Goalkeepers
40- Per slot, split evenly
- 13
- Per remaining slot, after the star
- 20
FANTAVOICE / TOOLS
How many credits per role, and what is left for each slot once you have bought the star. Decide it before the auction, not during.
Squad of 25 players. Always keep at least 25 credits aside at the start: one per empty slot, because no player costs less than one credit.
GUIDE / THE CREDITS
How much to give each role, how much to keep back, and the sum that leaves everyone broke at the end.
People who enter an auction without a budget split do not buy badly: they buy their first five players well and everyone after that badly. It happens every year, and it is not about competence — spent credits are visible and remaining ones are not.
The value of a split is not its precision. Nobody follows it to the credit, and that is fine. The value is having a number to compare against halfway through: "I was meant to be at a hundred on defence and I am at a hundred and forty" is information; "I feel like I have spent a lot" is not.
The right moment to write it is the night before, not an hour before. There has to be time to look at it again and change it.
On 500 credits the most common split is 8% keepers, 20% defence, 30% midfield, 42% attack: 40, 100, 150 and 210. It is the starting point almost everyone moves from.
Going all in on forwards means dropping to 6% on keepers and 14% on defence to reach 52% up front. It works when the league has few reliable scorers; it stops working when two hundred-credit forwards get injured in October.
Backing the midfield — where bonuses are spread more evenly and prices are lower — means 40% there and a cut in attack. It is the sturdier choice in a long season, because a deep midfield copes better with absences.
Anyone playing with the defence modifier has to invert the logic: keepers and defenders become an investment rather than a leftover, because a high mark there counts twice.
Every empty slot costs at least one credit. With a squad of twenty-five, twenty-five credits are committed before the auction starts: you can spend 475, not 500.
The same rule applies inside each role. If you gave 210 credits to six forwards and spend 205 on the first, the other five share five credits. That is not an edge case; it is exactly what happens to whoever digs in on the wrong player at the first call.
The cautious version is two credits per slot instead of one. With two each you can still choose between two names in the last half hour; with one you take whoever is left.
Overspending makes sense once per auction, and only on a player you genuinely think is worth more than the price. Twice means the split was wrong, not that you were bold.
The moment it almost never pays is the start. The first players called always go above value, because everyone's wallet is full and nobody is yet afraid of running short.
The moment it does pay is the end of a role: when two good defenders are left and six teams still need three each, that price is not coming down.
Credits left and empty slots: the most you can bid on this player and still fill every slot.
GuideThe most common mistake is not overpaying for a player: it is not noticing you did until it is too late.
ToolOne sheet per team: a row for every squad slot, with columns for spent and remaining credits.