Scoring
How Scoring Works
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.
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.
The Basics
Same rules for outfielders
Own Goals
A goal accidentally scored into the player's own net.
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.
Assists
The final pass or action that directly sets up a teammate's goal.
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.
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.
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.
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.
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.
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.
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.
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.
Hit Woodwork
A shot that strikes the post or crossbar.
Shots Total
Any shot attempt, on or off target.
Successful Dribbles
A dribble past an opponent that beats them and keeps possession.
Accurate Crosses
A cross into the box that successfully finds a teammate.
Fouls Drawn
A foul committed against this player by an opponent.
Dispossessed
Losing the ball to an opponent's challenge while in possession.
Losing the ball in a challenge costs every position the same small -0.5 — a minor, universal nudge to take care of possession.
Position by Position
What earns points depends on what you're asked to do
FWDForwards
8 position-specific stats
Tap to expand ▾
Forwards
8 position-specific stats
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.
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.
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.
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.
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.
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.
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.
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.
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.
MIDMidfielders
14 position-specific stats
Tap to expand ▾
Midfielders
14 position-specific stats
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.
See the Forwards section above to understand why their goals are worth more.
Clearance Offline
A goal-saving clearance off the line.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Worth the joint-highest amount (+1), to reward deep-lying playmakers for spraying the ball around.
Offsides
Being flagged offside when receiving the ball.
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.
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.
Joint-highest, to reward those hustling Midfielders.
DEFDefenders
18 position-specific stats
Tap to expand ▾
Defenders
18 position-specific stats
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
The only outfield position with this stat — clearing danger away is mostly a Defender's job.
Offsides
Being flagged offside when receiving the ball.
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.
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.
GKGoalkeepers
22 position-specific stats
Tap to expand ▾
Goalkeepers
22 position-specific stats
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
These points reward Goalkeepers who dominate their box — their job is more than just saving shots.
Yellow Cards
A caution shown by the referee.
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.
Sweeper-keepers are quick off their line — these stats reward that style of play.
Saves
A shot on target stopped by the goalkeeper.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Bonus Mechanics
A few stats don't play by the normal rules
Pass Completion Bonus
See it happenForwards, 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 happenA 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 happenA 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.
Player Boosts
Back one player, every week
Destroyer
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
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
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
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
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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