving your team on the my team page. They can be\n cancelled at anytime before the Gameweek deadline.\n
\n\n The Free Hit chip can be used once a season, is played when confirming\n your transfers and can't be cancelled after confirmed.\n
\n\n The Wildcard chip can be used twice a season. The first wildcard will be\n available from the start of the season until{\" \"}\n {formatRawAsLocal(events[18].deadline_time)}. The second wildcard will be\n available after {formatRawAsLocal(events[18].deadline_time)} in readiness\n for the January transfer window opening and remain available until the end\n of the season. The Wildcard chip is played when confirming transfers and\n can't be cancelled once played.\n
\n\n Please note that when playing either a Wildcard or your Free Hit chip, any\n saved free transfers are maintained for the following Gameweek. If you had\n 2 saved free transfers, you will still have 2 saved free transfers the\n Gameweek after playing the chip.\n
\n\n The Assistant Manager can be used once a season and is played when\n confirming the transfer of your chosen manager. Excluding the initial\n transfer in, any subsequent changes to your manager will cost a saved\n transfer. Once the third gameweek has concluded, your manager will leave\n the team and the price you paid will return to your budget. See the ‘NEW’\n section for more information.\n
\n\n All changes to your team (starting 11, transfers, captain changes,\n substitiution priorities) must be made by the Gameweek deadline in order\n to take effect for that set of matches.\n
\n\n Deadlines are subject to change and will be 90 minutes before the kick-off\n time in the first match of the Gameweek.\n
\nA deadline will not change within 24 hours of the scheduled time.
\n \n \n \n \n \n \n \n \n {events.map((event) => (\n \n \n \n \n ))}\n \nGameweek | Deadline |
---|---|
{event.name} | {formatRawAsLocal(event.deadline_time)} |
\n During the season, your fantasy football players will be allocated\n points based on their performance in the Premier League.\n
\n\n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \nAction | Points |
---|---|
For playing up to {config.scoring.long_play_limit} minutes | {config.scoring.short_play} |
\n For playing {config.scoring.long_play_limit} minutes or more\n (excluding stoppage time)\n | {config.scoring.long_play} |
For each goal scored by a goalkeeper | {config.scoring.goals_scored[1]} |
For each goal scored by a defender | {config.scoring.goals_scored[2]} |
For each goal scored by a midfielder | {config.scoring.goals_scored[3]} |
For each goal scored by a forward | {config.scoring.goals_scored[4]} |
For each goal assist | {config.scoring.assists} |
For a clean sheet by a goalkeeper or defender | {config.scoring.clean_sheets[1]} |
For a clean sheet by a midfielder | {config.scoring.clean_sheets[3]} |
\n For every {config.scoring.saves_limit} shot saves by a goalkeeper\n | {config.scoring.saves} |
For each penalty save | {config.scoring.penalties_saved} |
For each penalty miss | {config.scoring.penalties_missed} |
Bonus points for the best players in a match | 1-3 |
\n For every {config.scoring.concede_limit} goals conceded by a\n goalkeeper or defender\n | {config.scoring.goals_conceded} |
For each yellow card | {config.scoring.yellow_cards} |
For each red card | {config.scoring.red_cards} |
For each own goal | {config.scoring.own_goals} |
\n A clean sheet is awarded for not conceding a goal whilst on the pitch\n and playing at least 60 minutes (excluding stoppage time).\n
\n\n\n If a player has been substituted when a goal is conceded this will not\n affect any clean sheet bonus.\n
\n\n\n If a player receives a red card, they will continue to be penalised for\n goals conceded by their team.\n
\n\nRed card deductions include any points deducted for yellow cards.
\n\n\n Fantasy assists are awarded to the player from the goal scoring team who\n last touches the ball before their teammate who scores the goal. The\n final touch can be an intentional pass, an inadvertent touch, or the\n result of an effort on goal.\n
\n\n\n If an opposing player deflects the ball after the final pass before a\n goal is scored, significantly altering the intended destination of the\n ball, then no assist in Fantasy is awarded. Should an unforced defensive\n error lead to the goalscoring opportunity, then no Fantasy assist will\n be awarded. If the goal scorer loses and then regains possession, then\n no assist is awarded.\n
\n\n\n If a shot at goal is blocked by an opposition player, saved by a\n goalkeeper, or hits the woodwork, and from the rebound a goal is scored,\n then a Fantasy assist is awarded. The shot does not have to be on target\n to result in a Fantasy assist. The action leading to the rebound can be\n a shot or a cross-shot, but not an intended cross or pass attempt, as\n determined by Stats Perform.\n
\n\n\n If a significant touch is made by an opposition player after the blocked\n effort, then no Fantasy assist is awarded.\n
\n\n\n If a player shoots or passes the ball and directly forces an opposing\n player to put the ball in their own net, then an assist is awarded. If\n the pass or cross takes a significant deflection off an opposition\n player prior to their teammate scoring an own goal, then no Fantasy\n assist is awarded.\n
\n\n\n In the event of a penalty or free-kick being scored, the player earning\n the penalty or free-kick is awarded a Fantasy assist. However, if the\n goal is scored by the player who earned the penalty or free-kick, then\n no Fantasy assist is awarded.\n
\n\n\n For the avoidance of doubt, points awarded in-game are subject to change\n up until one hour after the final whistle of the last match of the\n Gameweek. Once the points have all been updated on that day, no further\n adjustments to points will be made unless under extraordinary\n circumstances.\n
\n\n\n The final decision on Fantasy assists is made by Fantasy Premier League\n in consultation with Stats Perform.\n
\n\n\n The Bonus Points System (BPS) utilises a range of statistics to create a\n BPS score for every player. The three best performing players in each\n match will be awarded bonus points. 3 points will be awarded to the\n highest scoring player, 2 to the second best and 1 to the third.\n
\n\nExamples of how bonus point ties will be resolved are as follows:
\n\n Players score BPS points based on the following statistics (one point\n for each unless otherwise stated):\n
\n\n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \nAction | BPS |
---|---|
Playing 1 to {config.bps.long_play_limit} minutes | {config.bps.short_play} |
Playing over {config.bps.long_play_limit} minutes | {config.bps.long_play} |
Goalkeepers and defenders scoring a goal | {config.bps.goals_scored[1]} |
Midfielders scoring a goal | {config.bps.goals_scored[3]} |
Forwards scoring a goal | {config.bps.goals_scored[4]} |
Assists | {config.bps.assists} |
Goalkeepers and defenders keeping a clean sheet | {config.bps.clean_sheets[1]} |
Saving a penalty | {config.bps.penalties_saved} |
Save | {config.bps.saves} |
Successful open play cross | {config.bps.open_play_crosses} |
\n Creating a big chance (a chance where the receiving player should\n score)\n | {config.bps.big_chances_created} |
\n For every {config.bps.cbi_limit} clearances, blocks and\n interceptions (total)\n | {config.bps.clearances_blocks_interceptions} |
For every {config.bps.recoveries_limit} recoveries | {config.bps.recoveries} |
Key pass | {config.bps.key_passes} |
Successful tackle (net*) | {config.bps.tackles} |
Successful dribble | {config.bps.dribbles} |
Scoring the goal that wins a match | {config.bps.winning_goals} |
Goal line clearance | {config.bps.goal_line_clearances} |
Foul won | {config.bps.fouls_won} |
Shot on target | {config.bps.shots_on_target} |
\n 70 to 79% pass completion (at least{\" \"}\n {config.bps.attempted_passes_limit} passes attempted)\n | {config.bps.pass_percentage_70} |
\n 80 to 89% pass completion (at least{\" \"}\n {config.bps.attempted_passes_limit} passes attempted)\n | {config.bps.pass_percentage_80} |
\n 90%+ pass completion (at least {config.bps.attempted_passes_limit}{\" \"}\n passes attempted)\n | {config.bps.pass_percentage_90} |
Goalkeepers and defenders conceding a goal | {config.bps.goals_conceded[1]} |
Conceding a penalty | {config.bps.penalties_conceded} |
Missing a penalty | {config.bps.penalties_missed} |
Yellow card | {config.bps.yellow_cards} |
Red card | {config.bps.red_cards} |
Own goal | {config.bps.own_goals} |
Missing a big chance | {config.bps.big_chances_missed} |
Making an error which leads to a goal | {config.bps.errors_leading_to_goal} |
Making an error which leads to an attempt at goal | {config.bps.errors_leading_to_goal_attempt} |
Being tackled | {config.bps.tackled} |
Conceding a foul | {config.bps.fouls} |
Being caught offside | {config.bps.offside} |
Shot off target | {config.bps.target_missed} |
\n *Net successful tackles is the total of all successful tackles minus any\n unsuccessful tackles. Players will not be awarded negative BPS points\n for this statistic.\n
\n\n\n Data is supplied by Opta and will not be changed after the last day of\n the Gameweek has been marked as final. We will not enter into discussion\n around any of the statistics used to calculate this score for any\n individual match.\n
\n\n After entering your squad, you can join and create leagues to compete\n with friends and other game players.\n
\n\n\n Invitational leagues & cups are the heart and soul of the game,\n where you compete against your friends. Just create a league and then\n send out the unique code to allow your friends to join, easy! A cup will\n be automatically created as part of the league.\n
\n\n\n You can compete in up to {settings.league_join_private_max} private\n leagues. There's no limit on the number of teams in a single league.\n
\n\n\n Need an extra challenge? Then join a public league of{\" \"}\n {settings.league_max_size_public_classicsize_max} randomly assigned\n teams. You can compete in up to {settings.league_join_public_max} public\n leagues.\n
\n\nYou are automatically entered into the following global leagues:
\n\n\n Existing teams will automatically enter the Second Chance League and the\n Fantasy Cup without having to register a new account.\n
\n\nAll leagues score on either a Classic or Head-to-Head basis.
\n\n\n In a league with classic scoring, teams are ranked based on their total\n points in the game. You can join or leave a league with classic scoring\n at any point during the season.\n
\n\n\n In the event of a tie between teams, the team who has made the least\n amount of transfers will be positioned higher. Any transfers made using\n a wildcard or free hit will not count towards total transfers made.\n
\n\nClassic scoring leagues are run over a number of phases:
\n\n \n \n \n \n \n \n \n \n \n {phases.map((p) => (\n \n \n \n \n \n ))}\n \nPhase | First Gameweek | Last Gameweek |
---|---|---|
{p.name} | {eventsById[p.start_event].name} | {eventsById[p.stop_event].name} |
\n Any transfer point deductions in the Gameweek before a phase starts\n won't be deducted from the phase score. For example, any transfers made\n in Gameweek 6 (preparing for Gameweek 7) won't be deducted from your\n October score.\n
\n\n\n In a league with Head-to-Head scoring, every team plays a match against\n another team in the league each Gameweek. The match result is based on\n the Gameweek score of each team minus any transfer points spent\n preparing for the Gameweek.\n
\n\n\n {h2hWin} points are awarded for a win and {h2hDraw} point for a draw,\n teams are then ranked on points earned in Head-to-Head matches.\n
\n\n\n Head-to-Head fixtures are generated at the start of the league's first\n Gameweek. Once these fixtures have been generated the league is locked\n and teams will not be able to join or leave.\n
\n\n\n If a Head-to-Head league has an odd number of teams then an average team\n will join the league to ensure each team has a fixture every Gameweek.\n This team will always score the Gameweek average.\n
\n\n\n In the event of a tie between teams, the team who has most game points\n will be positioned higher.\n
\n\n\n Optionally, a Head-to-Head league may end with a knock-out stage over up\n to {settings.league_max_ko_rounds_private_h2h} Gameweeks with the league\n winner decided by a match in the final Gameweek. The automatically\n entered average team will not enter the knock-out stage, their place\n being taken by the next placed team.\n
\n\n\n In the event of a tie between teams in a Head-to-Head knock-out match,\n the following tie-breaks will be used:\n
\n\n\n A League Cup will be created for all Invitational Classic Leagues. The\n League Cups will start in the second half of the season dependent on the\n size of your league and will conclude in Gameweek 38. There will also be\n Fan League Cups and Country Cups which you will automatically be entered\n into based on the team you support and your country of residence. All\n these Cups are in addition to the existing Overall Cup.\n
\n\n All managers will be entered into their cup competitions. The starting\n round will be determined by the number of teams in the cup competition.\n All finals will be contested in Gameweek 38.\n
\n\n Each qualifying team will be randomly drawn against another in the first\n round. The winner (the team with the highest Gameweek score minus any\n transfer points), will progress to the second round and another random\n draw, the losers are out! This process continues until the final\n Gameweek when the two remaining teams contest the cup final.\n
\n\n If a cup match is drawn, then the following tie-breaks will be applied\n until a winner is found:\n
\n