How scoring works
Retro Fantasy Football uses fantasy scoring in the style of the real game: your eleven earn points for what they do on the pitch, every gameweek, across the whole season you drafted. Here's exactly how the points are awarded.
Points table
| For | GK | DEF | MID | FWD |
|---|---|---|---|---|
| Playing in a match | 3 | 3 | 3 | 3 |
| Scoring a goal | 10 | 6 | 5 | 4 |
| Assisting a goal | 3 | 3 | 3 | 3 |
| A clean sheet | 4 | 4 | 1 | 0 |
| Every 2 goals conceded | −1 | −1 | 0 | 0 |
| Every 3 saves | +1 | 0 | 0 | 0 |
| A yellow card | 0 | −1 | −1 | −1 |
| A red card | 0 | −3 | −3 | −3 |
Goalkeepers don't pick up cards in this game. A red card also carries a two-match ban.
Bonus points
The three best performers in every match take 3, 2 and 1 bonus points.
Only your eleven score
Points come from the eleven you pick, not the full fifteen. Your four substitutes are ranked in order, and if a starter is injured, suspended or left out, the first eligible sub comes on automatically and their points count instead. A sub can only come on if the formation still works.
Formations
You need one goalkeeper, 3–5 defenders, 2–5 midfielders and 1–3 forwards. Anything in those bounds is legal, so 3-5-2, 4-4-2 and 5-3-2 are all yours to use.
Squad and transfers
Fifteen players (2 GK, 5 DEF, 5 MID, 3 FWD) for £100m, with a maximum of three from any one club. You get three transfers every month, priced at that month's form-adjusted values, so a squad can be rebuilt gradually across the season.
Injuries and suspensions
Players pick up knocks and bans as the season runs. Longer-term injuries bite hardest from February, when a thin squad starts to hurt.
Draft a squad →