Game Rules

How to play

All the information you need to set your team up for success on Sokkah Fantasy.

Squad

  • To pick your Squad, select 15 Players: 2 Goalkeepers, 5 Defenders, 5 Midfielders and 3 Forwards.
  • Your budget is $3 million, with Players priced based on their playing history and previous points where applicable.
  • You can select up to three Players from any A-League Club.
  • Once your Squad is filled, pick your Starting XI, with four Players left on the Bench. Your formation adjusts automatically based on who you select.
  • You must have a minimum of three Defenders, two Midfielders and one Forward in your Starting XI.
  • Choose a Captain and Vice-Captain from your Starting XI. Your Captain scores double points in the Gameweek. If your Captain plays zero minutes, your Vice-Captain scores double instead.

Gameweeks and deadlines

  • The Season is made up of Gameweeks. Each round of A-League Men's matches is one Sokkah Fantasy Gameweek.
  • The deadline for each Gameweek is 30 minutes before its earliest confirmed Fixture kickoff. No Transfers or Team changes can be made for that Gameweek once the deadline passes.
  • Your most recent saved Squad, including your Starting XI, Bench and Captaincy, locks at the deadline.
  • Your updated Team selection is not visible to other Managers until the deadline.

Captaincy and automatic substitutions

  • The order of your Bench determines which Players come in when a Player in your Starting XI does not play because of injury, suspension or team selection.
  • If your Goalkeeper does not play, they can only be replaced by the reserve Goalkeeper on your Bench, if the reserve plays in the Gameweek.
  • If an outfield Player does not play, they are replaced by the first Player on your Bench who played in the Gameweek, as long as the resulting formation remains valid with at least three Defenders.
  • Automatic substitutions are made and scores adjusted when the Gameweek becomes Final.

Transfers and Player Price Changes

Transfers

  • After registering, you can make unlimited changes until the first deadline for your Team.
  • After your first deadline, you can change your Squad by buying and selling Players, known as Transfers.
  • You receive one Free Transfer each Gameweek. Unused Free Transfers roll over, up to a maximum of four.
  • A Transfer can only swap two Players in the same Position.
  • Transfers do not lock until the next Gameweek deadline. The number used is based on the net Players changed from your previous locked Squad.
  • You can change a replacement Player after making a Transfer, as long as you do it before the upcoming deadline.

Prices

  • Player prices change during the Season based on performances and scoring.
  • A Player's Price Target is the score they need in their next qualifying Gameweek to avoid falling in Price.
  • A Player with a low Price Target may rise in Price after their next qualifying Gameweek.
  • A Player needs three appearances before their first Price change. The earliest Player Price Changes take place after Gameweek 3.
  • Keep an eye on Price Targets and potential rises and falls to manage your budget and plan your Transfers.

Chips

  • Chips are modifiers that can enhance your Squad's performance in a Gameweek.
  • You can select, change or cancel one Chip before the deadline. It is only used once the deadline passes and your Team locks.
  • Transfer Boost adds two Free Transfers for one Gameweek. Five Transfer Boosts are available during the Season, starting after your first eligible Gameweek.
  • Bench Boost counts the scores of all 15 Players in your Squad. It can be used once per Season and is available from your first eligible Gameweek.
  • Triple Captain triples your Captain's points instead of doubling them. It can be used once per Season and is available from your first eligible Gameweek.
  • Only one Chip can be played each Gameweek. Chip use is not visible to other Managers until after the deadline.

Scoring

Scoring points by action and Player Position
ActionGKDEFMIDFWD
Any minutes played1 (+1 for 60 minutes or more)
Goal scored10765
Assist4
Clean Sheet1651-
Penalty won/conceded+2/-2
Penalty Miss-3
Penalty save5---
Own Goal-2
Goalkeeper Save (incl. penalty)0.5---
Interception0.5
Blocked Shot1
Duel Won20.3
Shot on Target1
Key Pass31
Goals Conceded-1 (from 2nd onwards)--
Yellow Card-1
Red Card4-4
  1. Players must play a minimum 60 minutes with no goals conceded while on the pitch.
  2. The “Duel” category includes ground and aerial duels won, tackles won, successful dribbles and fouls won. Totals round to the nearest whole number (round up from .5).
  3. A key pass is defined as a pass that leads to a shot.
  4. Two yellow cards, or a yellow and red card will incur a -4 total.