Fantasy rules
Your guide to Kora 212. Open a topic to explore the rules, from your first squad to the final points.
1. How do I build and manage my team?
Start with a budget of 100M and select 15 different players: 2 goalkeepers, 5 defenders, 5 midfielders and 3 forwards. You may own a maximum of 3 players from any one club.
Choose 11 starters and 4 substitutes: one reserve goalkeeper and three outfield reserves. Your starting XI must contain exactly 1 goalkeeper, 3–5 defenders, 2–5 midfielders and 1–3 forwards.
The allowed formations are 3-4-3, 3-5-2, 4-3-3, 4-4-2, 4-5-1, 5-2-3, 5-3-2 and 5-4-1. Positions are those assigned in the game, even if a player occupies a different role during a real match.
Before the deadline, you can change your starting XI, substitute order, captain and vice-captain without spending transfers. Changing a starter must leave a valid formation; a goalkeeper can only swap with another goalkeeper.
If a real club transfer leaves you owning more than 3 players from one club, you can keep those players and edit your lineup. Your next transfer must bring the squad back within the club limit. A player removed from the transfer market can remain in an existing squad but cannot be newly purchased.
2. When is the deadline?
The deadline is 90 minutes before the first eligible scheduled kick-off of the gameweek. Check the deadline and gameweek shown in the team editor; fixture changes can affect the schedule.
Your confirmed team, captain, bench order and chip are frozen for that gameweek at the deadline. There are no manual substitutions or captain changes during the round.
After a deadline, the editor prepares the next editable gameweek. Changes there do not alter the lineup or points of the round already locked. Joining after a deadline does not give you points for that locked round.
If the next kick-off or editing window is not yet confirmed, follow the pending status in the app. A draft or an unsuccessful save is not a confirmed entry; finish saving before the deadline.
3. How do transfers and deductions work?
You can make unlimited free changes before your team's first deadline. Afterwards, you receive 1 free transfer for the next gameweek. Unused free transfers accumulate, with 1 added each new gameweek up to a maximum of 5; initial setup does not earn an extra rollover transfer.
A transfer replaces one owned player with another player of the same position. The resulting squad must respect position quotas, club limits and your available funds. Buying a player you already own is not allowed.
Each transfer beyond your available free allowance costs 4 points, deducted from that gameweek's team score. For example, 3 transfers with 1 free transfer cost 8 points. Deductions can make your total negative.
Review the transfer count and points cost before confirming. Editing a draft is not the same as confirming a transfer. Buying back a player after a completed sale is another transfer, not an undo of the original transaction.
Wildcard and Free Hit allow unlimited transfers without deductions in their active gameweek. They also remove transfer deductions already incurred in that round and preserve the free-transfer allowance; the usual weekly accrual remains capped at 5.
4. How do prices and my bank balance work?
Money left after buying your first squad stays in your bank. For later transfers, available funds are your existing bank balance plus the current selling prices of the players you remove. You do not receive a fresh 100M budget each gameweek.
Players are bought and sold at the current published price. The game does not apply a half-profit selling rule. Selling for 6.5M and buying for 6.0M adds 0.5M to your bank; reversing those prices uses 0.5M.
Prices follow verified performance relative to players at the same position in each match. Strength blends 80% previous strength with 20% match rank; ties share a rank and a confirmed nonappearance ranks zero. A player's price change affects your squad's selling value, not money already in your bank. Check prices at confirmation.
Opening prices rank players within their position: GK 4–6.5M, DEF 4–8M, MID 4.5–12M, FWD 4.5–12.5M. After new verified matches, prices update from 03:00 Morocco time by at most 0.1M daily and 0.3M total movement per gameweek. A target gap below 0.3M means no change. Postponed matches do not block other teams.
Wildcard and Free Hit do not remove budget or squad restrictions. Free Hit restores the saved squad and bank balance when its temporary round ends.
5. How do the captain and vice-captain score?
Select one captain and a different vice-captain from your starting XI. Your captain's total player points for the gameweek are doubled, including any negative points. Triple Captain changes the multiplier to three.
If your captain makes no appearance in the entire gameweek, the multiplier passes to the vice-captain if the vice-captain plays. A single appearance by the captain keeps the captaincy, even if the result is zero or negative. A card without an appearance does not qualify as playing for captaincy.
The fallback is resolved after the gameweek's matches have reached their final selection status, so it can remain pending during live or double gameweeks. If neither captain nor vice-captain plays, nobody receives the multiplier.
The multiplier applies to the player's points, not to the entire squad or your transfer deductions. If a player has two matches in the same gameweek, both matches contribute to their captaincy total.
6. How do automatic substitutions work?
Normally, only your final scoring XI earns points. If a starter does not participate during the whole gameweek, the game checks eligible reserves once the round's fixtures are resolved. A starter who plays stays in your scoring XI even with zero or negative points.
Only your reserve goalkeeper can replace your starting goalkeeper. For outfield players, the system fills as many eligible empty places as possible while preserving a legal formation, then follows your chosen bench priority. A reserve can be skipped if including them would break the formation rules.
A reserve must have participated to come on. A player who receives scoring deductions for cards, even without playing minutes, is treated as participating for automatic substitutions. This differs from the appearance requirement for captaincy.
If no eligible replacement is available, the unfilled starter contributes zero. A player with more bench points does not automatically replace a starter who played. With Bench Boost, all 15 players count and automatic substitutions do not add extra points.
7. How are points awarded?
| Action | Points |
|---|---|
| Played 1–59 minutes | +1 |
| Played 60+ minutes | +2 |
| Goal by GK | +10 |
| Goal by DEF | +6 |
| Goal by MID | +5 |
| Goal by FWD | +4 |
| Assist | +3 |
| Clean sheet by GK/DEF | +4 |
| Clean sheet by MID | +1 |
| Every 2 goals conceded | -1 |
| Yellow card | -1 |
| Red card | -3 |
| Own goal | -2 |
| Transfer beyond free allowance | -4 |
Points are calculated separately for each match and added across the gameweek. The appearance awards are alternatives: 60 minutes or more earns 2 points in total for appearance, not 1 plus 2.
Goals include penalties scored and use the player's fantasy position. Assists are awarded from the verified match data. There are no bonus points or separate awards for goalkeeper saves, penalty saves or penalty misses.
Your gameweek score is the sum of the players who count, including the captain's multiplier, minus transfer deductions. Defensive and disciplinary conditions are explained in the next topic.
8. What are the clean-sheet and card rules?
A clean sheet requires at least 60 minutes played and no goals conceded during the player's relevant time on the pitch. Goalkeepers and defenders receive 4 points, midfielders 1; forwards receive no clean-sheet points. These awards require verified playing-time and goal data.
For goalkeepers and defenders, every complete pair of goals conceded during the relevant exposure costs 1 point: 0–1 goals costs 0, 2–3 costs 1, and 4–5 costs 2. Midfielders and forwards do not receive this deduction.
After an ordinary substitution off, later goals conceded do not affect that player's defensive score. After a red-card dismissal, goals conceded through the end of the match still count against the dismissed player's defensive score; the red card does not add playing minutes. Stoppage-time events are included.
A yellow card costs 1 point, a red card 3, and each own goal 2. A dismissal for a second yellow is scored as a red card without an additional yellow-card deduction. A separate yellow followed by a straight red can incur both deductions.
Missing or unverified defensive data is not treated as proof of a clean sheet. Live points can therefore change when minutes, events or official corrections are confirmed.
9. How do the four chips work?
Each chip is available once per season. You can use only one chip in a gameweek; they cannot be combined. Confirm it for the intended editable gameweek before the deadline. A confirmed chip is recorded as used and cannot be cancelled or moved to another round.
Wildcard: make unlimited transfers without points deductions for that gameweek. Your new squad stays with you afterwards.
Free Hit: make unlimited transfers without points deductions for one gameweek. Afterwards, the squad and bank saved when you activated the chip are restored. Transfers completed before activation are part of that saved squad.
Bench Boost: points from all 15 squad players, including the four substitutes, count for that gameweek. The normal captain multiplier still applies.
Triple Captain: your captain scores three times their points instead of twice. The vice-captain inherits the triple multiplier if the captain does not play and the vice-captain does. If neither plays, there is no multiplier and the chip remains used.
Chips do not waive squad, budget, formation or club rules. Their benefits apply only to the selected gameweek, including any multiple fixtures assigned to it.
10. What happens with postponed or multiple matches?
Points belong to the gameweek to which a fixture is assigned in the game. A player with multiple fixtures in one gameweek can score in each; a player with no fixture has no match points for that round.
Postponed or cancelled fixtures do not generate points for events that never happened. Schedule changes and gameweek reassignment can create blank or double gameweeks. Follow the fixture list and deadline shown in the app rather than assuming a match will keep its original date or round.
During live matches, points and rankings are provisional. Substitutions, captain fallback and defensive points may remain pending until the required match and appearance data is available. Verified corrections may change previously displayed totals and rankings.
11. How do rankings and leagues work?
Rankings use your counted gameweek points, including captain and chip effects and transfer deductions. Your season total accumulates eligible rounds; creating a team partway through a season does not award points for earlier gameweeks.
When total points are equal, fewer counted transfers gives the higher position. Teams equal on both measures share a rank. Initial setup and transfers covered by Wildcard or Free Hit are excluded from this transfer tie-break.
Public and private leagues compare their eligible member teams using the same scoring rules. Your team is shared across your leagues: joining another league does not give you a separate squad or extra chips.
12. How do I save changes or reset my team?
Confirm changes and wait for a successful save before leaving. A local draft, loading state or failed request does not replace your saved team. If the deadline passes before confirmation, the locked gameweek cannot be changed.
Reset Fantasy Team is a fresh start, not a way to reverse a transfer or replay a round. It removes your existing fantasy team and its associated history and league memberships. A new team starts under the current entry rules without inheriting the deleted team's points.
A fantasy-team reset is separate from deleting your account. For a scoring or saving issue, contact support@kora212.app with the gameweek, player or team concerned and a description of the issue. Never send your password or verification code.