Squad Locking
Most Kings League Competitions follow a familiar format, a regular Matchday phase which is usually the longest stretch of games time wise. A Playoffs phase which includes the likes of Last Chance, Quarter Finals etc, and ultimately the Final.
Within each of these phases we have Stages, which comprise the matches themselves. Kings League Fantasy locks teams at the scheduled time of the first game of the stage. Teams are then unlocked one day later, depending on how tight together the stages are. If stages are close to one another, such as during playoffs, the time between stage lock and unlock may be shortened.
Once Squads are locked there can be no more changes to one's team. No transfers made, collectibles added or Secret Cards applied. They are fully locked, until they unlock. Managers must ensure all their tactics are in place ahead of the Squad locks.
Scoring Model
All of the match stats come from the Official Kings League Stat provider, Kama. They watch all matches thoroughly, tracking and tagging information such as goals, tackles, shots and blocks. This data can be found in players overall performance modals, and are used against our own scoring model to create the Fantasy Points results.
The fantasy takes important information such as the player, his position (defence, midfield etc) and multiplies certain stats to give us a fantasy score. These are then combined to give the player his overall match score.
All players who step on the pitch start with a base of 6 points, and their performance, along with the match result affect their final Fantasy score.
Please note this scoring model has been revised post Kings World Cup Nations BETA.
Substitutes
The Kings League Fantasy offers players a single slot per position as a substitute. The only exception here is presidents, as presidents can not ‘miss’ a game, and are always included in the scoring.
There can be times when a player is injured at the last minute, has personal circumstances which affect his availability or is simply left on the bench and does not play. In any of these instances, this player will not be awarded ANY points at all. Only players who have stepped foot on the field and gained minutes played are eligible for receiving a Fantasy Score.
If a player in your active line-up does not receive any Fantasy Points, your substitute will then be checked for a Fantasy score in their place. If the substitute did play and earn points, their score will be valid to be added to your total for that gameweek, substituting for the outfield player who was unavailable or benched.
Presidents
Presidents are a new addition to the Kings League Fantasy Line-ups and offer an additional area of tactful play for managers to utilise. In most instances Presidents often do not step onto the pitch, and as such, will instead always be included in the scoring models to obtain points. Most points in that case will come from the teams result, but with some president also obtaining points for the likes of a president shootout (counted under the Shootout goal and missed scoring).
Another area for presidents to be awarded points, unlike players, is score difference. Rather than points predominantly coming from the final result, score difference adds an additional layer of variety and management.
If the final result is Team A 9 - 4 Team B, that equates to a score difference of 5. Team A Presidents will gain a bonus 5 points here, whilst Team B will be hit with a negative 5. You will need to keep an eye on who is playing who in order to maximise from this stat.
Please note, Kings League Fantasy reserves the right to determine who does, and does not get the President Role. For example, Kelvin Oliveira in Brazil is a regular top player, and could become overpowered if given the President role, as such he may be left to be classed as a Forward due to circumstances.
Secret Cards
Secret cards are redeemable boosts which can manipulate the stats and scoring model calculations. They may add, subtract or multiply and may even be based on conditionals. They add an additional level of tactical play, with managers deciding which boost to give which player and in what position. This adds further variability to the leaderboards and can make the difference between clinching the title or coming close.
Secret Cards can only be applied to a player once. If that player is removed from the team, the secret card leaves with them. An applied Secret Card can not be pulled back into a manager's inventory, and as such managers should be careful when selecting which to use.
Secret Cards last for the upcoming stage only, and managers will need to reapply new cards the following stage. Secret Cards may be used across all your active line-up and substitutions, but are limited to one card per player.
Most can be used as many times as you wish, for example a Golden Boot could be used on every player if the manager chooses. The only current exception to this rule is the latest Team Captain Card. The Team Captain may only be used on one player per stage, and since it can not be removed once applied, managers should pick their captain carefully.
Below is a full list of currently available Secret Cards:
Golden Boot
Every regular goal (excluding penalties and shootouts) will earn a 25% Point Boost
Regular Goals x 1.25
Victory
If your chosen player's team wins in regular time, you get an additional fantasy point
Win + 1
Double MVP
Double Points for Match MVP
MVP x 2
Golden Glove
Keepers with this Secret Card earn 40% extra points per save
Goalkeeper Saves x 1.4
Redemption
Reduce goals conceded negative points by 50%
Goals Conceded x 0.5
Playmaker
Your chosen Playmaker gets a 50% Boost per Assist
Assists x 1.5
Team Captain
The most powerful secret card gives a 50% boost to every performance stat, not including the base points. As such the Team Captain may only be applied ONCE per gameweek, per league, so make your pick wisely as it can not be changed once applied.
Classic Mode Only Cards
Contract
Contract used in Classic Mode to defend players from the steal card. Contracts last for a single stage and may be reapplied after squad lock. A player may only be contracted a maximum of 2 times by the same manager over the course of a competition.
Steal
Used in Classic Mode to steal a player from another manager. Only 2 steals may be attempted per stage. If it is used on a player who is contracted, or transfer locked the Steal fails. If the card is successful in stealing a player, the manager using the card must pay the player's current price plus an additional 50% as a release clause. Steals may not be used for 1 hour prior to squad lock, or within 1 hour of squads reopening.
Collectibles
Collectibles have been at the heart of Kolex since the company began, and we create a vast array of card designs for people to collect and love, and with Kings League, use and showcase as part of their team lineups.
In Standard Mode leaderboards, these collectibles offer no bonus or benefit, other than making your team look visually stunning, and who doesn’t want that? Perfect for sharing on socials.
It’s with the leaderboards where the collectibles utility really starts to come into play. We have collector leaderboards within sets and seasons which may be used to distribute prizes, and of course their use within your Fantasy team. There are a few factors which determine the power of a collectibles card which we will explain below.
Tier
- Card Tiers are the biggest factor in the strength of a card. Each tier has a general range of points, however please note that these are not set in stone, and there may be instances where points fall outside of these guidelines.
Season
- Season can also pay a contributing factor, with cards from previous seasons given a boost to the above numbers at a value of 5% per season. Collection score examples:
- 2024-25 Common: Min 11.5 Max 31.5
- 2023-24 Common: Min 13 Max 33
Range
- Card range and the number of cards minted can also play a factor in the score. The higher this range is, the larger the number of cards the min / max score range is spread across. This means, for example, that not all Epic with the same mint number will have the exact same score.
Mint Number
- Each unique collectible is broken down further into unique Mint Numbers. For example, a 2025-26, Kings World Cup Nations Dream Team, KELVIN was minted 50 times. Each one of these Mints has a unique mint number to that card between A1 and A50. The A1 will always get the maximum score possible and is the most sought after for both Collectors and Fantasy Managers alike.
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