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Features

Player prices computed from your rules

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.

Prices that follow your rules

Here is the problem with borrowed prices: if your league pays defenders for tackles and interceptions, the players who do that are suddenly worth far more than any off-the-shelf price list says. Score a custom league with someone else’s prices and half your pool is mispriced from the first deadline.

So prices are computed, not copied. Every eligible player’s previous-season output is run through your scoring rules to produce a projected score, and that projection is what prices them. Change a rule, recalculate, and the whole market moves to match.

Whole-pool or per-position valuation

Normalise across the entire pool and goalkeepers cluster at the bottom, because they score fewer raw points than forwards do. Normalise within each position instead and the best keeper reaches the top of the keeper band, priced against his peers rather than against Haaland.

Price bands and distribution curves can each be set globally or per position, independently. A linear curve spreads prices evenly; a top-heavy curve concentrates the expensive end, so the elite few cost what they should and the mid-table is affordable.

Override anything, and the economy still has to work

Every computed price is a suggestion you can overrule. Tap a player, set a price, and it sticks through every later recalculation — useful for the new signing with no meaningful history, or the player you simply think is worth more in your league.

Players with no usable stats get a default price rather than a nonsense one, and they never distort the normalisation of everyone else.

An impossible economy is rejected before it can hurt anyone. If your budget and your prices mean the cheapest legal fifteen-player squad cannot be afforded, the change is refused and rolled back — rather than published, and discovered by your friends when none of them can pick a team.

The knobs

The defaults are the familiar ones. All of them move:

  • Budget — 100m by default. Raise it for a league of superteams, cut it to make every pick hurt.
  • Price range — 4m to 13m by default, globally or per position.
  • Distribution curve — linear or top-heavy, globally or per position.
  • Default price for players with no usable history.
  • Max per club — 3 by default, with per-club overrides.

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