The rulebook
Full rules
Everything that decides a Boot Room season — the live auction, the snake draft, setting your XI, the scoring tables, transfers and the mid-season reset.
The auction
Build your 15-player squad by bidding against other owners in a live, real-time auction.
- Starting budget
- 1,000 per owner
- Squad size
- 15 players
- Squad composition
- 2 GK · 5 DEF · 5 MID · 3 ATT
- Country cap
- Max 3 players from any one country (squad + impact list combined)
- Player pots
- Players are graded into pots A, B and C by pedigree
- Opening bid
- 20
- Bid increments
- +10 up to 100, then +20 beyond 100
- Players are nominated one at a time. You bid against everyone else; the top bid when the lot closes wins the player and is deducted from your budget.
- You can’t outbid yourself — once you’re the top bidder you wait for another owner to raise before you can bid again.
- A bid is rejected if it busts your budget, fills a position you’ve already completed, or breaks the country cap.
- Budget is protected for the squad you still owe: every unfilled slot reserves the opening bid (20), so the system never lets you spend so much that you can’t finish a legal squad.
The snake draft
After the auction, owners take turns drafting impact players — your bench-strength reserves for transfers.
- The draft runs over 4 rounds and the pick order reverses each round (1→N, then N→1, and so on) so nobody is permanently disadvantaged by drafting late.
- Snake-draft picks are free — they cost no budget.
- These players form your impact list. They’re not in your matchday squad until you transfer one in.
- The country cap still applies across your squad and impact list combined.
Setting your lineup
Each round you field a starting XI of 11 from your 15-player squad; the other 4 sit on the bench.
- Goalkeepers
- Exactly 1 in the XI
- Defenders
- 3 to 5 in the XI
- Midfielders
- 2 to 5 in the XI
- Attackers
- 1 to 3 in the XI
- Captain
- Scores double points (×2)
- Vice-captain
- Inherits the armband if the captain doesn’t play
- Set your XI, formation and captain before the round’s lineup deadline. Miss it and your previous lineup carries over.
- Auto-subs: if a starter plays zero minutes, the highest-ranked eligible bench player who did play is automatically subbed in — but only if the swap keeps a legal formation.
- Bench order matters: it decides which reserve is tried first for an auto-sub.
- If your captain plays zero minutes, the vice-captain takes the ×2 instead.
Scoring — base points
Every player earns points per fixture from real match stats. Points depend on position.
| Action | GK | DEF | MID | ATT |
|---|---|---|---|---|
| Playing 1–59 min | +1 | +1 | +1 | +1 |
| Playing 60+ min | +2 | +2 | +2 | +2 |
| Goal scored | +10 | +6 | +5 | +4 |
| Assist | +3 | +3 | +3 | +3 |
| Clean sheet (60+ min) | +4 | +4 | +1 | 0 |
| Every 3 saves | +1 | — | — | — |
| Penalty saved | +5 | — | — | — |
| Penalty missed | −2 | −2 | −2 | −2 |
| Every 2 goals conceded | −1 | −1 | 0 | 0 |
| Every 10 CBIT (clearances + blocks + interceptions + tackles) | — | +1 | +1 | — |
| Yellow card | −1 | −1 | −1 | −1 |
| Red card | −3 | −3 | −3 | −3 |
| Own goal | −2 | −2 | −2 | −2 |
- Clean sheets only count if the player played at least 60 minutes.
- Goalkeeper saves and the defensive-contribution reward are counted in batches at the thresholds shown (every 3 saves, every 10 CBIT), not per single action.
- A player who plays zero minutes scores nothing for that fixture.
- In a double-gameweek round, a player’s fixtures are added together for their round total.
Scoring — bonus points
On top of base points, each match awards bonus points to its three best performers.
- Best performer
- +3 bonus
- Second best
- +2 bonus
- Third best
- +1 bonus
- Bonus is decided by a Bonus Points System (BPS) score computed from each player’s full stat line in that match — goals, assists, passing accuracy, tackles, interceptions, clearances, blocks, saves, cards and more.
- The three highest BPS scores in each match win the +3 / +2 / +1 bonus. BPS itself is never added to your score — it only ranks performances to decide who gets the bonus.
- Bonus is awarded per match, so a double-gameweek player can earn bonus in each of their fixtures.
- Tap any player on the points screen to see their base items and bonus broken out fixture by fixture.
How the BPS score is built
| BPS contribution | GK | DEF | MID | ATT |
|---|---|---|---|---|
| Playing 1–59 min | +3 | +3 | +3 | +3 |
| Playing 60+ min | +6 | +6 | +6 | +6 |
| Clean sheet (60+ min) | +12 | +12 | — | — |
| Goal scored | +12 | +12 | +18 | +24 |
| Assist | +9 | +9 | +9 | +9 |
| Pass accuracy 85%+ (min 30 passes) | +6 | +6 | +6 | +6 |
| Pass accuracy 70–85% (min 30 passes) | +3 | +3 | +3 | +3 |
| Match rating 8.0+ | +6 | +6 | +6 | +6 |
| Match rating 7.0–7.9 | +3 | +3 | +3 | +3 |
| Per shot on target | +2 | +2 | +2 | +2 |
| Per tackle | +2 | +2 | +2 | +2 |
| Per interception | +1 | +1 | +1 | +1 |
| Per clearance | +1 | +1 | +1 | +1 |
| Per defensive block | +2 | +2 | +2 | +2 |
| Per save | +2 | — | — | — |
| Penalty saved | +15 | — | — | — |
| Per goal conceded | −1 | −1 | 0 | 0 |
| Yellow card | −3 | −3 | −3 | −3 |
| Penalty missed | −6 | −6 | −6 | −6 |
| Own goal | −6 | −6 | −6 | −6 |
| Red card | −9 | −9 | −9 | −9 |
- Pass-accuracy bonuses need at least 30 attempted passes in the match, and only the higher band you reach counts (85%+ or 70%+, not both).
- Tackles, interceptions, clearances, defensive blocks, shots on target and saves accumulate per action, so a busy defensive shift or a keeper with a flurry of saves climbs the BPS table fast.
- Goals are weighted up the pitch — an attacker’s goal is worth far more BPS than a defender’s — which is why forwards tend to dominate bonus on scoring days.
Transfers
Swap one squad player for one impact-list player of the same position. Strictly limited.
- Allowance
- 1 transfer per phase — plus any unused group-stage transfer carries into the knockouts (up to 2 there). No paid extras.
- Direction
- A squad player out, an impact-list player in
- Position
- Must be like-for-like (a DEF can only be replaced by a DEF, etc.)
- Cost
- Free — there is no points penalty
- Timing
- The system applies it to the next open round automatically
- Phase 1 covers the group stage. Your single Phase-1 transfer can be used in any group round.
- Phase 2 covers the knockouts and stays locked until the mid-season reset opens it.
- Carry-forward: if you don’t use your group-stage transfer, it rolls into the knockouts — so you can make two knockout transfers from the new impact list.
- Once you’ve used all your transfers for a phase, the window closes until the next phase.
Mid-season reset
Between the group stage and the knockouts the league reshuffles to keep the back half competitive.
- Release & refund: eliminated players (and any you choose to drop, per league setup) are released back to the pool and their value is refunded to your budget.
- Mid-season auction: the freed-up budget is spent in a fresh auction on players still alive in the tournament.
- Second snake draft: a new snake draft refills the impact list for the knockout phase.
- Phase 2 opens: your knockout transfer (two, if you didn’t use your group-stage one) becomes available once the reset completes.
Winning
There’s no luck of the draw — just better squads, sharper lineups and smarter transfers.
- Each round, your scored XI (captain doubled, auto-subs applied) produces a round total.
- Round totals accumulate into a running league total across the whole tournament.
- The owner with the highest running total when the final is scored wins the league.
Contact us
Questions, bugs or feedback? We’d love to hear from you.
✉ Email usluckthefogic@gmail.com