Official FML Rulebook

Rules & Mechanics

Everything in Fantasy Monster League connects: fantasy scoring, packs, evolutions, puzzles, marketplace trading, and battle modes all feed the same monster collection.

Fantasy Team

11 starters + 4 positional subs

Puzzles

Deposit extras for rewards

Battle Loadout

10 monsters + 5 skills + 5 subs

Turn Timer

45 seconds

Start Here

The Core Loop

01

Build Your Fantasy XI

Pick 1 GK and 10 outfield monsters in a valid football formation before the gameweek deadline.

02

Real Football Powers Cards

Goals, assists, saves, clean sheets, bonus, and form create the base score that powers each monster.

03

Collect, Trade, and Complete

Open packs, resolve duplicates, complete puzzles, trade in the marketplace, and grow your club.

04

Evolve Your Monsters

Use EVO chips before the deadline. Successful chips unlock manual evolution claims after scoring resolves.

05

Battle and Climb

Take your club into Battle Academy, Campaign, FML Cup, Champions Cup, and live Ranked PvP to earn rewards and climb leagues.

Gameweek Rules

Fantasy Scoring

A Legal Fantasy XI

Fantasy uses 15 different owned monsters: an XI with 1 GK plus one valid formation (3-3-4, 3-4-3, 3-5-2, 4-2-4, 4-3-3, 4-4-2, 4-5-1, 5-2-3, 5-3-2, 5-4-1), and a bench containing exactly one GK, DEF, MID, and FWD. You cannot use two card versions of the same real player anywhere in the roster. Consumed, unreclaimed, actively listed, or Vaulted monsters cannot be selected.

Elite Rarity Limits

From Gameweek 2 onward, the entire 15-card roster may contain at most 4 Mythicals/Jokers combined and 2 Iconics. The four substitutes count toward both limits. These caps reward deeper collection strategy: reaching a limit never removes a card from your collection, but you must deselect one capped card before adding another. Auto Pick always builds within the limits.

Deadline & Squad Lock

Save the XI and bench before the displayed gameweek deadline. You may edit and resubmit while the gameweek is open. Other managers cannot reveal the upcoming roster until that exact deadline passes. At the deadline every starter and substitute locks and is protected from marketplace listing, quick sale, and puzzle deposit until the relevant active gameweek is finalized.

Base Football Score

A standard monster follows its connected real player. Official gameweek points reflect minutes, goals, assists, clean sheets, saves, bonus, cards, own goals, penalties and the other scoring events in the live football feed. FML then applies the card rules below.

Fixed-Position Substitutes

A substitute activates only when a starter in the same position plays 0 minutes. GK replaces GK, DEF replaces DEF, MID replaces MID, and FWD replaces FWD; the formation never changes. Live scoring waits until the starter's club fixture is confirmed finished, and the substitute must have played more than 0 minutes. If the substitute also plays 0 minutes, no replacement occurs.

Captain & Vice Captain (GW2+)

Choose both from the starting XI, and choose non-Iconic cards only—Jokers may lead, but Iconic monsters cannot be Captain or Vice Captain. Your Captain's final FML card score is doubled after all card-specific scoring and rounding. If the Captain plays 0 minutes, the Vice Captain takes over after the Captain's fixture is settled and receives the 2x score instead. The doubled score counts toward the gameweek result only; monster level progress, EVO progress, chip progress, career points, and card history retain the undoubled score.

Points, Progression & Chemistry

An activated substitute becomes part of the effective XI: their FML points, level progress, blank tracking, EVO effects, TOTW bonus, and chemistry apply normally. The replaced starter and every unused substitute score 0 and receive no gameweek progression. Chemistry is recalculated from the effective post-substitution XI.

Evolution Chips

Evolution chips can be assigned only to starters. A bench card cannot carry an active chip into the gameweek, and an unused substitute never resolves a chip condition.

The Scoring Formula

For a non-blank: round(base football points × rarity multiplier × EVO multiplier), then add chemistry and any eligible +7 TOTW bonus. Negative and blank scores use the separate blank rule: they skip rarity/EVO multipliers and chemistry, but an eligible TOTW card still receives +2. From Gameweek 2, the active Captain card's completed final FML gameweek score is displayed and counted at 2x, while progression keeps the undoubled value.

Fantasy Chemistry

One matching teammate by club or country gives +1. Covering both a club link and a country link—through one teammate or separate teammates—gives +2. Once both links are covered, +3 activates when at least one of those linked teammates also shares the monster's exact underlying rarity. An unrelated same-rarity teammate cannot complete the third link. TOTW and limited editions use their underlying rarity. Club and country aliases are normalized. Chemistry is awarded only when the monster plays and does not blank.

How Iconics Score

Iconics represent historic legends rather than an active real player. For Fantasy, an Iconic uses the best current-gameweek performance by a current player at the same club and position. Iconics remain Fantasy eligible across seasons unless this rule is changed in-game.

RarityFantasy MultiplierBlank PenaltyMeaning
Common1.00x0Base rarity
Rare1.10x-1Better weekly upside
Epic1.25x-2Strong fantasy multiplier
Legendary1.50x-3High reward, higher blank risk
Mythical2.00x-5Elite upside with severe blank risk
JokerEVO onlyInverse0 base = 25; 1 = 20; 2 = 15; 3 = 10; 4 = 2; 5-10 = 1; 11+ = 0
Iconic2.00x-6Strongest blank penalty for the safest elite tier

Blank Rules

A blank only happens when the real player appears and scores 3 base points or fewer. If a player gets 0 minutes, it is not a blank and the existing devolution streak is left unchanged. During a live fixture, a score below 4 remains provisional and displays its raw base points. Once all of that club's fixtures for the gameweek finish, a confirmed blank settles as the base score minus the rarity penalty. Rarity/EVO multipliers and chemistry are skipped for a blank. An eligible TOTW card is the exception and still receives its +2 blank bonus.

Example: a Legendary with 2 base points blanks. Final score is 2 - 3 = -1. The 1.5x rarity multiplier and any EVO multiplier do not apply.

Top-tier blanks carry the greatest downside: Mythical monsters lose 5 points from their base score and Iconic monsters lose 6.

Collection Rules

Cards, Packs & Rarities

PackSizeCostOdds
Starter6 cardsFreeC 100% / R 0% / E 0% / L 0% / M 0% / I 0%
Bronze4 cards500 coinsC 82.91% / R 12.99% / E 3.00% / L 1.00% / M 0.10% / I 0.01%
Silver5 cards900 coinsC 71.84% / R 17.96% / E 7.98% / L 2.00% / M 0.20% / I 0.02%
Gold6 cards1,800 coinsC 54.75% / R 24.89% / E 14.93% / L 4.98% / M 0.40% / I 0.05%
Team of the Week5 cards5,000 coins1 guaranteed TOTW; 10% chance of exactly 1 bonus TOTW
Mythical5 cards10,000 coinsC 14.21% / R 28.43% / E 28.43% / L 23.69% / M 4.99% / I 0.25%
Joker (seasonal)5 cards10,000 coinsMythical Pack odds; every Mythical-tier hit becomes a Joker. No Joker is guaranteed.
Guaranteed Joker5 cardsStreak milestoneDaily Puzzle Streak exclusive; contains at least 1 guaranteed Joker.
Iconic6 cards25,000 coinsC 8.55% / R 42.75% / E 25.65% / L 8.55% / M 9.50% / I 5.00%
Skills Pack6 skills5,000 coinsC 54.75% / R 24.89% / E 14.93% / L 4.98% / M 0.40% / I 0.05%
Mega Skills Pack6 skills12,500 coinsC 8.55% / R 42.75% / E 25.65% / L 8.55% / M 9.50% / I 5.00%

Odds are per card. C = Common, R = Rare, E = Epic, L = Legendary, M = Mythical, I = Iconic. Mythical and Iconic packs guarantee at least one Epic-or-better card if their initial rolls do not produce one.

A TOTW card rolls its underlying rarity at C 40% / R 30% / E 20% / L 8% / M 2%. Mythical is only available when that player has a Mythical version; otherwise it becomes Legendary. TOTW cards do not roll Iconic or limited editions.

Limited Editions

Limited 1/10 and unique 1/1 editions can appear at any base rarity in eligible monster packs. Each serial is its own collectible. Limited status does not add Fantasy points, stamina, or Battle stats; rarity, level, EVO, TOTW, and powers still apply normally.

Team of the Week

TOTW is a weekly collectible variant with a black-and-gold frame and its gameweek displayed on the card. It receives a position-based battle boost plus a special non-multiplied fantasy bonus in the following gameweek: +7 when it plays and avoids a blank, or +2 when it plays and blanks. A zero-minute DNP receives no TOTW bonus.

Duplicate Rules

A second standard card for the same real player, club, and rarity is held for resolution. Quick-sell it, list it, or deposit it into a compatible puzzle. Different rarities, individually serialized limited cards, and TOTW cards from different weekly sets are distinct and may coexist.

Limited Edition Roll Chance

Monster Pack1/10 per card1/1 per card
StarterNoneNone
Bronze0.20%0.01%
Silver0.50%0.02%
Gold1.00%0.05%
Team of the WeekNoneNone
Mythical2.00%0.10%
Joker2.00%0.10%
Iconic3.00%0.15%

Pack Purchase Rules

Paid monster and skill packs use coins and can be bought in quantities of 1 to 10 per purchase. Purchased and reward packs enter the Locker and remain there until opened. A pack's displayed chance is evaluated per card, not once per pack.

Card Identity

A monster keeps its real-player link, club, country, position, rarity, set, artwork, serial, Battle level, EVO level, and career totals when it moves through the Marketplace. Selling transfers that exact card; it does not mint a fresh copy.

Weekly Set

How Team of the Week Works

After a gameweek is finalized, the highest-scoring players who can form a valid Fantasy XI become that week's permanent TOTW set. It remains the active set until the next completed gameweek produces a new one.

Before Gameweek 1, the active preseason TOTW is built from the highest-scoring valid XI of 2025/26. The first finalized 2026/27 gameweek replaces it automatically.

A TOTW Pack contains 5 cards. The first card is guaranteed to come from the active TOTW. There is then a 10% chance for exactly one of the other four Gold-odds cards to become a second TOTW card. A pack can never contain more than two.

TOTW cards can be Common, Rare, Epic, Legendary, or Mythical when that player has an eligible Mythical version. They cannot roll as Iconic, 1/10, or 1/1 editions. TOTW cards can be traded and deposited into compatible puzzles using their underlying player and rarity.

TOTW Battle Boosts

PositionPermanent Battle Bonus
Goalkeeper+5 maximum HP
Defender+1 ATK and +3 HP
Midfielder+2 ATK and +2 HP
Forward+2 ATK and +1 HP

These flat bonuses are added after normal level and EVO battle calculations. TOTW does not change stamina cost. In fantasy, it receives a separate bonus in the following gameweek only: +7 after all multipliers when it plays without blanking, or +2 after the blank calculation when it plays and blanks. A zero-minute DNP receives no bonus.

Current Season Pool

Standard monster packs use the active-season roster, plus the dedicated Mythical, seasonal Joker, and Iconic catalogs at their stated odds. During the Joker season, a Mythical-tier hit can reveal either a Mythical or one of the eight Jokers without increasing that pack's total premium-hit rate. Historic club versions do not return to the standard pool.

The Vault

If a real player leaves the league or changes club, the older club edition moves to the Vault. It remains owned and collectible and can still be used in Battle and Puzzles, but it cannot be selected for Fantasy scoring.

Historic Editions

A collected card keeps the club, artwork, rarity, level, EVO, and edition it had when earned. New-season or transferred versions are separate cards rather than replacements for the historic edition.

What the Vault Changes

Vaulted cards keep their original rarity color, limited-edition treatment, TOTW frame, EVO frame, stats, history, and ownership. They can still be used in Battle, sold, quick-sold, and deposited into compatible ordinary puzzles. They are blocked from current Fantasy squads and from current-roster Full Squad and World Cup collection slots. Iconics use their separate Fantasy proxy rule and are not vaulted merely because the historic player is retired.

Progression

Evolutions & Chips

Monster Battle Levels

Available LevelRequired ScoreEffect
Level 10 lifetime FML pointsBase Battle stats
Level 210 lifetime FML pointsFirst paid level claim
Level 325 lifetime FML pointsPosition-based stat growth
Level 450 lifetime FML pointsPosition-based stat growth
Level 5100 lifetime FML pointsPosition-based stat growth
Level 6200 lifetime FML pointsLater thresholds double: 400, 800, 1,600...

Leveling Rules

Lifetime FML Fantasy points unlock a monster's available Battle level. Levels are then claimed with coins in Squad; claiming jumps directly to the highest unlocked level and charges every skipped step.

Finalized negative scores can reduce progress within the current claimed level, but claimed Battle levels are permanent checkpoints. Progress never falls below 0 or below the score required for the monster's claimed Battle level. This protection does not remove the negative score from that gameweek's Fantasy total.

Level-up costs by target level are 250, 500, 1,000, 1,750, 2,750, 4,000, 5,500, 7,000, and 8,500 coins for levels 2–10; later steps cost 10,000 coins each.

Each level gained gives DEF +1 HP and +1 ATK every third level; MID +1 HP and +1 ATK every second level; FWD +1 ATK and +1 HP every third level; GK +1 HP and +1 starting armor every fifth level. This growth is the same at every rarity.

EVOFantasy MultiplierBattle PerkRule
EVO 01.00xNo EVO perkBase monster state
EVO 11.10xGolden shieldFirst damage instance is blocked in battle
EVO 21.25xStealth or defender HPMID/FWD gain stealth. DEF doubles HP instead
EVO 31.50xShield plus stealth/HPMID/FWD get shield and stealth. DEF gets shield and doubled HP
EVO 42.00xAscendedOutfield monsters gain +1 ATK and +2 HP after their EVO 3 perks. Goalkeepers gain a fourth +10 HP tier
EVO 52.00xPinnacleEarned through Heroic Haul. It currently retains the EVO 4 Fantasy multiplier, Battle bonuses, and gold prestige frame

How Chips Resolve

EVO chips are single use. If the condition succeeds, the monster gets a pending EVO claim after the gameweek resolves. The user must manually claim the evolution in Squad. Each EVO level claimed awards 500 coins.

Every active Bronze, Silver, Gold, Purple, and Green chip is currently available in the Chip Shop. Higher-stage routes cost more, but none are restricted to a reward source.

Assign the correct stage and position chip before the deadline. Bronze means EVO 0→1, Silver 1→2, Gold 2→3, Purple 3→4, and Green 4→5. If the player does not play or the condition fails, the one-attempt chip is consumed.

If the monster is removed from the open Fantasy XI, sold, listed, or deposited before the deadline, the chip returns unused. After the deadline it is locked to that gameweek and resolves naturally. A successful result unlocks the next EVO for manual claim; it does not boost the gameweek that earned it.

ChipEVO WindowCondition
Rookie SparkEVO 0 to 14+ base FPL points
First TouchEVO 0 to 1MID/FWD goal, assist, or 5+ base FPL points
Clean StartEVO 0 to 1GK/DEF clean sheet over 60+ minutes
Breakout FormEVO 1 to 25+ base FPL points
Yellow CardEVO 1 to 2Yellow card while still scoring 4+ base FPL points
Score TwoEVO 1 to 2Scores two goals
PlaymakerEVO 1 to 2Two attacking returns
Box to BoxEVO 1 to 2MID only, 10+ base FPL points
True DefenceEVO 1 to 2DEF only, 8+ base FPL points
Safe HandsEVO 1 to 2GK only, five saves or 8+ base FPL points
Keeper HeroEVO 2 to 3GK only, 10+ base FPL points
Hat TrickEVO 2 to 3MID/FWD hat trick
Iron CitadelEVO 2 to 3DEF only, clean sheet plus a goal or assist
Penalty MonarchEVO 2 to 3GK only, saves a penalty
Midfield MaestroEVO 2 to 3MID only, goal and assist or 12+ base FPL points
MatchwinnerEVO 2 to 3FWD only, two goals or 13+ base FPL points
Heroic HaulEVO 4 to 5Rare or better, 20+ base FPL point haul
Last Line LegendEVO 3 to 4GK only, penalty save or 15+ base FPL points
Defensive ColossusEVO 3 to 4DEF only, clean sheet, attacking return and 16+ base FPL points
Complete MidfielderEVO 3 to 4MID only, three attacking returns or 15+ base FPL points
Apex PredatorEVO 3 to 4FWD only, hat trick or 15+ base FPL points
First BlankJoker EVO 0 to 4Joker only; 3 or fewer base FPL points unlocks the next EVO
Booked BlankJoker EVO 4 to 5Joker only; 3 or fewer base FPL points plus a yellow card

Consecutive Blank Pressure

EVO 1 drops after 4 consecutive blanks, or 3 at Legendary/Mythical/Iconic. EVO 2 drops after 4, except Legendary after 3 and Mythical/Iconic after 2. EVO 3 drops after 3, or 2 at Legendary and above. EVO 4 and EVO 5 drop after 3 for Common and after 2 for Rare and above.

Immediate Devolution

A played negative base score immediately removes one EVO level from any EVO 2+ monster. A played 0-point score immediately removes one level from an EVO 4+ Mythical or Iconic. A devolution clears the blank streak and any pending EVO claim.

Joker Reverse Pressure

Jokers evolve by blanking and devolve by returning. A played 0–3 base-point blank clears reverse pressure. Consecutive non-blank appearances build pressure using Mythical EVO-stage thresholds. A 10+ base score immediately removes one EVO level; at EVO 4 or 5, an 8+ base score does the same. A DNP neither helps nor hurts.

Reset and Warning

A played base score of 4+ resets the consecutive-blank streak. A no-appearance gameweek neither adds to nor clears the streak. Squad and monster details warn when one more played blank would cause devolution. Devolution always moves down one EVO level at a time.

Collection Exchange

Puzzles & Collections

Depositing Monsters

Puzzle deposits are permanent. The exact monster leaves your usable collection and is stored inside that puzzle. Partial progress is saved, deposited cards remain visible, and a completed puzzle cannot be undone. Always check the displayed reward and every slot rule before confirming.

Collections

World Cup and Full Squad Collections are tied to the current collection-season roster. Each required real player can fill one slot. Vaulted cards, players outside that collection, and a second version of an already-filled player are blocked. Position milestones award coins before the main country or club completion reward.

Daily Refresh

Five Daily Puzzles are active per UTC day: three rotating familiar exchanges, Mini Ascension, and the harder five-card Grand Circuit. Mini Ascension needs two different-rarity versions of the same monster and rewards a Gold Pack. Their availability alert appears once each UTC day and is marked seen when the Daily Puzzles card is opened; this does not complete or lock any puzzle. Each daily puzzle can be completed once in its active window, and the Daily group reward resets with that UTC date.

Daily Puzzle Streak

Complete all five Daily Puzzles on consecutive UTC days during the Joker season. The introductory path awards a Gold Pack, 1 TOTW Pack, 2 TOTW Packs, 3 TOTW Packs, a Mythical Pack, an Iconic Pack, then the one-time Day 7 Guaranteed Joker Pack. Later weeks use the reduced Gold, 1 TOTW, 1 TOTW, 2 TOTW, Mythical, regular Joker, and Iconic loop. Day 28 adds another Guaranteed Joker Pack alongside its Iconic Pack. Missing a UTC day resets the active path to Day 1, but the introductory guarantee cannot be earned twice.

Eligibility Labels

A starter or substitute in an open or live Fantasy entry is shown as In Active Squad and cannot be deposited. In current-roster collection puzzles, an old club edition is shown as Vaulted, an already-filled player as Duplicate, and a player outside the checklist as Not Required. These cards stay visible so the reason is clear.

Ordinary Puzzle Rules

Ordinary puzzles can require an exact or minimum number of monsters plus club, country, position, rarity, minimum rarity, edition, TOTW, or mixed composition rules. Vault cards remain valid when they satisfy an ordinary puzzle. The large requirement panel and selected-slot validation are authoritative.

Chemistry Puzzle Rules

The ten Chemistry Puzzles use the exact same links as Fantasy and Battle and grow harder step by step. A same-club or same-country teammate unlocks the first chemistry point; covering both club and country gives 2; covering both plus an exact-rarity match with a teammate providing either link gives 3. One teammate may provide all three links. Only monsters submitted to that puzzle are evaluated.

Chain Rules

A Chain is ordered, not just a bag of cards. Each neighboring silhouette must satisfy its displayed club or country link, and some slots also require a position, Rare/Epic/Legendary rarity, or TOTW status. Depositing advances the visible path; every adjacent link and the full rarity quota must be valid together.

Locker Auto Deposit

Puzzle deposits are available from the Locker, pack openings, and owned Monster Details. Choose Puzzle lets you select the destination yourself; Auto Deposit previews a safe placement plan, prioritizes started and expiring Daily puzzles, and recognizes valid missing slots in fixed and wildcard Rarity Ascensions. It protects Active Squad cards and leaves unmatched cards untouched. Mythical, Joker, Iconic, evolved, TOTW, 1/10, and 1/1 cards are excluded from automatic plans unless protection is deliberately disabled. Chemistry and Chain puzzles remain manual. Every proposed automatic destination is shown before permanent deposits are confirmed. The same review also lets you select one or more cards to quick-sell for the displayed total, with a separate irreversible confirmation.

Daily Puzzles
Beginner Puzzles
Mini Country Puzzles
Mini Club Puzzles
Position Puzzles
Rarity Puzzles
Chemistry Puzzles
Chain Puzzles
Rarity Ascension
World Cup Collection
Full Squad Collection

Group Rewards

Completing every active puzzle in a category unlocks that category's displayed group reward: Daily awards a Silver Pack; Beginner and Position award a Gold Pack; Mini Country, Mini Club, and Chemistry award a Mythical Pack; Rarity, Chain, and World Cup award an Iconic Pack; and both Rarity Ascension and Full Squads award 100,000 coins. Individual puzzle and collection-position rewards are separate. Reward packs move to the Locker; coins credit the balance.

Trading

Marketplace & Locker

Buy Listings

Buy a monster or skill with coins from another manager. You cannot buy your own listing or a standard monster identity you already own at that same club and rarity. A serialized limited card and a separate weekly TOTW set use their own identities.

List Items

Verified managers can list an available monster or a spare skill copy for 50 to 1,000,000 coins, with at most 50 active monster-and-skill listings combined. A normal listing lasts 2 days. Starters and substitutes in an active Fantasy squad cannot be listed.

Sales & Fees

A completed sale transfers the exact item to the buyer. FML deducts a 10% fee, rounded down with a minimum fee of 1 coin, and credits the rest to the seller. Recent sale receipts remain visible until dismissed.

Unclaimed Locker

Reward packs, duplicate pulls, expired listings, spare skills, and recent sale receipts appear in the Locker. Opening the Locker marks current arrivals as seen and clears the unseen-item alert; unresolved items remain safely stored until handled.

Friend Card Trades

Accepted friends can propose a one-for-one monster swap in their FML Lair conversation after being connected for 24 hours. Both cards must have the same rarity and edition tier: base for base, TOTW for TOTW, 1/10 for 1/10, or 1/1 for 1/1. Offers expire after 24 hours and each manager can complete three trades in a rolling seven-day window. A trade cannot create a duplicate collection identity.

Monster Quick-Sell Values

RarityValue
Common100 coins
Rare250 coins
Epic500 coins
Legendary1,000 coins
Mythical2,000 coins
Joker2,000 coins
Iconic3,000 coins

Expired Listings

An unsold item moves to the Locker instead of silently returning to the usable collection. From there, return it when duplicate rules allow, quick-sell it, or relist it. Relisting asks the manager to choose a new Marketplace price and gives the listing a fresh 3-day expiry.

Sale Safety

Selling and quick-selling are permanent. Warnings identify high-rarity, limited, TOTW, leveled, evolved, or squad-relevant cards and require confirmation where appropriate. The server rechecks ownership, listing state, active-squad protection, duplicates, and coin balance before any transfer.

Duplicate Pulls

A duplicate pack pull moves safely into the Locker rather than entering a usable squad illegally. After revealing the pack, you may handle it immediately or continue opening packs and return to it later. Resolve it through a compatible puzzle, Marketplace listing, or rarity-based quick sell; it remains unavailable for Fantasy and Battle until resolved.

Reward Packs

Fantasy, Battle, Campaign, Cup, Puzzle, Objective, and other reward packs are durable Locker items. They do not expire. Open them individually or through the pack-opening controls. Once every card is revealed, you may close or choose another pack without first sorting duplicates; those duplicates remain safely stored in the Locker.

Battle Builder

Building a Battle Squad

Defenders

Defenders block direct shots at the goalkeeper. They cannot attack, but they force the opponent to clear the defensive line before shooting at the GK.

Midfielders

Midfielders unlock forwards. They can attack monsters, but take return damage. If they shoot the goalkeeper, they deal damage and then die.

Forwards

Forwards have rush, so they can attack the turn they are played. They can attack defenders and shoot the goalkeeper without taking damage.

Goalkeepers

Each goalkeeper has a team-based power with a stamina cost shown on the GK. GK EVO levels add base health and leveling improves the power.

Battle Loadout

A standard battle loadout uses 1 GK, 10 outfield monsters in a valid formation, 5 selected skills, 5 random outfield subs, one Captain, and one Vice Captain. Battle has no rarity caps, so the selected XI may contain any number of owned Jokers that fit the chosen formation.

Return managers first see their saved decks and can launch a complete deck immediately. Creating or repairing a deck uses five focused steps: formation, squad, leadership, skills, and final Battle review. Up to five decks can be saved. A monster listed or waiting in the Marketplace locker is unavailable.

The five substitutes are chosen at random from owned outfield monsters outside the selected XI. Subs enter the deck at 85% of their normal ATK and HP. The same saved loadout can be used across Battle modes unless that mode supplies its own state.

Up to 15 more unpicked owned outfield monsters form a hidden, finite Reserve Squad for that match. Reserve skills can move those monsters into the deck, hand, or battlefield without duplicating cards. Directly deployed reserves arrive exhausted without deploy bonuses; Jokers and full-destination overflow are safely redirected into the deck.

Captain & Vice Captain

The Captain revives once after its first destruction with full maximum HP. It returns unable to attack immediately, drops the ball, restores the EVO shield it would normally deploy with, and cannot revive a second time.

The Vice Captain empowers skills only while the Vice Captain is alive on the board: damaging skills gain +3 damage, goalkeeper heal/shield skills gain +5, draw skills draw one extra card, and destroy/steal/stealth-style skills cost one less stamina, never below 1.

Captain and Vice Captain must be two different selected outfield monsters. Leadership does not change Fantasy scoring and has no effect while the relevant card remains in the deck or hand.

Monster Stamina & Deploy Perks

RarityStaminaBattle rule
Common1No rarity deploy perk
Rare2First Touch: this monster enters with +1 ATK and +1 HP
Epic3Tactical Draw: draw 1 card when deployed
Legendary4Captain's Roar plus the club's Legendary power
Mythical5Captain's Roar plus a unique signature power
Joker5Reveal three EVO-tier Skills on deploy, choose one, and cast it for free
Iconic5Captain's Roar plus a unique signature power

On The Pitch

Battle Turn & Combat Rules

Start, Draw & Stamina

The starting manager receives 3 cards; the second manager receives 4. At the start of each turn, draw 1 card and refill stamina to the current round number, capped at 10. The active manager may play cards, pass, attack, or use powers in any legal order before ending the turn.

Hand & Board Limits

A hand holds at most 8 cards, normally no more than 6 monsters or 4 skills. Draw effects may ignore the type split but never the 8-card total. A board holds at most 10 outfield monsters and at most 5 in any one position row.

Turn Timer

A live turn lasts 45 seconds. Timing out ends that manager's turn and deals 10 direct damage to their goalkeeper, bypassing armor. A goalkeeper reaching 0 HP loses; if both reach 0 together, the game is a draw.

The Ball & Shooting

Only a monster holding the ball can attack the enemy goalkeeper. The first monster played onto an empty pitch takes the center ball. Passing the ball between two friendly board monsters costs 1 stamina.

A goalkeeper shot is blocked while the opponent has any Defender on the board. A Forward that shoots stays on the board and takes no return damage. A Midfielder deals its ATK to the goalkeeper, then dies; a Captain Midfielder uses its one revive instead if available.

When the ball carrier dies, possession can pass to the surviving combatant or become loose. If nobody holds it, the live board resolves a new holder; if the board is empty, the ball returns to the center.

Monster Combat

Defenders cannot attack. Midfielders and ready Forwards can attack enemy monsters. In normal monster combat, both sides deal their ATK to the other at the same time and any monster reduced to 0 HP is destroyed.

A Forward attacking a Defender takes no return damage. A Forward attacking a Midfielder or Forward trades damage normally. Non-Rush monsters cannot attack on the turn they are played; all Forwards have Rush and may attack immediately.

Battle chemistry is recalculated from living teammates on the same board. One link adds +3 ATK/+3 HP, double chemistry adds +5/+5, and triple chemistry adds +8/+8. The first two levels come from club and country links. Triple chemistry requires both links plus an exact underlying-rarity match with at least one of those linked teammates; an unrelated rarity match does not count. Club and country names are normalized before links are counted.

StatusExact Battle effect
Ready / RushForwards have Rush and can attack immediately. Other outfield monsters become ready at the start of their owner's next turn.
Defender / TauntWhile any enemy Defender remains, the enemy goalkeeper cannot be targeted by a normal monster attack.
Golden ShieldBlocks the first positive damage instance from an attack or damaging skill, then breaks.
StealthCannot be chosen by attacks or single-target enemy skills. It ends when that monster attacks; row and board-wide damage can still hit it.
StunPrevents the monster attacking during its owner's next turn only, then clears when that turn ends. Repeated stuns do not stack into a permanent lock.
ArmorAbsorbs goalkeeper damage before goalkeeper HP. Healing cannot raise HP above maximum HP.

Tactical Cards

Skills, Monster Powers & Goalkeepers

Skills

There are 38 collectible skills across Common, Rare, Epic, Legendary, Mythical, and Iconic. Select 5 different owned skills for a loadout. Each contributes one card to the shuffled deck and uses the stamina cost and effect printed for its current level.

Skill Levels

Skills level from 1 to 12. To reach the next level, spend coins and duplicate copies equal to the current level, capped at 6 copies per step. Costs rise from 200 coins for level 2 to 12,000 for level 12. A level curve may add power, reduce stamina, or improve a secondary effect; stamina never becomes negative.

Monster Powers

Legendary, Mythical, and Iconic outfield monsters trigger Captain's Roar when deployed: the friendly board gains +1 ATK and the goalkeeper gains 2 armor. They also have an activated once-per-deployment power with its own stamina cost. Every Legendary from the same club shares that club's power. Each Mythical and Iconic has a unique signature power. The card's power panel is the authority for its targets and values.

Joker Choice

Deploying a Joker pauses the normal turn clock and reveals three random skills. You have 30 seconds to choose exactly one; it is cast immediately for 0 stamina and the other two disappear. If time expires, one offered skill is selected and cast automatically so the Battle cannot stall. The choice tier follows that Joker's EVO: Common at EVO 0, Rare at EVO 1, Epic at EVO 2, Legendary at EVO 3, Mythical at EVO 4, and Iconic at EVO 5.

Reserve Skills

Each rarity has a Reserve skill. Common and Rare reinforce only the shuffled deck; Epic and Legendary can also call a reserve directly to hand; Mythical and Iconic can deploy exhausted reserves onto legal board spaces. Higher levels improve the guaranteed call, the bonus-call chance, or stamina price. A full hand or row redirects that reserve into the deck, and an empty Reserve Squad cannot create duplicate monsters.

Goalkeeper HP

A goalkeeper has no normal ATK; its DEF value is its Battle HP. Current-player keepers use previous-season performance bands within rarity, while premium keepers retain hand-authored identity. Lower-health keepers receive a stronger or more efficient power trade-off.

Goalkeeper Power

Every goalkeeper has a club power, while Mythical and Iconic goalkeepers can have unique signature powers. A GK power may be used whenever its cost and target conditions are met. Direct GK-damage powers require a friendly MID or FWD on the board. Power strength improves with claimed Battle level.

Performance-Based Stats

Base monsters are not identical inside a rarity. Previous-season performance ranks players within their position and rarity for Battle ATK/HP. Rarity then affects stamina and deploy perks, while level, EVO, TOTW, chemistry, skills, and powers apply their separate bonuses.

Ways To Play

Battle Modes

Battle Academy

A short curated showcase on the real Battle board. Temporary premium loaners demonstrate deployment and combat, a real Iconic Skill clears the defence, and one decisive shot earns the one-time Academy reward.

Campaign

A one-time hands-on Campaign Training lesson must be completed before the 20-manager ladder opens. The lesson uses four cards from your saved Fantasy XI, awards a Gold Pack on its first clear, and activates a separate coin reward in Objectives. After that, only the next available manager is shown on the Campaign road; cleared levels move into the compact Completed Battles archive and remain replayable. Opponents gain stronger opening boards, reserves, levels, EVOs and keepers. Each displayed reward is a one-time first clear.

Campaign of Champions

A 10-level endgame Campaign revealed only after all 20 original levels are cleared. It uses a smarter strategic AI, evolved Mythical and Iconic squads, stronger keepers, deeper opening boards and improved targeting. Completing it transforms the Campaign Conqueror trophy into the Champion Sovereign trophy.

FML Cup

A six-fixture roguelite run. Goalkeeper health and the run state carry forward, and first clears award Bronze, Silver, Gold, Mythical, double Mythical, then double Iconic packs in order.

Champions Cup

A harder six-fixture European run unlocked by completing the FML Cup. First clears award Gold; Mythical; Mythical + Gold; Iconic; Iconic + Mythical; then double Iconic packs.

Friendly Battle

A private live match against an online, accepted FML friend using the normal Battle squad and pitch. After the challenger submits a squad, the friend has 10 minutes to respond. Starting Ranked or another live friend challenge cancels older pending challenges. Invite links introduce new managers to FML but do not create a Battle. Friendly results never grant direct match coins, packs, streak credit, ladder points, promotion, relegation, or monthly Battle rewards. Non-forfeit completions and wins advance the dedicated FML Lair objective path.

Ranked PvP Scoring

A completed live match awards 3 ladder points for a win, 1 for a draw, and 0 for a loss. Only the first 50 completed Ranked matches per manager count in each monthly Battle season; later matches may still be played but do not add to that season's ladder record.

Divisions

Managers begin in League 2, then climb League 1, Championship, and Premier League. Divisions are designed for up to 100 places. At monthly settlement, the top 10 eligible managers promote and the bottom 10 relegate when a division has enough managers; the top and bottom divisions have only one direction.

Immediate PvP Rewards

A Ranked win grants 250 coins; a draw or loss grants 100, subject to a 2,500-coin daily Battle cap using the America/Toronto reward day. The first three wins that day also grant Bronze, Silver, then Gold reward packs. Monthly ladder rewards are additional.

Progress

Rewards & Leagues

Fantasy Weekly Rewards

FinishReward
Rank 1 or top 1%Iconic Pack
Top 10%Mythical Pack
Top 50%Gold Pack
Every other valid finalized entrySilver Pack

PvP Monthly Rewards

LeagueFinishReward
Premier LeagueTop 10Iconic Pack + Mythical Pack
Premier LeagueEveryone elseGold Pack
ChampionshipTop 10Iconic Pack
ChampionshipEveryone elseGold Pack
League 1Top 10Mythical Pack
League 1Everyone elseGold Pack
League 2Top 102 Gold Packs
League 2Everyone elseGold Pack

Climbing the Pyramid

Fantasy leaderboards track weekly and overall performance. Battle leagues use promotion and relegation across Premier League, Championship, League 1, and League 2. Play at least one completed PvP match to become eligible for that monthly reward. The top 10 reward is based on position inside the manager's division, not global rank. Rewards, promotion, relegation, and the fresh 50-match counting window settle at 04:00 UTC on the first Monday of every month.

Fantasy Reward Timing

Fantasy rewards are calculated after each gameweek is finalized. Rank 1 or anyone at or above the top 1% receives Iconic; top 10% receives Mythical; top 50% receives Gold; every other valid finalized entry receives Silver. Each manager receives only the highest tier reached.

Objectives

Career objectives persist; season objectives use the active season. A completed objective must be claimed, and a path reward unlocks only after every objective in that set is claimed. Claim All processes every currently claimable objective safely: coins go to the balance and packs move to the Locker.

Daily Streak

The daily streak is claimed once per UTC day. Use the dashboard button, complete any one Daily Puzzle, successfully set your Fantasy squad, or finish a Battle without forfeiting. Every path awards the same reward and can never pay twice. It awards 50 coins × the current streak day, capped at 1,000 coins per claim from day 20 onward. Consecutive claims extend the streak; qualifying game activity can bridge missed claim days for gaps of up to 30 days, otherwise the streak resets to day 1.

Where Rewards Go

Coin rewards credit the manager immediately. Monster and skill packs are created as durable Locker items and must be opened there. A reward grant is idempotent: refreshing, reopening, or retrying cannot legitimately duplicate the same one-time reward.

Leaderboards

Fantasy Gameweek ranks one finalized week; Fantasy Overall totals the active season only. Ranked Battle standings reset their win/draw/loss points for each monthly season while the manager's settled division carries forward. Ties use points, wins, fewer losses, then manager identity ordering.

Permanent Archive

What’s New & Patch Notes

Every update stays available.

Closing the What's New card removes it from your Dashboard, but never removes the notes. The permanent archive keeps every feature, balance change, roster update and fix in one place.

Open Patch Notes →

Account Basics

Account, Safety & Fair Play

Public Identity

Public pages show usernames, not email addresses. Usernames use 3–20 letters, numbers, underscores, or clean spaces between words. They are saved lowercase, repeated spaces are cleaned automatically, and protected account names cannot be impersonated. The first username change is free; later changes cost 5,000 coins and have a 7-day cooldown.

Email Verification

New managers verify their email immediately after registration and before onboarding begins. Returning unverified managers resume at the verification screen. Verification links last 24 hours; password-reset links last 30 minutes.

Onboarding

New managers open three free position-safe Starter Packs, submit a first Fantasy XI, open a Welcome Skills Pack, and complete Battle Academy on the real game board. Every completed onboarding step saves automatically, and unfinished milestones continue as Manager Missions.

Dashboard & Alerts

Manager Missions show relevant unfinished actions, including the first Puzzle, Campaign Battle, ranked PvP Battle, Marketplace listing, and Shop pack, then disappear when each is completed. Dashboard and mobile-menu alerts indicate attention is needed. Locker alerts are for arrivals the manager has not yet seen; opening the Locker marks the current arrivals seen without deleting or auto-claiming them. The What's New card can be dismissed permanently for that release, while every note remains available in the Rules archive.

FML Lair, Friends & Messages

Verified, onboarded managers can search usernames, exchange friend requests, see recently active friends, send private text messages, challenge friends, and negotiate protected card trades. Presence is approximate. Messages are limited, links are disabled, and managers can block another manager or report an incoming message for moderation. Ordinary unreported messages are not shown in the moderation queue.

Friend Trade Safety

Trade cards remain visible but unavailable when they are in an active Fantasy squad, Marketplace or Locker state, Battle squad or saved deck, an unresolved EVO chip, or another pending trade. The recipient must explicitly accept. The server then rechecks both owners, both cards, duplicates, limits, and protection states in one atomic transaction. Unique 1/1 trades are permitted, but both sides must confirm the permanent serialized ownership transfer.

Friend Invites & Referral Rewards

A referral invite connects the two managers and may also carry a private-league or Battle invitation. Registration alone earns nothing. Both managers receive one Mythical Referral Pack only after the invited manager completes onboarding, saves a Fantasy XI, and finishes a Campaign Battle. A maximum of five genuine activations per inviter can be rewarded per season; duplicate, self, or abusive accounts are excluded.

Protected Actions

Pack opening, purchases, trades, claims, deposits, evolution, and Battle results are validated on the server. Buttons being visible never overrides ownership, coin, deadline, duplicate, roster, or one-time-claim rules. If displayed data is stale, the server's current state wins.

Free Beta

FML currently uses in-game coins and collectible game items only. Coins, packs, monsters, skills, levels, leaderboard positions, and rewards have no guaranteed cash value and remain subject to balance, season, and beta changes.

Independent Game

Fantasy Monster League is an independent fantasy football card battler. It is not affiliated with any league, club, player, or social platform.

Live Rule Displays

This page explains the complete game system. Exact card powers, skill values, puzzle requirements, pack purchase odds, deadlines, and rewards are also displayed at the point of use. When a published balance update changes a number, the live server-validated value shown for that action is authoritative.

Ready To Play

Build, score, evolve, battle.

Start with your fantasy XI, use real football to power up your monsters, then take the same collection into packs, puzzles, marketplace trading, and battle.