Game Rules for Private Leagues on fantacalcio.it

Very often it happens that users turn to Fantacalcio.it in search of an elusive “general game rules”. Let’s clarify it immediately, an official document does not exist, neither here nor elsewhere. And it makes no sense to exist if we want to conceive it as a rigid and binding sequence of rules. It would be inconsistent with the concept of our gaming platform, designed with the specific task of being customizable as much as possible. What we want to provide you instead is a track for the creation of your own regulation, to be drawn up on the basis of specific needs and preferences. A path that will guide you through all the key points that must be present in a good regulatory document in order to play in peace and without incurring difficult situations. And we won’t shy away from skimping on some good advice. Before going into the single aspects that must be contemplated in a regulation, we make two basic distinctions regarding the system and type of game. The first basic choice to make is related to the game system.“Classic” for traditionalists , the exclusive ” Mantra Rules ” for those who want a more intense and evolved gaming experience. Although most of the following sections are common, the specificities of the two systems will ensure that some of them are exclusive to both modalities, an aspect that will be clearly indicated in the discussion. The type of game, on the other hand, refers to the distinction between the leagues of friends who clash in “head to head” leagues and leagues formed by a large number of participants who usually compete in “1 vs all”. Also in this case, where necessary, there will be a clear indication if a certain section refers only to one of the two types of game. Let’s see in detail all the aspects to worry about in order to create a good regulation.

  1. Single / multiple availability of players
    The choice of multiple availability of players is generally required in leagues that opt ​​for the type of game that we have defined 1 vs all . Alternatively it is an optional choice.

    Our advice : the choice of single availability is the most natural one for leagues between friends with up to 12 participants (regardless of whether they are Classic or Mantra). Every now and then we happen to hear who goes up to 14; in this case we would be really at the limit, feasibility should be linked to the very frequent possibility of acting on the market.
     
  2. Squad size and structure
    In general, squad size should be related to the frequency with which you can make the market. The less frequent the repair sessions are, the more useful it is to strive for larger squads.

    2.1  With the Classic game system, the total size of the squad and its subdivision into role categories (goalkeepers, defenders, midfielders, forwards) must be identified. It is also possible to choose to manage numerically indefinite squads (in reality there is a maximum system of 90 men in the squad: 15 goalkeepers and 25 for the other categories of role).

    Our advice: the standard setting is the one that provides squads of 25 players (3-8-8-6). If you opt for the indefinite number, remember to establish mandatory minimum roles such as to ensure the deployability of the formations (example: if you set the 7-man benches, a minimum squad must have 18 assorted components per role in order to satisfy the requirements of at least one game module).

    2.2  With the Mantra game system there is greater freedom, only a minimum of 23 men in the squad including 2 goalkeepers must be respected. There should be no cage relating to the roles, the fantasy coach here is also a manager and assortes his squad according to his preferences and tactical plans (here too there is a maximum system of 90 men: 15 goalkeepers and 75 movement players).

    Our tip : The ideal number of players for a mantra squad is 28/30. Also not bad is the hypothesis of leaving the individual fantasy coach a free range (for example from 25 to 32) of players to be included in the squad.
     
  3. Credits available
    This is a choice inextricably linked to the reference valuations: standard equipment if you play with official prices, absolute freedom if you make an auction with friends.

    Our advice : If your purchases are linked to official quotations, it is advisable not to stray from the recommended standard equipment (250 for 25 Classic players, 280 for 28 Mantra players), except for minor adjustments, especially if you have chosen non-standard squads . In the event that you make an auction between friends detached from the quotations, you can freely choose an amount of credits of any size, the only important thing is that it is the same for everyone. Larger stocks will only create price inflation without upsetting any equilibrium.
     
  4. Allowed modulesAssessment to be made only in leagues with Classic game system (in Mantra ones the grid of modules is predefined). All the modules with which it is possible to deploy the training must be defined.

    Our advice : Use the standard modules: 3-4-3, 3-5-2, 4-3-3, 4-4-2, 4-5-1, 5-3-2, 5-4 -1. Eventually, if preferred, extend availability to emergency modules such as 3-6-1 or 6-3-1.
  5. Baseline assessments
    There are two potential avenues. Relying on the official quotations or giving a free market evaluation to the players (the one that comes out at auction). If you play with the type of game defined 1 vs all, relying on the official prices is a practically obligatory way.

    Our advice : The quotes provided by Fantacalcio.it are the result of careful work by a specialized staff and updated weekly on the basis of two combined algorithms that evaluate the attendance / performance of the players. However, if you do the auction with friends, we do not recommend using quotes as a starting point, it is much more sensible (and fun) to let the market make the price.
  6. Game data sources
    In choosing the data sources you need to make your own assessments on 3 distinct aspects. The role source, the vote source and the bonus / malus source. In the Fantacalcio.it leagues each single item is independent and not binding on the remaining choices.

    6.1 the source of roles: basic, in the Classic game system, is the list of roles proposed by Fantacalcio.it. Alternatively, and only for a limited number of players that can be defined as “at the limit” between one status and another, there is an editor on the platform with which to customize the assignment of roles. Any changes made with the editor must be clear to all participants before the preseason transfer. In the Mantra system, roles and quotes have a single source and there is no need to make choices.

    6.the source of votes: it is possible to choose, among those available, the reference source for the votes. You can choose between a traditional journalistic source (Fantacalcio), a statistical vote source (FG Statistical Score based on the revolutionary Alvin482 algorithm) or a summary editorial board (Redazione Italia).

    6.3 the bonus / malus source: the reference source is unique (Fantasy Football). But as far as the assists are concerned, it is possible to choose between the traditional mode and the innovative structure of the Quality Assist .

    Our advice : The offer on the voting sources is wide and able to satisfy any type of requirement. The journalistic editorial staff of Fantacalcio, made up of a team of specialists in the sector, is the only one to offer the much appreciatedFantacalcio Live Votes , a plus that has become a cult among fantasy coaches.
    On the other hand, those who wish to free themselves from the subjective considerations of the insiders, will be able to boast the brand new FG Statistical Score, generated by the powerful Alvin482 algorithm, a real revolution in the sector capable of generating objective performance indices of quality, precision and reliability.
    For those who want a more filtered vote as it is the result of a plurality of judgments, there is the much appreciated summary tool called “Redazione Italia”. As for the role source, we highly recommend the Fantasy Football source, which tends to always be careful to faithfully reflect reality without forcing.
    As for the assists, for all those audiences who love a critical and qualitative analysis of the events that take place on the pitch, the Quality Assist approach is definitely worth trying .
  7. Player Bonus / Malus Table
    The bonuses and penalties linked to the performance of the players on the pitch are all customizable by value and with reference to the role (in the Classic system the division is between PDCA, in Mantra only between goalkeepers and active players).

    Our advice: we suggest not to deviate too much from the classic bonus / malus tables: + 3 for goals scored (even on penalties), -1 for every goal conceded, -0.5 and -1 respectively for yellow cards and red cards, -3 for a penalty failed, +3 for each penalty saved, +1 for the assist, + 0.5 for the assist while standing (although for the latter many prefer to assign the same bonus as the assist in movement). The items relating to own goals (-2), the unbeaten goal of the goalkeeper (+1), the decisive goals for a draw (+1) or victory (+1) are optional.
    For those who choose the Quality Assist option, the indication is +1.5 for the “high” assist, +1 for the “medium” and +0.5 for “low”.
  8. Structure of the bench and rules on substitutions
    Unlike the Mantra system (see points 8.3 and 8.4 only) where the bench has an obligatory number (12), free deployment and a choice of only 3 predefined criteria for managing substitutions, in the Classic environment there are many the variables to be regulated before starting to play.

    8.1 Structure of the Classic bench: How large will the bench be? Are the distribution between roles and the order of deployment of the benches free or bound to a specific scheme? Always be very clear in regulating these aspects. Defining everything clearly from the beginning will avoid the inevitable onset of thematic discussions.

    8.2Classic substitution rules: there is another very important aspect to regulate and relating to the optional possibility of applying the module change in the event that a substitute of the same role is missing. If you make this choice in the Fantasy Football Leagues, taking into account that you will always follow the bench order to evaluate potential substitutes, you can choose whether to give priority to the change of form over a change for the role if there is an opportunity, or whether to use the module change only in a residual way, as a last resort in the absence of changes between equal roles. The activation of the module change is then obviously subject to the fact that the resulting module is one of those that you have made valid in your league.

    8.3Mantra substitution rules: the default mode is called BASIC and is the one that gives priority to the module deployed by the fantasy coach. Only if it is not reproducible without malus is it possible to switch to a potential module change (if this possibility is also inhibited, it is possible to switch to adapted changes with malus). However, it is possible to choose between two further alternative modes:
    EASY is a mode without module change. The initial module never changes, the system first searches with it solutions without malus and then, failing that, adapted solutions with malus.
    MASTER is a mode that does not give any priority to the base module over the other modules. The bench order will be totally in charge. The only hierarchical order in force will be the one that sees solutions without malus being a priority over those with malus.

    8.4 Number of available substitutions: The maximum number of substitutes that can be replaced, in case of absence or ‘without vote’, by reserves present on the bench must be decided.

    8.5 The management of the player without a cautioned vote: You must establish, and the Fantasy Football leagues give you the possibility, if the player in question is to be considered as any non-rated player and therefore needs to be replaced, or if you prefer that he remains on the field by taking a office vote (example 5.5).

    8.6Office reservations: It is an optional opportunity to be included, not mandatory. The official reserve is a fictitious player who takes over with an official vote established by you (example: 4) when you do not reach the 11 players to vote. For goalkeepers, a separate value can also be set (generally lower, for example: 2). Using the official reserve serves to reduce or eliminate the risk of playing in 10 players (or even fewer) and simulates the function that in reality the youth players do (a real coach with many injured or disqualified players, resorts to a young , does not play inferiority). In Fantasy Football leagues it is possible to limit the use of official reserves by not exceeding the number of substitutions available, or set it so that you always reach 11 in the field, even absurdly, making 11 substitutions and relative substitutions of official reserves if no owner plays. It is also feasible to set the use of the official reserve by limiting the possibility to a single player.

    Our advice: avoid intertwining rules that make understanding the substitution mechanism cumbersome. We recommend a bench with a fixed number of players and quite deep (7 are few), while we leave maximum freedom in the order of the same and on the substitution rules, although we are in favor of the residual option of changing the module. As for the number of changes, by tradition and assonance with real football it is often usual to set this quota at 3. However we are very inclined to advise you to raise this bar, given the objective gaps that a fantasy coach pays compared to a real coach who he is sure that the 11 chosen will go to the field. For the same reason we are also very much in favor of setting office reserves, even with the option that, regardless of the number of changes established, makes it possible to always get 11 valid votes. In fact, we find the widespread habit of playing with a vote of 10 or even fewer players, simply because it is something that does not find any confirmation in reality (never seen a real coach fielding less than 11 men?).
    For Mantra we recommend the BASIC substitution mode for newbies and the MASTER for the more experienced.
  9. Training delivery
    methods and  times 9.1 Delivery times: establish with certainty how many minutes before the first advance of the day the time to deliver the training expires.

    9.2 Delivery methods: without prejudice to the basic method, that is, the direct entry of the training into the Leghe Fantacalcio platform, decide whether to accept additional emergency sending systems (sms, various chats) always within the established deadlines.

    9.3 Management of undelivered training: What happens when a participant does not deliver the training? You have three options. Allowing the repechage of the last valid formation deployed in that same competition (assuming that one exists), leaving the user with zero points for the current day, or predicting a defeat at the table.

    Our advice : a right time as a timeout for line-ups can be 15 ‘before the first advance of the day. It is always good to have a little flexibility even with alternative forms of training delivery (but only for exceptional cases) perhaps using group chats. We are also in favor of the repechage of formations with the last valid inserted, if the purpose is to have fun the games must always be played.
  10. Factors and modifiers
    10.1 Traditional modifiers, in particular defense ones, are a mathematical tool created to favor tactical variety in a game system, the Classic, which always makes the user lean towards the most offensive scheme among those available. Now there are infinite versions of it covering all departments of the game, from the goalkeeper to the attackers. The free Fantasy Football Leagues platform offers you the most popular version for each game department with the possibility of customizing the bonus / malus output, but not the logical structure of the modifier. It should be noted that the use of modifiers in a league is optional and not mandatory.

    10.2Classic modifiers are not used in the Mantra game system. On the other hand, there is the defensive factor (D-Factor) which, although with dynamics in part similar to the classic defense modifier, has different objectives: it does not stimulate or alter the tactical component, but simply pushes to invest also in the back ward and not only in the mouths. offensive fire.

    10.3PERFORMANCE and FAIR-PLAY factors. The performance modifier goes to reward, or penalize, the performance of the team as a whole, enhancing the players dedicated to obscure work on the pitch and, more generally, those able to perform consistently even when they do not bear bonuses related to goals. or assist. The fair-play modifier, on the other hand, rewards teams that manage to finish a match without any player receiving cards. The PERFORMANCE and FAIR-PLAY factors are available both in the classic version and in the Mantra version and, to work, they have as a prerequisite to have 11 players per vote (they are not activated when you are forced to play outnumbered).

    Our tip:too much mathematics risks excessively altering the game dynamics, as far as traditional modifiers are concerned, limit yourself to the defense modifier which in a Classic league has its raison d’être. Defensive factor, or alternatively of performance, are particularly indicated in Mantra, as they further strengthen the concept of building a real “team” compared to a confused mass of bonus bearers.

    10.4 the CAPTAIN rule (optional function): if activated, the system allows you to select a captain and a deputy and to assign an additional bonus / malus based on the vote obtained. It is possible to choose whether to keep a fixed captain for the whole season or to give the possibility to set it for each single game.
  11. The scoring
    rules The scoring rules, that is the set of mechanisms that transform the points into goals, are a key element to be defined in leagues with head to head competitions. Instead, they are completely useless and unnecessary in 1 vs all mode.

    11.1 Goal threshold and bands. The score at which the first goal (threshold) is achieved and how many points the subsequent ones are scored must be defined. The bands can be constant or, for those who prefer it, customizable one by one.

    11.2Surroundings and related options. It is also optional to insert additional rules that need to be “corrected”, in certain situations, the scores created with the threshold and basic bands. For example, it can be established that, with two teams finished in the same band, the one with the highest score still wins if the difference in fantapunti is greater than a certain value. Or that, with teams in different scoring bands, a situation of tie remains if the difference in score points does not exceed a certain value.

    Our advice: The universal goal threshold is at 66 points. For the bands, your preferences matter a lot, but as a rule you do not go below 4 points and you do not go up beyond 6. As regards surroundings and similar, we recommend its use only and exclusively if all participants are familiar with the dynamics of these scoring correctors. The own goal option is interesting: it establishes that if a team falls below a certain threshold (example 55) an extra goal is attributed to the team that faces it.
  1. Market rules
    At the basis of a good regulation there is the set of rules governing the players’ market. This applies to both the preseason and the repair markets that take place during the current season.

    12.1 The timing of the market sessions: from the beginning, set specific dates for the various markets you want to carry out during the year. The choice of how many sessions to be done in the season is entirely optional, but it is important that the dates of one market never overlap with those of another market.

    12.2 The types of market: there are various ways of making a market. The use of a pre-season format does not exclude, if you prefer, the use of other types of repair market.

    12.2a Off-line auctions. That is, those that are done without the aid of the gaming platform, seeing each other up close or even through collective chat (the term off-line is to be understood in this case in a broad sense). The most common auction management methods are “on call”, “random” (total or by role) or “with sequential order” (alphabetical, role, price, etc.)

    12.2b  Ordinary markets with quotes. Almost obligatory option in the 1 vs all game type. They are the most popular ones in general for those who opt for the multiple availability of players. The user makes his purchases and sales by interacting with the list and through the quotation parameter. 12.2.c Auctions in e-bay mode. That is, a system of online public auctions managed with the typical methods of the famous virtual auction house.

    12.2d Offers in Closed Envelopes. A mode particularly suitable for those who love gambling given their performance in the “dark”. Unlike auctions, in fact, each user does not know the extent of the bid made by others (and in some configurations they do not even know if someone has bid for a certain player).

    12.3 The number of changes available: for each repair market session, a possible ceiling must always be defined on the number of changes that can be made by each individual team, unless you want to make it unlimited. By “exchange” we mean an operation made by a release and corresponding purchase. It must also be established whether you intend to count as a change (or as an extra) the replacement of a player who no longer plays in Serie A.

    12.4The possibility of trading: also regulate the possibility of trading between teams, in which market sessions it is allowed and if the exchanges are subject to particular constraints.

    12.5 Credit recovery: first of all, establish whether the residual credits at the end of the preseason transfer will be made available for the subsequent repair sessions. Then clearly establish how many credits each release entitles you to (zero, one, half, the purchase price, the current price or whatever). The situations relating to:

    12.5a voluntary releases are regulated : they are those that the user does voluntarily, replacing a player in his squad who continues to play regularly in Serie A.

    12.5bforced releases: these occur when a player in the squad leaves Serie A (transfer market or contract termination). It must be decided whether the user has the possibility (and how) to replace him immediately or is forced to wait for the subsequent market session. And also what happens in the event that a further market session is not available.

    12.5cthe promise of release (optional function): If you do not have places available in the squad that allow you to create a new auction / envelope or to make a relaunch for auctions in progress, you can make a promise to release by indicating the player of your squad that you want to release when and if you win the auction or the envelope. Only in this case, the release promise is confirmed and the relative release quote is automatically credited (mind you, the simple promise does not release credits for the current auction / envelope, but only the potential place in pink). It is however possible to release a player previously indicated in a promise of release according to the ordinary procedure. In that case, the vacated place in pink will remain associated with the auction or envelope pending outcome,

    Our advice: Here too, our advice is oriented towards simple and transparent market structures, where all the aspects we have listed are covered. Cumbersome rules only risk complicating your life. Choose the type of market you prefer and of which you are sure that all users have a clear understanding of the dynamics (in particular for e-bay auctions and envelopes). When you set a number of available changes, leave as extras (not counting them) the substitutions of players no longer in Serie A (also because this is the way the Fantasy Football Leagues platform behaves). Avoid late season trading sessions, you will decrease the risk of suspicious trades. Do not insert player substitution rules linked to injuries, whose timing is always uncertain. It would end up being just a source of discussion.
  1. Competitions
    In each league it is possible to create an indefinite number of competitions. They can, if they wish, also overlap one another. You must establish the type, method and schedule from the beginning.

    13.1 The types of competitions

    13.1a The competitions on the calendar: they are those with round-trip rounds (even multiple) in the Italian style, similar in structure to the Italian Serie A

    championship . 13.1b The competitions in groups: simulate the structure of the Champions League League, of the scheduled groups whose qualifiers make a second phase in direct clashes until the winner is outlined.

    13.1cThe direct elimination competitions: simulate the structure of the Italian Cup with a tennis scoreboard that leads, turn by turn, to define the winner.

    13.1d 1 vs All competitions: these are the typical ones of the homonymous type of 1 vs all game. You do not play against an opponent but accumulate points day by day which then flow into a general classification.

    13.1e Formula 1 style competitions: conceptually similar to 1 vs All. Except that in the general classification do not converge the phantom points accumulated round by round, but the points defined by a special grid assigned based on the placements that users get in the individual days.

    13.2The criteria for settling the parity in the standings: it is very important to establish from the beginning the criteria for the ordering of the final standings in case of finishing on equal points. In head-to-head leagues with ranking you can, in the free Fantasy Football Leagues platform, choose and order the following criteria: sum of points, goals scored, goals conceded, goal difference, detached ranking (only points -no goal- made in head-to-head matches). In the 1 vs all or F1 championships, on the other hand, a good criterion would be to reward those who have won more days.

    13.3 The home bonus: In all head to head competitions it must be established whether the home team is entitled to an extra bonus that simulates the home factor.

    Our advice: Definitely to do more competitions. The smaller ones (the cups) better if staggered in various phases of the season, so as to always give all participants a new opportunity to get involved if things go wrong in the main competition. Always establish the criteria for managing parity in the standings at the beginning of the season, we do not express preferences on the type of criterion but we reiterate the need to define it. The house bonus set to +2 is one of the historical pillars of any regulation that includes competitions with head to head.
  2. Entry score for replacements
    Rule to be provided only in 1 vs all competitions. That is, it must be established what happens when a participant takes over after the competition has already started. The most common way is to assign a political score for all the days already played.

    Our tip : the new participant receives 66 points for each day already played in the competition.
  3. The management of postponed matches
    International competitions, weather emergencies or other reasons can lead to the shifting of some matches on the calendar during the year. It is very important to decide what to do in these situations. There are two options: wait for the recovery or assign the 6 politicians to the players deployed and belonging to the teams to be postponed. Attention: the games played in the lapse of time between the end of the previous round and the beginning of the next one compared to the one in progress, should not be considered anomalous advances or postponements and the hypothesis of a political 6 should not be taken into consideration.

    Our advice: When appropriate use the 6 politicians. Waiting indefinitely is particularly not recommended if you do cup-type competitions, a pending round can in fact make subsequent rounds that were scheduled before recovery (which marks the end of the previous round) unplayable.
  4. Ethical rules
    If you want to punish some of the participants who, during the season, may engage in unfair practices (for various reasons), insert a real small penal code into the regulation. And, for each potential violation of the same, what kind of penalty corresponds.

    Our advice : Very often you ask us what to do to punish the person who is guilty of a certain behavior. We are not an ethical court, nor do we want to fuel controversy and quarrels between you. So we will always tend to abstain. One more reason to self-regulate right from the start. A clear rule, among other things, extinguishes the controversy already in the bud.
  5. Entry fees and prizes.
    Item of the regulation at your sole discretion.

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