Match Types
FoxLeague offers four competitive contexts. All four follow the same core rule: matches use only your fully synced on-chain stats. Every player who takes the pitch loses condition, including a substitute who comes on during the game; a substitute who stays on the bench pays nothing.
| Mode | ELO | Cost | Player XP | Stakes |
|---|---|---|---|---|
| Casual | No change | Condition only (5 per appearance) | None (AI opponent) | None |
| Ranked | +/- ELO | Condition only (5 per appearance) | None (currently off) | Leaderboard climb |
| 1v1 Challenge | +/- ELO (varies by tier) | FOXSY entry plus condition (10 per appearance) | Yes | 90% of pool to winner |
| Tournament | +/- ELO (Silver/Gold only) | FOXSY entry (Silver/Gold) plus condition (10 per appearance, Bronze too) | Silver/Gold only | 45/30/15% of pool by placement |
Attribute XP for your players comes only from paid play: Silver and Gold tournaments plus 1v1 challenges. Casual games are played against an AI team and grant none. Ranked matches do not award XP at the moment. Bronze tournaments grant neither XP nor ELO.
How much XP a match gives a player depends on the shirt he wore in it, not on the card’s position: the keeper’s shirt earns XP for distance run, passes, completed passes, saves and catches; a back-line shirt for distance run, dribbles, passes, completed passes, tackles and interceptions; every other shirt for all nine match actions. Each role has its own scale, so an average match earns about the same XP in every shirt (see XP by shirt).
Each player earns attribute XP in at most 3 matches per day. A fourth XP-earning match that day still counts for career stats and ELO, but it awards no XP. The daily count resets at 14:00 UTC.
The same paid play is what counts toward a card’s competitive matches, the number behind its match gate for fusion, listing and the transfer lock (see Marketplace): every Silver or Gold tournament match and every 1v1 challenge the card takes the pitch in. Ranked, casual, Bronze and developer games never count.
Casual
Section titled “Casual”The relaxed mode. You play against an AI-generated team. No ELO change, no player XP; only career stats update.
- Best for: testing tactics, watching your team in action
- Cost: match action only consumes player condition (5 per appearance for every player who takes the pitch, substitutes who come on included; that is the base value, older players pay more as the aging ramp kicks in)
- Award: regular career stats for every player who takes the pitch, no attribute XP
Pick this when you’re learning your squad or experimenting with formation/lineup.
Ranked
Section titled “Ranked”The competitive mode. ELO points move between you and your opponent based on the result.
- Best for: climbing the leaderboard, qualifying for league promotions
- Matchmaking: a random opponent within 150 ELO of you. The search widens to 300, then 500, if nobody fits; after that an AI team stands in. Your league is not used.
- Once a day per opponent: the same two teams meet in ranked at most once every 24 hours, whoever started the game. A team you played in ranked in the last 24 hours is not drawn again; when no other team fits, the AI stands in. A team whose starting XI is not all match-fit right now (each player at condition 30 or more, none in a transfer cooldown) is not drawn either. A game still being played counts as a meeting; one that failed or was abandoned does not. Should a second ranked game of the same two teams still take place inside the 24 hours, it records the result but moves no rating.
- AI stand-in: a ranked game against the AI still records the win, loss or draw. It moves no ELO.
- Condition: only you, the player who started the match, pay condition. The opponent drawn into your game pays nothing.
- ELO: the winner gains exactly what the loser drops. The size of the swing depends on the rating gap: beating a stronger opponent moves more points than beating a weaker one. A draw moves a few points from the higher-rated player to the lower-rated one; between equal ratings it changes nothing. Ranked games move your rating with a K-factor of 24.
- Inactivity decay: rating decay is active. After 10 days without an ELO-affecting match (a ranked game against a real opponent or a finished Silver/Gold tournament match) you lose 5 rating points at most once every 20 hours (about 6 a day), down to a floor of 1200. Casual play, ranked games against the AI and Bronze tournaments do not stop the decay.
You see your ELO in the header and on the Leaderboard tab. The leaderboard is a single global ELO ranking across all leagues.
Every team on the leaderboard also shows its Best XI OVR with the formation it comes from, so you can see how strong a team is before you challenge it: a column next to the ELO on a computer, a small chip under the team’s record on a phone. Open a team to see its cards with the same number above them. See your team OVR.

Daily limit and cooldowns
Section titled “Daily limit and cooldowns”Casual and ranked play share one daily budget with a few pacing rules. Tournament and 1v1 games do not count toward the cap or the ranked cooldown.
- Daily cap: 5 casual plus ranked matches per day that you start yourself. Being drawn in as someone’s ranked opponent does not count. The allowance resets at 14:00 UTC.
- Match cooldown: 30 seconds from the start of your previous match before you can start the next one. A match that is still running blocks a new start anyway.
- Ranked cooldown: 15 minutes from the start of your last ranked game, whether you started it or were drawn into it. The clock runs while that game plays, so a 10-minute game leaves about 5 minutes of wait after full time.
- Pre-match lockout: for 1 hour before a tournament or 1v1 match you cannot start casual or ranked play. You are not drawn in as a ranked opponent during that hour either. Developer tournaments do not trigger it.
1v1 Challenge
Section titled “1v1 Challenge”One-match showdowns against a specific (or open) opponent. You stake FOXSY, your opponent matches it, winner takes 90% of the pool, platform takes 10%, loser gets nothing.
- Best for: head-to-head stakes, calling out a rival, quick matches (~10 minutes, plus extra time and penalties if needed)
- Tiers: Silver (1,000-4,999 FOXSY) or Gold (5,000+). Bronze exists only for free developer challenges.
- Cap: one active 1v1 at a time per wallet
- Resolution: extra time then penalties if tied (1v1 must produce a winner)
Find them at the 1vs1 Challenges tab in the sidebar. Full mechanics on 1v1 Challenges.
Tournament
Section titled “Tournament”Multi-match formal events with locked lineups and FOXSY prize pools. Five formats (Knockout / Groups+KO / Round Robin / Swiss / Champions FoxLeague) and three tiers (Bronze / Silver / Gold). See Tournaments for full mechanics.
The headline rule: each match captures your formation, lineup plus synced stats at its strategy lock, about 30 minutes before that match’s kickoff. You can keep training, syncing plus adjusting tactics between games; whatever is synced at a match’s lock is what plays.
Two-legged ties (Champions FoxLeague)
Section titled “Two-legged ties (Champions FoxLeague)”In the knockout phase of Champions FoxLeague a tie is two matches, one at each team’s home. The aggregate of both legs decides; there is no away goals rule.
- Leg 1 is a normal match and can end in a draw.
- Leg 2 kicks off after leg 1’s broadcast has ended and starts with leg 1’s score carried in. The scoreboard shows the leg’s own score plus the aggregate. A level aggregate at the end of normal time goes to extra time (two halves of 100 seconds), then penalties, inside leg 2’s own game.
- Each leg is its own match for everything else: the score on record, the win, draw or loss, the ELO change, the XP each player earns from what they did in that leg and the condition (10 per appearance). A team can lose leg 2 and still go through on the aggregate or on penalties.
Tournaments are where the most FOXSY trades hands. Entry fees pool into prize money distributed 45% winner / 30% runner-up / 15% third-place / 10% platform fee (current split). A quarter of that fee (2.5% of the pool) is paid as a creator royalty to the provider of the AI binary your matches were played with. It comes out of the fee, never out of a winner’s share.
Match History
Section titled “Match History”Every match you play lands in History. Click any row to see:
- Final score, top performers, possession breakdown
- Stat bumps gained per player
- Watch the match in the Match Viewer at any time
- The lineup snapshot used for the match (so past matches show the right stats from the time they were played, not your current ones)
- The OVR of both teams: a played match shows the OVR of the eleven each team played with, a match still to come shows each team’s Best XI OVR with the formation it comes from under it (the strongest XI it can field from the cards it owns, never its lineup; see your team OVR). Older matches show a dash.
Upgrading your roster
Section titled “Upgrading your roster”Looking to refresh your squad between matches? Check out the Marketplace guide for listing, browsing, recent sales plus the wallet-to-wallet transfer cooldown.