01
Build Your Fantasy XI
Pick 1 GK and 10 outfield monsters in a valid football formation before the gameweek deadline.
Official FML Rulebook
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 + 7 skills + up to 8 subs
Turn Timer
45 seconds
Start Here
01
Pick 1 GK and 10 outfield monsters in a valid football formation before the gameweek deadline.
02
Goals, assists, saves, clean sheets, bonus, and form create the base score that powers each monster.
03
Open packs, resolve duplicates, complete puzzles, trade in the marketplace, and grow your club.
04
Use EVO chips before the deadline. Successful chips unlock manual evolution claims after scoring resolves.
05
Take your club into Battle Academy, Campaign, FML Cup, Champions Cup, and live Ranked PvP to earn rewards and climb leagues.
Gameweek Rules
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.
From Gameweek 2 onward, the entire 15-card roster may contain at most 4 Mythicals, Jokers and Babies combined and 2 Iconics. The four substitutes count toward both limits. Reaching a limit never removes a card from your collection; deselect one capped card before adding another. Auto Pick stays within these limits.
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.
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.
Use the formation picker, or remove an outfield starter and choose a replacement from another position. A legal new shape adjusts automatically; compatible selections stay in place. The mobile selector lets you switch position tabs. Save the finished XI and bench before the deadline.
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.
Choose both from the starting XI, and choose non-Iconic cards only—Jokers and Babies may lead, but Iconic monsters cannot be Captain or Vice Captain. Your Captain's final FML card score is doubled after card-specific scoring and rounding. If the Captain plays 0 minutes, the Vice Captain takes over after the Captain's fixture is settled. 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.
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 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.
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.
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. Standard cards receive chemistry only when they play and do not blank. Jokers receive it for each positive match score, after EVO, participation and rounding. Babies receive chemistry for each match with exactly one return, after that match's 30-point reward is boosted by EVO and rounded. It never lifts a penalty or zero 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.
| Rarity | Fantasy Multiplier | Blank Penalty | Meaning |
|---|---|---|---|
| Common | 1.00x | 0 | Base rarity |
| Rare | 1.10x | -1 | Better weekly upside |
| Epic | 1.25x | -2 | Strong fantasy multiplier |
| Legendary | 1.50x | -3 | High reward, higher blank risk |
| Mythical | 2.00x | -5 | Elite upside with severe blank risk |
| Joker | Per-match inverse × EVO | No penalty | Full curve for real starts; half for substitute appearances from GW4. Score each match separately, then add the results. See the chart below. |
| Baby | Exactly one return × EVO | Per-match table | Per match: 0 returns: −3; exactly 1: 30 × EVO; exactly 2: −3; 3+: −6. Chemistry only for exactly 1 return. DNP: 0. Add match scores for the gameweek. |
| Iconic | 2.00x | -6 | Strongest blank penalty for the safest elite tier |
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. Jokers and Babies use their separate scoring tables instead.
The numbers, side by side
Scored by returns in each match, not base points. Exactly one is the sweet spot. Add the match scores for the gameweek total.
| 0 returns | 1 return | 2 returns | 3+ returns |
|---|---|---|---|
| -3 | 30 | -3 | -6 |
No appearance (DNP) = 0 points. Each goal, assist, GK/DEF clean sheet or official DEFCON award is one return. A goal + an assist = two. Starts and substitute appearances score the same. Only the one-return reward scales with EVO and receives chemistry. Zero or two returns score −3; three or more score −6, regardless of EVO or chemistry.
Joker: real starter = full points; substitute appearance = half. No appearance = 0. Score each match separately, using that match's starter status, then add the scores. Two 2-point starts earn 15 + 15 = 30 at EVO 0 before chemistry.
| Base points | Mythical | Joker · start | Joker · sub |
|---|---|---|---|
| -1 | -6 | 30 | 15 |
| 0 | -5 | 25 | 13 |
| 1 | -4 | 20 | 10 |
| 2 | -3 | 15 | 8 |
| 3 | -2 | 10 | 5 |
| 4 | 8 | 2 | 1 |
| 5 | 10 | 1 | 1 |
| 6 | 12 | 1 | 1 |
| 7 | 14 | 1 | 1 |
| 8 | 16 | 1 | 1 |
| 9 | 18 | 1 | 1 |
| 10 | 20 | 1 | 1 |
| 11 | 22 | 0 | 0 |
| 12 | 24 | 0 | 0 |
| 15 | 30 | 0 | 0 |
| 20 | 40 | 0 | 0 |
Charts exclude chemistry. Babies receive +1 to +3 chemistry only for exactly one return in a match, after the 30-point reward is boosted by EVO and rounded. One return in each of two matches earns 60 at EVO 0 before chemistry. Jokers also score per match, receiving chemistry for each positive match score after EVO, participation and rounding. Both families track devolution in match order, without rewriting earlier points. Chemistry is not multiplied by EVO or halved for substitutes; penalties, zero scores and DNP stay unchanged. No rarity multiplier or TOTW bonus applies. Captain doubles the combined gameweek result, including chemistry. Use each match's scoring EVO after any immediate devolution.
Any negative base score uses Joker's 30-point base band; 0 → 25, 1 → 20, 2 → 15, 3 → 10, 4 → 2, 5–10 → 1, 11+ → 0. Multiply by participation and EVO, then round each match separately. The real-start rule applies from 2026/27 GW4, not the card's place in your FML XI. GW1–3 retain the previous full curve for all appearances. Existing finalized scores are preserved.
Score each match separately, then add the results for the gameweek. Count each goal, assist, GK/DEF clean sheet and official DEFCON award within that match. Two goals in one match count as two returns. No minutes in a match means 0 points. The table below excludes chemistry: add +1 to +3 to each exactly-one-return match, after its 30-point reward is boosted by EVO and rounded. At EVO 0, one return in each of two matches earns 30 + 30 = 60, or 66 with full chemistry. One return followed by a played match with no returns earns 30 − 3 = 27 before chemistry. Zero or two returns in a match stay at −3; three or more stay at −6, regardless of EVO or chemistry. Babies do not add standard FPL points, rarity or TOTW bonuses.
| Returns per match | FML points |
|---|---|
| 0 | −3 |
| Exactly 1 | 30 / 33 / 38 / 45 / 60 / 60 at EVO 0–5 |
| Exactly 2 | −3 |
| 3 or more | −6 |
Track played matches chronologically, including both matches of a double gameweek. Consecutive completed matches without exactly one return build devolution pressure at the Mythical EVO-stage thresholds. Exactly one return clears that pressure; a DNP leaves it unchanged. A later devolution never changes points already earned in an earlier match. Ordinary high-FPL-score devolution does not apply.
Collection Rules
| Pack | Size | Cost | Odds |
|---|---|---|---|
| Starter | 6 cards | Free | C 100% / R 0% / E 0% / L 0% / M 0% / I 0% |
| Bronze | 4 cards | 500 coins | C 82.92% / R 12.99% / E 3.00% / L 1.00% / M 0.09% / I 0.005% |
| Silver | 5 cards | 900 coins | C 71.86% / R 17.97% / E 7.98% / L 2.00% / M 0.18% / I 0.01% |
| Gold | 6 cards | 1,800 coins | C 54.79% / R 24.91% / E 14.94% / L 4.98% / M 0.35% / I 0.025% |
| Team of the Week | 5 cards | 5,000 coins | 1 guaranteed TOTW; 10% chance of exactly 1 bonus TOTW |
| Mythical | 5 cards | 10,000 coins | C 14.31% / R 28.62% / E 28.62% / L 23.85% / M 4.50% / I 0.10% |
| Joker (seasonal) | 5 cards | 10,000 coins | Mythical Pack odds; every Mythical-tier hit becomes a Joker. No Joker is guaranteed. |
| Baby (seasonal) | 5 cards | 10,000 coins | Mythical Pack odds; every Mythical-tier hit becomes a Baby. No Baby is guaranteed. |
| Guaranteed Baby | 5 cards | Baby-season milestone | First seven-day Puzzle and Battle reward tracks of the season, plus Pass Day 28; at least 1 Baby. |
| Guaranteed Joker | 5 cards | Pass / first-streak milestone | First seven-day Puzzle Streak, first seven-day Battle Streak and Monthly Pass Day 28; contains at least 1 guaranteed Joker. |
| Iconic | 6 cards | 25,000 coins | C 8.87% / R 44.36% / E 26.62% / L 8.87% / M 8.78% / I 2.50% |
| Skills Pack | 6 skills | 5,000 coins | C 54.75% / R 24.89% / E 14.93% / L 4.98% / M 0.40% / I 0.05% |
| Mega Skills Pack | 6 skills | 12,500 coins | C 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 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.
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.
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.
| Monster Pack | 1/10 per card | 1/1 per card |
|---|---|---|
| Starter | None | None |
| Bronze | 0.20% | 0.01% |
| Silver | 0.50% | 0.02% |
| Gold | 1.00% | 0.05% |
| Team of the Week | None | None |
| Mythical | 2.00% | 0.10% |
| Joker | 2.00% | 0.10% |
| Baby | 2.00% | 0.10% |
| Iconic | 3.00% | 0.15% |
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.
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
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. Pack contents are rolled when opened, not when earned; a saved TOTW Pack uses the active TOTW at opening time.
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.
| Position | Permanent 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.
Standard monster packs use the active-season roster, plus Mythical, seasonal and Iconic catalogs. During a special season, half of Mythical-tier hits reveal that season's special edition without increasing the premium-hit rate. Baby season runs 5 October–2 November 2026 at 04:00 UTC, directly after Joker season. Owned Jokers remain playable and tradable; unopened Joker packs stay Joker packs. Historic club versions do not return to the standard pool.
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.
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.
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
| Available Level | Required Score | Effect |
|---|---|---|
| Level 1 | 0 lifetime FML points | Base Battle stats |
| Level 2 | 10 lifetime FML points | First paid level claim |
| Level 3 | 25 lifetime FML points | Position-based stat growth |
| Level 4 | 50 lifetime FML points | Position-based stat growth |
| Level 5 | 100 lifetime FML points | Position-based stat growth |
| Level 6 | 200 lifetime FML points | Later thresholds double: 400, 800, 1,600... |
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. Jokers and Babies are exceptions. A Joker's body does not grow with Battle level. Instead, their offered Skills match their claimed level, capped at Skill level 12.
Babies cost 2 stamina, with small starting bodies (ATK/HP): DEF 3/7, MID 4/6, FWD 5/5. Battle levels do not increase the Baby's own body. Instead, each Baby boosts its first recruit at the end of each owner turn. Chemistry takes priority across all eligible rarities at every level. Baby level 2 is free; level 7 is the cap.
| Baby level | First recruit bonus |
|---|---|
| 1 | No stat bonus |
| 2 | +1 ATK / +1 HP |
| 3 | +2 ATK / +2 HP |
| 4 | +2 ATK / +3 HP |
| 5 | +3 ATK / +3 HP |
| 6 | +3 ATK / +4 HP |
| 7 | +4 ATK / +5 HP |
This bonus lasts for the battle, including if a full hand sends the first recruit into the deck. Extra EVO recruits are unboosted. Recruits keep their normal stamina cost; owned collection stats and Fantasy scoring do not change.
Baby EVO adds recruits alongside the normal positional perks below: shields, MID/FWD stealth, doubled DEF health and the EVO 4 stat bonus. Chemistry still applies. Recruiting does not break stealth, but mass-damage Skills can hit stealthed Babies; an active golden shield blocks the first damaging hit.
| EVO | Fantasy Multiplier | Battle Perk | Rule |
|---|---|---|---|
| EVO 0 | 1.00x | No EVO perk | Base monster state |
| EVO 1 | 1.10x | Golden shield | First damage instance is blocked in battle |
| EVO 2 | 1.25x | Stealth or defender HP | MID/FWD gain stealth. DEF doubles HP instead |
| EVO 3 | 1.50x | Shield plus stealth/HP | MID/FWD get shield and stealth. DEF gets shield and doubled HP |
| EVO 4 | 2.00x | Ascended | Outfield monsters gain +1 ATK and +2 HP after their EVO 3 perks. Goalkeepers gain a fourth +10 HP tier |
| EVO 5 | 2.00x | Pinnacle | Earned through Heroic Haul. It currently retains the EVO 4 Fantasy multiplier, Battle bonuses, and gold prestige frame |
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.
Joker and Baby evolution chips stay on sale after their pack seasons end. Baby Points advances EVO 0→1, 1→2, 2→3 and 3→4 with exactly one return in any one match. Controlled Baby unlocks EVO 4→5 with exactly one return and 4–8 base FPL points in the same match. Returns follow Baby scoring: goals, assists, GK/DEF clean sheets and official DEFCON awards. Controlled Baby's range uses that match's FPL points before FML bonuses or multipliers. Even if both matches qualify, one chip unlocks only one pending EVO claim after the gameweek resolves. Joker chips also check each match separately: Blank Magic needs a played blank; Booked Blank needs a played blank and a yellow card in the same match. One Joker chip still unlocks only one claim.
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.
| Chip | EVO Window | Condition |
|---|---|---|
| Rookie Spark | EVO 0 to 1 | 4+ base FPL points |
| First Touch | EVO 0 to 1 | MID/FWD goal, assist, or 5+ base FPL points |
| Clean Start | EVO 0 to 1 | GK/DEF clean sheet over 60+ minutes |
| Breakout Form | EVO 1 to 2 | 5+ base FPL points |
| Yellow Card | EVO 1 to 2 | Yellow card while still scoring 4+ base FPL points |
| Score Two | EVO 1 to 2 | Scores two goals |
| Playmaker | EVO 1 to 2 | Two attacking returns |
| Box to Box | EVO 1 to 2 | MID only, 10+ base FPL points |
| True Defence | EVO 1 to 2 | DEF only, 8+ base FPL points |
| Safe Hands | EVO 1 to 2 | GK only, five saves or 8+ base FPL points |
| Keeper Hero | EVO 2 to 3 | GK only, 10+ base FPL points |
| Hat Trick | EVO 2 to 3 | MID/FWD hat trick |
| Iron Citadel | EVO 2 to 3 | DEF only, clean sheet plus a goal or assist |
| Penalty Monarch | EVO 2 to 3 | GK only, saves a penalty |
| Midfield Maestro | EVO 2 to 3 | MID only, goal and assist or 12+ base FPL points |
| Matchwinner | EVO 2 to 3 | FWD only, two goals or 13+ base FPL points |
| Heroic Haul | EVO 4 to 5 | Rare or better, 20+ base FPL point haul |
| Last Line Legend | EVO 3 to 4 | GK only, penalty save or 15+ base FPL points |
| Defensive Colossus | EVO 3 to 4 | DEF only, clean sheet, attacking return and 16+ base FPL points |
| Complete Midfielder | EVO 3 to 4 | MID only, three attacking returns or 15+ base FPL points |
| Apex Predator | EVO 3 to 4 | FWD only, hat trick or 15+ base FPL points |
| Blank Magic | Joker EVO 0 to 4 | Joker only; 3 or fewer base FPL points in any one played match unlocks the next EVO |
| Booked Blank | Joker EVO 4 to 5 | Joker only; 3 or fewer base FPL points plus a yellow card in the same played match |
| Baby Points | Baby EVO 0 to 4 | Baby only; exactly one return in any one match unlocks the next EVO. No base-points range required. |
| Controlled Baby | Baby EVO 4 to 5 | Baby only; exactly one return AND 4–8 base FPL points in the same match unlocks EVO 5 |
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.
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.
Jokers evolve by blanking and devolve by returning. Check completed matches in kickoff order, including both matches of a double gameweek. A played match with 3 or fewer base points—including negative points—clears reverse pressure. Consecutive non-blank matches build pressure using Mythical EVO-stage thresholds. A 10+ base score in one match removes one EVO level; at EVO 4 or 5, an 8+ match score does the same. Never combine two match scores to trigger those thresholds. A DNP neither helps nor hurts. The starter/substitute scoring factor does not change these conditions. Each match uses its EVO after any devolution; a later match never rewrites an earlier match's points.
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
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.
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.
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.
Complete all five Daily Puzzles OR all three Daily Battle goals for one Monthly Pass step per UTC day. Doing both advances both activity streaks, but only one pass step. Gold, TOTW bundles, Mythical Packs and coins lead to an Iconic Pack + guaranteed seasonal pack on Day 28. Baby season starts a fresh 28-step pass and seven-step reward tracks, without resetting consecutive streak totals, trophies or historical receipts. Its first seven-step Puzzle and Battle tracks each end with a Guaranteed Baby Pack; later Day 7 rewards are regular Baby Packs. Missing a day does not erase pass progress within the season, but reward tracks close when that season ends. Coins arrive automatically; packs go to your Locker. Earned items remain yours, and nothing is awarded twice.
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 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.
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.
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.
Puzzle deposits are available from the Locker, pack openings, and owned Monster Details. Choose Puzzle selects a destination; Auto Deposit previews a safe plan, prioritising started and expiring Daily puzzles. It protects Active Squad cards and leaves unmatched cards untouched. Mythical, Joker, Baby, Iconic, evolved, TOTW, 1/10, and 1/1 cards are excluded unless protection is deliberately disabled. Chemistry and Chain puzzles remain manual. Every destination is shown before permanent deposits are confirmed. Quick-selling has a separate irreversible confirmation.
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, Rarity, and Chain award a Mythical Pack; World Cup awards 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
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.
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.
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.
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.
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.
| Rarity | Value |
|---|---|
| Common | 100 coins |
| Rare | 250 coins |
| Epic | 500 coins |
| Legendary | 1,000 coins |
| Mythical | 2,000 coins |
| Joker | 2,000 coins |
| Baby | 2,000 coins |
| Iconic | 3,000 coins |
| Team of the Week | 1.2× rarity value |
| Limited 1/10 | 1.5× rarity value |
| Unique 1/1 | 2× rarity value |
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.
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.
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.
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
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 unlock forwards. They can attack monsters, but take return damage. If they shoot the goalkeeper, they deal damage and then die.
Forwards have rush, so they can attack the turn they are played. They can attack defenders and shoot the goalkeeper without taking damage.
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.
A standard battle loadout uses 1 GK, 10 outfield monsters in a valid formation, 7 selected skills, up to 8 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.
Up to eight substitutes are chosen at random from available 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. Regular Cup keeps four locked substitutes; Daily Cup and Last-Minute Winner supply fixed decks or positions.
All other eligible unpicked owned outfield monsters form a hidden, finite Reserve Squad, locked when the match starts. Reserve skills can move those monsters into the deck, hand, or battlefield without duplicating cards. Recruits prioritise the biggest chemistry gain on your pitch, then your remaining squad if no pitch link exists; equally good choices are random. Daily loaner modes keep their supplied reserve pools. Directly deployed reserves arrive exhausted without deploy bonuses; Jokers and full-destination overflow are safely redirected into the deck.
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.
| Rarity | Stamina | Battle rule |
|---|---|---|
| Common | 1 | No rarity deploy perk |
| Rare | 2 | First Touch: this monster enters with +1 ATK and +1 HP |
| Epic | 3 | Tactical Draw: draw 1 card when deployed |
| Legendary | 4 | Captain's Roar plus the club's Legendary power |
| Mythical | 5 | Captain's Roar plus a unique signature power |
| Joker | 5 | Reveal three EVO-tier Skills on deploy, choose one, and cast it for free |
| Baby | 2 | End of your turn: recruit 1 reserve to hand, plus 1 to deck per EVO level |
| Iconic | 5 | Captain's Roar plus a unique signature power |
On The Pitch
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.
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.
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.
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.
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.
| Status | Exact Battle effect |
|---|---|
| Ready / Rush | Forwards have Rush and can attack immediately. Other outfield monsters become ready at the start of their owner's next turn. |
| Defender / Taunt | While any enemy Defender remains, the enemy goalkeeper cannot be targeted by a normal monster attack. |
| Golden Shield | Blocks the first positive damage instance from an attack or damaging skill, then breaks. |
| Stealth | Cannot be chosen by attacks or single-target enemy skills. It ends when that monster attacks; row and board-wide damage can still hit it. |
| Stun | Prevents attacking during the owner's next turn, then clears. Stuns do not stack. Forward-only moves remain Forward-only; generic strongest-target stuns prioritize MID/FWD by ATK and target DEF only on a defender-only board. |
| Armor | Absorbs goalkeeper damage before goalkeeper HP. Healing cannot raise HP above maximum HP. |
Super Shot fast-forwards a guaranteed, uncontested Forward win. You need a living, ready Forward holding the ball and an empty opposing pitch. Remaining hand/deck cards, accessible reserves or Goalkeeper powers that can disrupt the attack still block it; an empty hand alone is not enough. Finite healing and armour cards only delay defeat. Repeatable keeper recovery blocks it unless your surviving Forwards' sustained damage exceeds all healing and armour the keeper can generate per turn, including multiple power uses and upgrades, or your ready Forwards can already finish this turn with affordable passes. Permanently stranded Forwards and reserves with no recruitment route do not block it. The same rule applies in ordinary battles, Daily Cup and Survival. The End Turn control changes to the shot option; select the Forward and aim at the goalkeeper. Midfielders cannot use it. Super Shot is disabled in Last-Minute Winner and training.
Tactical Cards
On desktop, hover a card to inspect its current traits and power in the information dock. Select a fielded monster to keep its power available. On mobile, long-press a card or goalkeeper to inspect it; use the X to close. Your goalkeeper's Use Power button shows the stamina cost.
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.
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.
Legendary, Mythical, and Iconic outfield monsters trigger Captain's Roar when deployed: the friendly board gains +1 ATK and the goalkeeper gains 2 armor. Their activated powers cost 1–3 stamina: Legendary 1–2, Mythical 2–3, Iconic 3. Each can be used once per deployment. Legendaries share their club's power; Mythicals and Iconics have unique signatures. Goalkeeper power costs are unchanged. Inspect the card for its exact effect. Already-started Daily competitions retain their original costs until the UTC reset.
Deploying a Joker pauses the normal turn clock and offers three random Skills. You have 30 seconds to choose exactly one for 0 stamina; targeted Skills then ask you to select a legal target. Timeout resolves a choice automatically. EVO sets rarity: Common 0, Rare 1, Epic 2, Legendary 3, Mythical 4, Iconic 5. Claimed monster level sets Skill level, capped at 12. For example, EVO 1 / Level 3 offers Level 3 Rare Skills. Leveling does not increase a Joker's body stats.
Each rarity has a Reserve skill. Every call prioritises chemistry: the strongest pitch improvement first, then your remaining squad if there is no pitch connection, with random ties. 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. An empty Reserve Squad shows No reserves remaining and cannot create duplicate monsters.
A surviving Baby recruits at the end of each of your turns: one monster into your hand, plus one into the shuffled deck per EVO level (up to six total). Chemistry takes priority across all eligible rarities. Each Baby's first recruit receives its level bonus (+1 ATK / +1 HP at level 2, up to +4 ATK / +5 HP at level 7) for the battle only; extra EVO recruits are unboosted. A full hand sends its recruit to the deck, keeping the bonus. Recruits cost normal stamina to play. It draws from your eligible, unpicked owned outfield collection, excluding selected cards and auto-subs. Each owned reserve can join once; multiple Babies share that finite pool. Existing matches keep their starting collection snapshot.
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.
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.
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.

COMMON · Level 1
Heal your Goalkeeper for 6.

COMMON · Level 1
Deal 5 damage to the enemy Goalkeeper.

EPIC · Level 1
Destroy 1 random enemy Forward.

COMMON · Level 1
Deal 7 damage to the enemy Goalkeeper.

EPIC · Level 1
Deal 10 damage to the enemy Goalkeeper and 2 damage to every enemy monster.

COMMON · Level 1
Deal 6 damage to a chosen enemy monster.

RARE · Level 1
Shatter Golden Shield, then deal 8 damage to a chosen enemy monster.

RARE · Level 1
Deal 8 damage directly to the enemy Goalkeeper, ignoring armor.

COMMON · Level 1
Draw 1 card.

COMMON · Level 1
Draw 2 cards, prioritizing Skills.

COMMON · Level 1
Draw 3 cards, prioritizing monsters.

COMMON · Level 1
Steal the ball.

RARE · Level 1
Deal 9 damage to the enemy Goalkeeper, plus 2 if they are below full health.

RARE · Level 1
Destroy an enemy monster at or below 40% of its maximum health.

RARE · Level 1
Deal 3 damage to all enemy DEF monsters.

RARE · Level 1
Deal 3 damage to all enemy MID monsters.

RARE · Level 1
Deal 3 damage to all enemy FWD monsters.

RARE · Level 1
Draw 2 cards. If this leaves you below 1 cards, refill to that many.

RARE · Level 1
Give your Goalkeeper 8 armor.

EPIC · Level 1
Deal 3 damage to every enemy monster.

EPIC · Level 1
Deal 9 damage to the enemy Goalkeeper.

EPIC · Level 1
Heal 5 and gain 6 armor.

EPIC · Level 1
Destroy one enemy monster.

LEGENDARY · Level 1
Deal 5 damage to every enemy monster.

LEGENDARY · Level 1
Draw 3 cards. The first 1 drawn card costs 1 less stamina this battle.

LEGENDARY · Level 1
Deal 13 damage to the enemy Goalkeeper.

MYTHICAL · Level 1
Deal 7 damage to every enemy monster.

MYTHICAL · Level 1
Heal and armor your Goalkeeper for 14. Double the effect while below half health.

MYTHICAL · Level 1
Draw 4 cards. The first 2 drawn cards cost 1 less stamina this battle.

ICONIC · Level 1
Deal 12 damage to every enemy monster. If any are destroyed, deal 4 damage to the enemy Goalkeeper.

ICONIC · Level 1
Shuffle your remaining hand into your deck, then draw 6 new cards. The first 2 drawn cards cost 1 less stamina this turn.

ICONIC · Level 1
Deal 15 damage to the enemy Goalkeeper and 8 damage to every enemy monster.

COMMON · Level 1
Recruit from your unpicked squad, chemistry first: shuffle 1 into your deck.

RARE · Level 1
Recruit from your unpicked squad, chemistry first: shuffle 1 into your deck.

EPIC · Level 1
Recruit from your unpicked squad, chemistry first: shuffle 1 into your deck, send 1 to your hand. Full hands or rows send overflow to the deck.

LEGENDARY · Level 1
Recruit from your unpicked squad, chemistry first: shuffle 2 into your deck, send 1 to your hand. Full hands or rows send overflow to the deck.

MYTHICAL · Level 1
Recruit from your unpicked squad, chemistry first: shuffle 2 into your deck, send 1 to your hand, deploy 1 exhausted to the battlefield. Full hands or rows send overflow to the deck.

ICONIC · Level 1
Recruit from your unpicked squad, chemistry first: shuffle 2 into your deck, send 1 to your hand, deploy 2 exhausted to the battlefield. Full hands or rows send overflow to the deck.
Printed card values before a fielded Vice Captain bonus. Artwork color families: gold—goalkeeper damage; red—single targets; orange—area damage; blue—protection; purple—draw; green—reserves; teal—possession. Rarity frames stay separate.
Grow Your Collection
Two training XIs use the Fantasy selector and deadline, each requiring 24/33 chemistry. Foundations accepts Common and Rare only. Graduates requires 1 Iconic, 2 Mythical/Special (including Babies and Jokers), 3 Legendary, 4 Epic and 1 Limited edition (1/1 or 1/10). The Limited card fills its own slot, not a second rarity slot. One version of each footballer per XI; physical cards cannot train in two teams or also score in Fantasy. Submitted teams automatically carry forward while eligible. Save a draft to pause auto-entry. Previous teams and settled XP remain visible; retired Prospects results are preserved.
After official gameweek scoring is finalized, a played card earns its non-negative base football points plus its locked chemistry as training progress. A non-playing card earns zero. Academy ignores rarity multipliers, TOTW boosts, captains, chips and EVO multipliers. It never awards leaderboard points, evolves or devolves a monster. Training progress helps unlock Battle levels; you still pay the normal coins and claim each level in Squad.
Ways To Play
Take your locked Fantasy XI and one opening Skill through four acts of ten forward-only stops. Build a run-only deck with chemistry recruits, Skills, training and shop purchases. Your positive weekly Fantasy score funds campaign FP; match wins add a smaller bonus. Keeper health carries forward. Campfires offer healing, upgrades or deck trimming. Cups have three rounds with 12 HP recovery between rounds; Survival has three waves without recovery. Last-Minute Winner limits moves; Final Whistle gives one turn without a move limit. Bosses rally once at half health with armour and reinforcements. A loss ends the attempt. Complete all four acts to earn one standard Iconic KDB on your first full clear, once per manager. KDB is excluded from every pack pool; owned copies remain tradable. Optional deposit puzzles consume owned cards for the usual permanent rewards. All other campaign FP, Skills and training reset with the run.
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.
A one-time hands-on Battle Basics 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 Training Trials 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.
A 10-level endgame practice series 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 Training Trials Conqueror trophy into the Champions Trials Sovereign trophy.
A six-fixture roguelite run. Goalkeeper health and the run state carry forward, and first clears award Bronze, Silver, Gold, Mythical, double Mythical, then one Iconic Pack in order.
A harder six-fixture European run unlocked by completing the FML Cup. First clears award Gold; Mythical; Mythical + Gold; Mythical; Iconic; then Iconic + Mythical packs.
Found inside Ranked & Friends. Challenge an online, accepted FML friend with your normal Battle deck. The invitation lasts 10 minutes after you submit it. Starting another live challenge or Ranked cancels older pending challenges. Friendly results never grant direct match coins, packs or ladder points. Non-forfeit finishes can claim the daily login reward and advance eligible social objectives.
Weekly campaign bosses award Trailblazer, Pathfinder, Vanguard and Weekly Campaign Champion trophies. Each can be earned once per gameweek; clearing a new week increases its × count. Objectives also reward campaign progress, different weekly clears, Academy training, Daily Battles and Special Card collecting. Existing Training Trials trophies and objective claims are preserved.
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.
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.
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.
A Fresh Pitch Every Day
Three encounters with the same daily loaner deck for everyone. Seven themes rotate Monday–Sunday: Common Cause, Blue Gambit, North London Wall, Red Counter, Midfield Orchestra, Mythical Storm, and Icons & Wildcards. Expect different characters, rarities, levels, EVOs and Skills—not just a renamed deck. Each has 12 monsters, five Skills and a keeper. Loaners never join your collection. Both sides open at seven stamina; your Cup keeper starts with 64 HP. Your keeper's HP and armor carry forward; your deck resets. Win all three for 500 coins. Fastest full clear wins a Mythical Pack and champion trophy.
A prepared battlefield, a 60-second clock and one attempt per UTC day. The new 28-position rotation mixes two-, three-, four- and five-move puzzles, with occasional longer combinations. The displayed budget is the maximum number of moves. Earlier competitions keep their original positions and budgets. Read shields, remaining HP, possession and stamina before committing. Playing a card, passing, attacking or using a monster power counts as one move; selecting a card or target does not. Real Battle targeting and costs apply. Goalkeeper powers and Super Shots are excluded; ending the turn ends the attempt. You must solve the position to earn 200 coins and complete the puzzle goal for Battle Streak and Monthly Pass progress. Failed, forfeited and expired attempts do not count. Fastest solve wins a Mythical Pack and champion trophy.
Bring your saved Battle deck. Levels, EVOs, Skills, up to eight auto-subs and reserves lock at the start; each wave restores that deck but carries your keeper's remaining HP and armor. Seven daily styles vary role balance and Skill packages without changing the rising wave levels. Opponents progress from Epics (waves 1–2), to Legendaries (3–4), Mythicals (5–6), then Iconics (7+). From wave 3, enemies begin on the pitch; waves 5+ open at ten stamina for both sides. Direct-damage Skills threaten even a protected keeper. All costs and powers remain normal. Super Shot uses the same guaranteed-win rule as other battles: future draws, recruitment, keeper disruption and sustainable recovery all count. Clear wave 3 for 300 coins. From 14 September 2026 at 00:00 UTC, clearing two waves qualifies for the streak/pass goal; the coin milestone stays at three. Most cleared waves wins a Mythical Pack and champion trophy.
Daily Cup allows three attempts per UTC day and no practice replay; your best run counts. Survival allows three official starts plus separate, reward-free practice within request-safety limits. Last-Minute Winner allows one 60-second attempt and no replay. An interrupted active run can be resumed while its clock remains. Defeat, forfeit or expiry ends the run. Test accounts remain unranked and reward-free, with the same three-attempt Cup limit.
The server validates every action, resource cost and result. Cup ranks full clears by decision time. Last-Minute Winner ranks successful solves by decision time. Survival ranks cleared waves first, then decision time through the last cleared wave. Mandatory effect/reveal time, AI turns and breaks are excluded; network latency can still affect speed. Remaining ties use completion time then run ID. Every mode's daily winner receives a Mythical Pack and champion trophy after settlement. Test identities are excluded.
Win Daily Cup, solve Last-Minute Winner, and clear at least two Survival waves in one UTC day for Battle Streak and Monthly Pass progress. Missing a goal leaves that day incomplete. Each seven-day reward track ends in a seasonal pack. Baby season resets reward tracks, not your consecutive streak total or trophies: its first Battle and Puzzle reward tracks each guarantee a Baby, alongside the Day 28 pass guarantee. Later weekly packs are regular. Missing a day never resets a used guarantee. Previously earned rewards are neither revoked nor paid again.
Win Daily Cup, solve Last-Minute Winner and clear Survival wave 3 for an extra 250 coins. The Battle Streak's Survival goal is earned at two cleared waves from 14 September, while the separate Survival coin reward and clean sweep still require wave 3. Mode rewards, streak rewards and Monthly Pass rewards are separate. Refreshing or replaying never awards them twice. A non-forfeit official daily battle finish also qualifies for the existing daily login claim; practice does not. Packs are delivered to the Locker and champion trophies count repeat wins on one trophy.
| Completed reward-track days | Automatic reward |
|---|---|
| 1 | TOTW Pack |
| 2 | 1,000 coins |
| 3 | Skills Pack |
| 4 | 1,500 coins |
| 5 | Mythical Pack |
| 6 | 2,000 coins |
| 7 | Guaranteed seasonal pack on the first track; regular seasonal pack thereafter |
Cup and Survival use 45-second player turns and 30-second Joker choices. Last-Minute Winner uses one 60-second clock. A safety limit of 2,000 actions per run or turn 400 in an encounter expires an unresolved run; reaching a limit is not a draw. A stalemate requires both decks to be empty, four consecutive end-turns, and neither side to have an attacker or a playable way to advance the battle. Passing alone never proves a stalemate. Cleared Survival waves keep their score.
Enter Daily Modes →Progress
| Finish | Reward |
|---|---|
| Rank 1 or top 1% | Iconic Pack |
| Top 10% | Mythical Pack |
| Top 50% | Gold Pack |
| Every other valid finalized entry | Silver Pack |
| League | Finish | Reward |
|---|---|---|
| Premier League | 1st | Iconic Pack + Mythical Pack |
| Premier League | 2nd–10th | Mythical Pack |
| Premier League | Everyone else | Gold Pack |
| Championship | 1st | Iconic Pack |
| Championship | 2nd–10th | Mythical Pack |
| Championship | Everyone else | Gold Pack |
| League 1 | Top 10 | Mythical Pack |
| League 1 | Everyone else | Gold Pack |
| League 2 | Top 10 | 2 Gold Packs |
| League 2 | Everyone else | Gold Pack |
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. Inside Premier and Championship, only the division champion receives an Iconic Pack; positions 2–10 receive Mythical. Rewards are 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 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.
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.
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.
Daily, Puzzle and Battle each have one permanent trophy: Gold at 30 consecutive days, Platinum at 90, Mythical at 180 and Iconic at 365. A full year earns Eternal Flame, Eternal Mind or Eternal Warrior. The same trophy upgrades; it never duplicates or downgrades. Your recorded best streak counts, including qualifying past records. Puzzle requires all five daily puzzles; Battle requires all three daily goals; Daily follows the flame's existing claim and activity rules. Total days played, Monthly Pass steps and completed seven-day cycles are not consecutive streaks. Missing a day never removes an earned honour. Trophies grant prestige only, with no additional coins, packs or tokens.
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.
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
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.
Account Basics
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.
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.
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.
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.
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.
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.
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.
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.
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.
Fantasy Monster League is an independent fantasy football card battler. It is not affiliated with any league, club, player, or social platform.
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
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.