Squads & transfers
Picking fifteen players, formations, captaincy, bench order, deadlines, banked transfers and hits.
Picking a squad
Fifteen players: two goalkeepers, five defenders, five midfielders and three forwards. They must fit inside your league’s budget and respect its per-club cap.
Use the market to filter by position, club and price, and search by name. Tap a player to add them; the budget updates as you go. If a pick would break a rule — over budget, too many from one club, an excluded player — you are told which rule and why.
Your starting eleven
Eleven start and four sit on the bench. Legal formations are 3-4-3, 3-5-2, 4-3-3, 4-4-2, 4-5-1, 5-2-3, 5-3-2 and 5-4-1 — always one goalkeeper, at least three defenders, at least two midfielders and at least one forward.
Swap players by dragging a starter onto a bench player, or by tapping both. Both routes run the same validation, so an illegal eleven cannot be built by accident. Tapping is the keyboard-accessible path.
Bench order
Bench order is priority order. If a starter does not play, the first eligible bench player who keeps the formation legal comes on instead. Drag within the bench to reorder.
Captain and vice-captain
Your captain scores double. If the captain does not play at all, the armband passes to your vice-captain.
Both are resolved at full time rather than provisionally mid-gameweek, so a live total never shows points from a substitution that has not happened yet.
If you substitute your captain to the bench, the armband moves with the incoming player rather than disappearing.
Deadlines
Squads lock at each gameweek’s deadline. Until then you can change anything; after it, that gameweek is fixed.
Other managers’ squads stay hidden until the deadline passes, so nobody can copy a rival’s captain pick minutes before kick-off. Afterwards, everything is visible.
Transfers
Between gameweeks you swap players in and out. Your league sets the terms:
- Free transfers per gameweek — one by default.
- Banked transfers — unused ones roll over, up to a limit (two by default).
- The hit — each transfer beyond your free allowance costs points (−4 by default).
A hit is fixed at the moment you take it, charged against the allowance you actually had at that point, and never recomputed later. A manager who banks a transfer and then takes a hit is charged once, for the hit they took.
Transfer history is available from the Transfers page, and each manager’s moves become visible to the league once the deadline passes.