how do you play premier league fantasy football: the basics

To play premier league fantasy football, build a squad of real Premier League players, choose a starting team each gameweek, and earn points from their matches. You manage a budget, make transfers, and select a captain whose points are doubled.

This guide explains how to create your team, how points are awarded, and what to do before each deadline. You’ll also learn how substitutions, chips, and mini-leagues work, plus how to avoid common early-season mistakes. The rules can change between seasons, so use the current game interface as your reference for deadlines and available features.

how do you play premier league fantasy football?

In the standard Fantasy Premier League game, you select a squad of 15 players from Premier League clubs. Each week, you choose 11 to start, name a captain and vice-captain, and earn points based on those players’ performances in real matches.

Your squad must fit the game’s budget and position rules. You can usually select no more than three players from one Premier League club. A starting lineup must also use a legal formation, with a goalkeeper, at least three defenders, at least two midfielders, and at least one forward.

The basic loop is simple: build your squad, set your lineup, meet the deadline, and collect points. You can make transfers during the season to respond to injuries, form, and changing fixtures. You can also join private leagues to compare your score with friends or colleagues.

How to set up your team

  1. Create or sign in to an account. Open the official Fantasy Premier League game and follow the steps to set up a team. Choose a team name and, if you want, join a private league with its invitation code.
  2. Pick 15 players within the budget. The standard game has traditionally provided a £100.0 million budget, but check the current season’s rules when you register. Your squad needs two goalkeepers, five defenders, five midfielders, and three forwards.
  3. Check club limits and player prices. You can usually own no more than three players from any one club. Each player has a listed price, and prices can change during the season, so leave enough budget to complete a legal squad.
  4. Select your starting 11. Choose a goalkeeper and a valid mix of defenders, midfielders, and forwards. Put the players you expect to score well in the starting lineup; the remaining four form your bench.
  5. Choose a captain and vice-captain. Your captain earns double points. If the captain does not play in the gameweek, the vice-captain normally takes over the armband, provided they play.
  6. Save your team before the deadline. The gameweek deadline appears in the app or website. It is generally before the first match in that round, not before each individual club’s match. A late change can miss the deadline and wait until the next gameweek.

Player availability matters as much as talent. Before confirming a lineup, check whether a player is injured, suspended, or likely to start. A famous player who stays on the bench may earn fewer points than a dependable starter at a lower price.

How points are scored

Players earn points for actions in their real matches. The standard scoring system rewards goals, assists, clean sheets, saves, and match time, while penalizing some events such as cards and own goals. Exact scoring details can be updated, so check the current rules page in the game.

Action Typical points What to remember
Appearance for up to 60 minutes 1 A player must take part to earn appearance points.
Appearance for 60 minutes or more 2 total Time added on after 90 minutes generally counts toward playing time.
Goal by a goalkeeper or defender 6 Defenders can score heavily when they find the net.
Goal by a midfielder 5 Midfielders can combine goal threat with clean-sheet points.
Goal by a forward 4 Forwards earn points for goals and assists, but not defender-level clean-sheet points.
Assist 3 The game’s definition of an assist may include more than a straightforward final pass.
Clean sheet for a goalkeeper or defender 4 The player generally must play at least 60 minutes and not concede while on the pitch.
Clean sheet for a midfielder 1 Forwards do not normally earn clean-sheet points.
Every three goalkeeper saves 1 Save points can add value to a goalkeeper facing many shots.
Penalty save 5 A saved penalty can make a major difference in one match.
Yellow card / red card -1 / -3 Cards reduce a player’s total.
Own goal -2 An own goal costs points.
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Goalkeepers and defenders can also lose points for conceding goals. Bonus points are awarded after matches to some of the top performers under the game’s scoring system. Some seasons include additional scoring rules, such as points for defensive work, so consult the current season’s scoring list rather than relying on an old chart.

How to choose your starting lineup

Every gameweek, select a legal formation and put your preferred players in the starting 11. The formation does not need to stay the same each week, as long as you meet the minimum and maximum position requirements. For example, you can use three, four, or five defenders, but you cannot start with only two.

Put your bench players in the order you want them considered for automatic substitution. If a starter does not play, the game may replace them with the first eligible bench player who appeared, while keeping the lineup legal. The goalkeeper on your bench can only replace your starting goalkeeper. If the first outfield substitute would make the team formation invalid, the game can skip them and consider the next eligible player.

This is why bench order matters. Put the most likely and useful substitute first, rather than arranging players by price or by the order in which you selected them. A reliable player who is expected to start can protect you when a first-choice player unexpectedly misses a match.

How captaincy and vice-captaincy work

Your captain’s score is doubled for that gameweek. If your captain plays, the multiplier applies to their points, including points they lose. The vice-captain is the backup: they normally receive the double if the captain does not play at all.

Choose a captain based on likely minutes, attacking involvement, and the quality of the opponent. A penalty taker or player who creates many chances may have more ways to score than someone who depends on one rare event. A favorable fixture helps, but it is not a guarantee of points.

Check whether the captain is expected to start. If the player comes on as a substitute, they count as having played, so the vice-captain usually will not take over. This catches managers out: the armband does not pass to the vice-captain just because the captain has a quiet match.

Transfers, deadlines, and player prices

Transfers let you replace players in your squad. In the standard game, you generally receive a free transfer each gameweek, and unused transfers can roll over up to a set limit. Making more transfers than your free allowance usually costs points. The number of free transfers, rollover limit, and any special transfer rules can vary, so check the current season’s rules before confirming a move.

Use transfers to solve a real problem, not simply because a player had one poor score. Consider a player’s likely minutes, upcoming opponents, injury status, and role in the team. Replacing a player who is injured or no longer starting can make sense; swapping a reliable player after one blank gameweek often does not.

Player prices can rise or fall as managers buy or sell them. A price change affects your squad’s value, but the amount you receive when selling a player may not equal the player’s full current price if their value has risen since you bought them. Check the game’s displayed selling value before budgeting around a transfer.

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The deadline is important because your team is locked for that gameweek once it passes. The official countdown in the game is the safest reference. Set a reminder with time to spare, especially during rounds with early kickoffs, and do not assume you can change your lineup after the first match begins.

What the chips do

Chips are one-use tools that change how a gameweek works or boost a part of your team. The available chips and their exact effects can change by season. Common chip types have included the Wildcard, Free Hit, Bench Boost, and Triple Captain.

Chip Typical effect Best used when
Wildcard Lets you make multiple transfers without the usual transfer-point cost. Your squad needs several lasting changes, such as after injuries or a major fixture shift.
Free Hit Temporarily changes your team for one gameweek before restoring your previous squad. A short-term round leaves your normal team with many players who do not have a fixture.
Bench Boost Counts points from your bench players as well as your starting team. Your full 15-player squad is likely to play and has favorable matchups.
Triple Captain Gives your captain a larger multiplier than the usual double. Your captain has a strong chance of playing substantial minutes in one or more matches.

Do not play a chip just because you have it. Check whether the chip changes your score in a meaningful way, and read its exact rules first. Chip availability, timing restrictions, and whether a chip can be combined with another one are season-specific.

How to plan for double and blank gameweeks

A blank gameweek is a round when some clubs do not play. A double gameweek is a round when some clubs play twice. These schedule changes can affect the number of chances your players have to score, but extra fixtures do not automatically make a player a good pick.

Before making a plan, confirm which teams actually have matches in that round. Then consider how many minutes each player is likely to play across the fixtures. A player who starts both matches may offer more opportunity than one who is likely to be rested, but rotation and injuries remain possible.

Try not to damage your squad for one unusual round. A short-term transfer plan can leave you with several players you do not want afterward. A chip may help if the fixtures and your squad fit its purpose, but compare that benefit with keeping a balanced team for the following weeks.

A simple weekly routine

  1. Review injuries and suspensions. Check recent team news and the in-game availability indicators. Treat uncertain status as a reason to consider a backup, not as proof that a player will miss out.
  2. Check fixtures and expected minutes. Look at the opponent and whether a player is likely to start. A favorable matchup matters most when the player is on the pitch.
  3. Make transfers only when they improve the squad. Compare the player leaving with the player arriving, including price, role, and upcoming fixtures. Keep a free transfer if no move is clearly worthwhile.
  4. Set your formation and bench order. Confirm that the starting team is legal and place a likely starter first among your outfield substitutes.
  5. Choose captain and vice-captain. Favor reliable minutes and a strong attacking role, then check that neither choice is injured or suspended.
  6. Confirm everything before the deadline. Check the countdown, saved lineup, captain, bench, and transfers. Make changes early enough to avoid a last-minute mistake.
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Common mistakes to avoid

  • Picking a squad only by reputation. A star player is not automatically good value if they rarely start or have a limited role. Compare price with likely minutes and routes to points.
  • Ignoring the bench. A weak bench can leave you exposed when starters miss matches. Choose affordable substitutes who are likely to play.
  • Chasing last week’s points. A big score may come from an unusual event. Look for repeatable signs such as minutes, chances, set pieces, and attacking responsibility.
  • Making transfers before checking team news. An injury update or suspension can change the best move. Check reliable, recent information close to the deadline.
  • Assuming the vice-captain always replaces the captain. The vice-captain usually takes the multiplier only when the captain does not play. A brief substitute appearance can prevent that switch.
  • Using a chip without checking its rules. Chip effects and limits can change. Read the current description before activating one, because the decision may be irreversible for that round.
  • Forgetting the deadline. A saved plan is useless if it is not entered in time. Use the game’s countdown and set a personal reminder.

Private leagues and overall rankings

Your gameweek points contribute to your season total and your overall ranking. Private leagues let a group compare scores, while public leagues connect you with other managers. A head-to-head league, when available, matches managers against one another over a schedule, with results based on their gameweek scores.

League standings can make the game more social, but the same basic rules apply whether you are competing with friends or aiming for a high overall rank. A steady routine usually helps more than dramatic changes made after every score update. Keep your account details private, and use only the official league invitation process when joining a private group.

Where the rules can change

The core format stays familiar, but budget amounts, transfer rules, scoring details, deadlines, and chips can change from one season to another. The game may also add features or adjust how certain actions earn points. Older guides can therefore be useful for broad strategy but wrong about current mechanics.

Use the current rules and help pages inside the official game for exact details. In particular, verify the season’s player budget, transfer rollover limit, chip availability, and scoring table before making a plan. That quick check prevents you from building a strategy around a rule that no longer applies.

To play premier league fantasy football, pick a legal 15-player squad, set a starting 11, choose a captain, and make your decisions before each deadline. Points come from real match performances, so availability, playing time, and role matter as much as a player’s reputation.

Your next step is to create a balanced squad, check the current season’s rules, and set a reminder for the first deadline. Before each gameweek, review team news, set your bench order, and use transfers or chips only when they serve a clear purpose.