Features
Your league, your squad rules
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.
Private by default, public if you want
Publish a league and it generates an invite code. Share the link, people join in two taps, and nobody outside sees it. Or list it publicly and let managers find it.
Members join free — only the creator ever spends credits, and only once, when the league is published. Managers can run as many leagues as they like at once, each with entirely different rules and a different squad.
Squads
15 players — 2 GKP · 5 DEF · 5 MID · 3 FWD — inside your league’s budget, respecting your per-club limit. Eleven start, four sit on the bench in the order you decide.
8 formations are legal: 3-4-3, 3-5-2, 4-3-3, 4-4-2, 4-5-1, 5-2-3, 5-3-2, 5-4-1. Substitute by dragging a starter onto a bench player or by tapping — the tap route is the keyboard-accessible one, and both run the same validation, so you cannot build an illegal eleven by accident.
A transfer economy you set
Free transfers per gameweek, how many can be banked, and what an extra one costs — all yours. The defaults are 1 free per gameweek, up to 2 banked, and −4 points beyond that.
A hit is fixed at the moment you take it. It is charged against the transfer allowance you actually had when you made the move, and it never gets recomputed later — so a manager who banks a transfer and then takes a hit is charged once, for the hit they took.
Decide who is even eligible
The player pool is part of your league’s design, not a fixed list. Cap how many players any manager can take from one club — 3 by default — and override that club by club. Set a club’s cap to zero to remove it from the league entirely.
Exclude individual players too, for whatever reason your group has agreed on. The restrictions are enforced everywhere it matters: the market only offers eligible players, squad saves are validated against them, and transfers are refused with a reason rather than silently.
Publishing runs a feasibility check — if your exclusions and caps make a legal squad impossible, you are told before anyone joins, not after.
Set it up carefully, then it locks
A league is fully editable while it is a draft. Once it is published, it stays editable only until a member picks a squad or the first deadline gets close — then scoring, prices and pool rules freeze for the season.
That is deliberate. The value of a custom league is that everyone built a team around a known set of rules; rules that can change afterwards are not rules.
More features
Custom scoring
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.
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.
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