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Scoring

Every significant action from one box to the other counts.

Part of the issue with most existing fantasy football/soccer games out there is that they don't capture the full essence of the game, just the major moments. Goals are still the most exciting part of a game, so don't worry — they still score the most points. But this beautiful game has actions all throughout that deserve recognition. There are players who influence games without scoring or assisting, and defenders whose games aren't solely defined by whether the team kept a clean sheet or not. There should be room for those kinds of performances to accumulate points.

Whether you're a football/soccer purist who wants to nerd out with us on the intricacies of the scoring system, or a fantasy savant who wants to get more into the sport and understand what these stats actually mean — this page is for you. Get familiar with what stat profiles to look for in the players you draft, and understand why we've assigned specific values to specific actions.

ForwardsMidfieldersDefendersGoalkeepers

Position Aware

Four separate weight tables — Forwards, Midfielders, Defenders, Goalkeepers — so the same stat can mean something different depending on whose job it actually is.

Tuned, not guessed

Weights were adjusted iteratively against real synced season data — not assigned once and left alone.

Check out previous season stats in the Players tab →

Built for Newcomers

Every stat below explains what it means, what it's worth, and links out to see it happen on real film — no soccer stat-sheet experience required.

Same rules for outfielders

Forwards, Midfielders, and Defenders score these exactly the same way — Goalkeepers are enough of a different job (see below) that they get their own scoring section entirely.

Own Goals

A goal accidentally scored into the player's own net.

-9 pts
FWD -9MID -9DEF -9GK -9
See it happen

An own goal costs every position the same -9 — the single harshest penalty anywhere in the system.

Penalties Missed

A penalty kick taken by the player that fails to score.

-8 pts
FWD -8MID -8DEF -8GK —
See it happen

Assists

The final pass or action that directly sets up a teammate's goal.

+7 pts
FWD +7MID +7DEF +7GK +9
See it happen

Goalkeepers earn the biggest assist bonus of any position (+9, vs. +7 everywhere else) — a keeper launching the pass that starts a goal-scoring move is a rare, high-skill event worth extra credit.

Red Cards

A straight red card, sending the player off.

-7 pts
FWD -7MID -7DEF -7GK -7
See it happen

A straight red costs every position the same -7 — leaving your team down a player for the rest of the match is an equally big blow no matter who does it.

Penalties Won

Winning a penalty for their team by being fouled in the box.

+6 pts
FWD +6MID +6DEF +6GK —
See it happen

Winning a penalty is worth a big +6 for Forwards, Midfielders, and Defenders alike — earning your team a near-guaranteed goal is valuable no matter who wins it.

Learn more about a potential bonus situation

A player who wins a penalty and then scores it themselves earns the +6 on top of their goal — resulting in a massive score for that one action. We think that's more impressive than scoring a penalty someone else won, so it's a fair bonus.

Penalties Committed

A foul inside the box that gives away a penalty.

-5 pts
FWD -5MID -5DEF -5GK -5
See it happen

Giving away a penalty costs every position the same flat -5. Conceding a near-certain goal is exactly as costly no matter who does it.

Big Chances Missed

A clear, high-probability chance the player themself failed to convert.

-4 pts
FWD -4MID -4DEF -4GK —
See it happen

Squandering a clear chance costs Forwards, Midfielders, and Defenders the same -4 — steep on purpose, since a big chance that's blocked, saved, or hits the post is still a missed opportunity, not a neutral one, whoever you are.

Learn more about how this interacts with taking a shot

A small caveat: as you'll see below, Shots Total, Shots On Target, and Hit Woodwork all earn their own points too — so this penalty stacks with those rather than replacing them, and how much it actually costs you depends on how poor the miss really was. A Big Chance Missed that's at least on target nets a +3 for Shots On Target against the -4 penalty, a total of -1; one that doesn't even hit the target only earns the +1 for the shot, netting a full -3.

Big Chances Created

A pass or setup that gives a teammate a clear, high-probability chance to score.

+3 pts
FWD +3MID +3DEF +3GK —
See it happen

This is essentially a more impressive Key Pass, so it works as a bonus on top of it.

Second Yellow Card

A second yellow card in the same match, resulting in a red card.

-4 pts
FWD -4MID -4DEF -4GK -4
See it happen

A second yellow card results in a red card — so this earns a -4 on top of the -3 for the original yellow, adding up to an equivalent -7 to a straight red.

Yellow Cards

A caution shown by the referee.

-3 pts
FWD -3MID -3DEF -3GK -3
See it happen

A caution costs every position the same -3 — discipline is discipline, regardless of where you play.

Shots On Target

A shot that would go in without being blocked or saved.

+3 pts
FWD +3MID +3DEF +3GK —
See it happen

Hit Woodwork

A shot that strikes the post or crossbar.

+2 pts
FWD +2MID +2DEF +2GK —
See it happen

Shots Total

Any shot attempt, on or off target.

+1 pts
FWD +1MID +1DEF +1GK —
See it happen

Successful Dribbles

A dribble past an opponent that beats them and keeps possession.

+1.5 pts
FWD +1.5MID +1.5DEF +1.5GK —
See it happen

Accurate Crosses

A cross into the box that successfully finds a teammate.

+1 pts
FWD +1MID +1DEF +1GK —
See it happen

Fouls Drawn

A foul committed against this player by an opponent.

+0.5 pts
FWD +0.5MID +0.5DEF +0.5GK —
See it happen

Dispossessed

Losing the ball to an opponent's challenge while in possession.

-0.5 pts
FWD -0.5MID -0.5DEF -0.5GK -0.5
See it happen

Losing the ball in a challenge costs every position the same small -0.5 — a minor, universal nudge to take care of possession.

What earns points depends on what you're asked to do

Everything below is specific to one position — the same event can be worth a different amount, or nothing at all, somewhere else on the pitch. Tap a position to see its full breakdown.
FWD

Forwards

8 position-specific stats

Tap to expand ▾

Forwards are built to score. Goals (+11) carry the single biggest reward anywhere in the system, and shots on target, big chances, and successful dribbles all lean toward reinforcing pure attacking output. There's no reward for keeping the ball out at the other end — a Forward's job is up front.

Goals

A goal scored by the player.

+11 pts
FWD +11MID +10DEF +10GK +10
See it happen

Forwards earn the single biggest bonus in the whole system for a goal (+11). Scoring is THE job of a forward — some strikers (think Haaland) are built to do little else, and that shouldn't penalize them too much, so hiking the value of a goal up stabilizes the value of a pure number 9.

Key Passes

A pass that creates a shot opportunity for a teammate, whether or not it results in a goal.

+2 pts
FWD +2MID +2.5DEF +2.5GK —
See it happen

Midfielders and Defenders earn slightly more for a key pass (+2.5) than Forwards (+2) — creating a chance from a deeper position is a scarcer, more valuable sight than a Forward doing it high up the pitch.

Aerials Won

A contested header or jump duel won against an opponent.

+1.25 pts
FWD +1.25MID +1.5DEF +1GK +3
See it happen

Slightly more than a Defender's, because a Defender should be the favorite to win that battle in the first place.

Long Balls Won

A long pass (35+ yards) that successfully finds a teammate.

+0.5 pts
FWD +0.5MID +1DEF +1GK —
See it happen

This is one of the instances where testing the actual scoring values played a part — Forwards became too overpowered at the same rate as everyone else, and it's less of their role anyway, so +0.5 is a fair compromise.

Interceptions

Reading and cutting out an opponent's pass before it reaches its target.

+0.5 pts
FWD +0.5MID +1.5DEF +1GK +1
See it happen

Worth less because it's less of their job to do — it shouldn't be 0, since a pressing Forward deserves credit for doing it, but any more and Forwards would be overpowered.

Offsides

Being flagged offside when receiving the ball.

-0.5 pts
FWD -0.5MID -1DEF -0.25GK —
See it happen

Less than a Midfielder's penalty — a Forward's role naturally results in more offsides, so it's fair to bump this one down slightly.

Tackles Won

A tackle that successfully wins the ball from an opponent.

+0.5 pts
FWD +0.5MID +1.5DEF +1GK +1
See it happen

Worth less because it's less of their job to do — it shouldn't be 0, since a pressing Forward deserves credit for doing it, but any more and Forwards would be overpowered.

Duels Won

1-on-1 contests for the ball (tackles, headers, shoulder challenges) won against an opponent.

+0.25 pts
FWD +0.25MID +0.5DEF +0.5GK +3
See it happen

Worth less because it's less of their job to do — it shouldn't be 0, since a pressing Forward deserves credit for doing it, but any more and Forwards would be overpowered.

MID

Midfielders

14 position-specific stats

Tap to expand ▾

Midfielders are the most complete scorers on the pitch — full credit for goals and assists, the biggest reward anywhere for winning tackles and interceptions (+1.5 each), and real bonus points when their team keeps a clean sheet. Built to earn points from both boxes.

Goals

A goal scored by the player.

+10 pts
FWD +11MID +10DEF +10GK +10
See it happen

See the Forwards section above to understand why their goals are worth more.

Clearance Offline

A goal-saving clearance off the line.

+5 pts
FWD —MID +5DEF +5GK —
See it happen

A clearance off the goal line pays the same big bonus (+5) for Midfielders and Defenders alike — however rare the position making the play, saving a certain goal is worth a certain amount.

Error Lead To Goal

A mistake by the player that directly leads to an opponent's goal.

-5 pts
FWD —MID -5DEF -8GK -2
See it happen

A costly mistake is scored in proportion to how rarely it should happen: -8 for Defenders, -5 for Midfielders, -2 for Goalkeepers. Forwards aren't docked at all — an attacking mistake almost never gifts the opponent a goal directly.

Last Man Tackle

A last-ditch tackle that stops a clear goalscoring opportunity.

+4 pts
FWD —MID +4DEF +5GK —
See it happen

A last-ditch, goal-saving tackle is worth more for a Defender (+5) than a Midfielder (+4) — it's an even bigger deal in your own box, where it's often the only thing standing between the opponent and a goal.

Clean Sheets

The player's team didn't concede a goal while they were on the pitch for at least 60 minutes.

+3 pts
FWD —MID +3DEF +6GK +8
See it happen

Clean sheets pay out more the further back a position plays: +8 for Goalkeepers, +6 for Defenders, +3 for Midfielders, nothing for Forwards. A shutout says the most about a keeper's and back line's individual performance — for a Forward, it says almost nothing about how they actually played.

Key Passes

A pass that creates a shot opportunity for a teammate, whether or not it results in a goal.

+2.5 pts
FWD +2MID +2.5DEF +2.5GK —
See it happen

Midfielders and Defenders earn slightly more for a key pass (+2.5) than Forwards (+2) — creating a chance from a deeper position is a scarcer, more valuable sight than a Forward doing it high up the pitch.

Aerials Won

A contested header or jump duel won against an opponent.

+1.5 pts
FWD +1.25MID +1.5DEF +1GK +3
See it happen

Midfielders earn the most for this stat among the outfielders because it's normally a battle between big strikers and defenders — a Midfielder winning it means a player doing it all, and that's effort worth rewarding.

Interceptions

Reading and cutting out an opponent's pass before it reaches its target.

+1.5 pts
FWD +0.5MID +1.5DEF +1GK +1
See it happen

Midfielders lead here too (+1.5) — reading the game and cutting out passes through the center is a core part of the position. Defenders and Goalkeepers earn +1.

Tackles Won

A tackle that successfully wins the ball from an opponent.

+1.5 pts
FWD +0.5MID +1.5DEF +1GK +1
See it happen

Midfielders earn the most for winning a tackle (+1.5) — ball-winning in the middle of the park is what turns defense into attack. Defenders and Goalkeepers earn +1: a bonus for a striker, not the job.

Blocked Shots

An opponent's shot blocked by this player before it reaches goal.

+1 pts
FWD —MID +1DEF +3GK —
See it happen

Less than a Defender's, since it's less of their job — but still worth a point, to reward the extra effort.

Long Balls Won

A long pass (35+ yards) that successfully finds a teammate.

+1 pts
FWD +0.5MID +1DEF +1GK —
See it happen

Worth the joint-highest amount (+1), to reward deep-lying playmakers for spraying the ball around.

Offsides

Being flagged offside when receiving the ball.

-1 pts
FWD -0.5MID -1DEF -0.25GK —
See it happen

The largest penalty of any position — your positioning has to be really poor to get caught offside as a Midfielder.

Goals Conceded

A goal conceded by the player's team while they were on the pitch.

-1 pts
FWD —MID -1DEF -3GK -1.5
See it happen

Conceding costs Defenders the most (-3), Goalkeepers a little less (-1.5), and Midfielders barely anything (-1). Forwards aren't docked at all — the scoring mirrors whose job it actually was to stop the goal.

Duels Won

1-on-1 contests for the ball (tackles, headers, shoulder challenges) won against an opponent.

+0.5 pts
FWD +0.25MID +0.5DEF +0.5GK +3
See it happen

Joint-highest, to reward those hustling Midfielders.

DEF

Defenders

18 position-specific stats

Tap to expand ▾

Defenders earn nearly as much for stopping goals as for scoring them. A clean sheet (+6) is the second-biggest single bonus an outfield player can earn, and the big defensive moments — a last-man tackle, a goal-line clearance — are rewarded like near-goals in their own right.

Goals

A goal scored by the player.

+10 pts
FWD +11MID +10DEF +10GK +10
See it happen

See the Forwards section above to understand why their goals are worth more.

Error Lead To Goal

A mistake by the player that directly leads to an opponent's goal.

-8 pts
FWD —MID -5DEF -8GK -2
See it happen

A costly mistake is scored in proportion to how rarely it should happen: -8 for Defenders, -5 for Midfielders, -2 for Goalkeepers. Forwards aren't docked at all — an attacking mistake almost never gifts the opponent a goal directly.

Clean Sheets

The player's team didn't concede a goal while they were on the pitch for at least 60 minutes.

+6 pts
FWD —MID +3DEF +6GK +8
See it happen

Clean sheets pay out more the further back a position plays: +8 for Goalkeepers, +6 for Defenders, +3 for Midfielders, nothing for Forwards. A shutout says the most about a keeper's and back line's individual performance — for a Forward, it says almost nothing about how they actually played.

Clearance Offline

A goal-saving clearance off the line.

+5 pts
FWD —MID +5DEF +5GK —
See it happen

A clearance off the goal line pays the same big bonus (+5) for Midfielders and Defenders alike — however rare the position making the play, saving a certain goal is worth a certain amount.

Last Man Tackle

A last-ditch tackle that stops a clear goalscoring opportunity.

+5 pts
FWD —MID +4DEF +5GK —
See it happen

A last-ditch, goal-saving tackle is worth more for a Defender (+5) than a Midfielder (+4) — it's an even bigger deal in your own box, where it's often the only thing standing between the opponent and a goal.

Blocked Shots

An opponent's shot blocked by this player before it reaches goal.

+3 pts
FWD —MID +1DEF +3GK —
See it happen

We think it's only fair for a Defender blocking a shot to be worth the same amount as a shot on target.

Goals Conceded

A goal conceded by the player's team while they were on the pitch.

-3 pts
FWD —MID -1DEF -3GK -1.5
See it happen

Conceding costs Defenders the most (-3), Goalkeepers a little less (-1.5), and Midfielders barely anything (-1). Forwards aren't docked at all — the scoring mirrors whose job it actually was to stop the goal.

Key Passes

A pass that creates a shot opportunity for a teammate, whether or not it results in a goal.

+2.5 pts
FWD +2MID +2.5DEF +2.5GK —
See it happen

Midfielders and Defenders earn slightly more for a key pass (+2.5) than Forwards (+2) — creating a chance from a deeper position is a scarcer, more valuable sight than a Forward doing it high up the pitch.

Dribbled Past

Being beaten by an opponent's dribble.

-2 pts
FWD —MID —DEF -2GK —
See it happen

Only Defenders are docked for being beaten by a dribble (-2) — losing a 1-on-1 in the middle of the pitch isn't nearly as costly as losing one in your own box.

Aerials Won

A contested header or jump duel won against an opponent.

+1 pts
FWD +1.25MID +1.5DEF +1GK +3
See it happen

This score was tested to make sure it didn't sway too far toward one type of Defender (big, strong center-backs on weaker teams) — the scoring is designed to reward all kinds of players evenly, even within the same position.

Long Balls Won

A long pass (35+ yards) that successfully finds a teammate.

+1 pts
FWD +0.5MID +1DEF +1GK —
See it happen

Worth the joint-highest amount (+1), to reward ball-playing Defenders for spraying the ball around.

Interceptions

Reading and cutting out an opponent's pass before it reaches its target.

+1 pts
FWD +0.5MID +1.5DEF +1GK +1
See it happen

Midfielders lead here too (+1.5) — reading the game and cutting out passes through the center is a core part of the position. Defenders and Goalkeepers earn +1.

Tackles Won

A tackle that successfully wins the ball from an opponent.

+1 pts
FWD +0.5MID +1.5DEF +1GK +1
See it happen

Midfielders earn the most for winning a tackle (+1.5) — ball-winning in the middle of the park is what turns defense into attack. Defenders and Goalkeepers earn +1: a bonus for a striker, not the job.

Offsides Provoked

Successfully catching an opponent offside.

+1 pts
FWD —MID —DEF +1GK —
See it happen

Only Defenders are credited for catching an opponent offside (+1) — the offside trap is fundamentally a defensive-line tactic.

Duels Won

1-on-1 contests for the ball (tackles, headers, shoulder challenges) won against an opponent.

+0.5 pts
FWD +0.25MID +0.5DEF +0.5GK +3
See it happen

Goalkeepers earn a big +3 for winning a 1-on-1 duel — a rare, high-stakes event for the position. Defenders and Midfielders earn +0.5 — duels are a far more common, lower-stakes event higher up the pitch.

Clearances

Clearing the ball away from danger near the player's own goal.

+0.5 pts
FWD —MID —DEF +0.5GK +2.5
See it happen

The only outfield position with this stat — clearing danger away is mostly a Defender's job.

Offsides

Being flagged offside when receiving the ball.

-0.25 pts
FWD -0.5MID -1DEF -0.25GK —
See it happen

A slighter penalty for Defenders, since most of their offside moments come from unfortunate inches at a set piece.

Passes In Final Third

A completed pass in the attacking third of the pitch.

+0.1 pts
FWD —MID —DEF +0.1GK bonus
See it happen

Only Defenders earn this as a straight rate — +0.1 for every completed pass into the attacking third, rewarding a back line that plays progressively rather than just clearing danger. Goalkeepers score the same underlying stat completely differently: an above-average threshold bonus (see Bonus Mechanics below), not a per-pass rate.

GK

Goalkeepers

22 position-specific stats

Tap to expand ▾

Goalkeepers score in a language nobody else speaks: saves, claims, and penalty stops that don't exist for any other position, the single biggest clean-sheet bonus in the game (+8), and two bonuses built to reward standing tall under real pressure, not padding a stat line in a quiet win.

Goals

A goal scored by the player.

+10 pts
FWD +11MID +10DEF +10GK +10
See it happen

See the Forwards section above to understand why their goals are worth more.

Own Goals

A goal accidentally scored into the player's own net.

-9 pts
FWD -9MID -9DEF -9GK -9
See it happen

An own goal costs every position the same -9 — the single harshest penalty anywhere in the system.

Assists

The final pass or action that directly sets up a teammate's goal.

+9 pts
FWD +7MID +7DEF +7GK +9
See it happen

Goalkeepers earn the biggest assist bonus of any position (+9, vs. +7 everywhere else) — a keeper launching the pass that starts a goal-scoring move is a rare, high-skill event worth extra credit.

Penalties Saved

A penalty kick saved by the goalkeeper.

+8 pts
FWD —MID —DEF —GK +8
See it happen

A penalty save is the single biggest positive event a Goalkeeper can produce (+8) — stopping a near-certain goal outright.

Clean Sheets

The player's team didn't concede a goal while they were on the pitch for at least 60 minutes.

+8 pts
FWD —MID +3DEF +6GK +8
See it happen

Clean sheets pay out more the further back a position plays: +8 for Goalkeepers, +6 for Defenders, +3 for Midfielders, nothing for Forwards. A shutout says the most about a keeper's and back line's individual performance — for a Forward, it says almost nothing about how they actually played.

Red Cards

A straight red card, sending the player off.

-7 pts
FWD -7MID -7DEF -7GK -7
See it happen

A straight red costs every position the same -7 — leaving your team down a player for the rest of the match is an equally big blow no matter who does it.

Penalties Committed

A foul inside the box that gives away a penalty.

-5 pts
FWD -5MID -5DEF -5GK -5
See it happen

Giving away a penalty costs every position the same flat -5. Conceding a near-certain goal is exactly as costly no matter who does it.

Second Yellow Card

A second yellow card in the same match, resulting in a red card.

-4 pts
FWD -4MID -4DEF -4GK -4
See it happen

A second yellow card results in a red card — so this earns a -4 on top of the -3 for the original yellow, adding up to an equivalent -7 to a straight red.

Aerials Won

A contested header or jump duel won against an opponent.

+3 pts
FWD +1.25MID +1.5DEF +1GK +3
See it happen

These points reward Goalkeepers who dominate their box — their job is more than just saving shots.

Duels Won

1-on-1 contests for the ball (tackles, headers, shoulder challenges) won against an opponent.

+3 pts
FWD +0.25MID +0.5DEF +0.5GK +3
See it happen

These points reward Goalkeepers who dominate their box — their job is more than just saving shots.

Yellow Cards

A caution shown by the referee.

-3 pts
FWD -3MID -3DEF -3GK -3
See it happen

A caution costs every position the same -3 — discipline is discipline, regardless of where you play.

Clearances

Clearing the ball away from danger near the player's own goal.

+2.5 pts
FWD —MID —DEF +0.5GK +2.5
See it happen

Sweeper-keepers are quick off their line — these stats reward that style of play.

Saves

A shot on target stopped by the goalkeeper.

+2 pts
FWD —MID —DEF —GK +2
See it happen

Every save is worth a flat +2 for a Goalkeeper — the bread-and-butter stat of the position.

Error Lead To Goal

A mistake by the player that directly leads to an opponent's goal.

-2 pts
FWD —MID -5DEF -8GK -2
See it happen

A costly mistake is scored in proportion to how rarely it should happen: -8 for Defenders, -5 for Midfielders, -2 for Goalkeepers. Forwards aren't docked at all — an attacking mistake almost never gifts the opponent a goal directly.

Goals Conceded

A goal conceded by the player's team while they were on the pitch.

-1.5 pts
FWD —MID -1DEF -3GK -1.5
See it happen

Conceding costs Defenders the most (-3), Goalkeepers a little less (-1.5), and Midfielders barely anything (-1). Forwards aren't docked at all — the scoring mirrors whose job it actually was to stop the goal.

Saves Inside the Box

A save made by the goalkeeper from inside their own box.

+1.5 pts
FWD —MID —DEF —GK +1.5
See it happen

Acts as a +1.5 bonus on top of a save — a shot taken from inside the box is harder to stop.

Interceptions

Reading and cutting out an opponent's pass before it reaches its target.

+1 pts
FWD +0.5MID +1.5DEF +1GK +1
See it happen

Sweeper-keepers are quick off their line — these stats reward that style of play.

Good High Claim

A goalkeeper safely catching a high ball (cross or corner) under pressure.

+1 pts
FWD —MID —DEF —GK +1
See it happen

These points reward Goalkeepers who dominate their box — their job is more than just saving shots.

Punches

A goalkeeper punching a cross clear instead of catching it.

+1 pts
FWD —MID —DEF —GK +1
See it happen

These points reward Goalkeepers who dominate their box — their job is more than just saving shots.

Tackles Won

A tackle that successfully wins the ball from an opponent.

+1 pts
FWD +0.5MID +1.5DEF +1GK +1
See it happen

Sweeper-keepers are quick off their line — these stats reward that style of play.

Dispossessed

Losing the ball to an opponent's challenge while in possession.

-0.5 pts
FWD -0.5MID -0.5DEF -0.5GK -0.5
See it happen

Losing the ball in a challenge costs every position the same small -0.5 — a minor, universal nudge to take care of possession.

Passes In Final Third

A completed pass in the attacking third of the pitch.

+1 per pass over 4
FWD —MID —DEF +0.1GK bonus
See it happen

Only Defenders earn this as a straight rate — +0.1 for every completed pass into the attacking third, rewarding a back line that plays progressively rather than just clearing danger. Goalkeepers score the same underlying stat completely differently: an above-average threshold bonus (see Bonus Mechanics below), not a per-pass rate.

A few stats don't play by the normal rules

Most stats are a straight linear weight — X points every time it happens. A handful of scoring rules are more deliberate than that, built to reward a specific kind of performance rather than just counting events.

Pass Completion Bonus

See it happen

Forwards, Midfielders, and Defenders all earn stacking bonus points for a clean passing performance in a single game — evaluated per game, not averaged across the season, since a passing masterclass on Saturday shouldn't get diluted by a scrappy performance the week before.

Forwards

  • 85%+ pass completion+1 pts
  • 90%+ pass completion+4 pts
  • 95%+ pass completion+7 pts

Midfielders

  • 85%+ pass completion+1 pts
  • 90%+ pass completion+3 pts
  • 95%+ pass completion+5 pts

Defenders

  • 85%+ pass completion+1 pts
  • 90%+ pass completion+2 pts
  • 95%+ pass completion+3 pts

The tiers stack — clearing 95% in a game earns the 85%, 90%, and 95% bonuses all at once. Forwards earn the biggest bonus on purpose: they're the ones trying to thread the difficult passes that create a goal, so an accurate passing game is most impressive coming from them, while some defenders rack up a good percentage just by keeping it safe.

Goalkeeper Bonus: Passes In Final Third

See it happen

A goalkeeper who completes passes into the attacking third — starting or extending a move deep in the opponent's half — earns an above-average threshold bonus: nothing up to 4 in a game, then an uncapped +1 point for every one beyond that. A capped, tiered version was tried first and rejected — it compressed the goalkeeper leaderboard instead of separating the keepers who actually do this from the ones who don't.

Goalkeeper Bonus: Shutout Under Siege

See it happen

A flat +4 points when a goalkeeper keeps a clean sheet and makes 4+ saves in the same game. A quiet 1-save shutout still earns the normal clean sheet bonus — this one is specifically for the keeper who had to earn it, standing on his head to keep the ball out.

How a Clean Sheet Is Actually Counted

Clean sheets aren't a stat our stats provider hands us directly — we compute them ourselves from real match events. A player only earns credit if their team concedes nothing while they're actually on the pitch for at least 60 minutes. Substituted off before a late goal against? You still keep your clean sheet — you earned it before you left.

Back one player, every week

On top of the scoring above, each manager can put one boost on one player in their starting lineup each gameweek. Hit the target and it pays out; fall short and it costs you. You can't use the same boost two gameweeks running, and a boost only counts if the player actually takes the field — if they don't play a minute, it's void and costs nothing.

Destroyer

+10−5

3+ tackles and interceptions combined

Built for tacklers and ball-winners. You can still put it on anyone in your lineup — the archetype is a hint, not a rule. Worth knowing: no goalkeeper has ever hit this one.

Talisman

+10−5

1+ goal, or 2+ assists

Built for your main goal threat. You can still put it on anyone in your lineup — the archetype is a hint, not a rule. Worth knowing: no goalkeeper has ever hit this one.

Playmaker

+10−5

3+ key passes

Built for creators and chance-makers. You can still put it on anyone in your lineup — the archetype is a hint, not a rule. Worth knowing: no goalkeeper has ever hit this one.

Metronome

+10−5

89%+ pass completion, and at least 1 accurate long ball

Built for ball-playing centre-backs. You can still put it on anyone in your lineup — the archetype is a hint, not a rule.

Diamond

Doubles their scoreWipes their score

20+ fantasy points in the match

Built for a late-round flier. You can still put it on anyone in your lineup — the archetype is a hint, not a rule.

The one boost with a real restriction: it can only go on a player drafted after pick 50, or picked up off waivers. Get it right and their whole match score counts twice, with no ceiling. Miss and that score counts for nothing. A score below zero counts twice.

If your player has two games that week

You choose which one the boost rides on, before either kicks off — and once the earlier of the two starts, your pick is locked. No watching the first game and then deciding.

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