How TeamSheet FC works
Beta rules, 11 November 2026. These may change during the beta; we'll tell you in the game when they do.
Leagues and squads
- Leagues are private: create one and send your friends the invite link, or join with a link or code. Up to 20 managers, including AI managers.
- Single ownership: each real player belongs to at most one manager in a league.
- Everyone starts with £600m: a random starter squad worth about £150m (11 players, one or two per position, no top-30 stars) plus the rest in cash.
- Squads can have up to 25 players.
- AI managers play by the same rules as everyone else and are always labelled "AI".
Your team each gameweek
- Pick a formation (10 to choose from) and an XI, plus a ranked bench of 7 outfield players and a back-up keeper.
- Every formation has a GK, at least 2 CB, a DM, a CM and a ST.
- Each player can play in up to 3 positions (his main one plus up to two more he has started in regularly). A player who has never started gets a provisional position until his first start.
- You can change your team any time up to the deadline: the first kick-off of the gameweek. If you don't save a team, your last one is used.
- Subs: if a starter plays 0 minutes, your highest-ranked bench player who is eligible for that position and played comes on. If nobody can cover it, the slot scores 0. Subs are worked out after the gameweek.
Scoring
- Players score on what they actually did on the pitch: passing, chance creation, winning the ball back, beating players, shooting, goalkeeping and team defence, minus mistakes and cards. Goals and assists count, but so does everything that leads to them.
- Each position has its own role card: a centre-back earns more for defending, a winger for beating players and creating, and so on. A player scores on the card of the slot you pick him in.
- Opposition multiplier: good actions against strong opponents are worth more, against weak ones less (between ×0.6 and ×1.6). Defenders are judged on the opponent's attack, attackers on its defence, midfielders on both; away games count as a little tougher. Team strength comes from actual goals over each team's last 38 league games, with recent form counting more. Cards and mistakes are never multiplied.
- Playing 60+ minutes earns an appearance bonus.
- Tap any player to see every game and the exact points per category.
Postponed matches
- A postponed match counts as not played in its gameweek: the player scores 0 and your bench covers him as usual. The gameweek is final straight away.
- When the match is replayed, it counts for no manager, whichever gameweek it falls in. It still counts on the player's own record (stats, points per game, value).
- You'll see "Postponed – no match this gameweek" on the fixtures, the player and in Pick team.
Player values
- Every player has a value based on his expected points per game, with a small bonus for being reliably available. Values are updated after each gameweek and move by at most 15% a week.
- New signings to the Premier League get an automatic starting value.
The transfer market
- Daily list: as soon as a league is created, then each morning (07:00 UK time), 25 unowned players go on the market in your league, with a mix of positions and at least a few good players. New signings go on top. Nobody comes up twice until everyone has had a turn.
- Sealed bids for 24 hours. The reserve is 70% of the player's value. The highest bid at or above the reserve wins. Nobody sees anyone else's bid; you can change or withdraw yours until the end.
- Going into the red: you can go up to 50% of your squad value below £0. All your open bids count together. You must be back to £0 by the next deadline, or the game sells your newest signings at 50% of their value until you are.
- No valid bid: the player stays a second day, then leaves the market until his next turn.
- Selling: sell to the game for 80% of his value (paid at the next deadline; you can cancel), or a fire sale for 50% straight away.
- Offers: make a cash offer for any player owned by another manager. They can accept, decline or counter.
- Release clause: buy a rival's player instantly for 3× his value, paid to the owner. Instant buy: buy an unowned player who isn't on the market for 2× his value, paid to the game. Limits: not in the 24 hours before a deadline; cash only; not within 2 weeks of the owner getting him; one release clause a month as a buyer; a player can only be bought out once a month; each manager can lose at most one player a month this way; the same buyer can't use a clause on the same owner more than once every 3 months; an instant buy only after the player has been on the market once. Every clause and instant buy appears in League activity. The league admin can switch release clauses off.
Derbies
- Pick a rival in your league (League page). If you pick each other it's a true derby. You can change your pick until the deadline of the league's 3rd gameweek; then picks lock and the fixtures are announced. No pick by then: the game picks a rival for you.
- Each manager can have at most 3 derbies (your own pick plus up to two managers who picked you). A manager with 3 is full and can't be picked.
- Two Derby Weekends, home and away, spread across the season. You play all your derbies on each one. The manager who picked is at home in the first leg; the rival hosts the second. Each leg is its own result: the higher gameweek score wins.
- Prizes per leg win, from your own ladder: £10m if you have one derby, £7m if two, £5m if three. Away wins pay 1.5x, and a true derby pays 1.5x on top. A draw pays half; a loss pays nothing. The home side gets £5m gate receipts every leg, whatever the result.
- Derby Double: win both legs against the same rival for a £10m bonus and a badge.
- Postponed matches count as 0 for the derby, as for everything else. Join late? You can still pick a rival who isn't full and play the legs still to come.
Fair play
One team per person per league. No rigging the market between friends. See the Terms.