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Creating a league

A walkthrough of the six-step wizard — schedule, player pool, scoring, transfers, prices and publishing.

League creation is a six-step wizard. Your progress saves at every step, so you can close the tab and pick it up later — the league sits as a draft, visible only to you, until you publish it.

Step 1 — Basics

Name the league, optionally describe it, and choose whether it is invite-only or public.

Then set the gameweek range. This is the span your season covers, and it determines the cost: one credit per gameweek. A league from gameweek 1 to 38 costs 38 credits; one covering ten gameweeks costs ten. The caption under the field shows the duration, the cost, and how many credits you have.

Step 2 — Player pool

Decide who is eligible.

  • Max per club caps how many players any manager can take from a single club. Three is the default.
  • Per-club overrides change that cap for specific clubs. Setting a club to zero removes it from the league entirely.
  • Excluded players removes named individuals, for whatever reason your group has agreed.

Restrictions are enforced everywhere: the market only offers eligible players, squad saves are validated against them, and transfers are refused with a reason rather than silently.

Step 3 — Scoring

The heart of it. Start from a template or from nothing.

  • The Classic reproduces familiar scoring, bonus points included. The sane starting point if you want to change a few things rather than forty.
  • Out of Ten is a single rule — the match rating, banded — and takes ten seconds to understand.
  • Seven more, from Park the Bus to Only Bans, score a deliberately lopsided view of the game. Every preset is listed here.
  • Blank clears everything so you can build from scratch.

Add rules with + Add rule: pick a stat, choose how it scores, set the points. See Scoring rules for what each rule type does.

Step 4 — Transfers

Pick the format — Classic is what runs today; draft and auction are on the roadmap and cannot be selected yet.

Then set the squad and transfer economy: total budget, free transfers per gameweek, how many transfers can be banked, and the points cost of an extra one.

Step 5 — Pricing

Prices calculate automatically when you arrive, by running last season’s output through the scoring rules you just built.

Adjust the pricing model — whole-pool or per-position valuation, price bands, distribution curve, and the default price for players with no usable history. Open the priced player list to review every player and override any individual price.

If your budget and prices make a legal fifteen-player squad unaffordable, the change is rejected and rolled back rather than saved. See Player pricing.

Step 6 — Review and publish

Check the summary, then publish. Credits are deducted at this moment, an invite code is generated, and the league becomes visible and joinable.

After publishing

A league stays editable for a while after publishing — but only until a member picks a squad, or the first deadline gets close. After that, scoring, prices and pool rules freeze for the season. Set it up carefully; that is what the review step is for.