Rules & scoring

How points are awarded, and how the squad, captain, transfers and Boosts work.

Last updated: 27 July 2026

Matchday Manager is a fantasy football game for the Swiss top league: you build a squad of real players, pick a starting XI Round after Round and score points for what your players do on the pitch. This page explains in full how those points are awarded, and how the squad, the lineup, transfers, Boosts and prices fit together.

Squad & budget

Your squad is 15 players. The split is fixed — these are not minimums or maximums, they are exactly the numbers:

To assemble them you have a starting budget of 100.0 million CHF. Every player has a price; whatever is left once the squad is built becomes your bank and stays there for future transfers. You do not have to spend the whole budget, but you can never exceed it — not when you build, and not later.

One more limit applies at all times: a maximum of 3 players from any one club. It is checked when you build the squad and again on every single transfer.

The price you pay for a player is recorded. That purchase price is what decides how much you get back when you sell him — see Prices.

App view “My Team”: the Round score, the formation on the pitch with captain and vice-captain, bench and balance.
Squad, starting XI and bank at a glance.

Lineup & formations

Before every Round you pick 11 starters from your 15 players; the other 4 sit on the bench. Only starters score. A bench player counts only if he comes on through an auto-sub — or if you play the Bench Boost.

Valid formations

There is always exactly one goalkeeper in the starting XI. For the outfield players the limits are:

That gives exactly eight possible formations: 3-4-3, 3-5-2, 4-3-3, 4-4-2, 4-5-1, 5-2-3, 5-3-2 and 5-4-1. They are always written defence-midfield-attack; the goalkeeper is implied. You can change formation as often as you like up to the deadline.

The bench

The four bench places each have a job. One is reserved for the substitute goalkeeper; the other three are numbered 1, 2 and 3 and hold outfield players. Those numbers are the substitution order — number 1 comes on first, then 2, then 3. You set that order yourself, and it is one of the few settings that can still swing a quiet Round.

Auto-subs

If a starter does not play, the bench steps in automatically. An auto-sub only happens when all of the following hold:

  1. The starter's match is over and he played 0 minutes. Nothing happens while his match is still to come or still in progress.
  2. The bench is worked through in order: the substitute goalkeeper first, then 1, then 2, then 3.
  3. A bench player is only eligible if he played himself — at least one minute on the pitch.
  4. A goalkeeper can only replace a goalkeeper, and an outfield player can only replace an outfield player.
  5. The formation must still be valid after the swap.

The first bench player who satisfies all of it comes on. Each bench player can only come on once per Round.

Why sometimes nobody comes on. Take a 5-4-1: your lone striker does not play. A defender cannot replace him — that would be 6 defenders, and 5 is the maximum. Nor can a midfielder, because there would then be no forward in the XI at all, and at least one is required. In that lineup only another forward can take his place. Setting up at the edges of the formation is setting up to lose substitutions.

While the Round is in play, auto-subs are provisional: they can still shift until every match in the Round has finished.

Captain & vice

You name exactly one captain and exactly one vice-captain. They must be two different players and both must be in the starting XI.

Scoring

Points reward what a player does in the match. For goals and clean sheets the value depends on position: a goalkeeper's goal is worth more than a forward's.

Points per action · by position
Action GK DEF MID FWD
Played < 60 min +1 +1 +1 +1
Played 60+ min +2 +2 +2 +2
Goal +6 +6 +5 +4
Assist +3 +3 +3 +3
Clean sheet (60+ min) +4 +4 +1 0
Per 3 saves +1
Penalty saved +5
Penalty missed −2 −2 −2 −2
Per 2 goals conceded −1 −1
Yellow card −1 −1 −1 −1
Red card −3 −3 −3 −3
Own goal −2 −2 −2 −2
Bonus (top 3 in the match) +3 / +2 / +1

GK = goalkeeper · DEF = defence · MID = midfield · FWD = attack. “—” means the action is not scored for that position.

The details the table does not show

A player's score for a Round is the sum of these actions plus any bonus points. The captain multiplier is applied only afterwards, to that total.

App view “Points”: points per player for a finished Round.
The points from a finished Round, player by player.

Bonus points

Every match also hands out +3, +2 and +1 bonus points to its three best performances, judged across both teams. Bonus points are added to the normal score, and they are doubled for the captain along with everything else.

Which three is decided by a separate performance score. It draws on some of the same actions as the points table but weights them differently and more finely — a save registers immediately, where the points table only rewards it from the third one. It also leaves some actions out: a missed penalty costs points, but has no effect at all on the performance score. These values are not points; they exist purely to order the players within one match.

Performance score · weighting per action
Action Value
Played 60+ min +12
Played < 60 min +6
Goal (goalkeeper / defender) +36
Goal (midfielder) +30
Goal (forward) +24
Assist +18
Clean sheet (goalkeeper / defender) +12
Per save +2
Penalty saved +15
Per goal conceded (goalkeeper / defender) −2
Yellow card −3
Red card −9
Own goal −6

On how it is awarded:

Provisional during the Round. Bonus points are provisional. The +3 / +2 / +1 per match are confirmed after the final whistle and may still change until then — in a tight match the order often flips in the closing minutes.

Deadline & live points

The game follows the season's calendar: you pick a team for each Round. The deadline is exactly one hour before the Round's first kick-off.

What that means:

While the matches are on, your score ticks along live. Two things are not yet final during that window: bonus points and auto-subs. Both depend on how the Round's matches turn out, and both can still shift late on.

Closing a Round. Points update live and keep growing with every match. The Round is formally closed at the next deadline — and that is what price changes, your next free transfer and the settlement of any played Boost hang on. We deliberately do not promise a fixed moment from which every single value is final.

Transfers

Once the squad is built, you change it through transfers: one player out, one player in. A transfer always applies to the next Round that is still open and has to be confirmed before that Round's deadline.

Free transfers and the points hit

Examples · transfers and the points hit
Free transfers Transfers in the Round Points hit
1 1 0
1 2 −4
1 3 −8
2 2 0
2 4 −8
5 6 −4

The next free transfer is credited when a Round is closed, not at the final whistle of its last match.

What counts as a valid transfer

Prices do not move within a Round in play: they only change at the turn of the Round (see Prices). What the market shows therefore holds for the whole time you are working on that Round.

App view “Market”: player list with prices, form and transfer filters.
The market, with prices, form and filters.

Boosts

Boosts are one-off trump cards for a single Round. There are four of them, each with a fixed number of uses per season.

Boosts · uses and effect
Boost Per season Effect
Wildcard Unlimited transfers for one Round — with no −4 point hit. Squad changes stay permanent.
Triple Captain Your captain scores ×3 instead of ×2 for one Round.
Bench Boost All 4 bench players count with their points for one Round.
Free Hit Unlimited transfers for just one Round — then your squad reverts.

When and how you play a Boost

Taking a Boost back

Wildcard or Free Hit? Both give you unlimited transfers for one Round with no hit, and neither can be taken back after you confirm. The difference comes afterwards: after the Wildcard you keep the new squad; after the Free Hit you get your old squad back — automatically at the turn of the Round, before the next Round's lineup is locked in. The Wildcard is a rebuild, the Free Hit is a day out.

App view “Boosts”: Wildcard, Triple Captain, Bench Boost and Free Hit.
The four Boosts, with status and effect.

Prices

Every player starts the season at a list price. From there prices follow performance — getting the squad right early is how you build room for the transfers you want later.

The team value the app shows alongside points and bank is the selling price of every player in your squad added up — your bank is not part of it.

Selling price

Your purchase price is recorded when you buy. What you get back on selling depends on where the price has gone since:

Examples · selling price
Purchase price Current price Selling price
6.0M 6.4M 6.2M
6.0M 6.5M 6.2M
6.0M 6.6M 6.3M
6.0M 6.0M 6.0M
6.0M 5.7M 5.7M

Because the half is rounded down to whole 0.1M, a rise of 0.4M and a rise of 0.5M are worth the same: 0.2M of profit. When you buy a player again, your purchase price is set to the price at that moment.

Form, ownership & FDR

Three figures follow you through almost every decision. They are not rules, but they are precisely defined:

Joining mid-season

You can start at any point in the season. Scoring begins with the first Round whose deadline has not yet passed when you create your team. If a Round is already in play, you come in with the next one — you can watch the Round in progress, but it does not score for you. For earlier Rounds you receive no points — not retrospectively either, for players who have already scored heavily. Joining later means starting further back in the overall table, but from your first Round you play under exactly the same rules as everyone else.

Still have questions?

Shorter answers to the most common questions are in our FAQ. The key rules are also available in the app at any time.