Anti.football is a fantasy football browser-based game, where you compete with your friends or players from entire world by selecting your own football squad out of database of real football players. Compared to other fantasy football games where you are supposed to choose the top scorers in the game of football, anti.football turns that upside down! Here, you are supposed to pick the ones who score the least. But hang on there for a second, it’s not that easy!
Quick glance of anti.football rules for seasoned players
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The best score in the gameweek is the lowest score. Think of golf. Aim for the zero!
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Even if player does not play a single minute in the game (for whatever reason) he will record a default amount of points in that gameweek. Default amount of points for 0 minutes played in a gameweek is 5.
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If you your captain haven’t played a single minute, he won’t be replaced and he’ll record twice the default amount of points. Choose wisely!
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Try to spend as much of your budget as you can before each deadline. Every unspent amount will count against your gameweek score!
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Keep reading to find out where’s the catch in more detail, and how to actually be good at anti.football.
Each player is given budget of £100 million to select their squad. You don’t have to spend all of your funds, but every unspent budget amount at the gameweek deadline will be added to your score for that particular gameweek – £1m equals to 1 point, by application of round half up rule.
You can select up to 3 players from a single team, and then it’s pretty straightforward. To complete your squad, you must select:
From your 15 player squad, you have to select 11 players before the gameweek deadline. Your points will be collected by these 11 players only. They can be chosen freely, as long as you adhere to simple formation rules: at all times, on the field there must be exactly 1 goalkeeper, at least 3 defenders and at least 1 forward. If one or more players does not play a single minute during the gameweek, he will be automatically substituted, if possible without braking formation rules.
Players on your bench provide cover for a situation when some of players from your starting lineup are not playing, either by manager’s decision, due to injury, match postponements, or any other reason.
Based on a player’s position on your bench, substitutions are processed automatically at the end of the gameweek as follows:
You must nominate captain from your starting lineup. Points that your captain scores will be doubled. Have in mind that your captain cannot be substituted! If, for some reason, player that you have chosen as a captain has not played a single minute, his score for the gameweek will be doubled to 10. Choose carefully!
The most important aspect of any fantasy game is how will your players score points! In anti.football, players will be allocated points based on their performance in the games during the season. Core scoring systems is familiar to all experienced players, and is as follows:
Action
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Points
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For playing less than full 60 minutes
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1
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For playing 60 minutes or more
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2
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For each goal scored by a goalkeeper or defender
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6
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For each goal scored by a midfielder
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5
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For each goal scored by a forward
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4
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For each goal assist
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3
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For a clean sheet by a goalkeeper or defender (if played more than 60 minutes)
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4
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For a clean sheet by a midfielder (if played more than 60 minutes)
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1
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Action
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Points
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For every 3 saves by a goalkeeper
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1
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For each penalty save by a goalkeeper
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5
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For each penalty miss
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-2
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For every 2 goals conceded by a goalkeeper or defender
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-1
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For each yellow card
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-1
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For each red card
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-3
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For each own goal
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-3
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It becomes quite clear that in anti.football, stars will be footballers who play only few minutes, and manage to collect cards and concede goals in that short period of time!
For sake of clarity, here is short summary of terms used in the points table:
And now comes the fun part! As mentioned earlier, three most important unique features concerning points scoring of anti.football are:
Action
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Points
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For playing 0 minutes
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5
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As addition to former rule, if captain plays 0 minutes
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10
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For every unspent £1m in the bank (by application of round half up rule)
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1
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But, that is not all!
To make things even more fun, we at anti.football have included combo scoring system that makes it a must to select players who serially commit following offences:
Action
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Each penalty miss after first in the season for any particular footballer is awarded with additional -2 points. And that’s multiplied. That means first penalty miss is -2, second is -4, third is -6 and so on into oblivion!
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Exactly the same rule as above is applied to own goals scored by particular footballer. First one is -2, then -4, followed by -6, etc.
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Red cards differ a bit, but follow the same logic: -3 points for first red card in the season, -6 points for the second, -9 for the third, and so on.
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With yellow cards, situation is even more interesting. Footballers tend to get more of these during a season, if you haven’t noticed, so: 1st to 4th yellow card in a season is valued -1 point; 5th to 9th is valued -2; 10th to 15th is valued -3 and so on (and unlikely).
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It is now obvious that by careful following of statistics and footballers’ form and behavior, and with slight divine intervention in the form of luck, you can get pretty large point deductions and become really good at being bad. This will be particularly true as season unfolds, and possibilities for combos become more plentiful.
Finally, at the end of every day in the gameweek, points recorded will be finalized, and they won’t be adjusted even in a situation when some official’s decision is changed, or for example, a goal scorer is changed by the football commissions.
You are, of course, allowed to conduct transfer throughout the season.
After selecting initial squad, you can buy and sell players in the transfer market between the gameweeks. Until your first deadline in the season, you may perform unlimited transfers.
After first deadline is reached, you will receive maximum of 4 transfers on each gameweek. However, you cannot save transfers for future gameweeks, and at no point will you be able to do more than 4 transfers in one gameweek.
As you buy and sell player on transfer market, their value increase or decrease, based solely on demand for them. The more popular specific player is, higher his price will become. Think about it when managing your budget!
If player’s value have increased during his stay at your squad, when you decide to sell that player, you will receive full profit based on his new value. Players value is changed based on the transfers performed by all anti.football users, following our unique algorithm.
If at some point real football transfer occurs due to which your squad limit of maximum of 3 from the same club is breached, you will be able to carry on playing for as long as you don’t make any transfers. When you decide to make some changes to your squad, you will have to drop one of the extra players from the same club, to stay within maximum of 3 limit.
After selecting your squad, you can create and join leagues to compete with friends and other players in the game.
There are two basic types of leagues, private in public.
Upon creating a team, you are automatically assigned to two public leagues:
But real fun is of course in private leagues , where you compete against your friends. After you create your league you will receive unique league code which you have to provide to your friends to join. You can create or join up to five different private leagues. There are two types of scoring used in private leagues:
Classical scoring refers to the leagues where teams are ranked based on their total points in the game (sum of points in all gameweeks). Team with the least points at the end of the league is the winner. There’s no limit to number of players in the classical scoring league, unless creator chooses to set it. Additional, all public leagues are classical scoring leagues.
head-to-head scoring – In leagues with h2h scoring, every team plays match against another team in the league on the each round. The match result is based on the gameweek’s score of each team. Winner is the team with the least point in the end, and that team will receive 3 points, while loser receives 0 points. In the case of a tie, each team receives 1 point. Players are then sorted by those points, like in real-life football league. As a tiebreaker in the event of the same number of points on the table, overall score is used. The less the better, of course! Maximum number of players in h2h league is 20, although it can be set at lower number by league’s commissioner. If number of players is odd, bye team in given gameweek will play against “average points” team of that league in that particular gameweek. It is no possible for new teams to enter h2h league that already has started, due to already made league schedule before the first gameweek of h2h league.
Private leagues can be created after the football season has already started. Also, league creator can manually choose which gameweek will be the first gameweek for which the league he has created.
If you are late bloomer, and missed out to create team for Gameweek 1, do not despair! You can still play and have a lot of fun.
However, in order to keep game fair to users who joined earlier, you cannot start with 0 points. Instead, you will get default number of points for gameweek, which would be exactly the same as if none your players played any minute (60 points), multiplied by number of gameweeks that player missed.
This is equal to starting some classical fantasy football game with 0 points midway throughout the season!
Now it is time to create your very first anti.football team! If you have any additional questions, please do not hesitate to contact us on our social network accounts that can be found below!