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How to Play

Build a 15-player squad, choose your starting XI each gameweek and earn points from real HKPL performances. Here are the rules.

1. Your squad

  • 15 players within a 100.0 budget.
  • 2 goalkeepers, 5 defenders, 5 midfielders, 3 forwards.
  • At most 3 players from the same club.
  • Player prices move over the season with transfer demand.
  • A price never falls below a minimum for the position: 3.0 for goalkeepers and defenders, 3.5 for midfielders, 4.0 for forwards.
  • When you sell a player you keep only half of any rise in their price since you bought them, while a fall is taken in full. So a player’s sale value can be lower than the price shown on their card.

2. Your starting XI

Before each deadline, choose 11 starters and set the order of your 4 substitutes. Your XI must have exactly 1 goalkeeper, at least 3 defenders, 2 midfielders and 1 forward, with no more than 5 defenders, 5 midfielders or 3 forwards. Valid formations:

3-4-3 · 3-5-2 · 4-3-3 · 4-4-2 · 4-5-1 · 5-2-3 · 5-3-2 · 5-4-1

If a starter plays 0 minutes, a substitute is automatically brought on in your bench order, as long as the formation stays valid. The same applies when a player’s club has no fixture that gameweek.

Not every club plays every gameweek, and some play twice. A gameweek is a window of dates rather than a single round, so the number of matches varies: your player’s club may have no fixture that gameweek, one, or two. Blanks are common and often hit several clubs at once; doubles come round a few times a season. Since you can hold up to 3 players from one club, both are worth checking before the deadline.

If you don’t change anything, your last lineup carries forward. If you have a full squad but have never picked a lineup, one is chosen for you at the deadline: a 4-4-2 of your most expensive players, with the armbands going to your two priciest outfielders. An incomplete squad scores nothing — there is no legal XI to pick from.

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3. Captain & vice-captain

Your captain scores double points. If your captain plays 0 minutes, your vice-captain takes the armband instead. Both must be in your starting XI and must be different players.

4. Transfers

You get 1 free transfer each gameweek, and unused free transfers roll over, so you can bank up to 5. Each transfer beyond your free ones costs −4 points. Transfers must be made before the deadline.

5. Chips

You get four chips each season. Use one per gameweek and each once per season. Your chosen chip locks at the deadline with the rest of your team.

  • Wildcard: unlimited free transfers that gameweek with no points hits; squad changes are permanent.
  • Free Hit: unlimited free transfers for a single gameweek; your squad reverts the next gameweek.
  • Bench Boost: points from all 15 players count, including your four substitutes.
  • Triple Captain: your captain scores triple instead of double.

Bench Boost and Triple Captain pay most in a gameweek where your players have two fixtures, and least in one where several of them have none — see section 2.

6. Deadlines

Each gameweek’s deadline is 2 hours before its first kick-off. Your team locks at that time: you cannot change your squad, starting XI, captain or transfers for that gameweek. We save a fixed record of your team to calculate its points.

If a match is postponed, it stops counting in its gameweek: it no longer sets the deadline, and its players score nothing from it there (auto-subs cover a starter left without a match). When it gets a new date, it moves to the gameweek that date falls in and scores there.

Prices are checked once a day at 06:00 Hong Kong time, and again when the gameweek locks — after the deadline has passed, so the last hours of a gameweek count too.

7. Scoring

Points are awarded per player, per match:

Event
EventPoints
Playing 1–59 minutes+1
Playing 60+ minutes+2
Goal by a goalkeeper or defender+6
Goal by a midfielder+5
Goal by a forward+4
Assist+3
Clean sheet, GK/DEF (60+ mins)+4
Clean sheet, MID (60+ mins)+1
Every 3 saves by a goalkeeper+1
Penalty save+5
Penalty miss−2
Yellow card−1
Red card−3
Own goal−2
Every 2 goals conceded, GK/DEF−1
Bonus points (1st / 2nd / 3rd by performance score, each match)+3 / +2 / +1

A player must play 60+ minutes to earn clean-sheet points. Bonus points go to the best performers in each match, ranked automatically by a performance score from goals, assists, clean sheets, minutes, goalkeeper saves, cards, goal-line clearances, errors leading to a goal and penalties conceded: +3 for first, +2 for second, +1 for third. Players level on the score share the same bonus — a tie for first pays +3 / +3 / +1, a tie for second +3 / +2 / +2. Scores may be corrected by administrators.

Frequently asked questions

What is HKPL Fantasy?

HKPL Fantasy (港超 Fantasy) is a free, fan-made fantasy football game for the Hong Kong Premier League. Pick 15 players, choose a captain and set your starting XI before each gameweek deadline, then compete in private leagues. It is not affiliated with the HKFA or HKPL.

How much does it cost to play?

It is completely free, with nothing to pay to play.

How do I build my squad?

Pick 15 players within a 100.0 budget: 2 goalkeepers, 5 defenders, 5 midfielders and 3 forwards. No more than 3 can come from the same club.

How does scoring work?

Players earn points from real HKPL matches: a goalkeeper or defender goal is +6, a midfield goal +5, a forward goal +4, an assist +3, and a clean sheet +4 for a goalkeeper or defender. Your captain scores double.

How do transfers work?

You get 1 free transfer each gameweek and can save up to 5 unused free transfers. Each extra transfer costs −4 points. Complete all transfers before the gameweek deadline.

When are the deadlines?

Each gameweek’s deadline is 2 hours before its first kick-off. Your team locks at that time, and we save its details to calculate your points.