Boot Room
leagues, drafted live

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.

ActionGKDEFMIDATT
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+10
Every 3 saves+1
Penalty saved+5
Penalty missed−2−2−2−2
Every 2 goals conceded−1−100
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 contributionGKDEFMIDATT
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−1−100
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 us

luckthefogic@gmail.com

Full rules · Boot Room