Features
Scoring you design, down to the last stat
Build your scoring from the ground up: four rule types across a catalogue of real match stats, per-position values, conditional rules and a configurable bonus-points system.
Four ways a stat can pay
Every rule starts by picking a stat, then choosing how it scores. The builder only offers the rule types that make sense for that stat — a percentage can be banded but not paid per action, because “two points per percent” is a league that scores nonsense.
- Per action A flat number of points every time the thing happens. Three points a goal, one a key pass.
- Per N Points once per N of something — one point per three saves, minus one per two goals conceded. Counts carry no remainder.
- Bounded Bands. Under 60 minutes pays one, 60 or more pays two. Also the only sensible way to score a percentage or a rating.
- Milestone Flat points once a combined count is reached inside a single match — ten defensive actions pays two. Tiers stack, and a player who clears the bar twice in a double gameweek is paid twice.
70 stats, not the usual six
Goals, assists, clean sheets and cards are the ones everybody scores. The catalogue also carries tackles won, interceptions, clearances, recoveries, blocks, key passes, big chances created and missed, accurate crosses, successful dribbles, shots on and off target, fouls won and conceded, errors leading to a goal or an attempt, penalties won, conceded, saved and missed, offsides, own goals and more.
They are grouped — attacking, passing, defending, discipline, goalkeeping — and tagged with the positions they actually matter for, which is what stops a 70-stat picker from being a wall of text.
Every rule can pay differently by position. A clean sheet worth four to a keeper, four to a defender, one to a midfielder and nothing to a forward is one rule, not four.
Rules that only score when a condition holds
A rule can carry a condition — score this only when some other stat clears a bar. It is how the sixty-minute clean-sheet requirement works: the clean sheet is a fact about the match, and whether your league pays for it is a rule you own.
Conditions are evaluated per fixture, so a double gameweek resolves match by match rather than being averaged into something wrong. When a condition fails, the rule still appears in the player’s breakdown showing zero and the raw stat — you can see it did not pay, and why, instead of wondering where the points went.
Bonus points, if you want them
Bonus is optional per league, and unlike every other rule it ranks all players in a fixture against each other rather than scoring one player in isolation. Set the weights, set the award ladder, and it resolves with the same tie semantics FPL uses.
The ranking runs on raw stats, not your scored points. That is what makes it compose safely with everything else: a clean sheet your rules chose not to pay for still counts toward its keeper’s bonus, because you decided not to score it — not that it did not happen.
While matches are in play the award is provisional and labelled as such, exactly as it is in the game you are used to. It settles at full time.
Start from a template, or from nothing
9 scoring presets ship today. The Classic reproduces the familiar scoring, bonus points included, and is the sane starting point if you want to change three things rather than forty. Out of Ten is a single rule — the match rating, banded — and takes about ten seconds to understand. Notorious B.I.G. puts a rule on every stat in the catalogue, because someone had to. Every preset is listed here , rule by rule.
Or start blank. The rules page shows your scoring as a position-by-position matrix, so you can see what you have built at a glance, and it marks itself as custom the moment you diverge from a template.
More features
Player pricing
Prices are derived from what players actually did last season, scored under your rules — not inherited from someone else’s game. Set the budget, the bands and the curve.
Live scoring
Scores update through every fixture with a per-player breakdown showing exactly which rule paid what. Bonus points move as the game moves and settle at full time.
Leagues & squads
Private or public leagues, a squad and transfer economy you control, and a player pool you can restrict club by club or player by player.
Free for the founding season.
Leagues cost credits, and we are giving founding managers 100 of them — enough to run a full 38-gameweek season for up to twenty managers. No card, no trial timer.
Create your league