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FAQ

Yes. FoxLeague runs on MultiversX mainnet, so FOXSY (token id FOXSY-5d5f3e) is the real token with a real market value. Your players are real ESDT NFTs held by your own wallet. There is no faucet. You swap EGLD or WEGLD for FOXSY in the app (on the registration screen, then on the Dashboard card NEED MORE FOXSY?) or buy FOXSY on any exchange that lists it. Registering needs 5,000 FOXSY already in the wallet. Buying FOXSY by card or bank through the in-app Get $FOXSY button is coming soon.

A wallet helps (xPortal works on phone, takes 2 minutes). You don’t need to understand smart contracts, as the in-game UI hides the blockchain mechanics.

MultiversX mainnet. FOXSY is the ESDT token FOXSY-5d5f3e; your players are NFTs in the FoxLeaguePlayers collection (ticker FXLP). The game is at foxleague.ai; every transaction is public on explorer.multiversx.com.

Rarity sets the ceiling. A Common can never exceed 30 in any stat, regardless of training. Caps go 30 / 55 / 75 / 90 / 100 for Common → Uncommon → Rare → Epic → Legendary. To break the cap, fuse them into a higher rarity.

No. A player’s name and shirt number are fixed when the player is minted and cannot be changed afterwards. Your team name and optional coach name are editable any time in Settings; only player names are locked.

No. You must sync first. The marketplace shows on-chain stats to buyers, so listing an unsynced player would be misleading.

Three ways: win auctions on the marketplace, fuse three cards into one of the next rarity or buy a Common pack in the Shop. A pack is 5 random Common player NFTs for 2,500 FOXSY, at most 2 packs per wallet per rolling 7 days. The cards are sent by the game server about a minute after the payment confirms and show up in your Squad with no cooldown. When fewer than 5 Commons are left in the pool the pack reads sold out and nothing is charged.

What happens to a player’s XP when I sell them?

Section titled “What happens to a player’s XP when I sell them?”

The buyer inherits your training (XP meters stay with the player NFT). They paid for that player’s progress.

  • Are your players synced? Matches read on-chain, so check the Sync banner on Squad.
  • Did your players have low condition? Rotate your squad regularly to maintain maximum performance.
  • Is your formation right for your roster? A 4-3-3 with weak forwards underperforms a 4-4-2 with the same players.
  • Kick-off happens immediately once you confirm your lineup
  • Match length is about 10 minutes; longer if it goes to extra time and penalties
  • Click PLAY IN BACKGROUND to let your team play while you do other things. The final score appears in your History when the match ends

No. A finished match stands: its result is kept by the game rather than on the blockchain. Only FoxLeague can annul or re-score a match, under the Fair Play Rules.

It should not. Every replay stays available: casual, ranked, tournament and 1v1. The result stays in History too. The first view of an older replay can take a few seconds longer. A match that did not finish normally has no recording to replay.

Why did my ranked game run against the AI?

Section titled “Why did my ranked game run against the AI?”

The same two teams meet in ranked at most once every 24 hours, whoever started the game, so a team you met in ranked in the last 24 hours is not drawn again. A team whose starting eleven is not all match-fit right now (a player under 30 condition or in a transfer cooldown) is not drawn either. When no other team fits, the AI stands in: the game still counts as a win, draw or loss, the rating does not move. See Matches.

Why did my team’s rating change on 12 October?

Section titled “Why did my team’s rating change on 12 October?”

Until 6 October, when two matches of the same team ended close together, the rating change of one match could be overwritten by the other. The cause was fixed on 6 October. On 12 October at 16:26 UTC, 70 of the 238 teams moved once to the rating their own match results add up to: 35 went up, 35 went down and no team changed league. Wins, draws, losses and match history were not touched. Every rated match since then counts as usual.

By invitation. At each edition’s snapshot date the leaderboard is frozen and the 36 highest eligible teams are invited. Eligible means a match in the 14 days before, a full squad of 11 starters plus 7 substitutes in your wallet (none listed for sale) and no seat in another Champions FoxLeague that is not over. Two more waves fill the seats that are declined or left unanswered. Accept from the banner or the tournament page before your invitation expires. See How you get in.

We lost leg 2 but went through. Why did our rating drop?

Section titled “We lost leg 2 but went through. Why did our rating drop?”

Each leg is its own match. Your record and your ELO change with the leg’s own score, while the tie is decided on the aggregate of both legs (then extra time and penalties in leg 2). A team can lose leg 2, go through on aggregate or on penalties and still lose rating for that leg. See What each leg counts for.

No. On a Silver or Gold edition each player earns XP from what they did in that leg’s game only, extra time included. Leg 1’s goals and the aggregate do not add to it.

The 8 quarter-finalists, in equal shares, paid by the tournaments contract after the edition completes. The winner, the runner-up and 3rd place also share the entry pool (45, 30 and 15 percent). See Prizes.

The Fusion tab tells you which rule blocks the card. The usual ones: the player is not synced, it is listed or in an auction, it is inside a transfer cooldown, it has not reached the match gate of its rarity (Common 5 competitive matches, Uncommon 15, Rare 45, Epic 135, Legendary 405; the card shows how far it is) or it is a fused card still inside its own 14-day fusion cooldown (“ready in N d”). One more rule sits at wallet level: a wallet fuses at most once every 20 hours.

A match that is eligible for player XP: Silver and Gold tournament matches, 1v1 challenges. Ranked matches never count, whether ranked XP is on or off; Bronze tournaments never count either. All of them are played against a real opponent. Casual games against the AI never count, however many you play. Your career matches played stat still counts everything; only the counter the match gates read is limited to competitive play.

Partly. The fusion cooldown waiver buys days off a fused card’s own cooldown at 75 FOXSY per day, down to a 3-day floor. The fusion match waiver buys missing competitive matches, but part of every match gate must really be played: an Uncommon can waive up to 10 of its 15 matches at 20 FOXSY each; a Rare 30 of 45, an Epic 90 of 135 and a Legendary 270 of 405, at 100 FOXSY each. A Common has no match waiver: its 5 matches are played. Both are bought per card in the Fusion tab; the match waiver is also bought on the card’s own profile in the Squad (Buy matches), the place for a Legendary, which never appears in the Fusion tab. The 20-hour wallet spacing is never for sale. See Fusion.

Does the fusion cooldown follow the card if I sell it?

Section titled “Does the fusion cooldown follow the card if I sell it?”

Yes. Both the fusion cooldown and any waived-match credit belong to the card, so the buyer inherits them. A fused card bought at auction keeps whatever remains of its fusion cooldown. The auction itself starts no transfer cooldown; the listing shows any transfer lock the card still carries from an earlier wallet-to-wallet move.

Whenever the boost on the Squad banner is significant enough that you want it in your next match. There’s no penalty for syncing rarely; you just play with whatever was last synced.

Syncing players updates their data on-chain. The flat FOXSY fee per player is part of the platform’s in-game economy and helps support the underlying transaction and infrastructure costs.

Yes. Open their Player Profile, click Sync to Chain. Or use Sync All on Squad to sync every updated player in one transaction.

You’re not charged. Try again. If it keeps failing, the MultiversX network may be having issues. Check https://explorer.multiversx.com/ for status.

A card can be auctioned only once it reaches the match gate of its rarity, the same gate fusion uses:

RarityCompetitive matchesReally played, at leastMatch waiver
Common55None
Uncommon155Up to 10, at 20 FOXSY each
Rare4515Up to 30, at 100 FOXSY each
Epic13545Up to 90, at 100 FOXSY each
Legendary405135Up to 270, at 100 FOXSY each

Waived matches count toward the gate, never toward the matches that must really be played. The Sell button shows the reason until the card qualifies. Cards straight out of a Common pack or a fusion start at 0. Listings already up on Monday 12 October 2026 at 16:15 UTC, when these gates replaced the single gate of 20 matches, finish normally.

A wallet-to-wallet transfer carries a transfer lock in the receiving wallet. Its length depends on the card’s match gate at the moment it moved:

  • The card had reached its gate: 21 days. You can pay to cut it down to a 3-day floor in Marketplace → Shop → Reduce Cooldown (per day, by rarity: Common 25 up to Legendary 1,250 FOXSY), every day or only some of them.
  • The card was under its gate: 21 days plus 6 hours for every missing match. A Legendary moved at 0 matches is locked for 122 days and 6 hours. Each match waiver bought for the card afterwards (on its profile in the Squad: Buy matches) takes 6 hours off, down to 21 days plus 6 hours for every match it still has to really play (54 days and 18 hours for that Legendary). Reduce Cooldown does not apply to this lock.

The rule closes the shortcut of registering a second wallet and moving its untouched Legendary. The length is fixed on the card when the transfer lands, the transfer dialog states it before you sign and the card shows the countdown. A lock that was already running on Monday 12 October 2026 at 16:30 UTC (the earlier rule locked a card for 63 days) was never made longer: it ends at the shorter of its own length and the new length for the card. Reduce Cooldown still applies to it. An auction win starts no transfer lock of its own. It does not clear one either: a card sold while locked passes the rest of its lock to the buyer, shown on the listing before you bid. When that lock comes from a move before the card’s gate, the listing also says Reduce Cooldown does not apply to this lock. A card lists only once it meets its gate and by then its match waivers have taken such a lock down to its floor, so nothing a buyer does shortens it.

  • Did you sync the player first? Unsynced players can’t be listed.
  • Has the player reached the match gate of its rarity (see above)? Below it the contract refuses the listing.
  • Is your reserve price at least 500 FOXSY? The Sell form refuses anything lower.
  • Refresh the Marketplace tab as new listings can take ~30 seconds to surface after the transaction confirms.

Try clearing all filters (search box, position, rarity, OVR range). Some filter combos return zero rows naturally.

Only while the auction has no bids. Open Marketplace → My Listings and click Cancel on the card. The player returns to your roster with no fee. Once a bid lands you are committed until the clock ends.

Each on-chain action requires your approval. Registering, paying in the shop, syncing, listing, bidding, fusing or paying the entry fee of a Silver or Gold tournament or a 1v1 challenge: each needs its own signature. Creating a tournament and joining a free Bronze one need none. Some features, like Sync All, bundle multiple actions into a single transaction to reduce the number of signatures needed. Your login session also lasts 24 hours; when it expires the wallet asks for one more signature to renew it, then your action continues.

Why did the app sign nothing when I pressed to pay?

Section titled “Why did the app sign nothing when I pressed to pay?”

Before it builds a transaction, the app reads your wallet’s transaction count on the chain and the transactions of your wallet still waiting in the network’s pool. It signs nothing and your wallet does not open when:

  • one of them waits behind a gap (an earlier transaction that never reached the network): An earlier transaction from this wallet is still waiting on the network. Nothing was signed or sent now. It usually clears by itself within about 30 minutes; try again after that.
  • the pool cannot be read: Your wallet’s pending transactions could not be checked on the network right now. Nothing was signed or sent. Try again in a moment.
  • the chain cannot be read: We could not read your wallet from the network. Nothing was sent. Try again in a moment.
  • an earlier transaction of yours is still being checked: An earlier transaction from this wallet is still being checked. Nothing was signed. Try again in a moment.

The check runs before every transaction the app asks you to sign. Shop items, waivers, syncs, badge re-rolls and entry fees are recorded before they are sent and checked again before the next one is signed, so a slow answer from the network does not make a second press pay twice.

Yes. Pick Ledger in the wallet picker with the MultiversX app open on the device; the browser talks to the device directly. It is slower than xPortal but gives the highest level of security.

My balance shows zero. Did I lose my FOXSY?

Section titled “My balance shows zero. Did I lose my FOXSY?”
  • Check your wallet is connected to MultiversX mainnet
  • Check if the wallet address in the header, matches your actual wallet
  • Refresh the page (wallet state can desync after a transaction)

Yes. FoxLeague runs a read-only MCP server at https://foxleague.ai/mcp. An AI assistant connected to it reads the public game data (tournaments, challenges, managers, cards and the marketplace) plus the pages of this manual and answers your questions with them. It never signs in and cannot pay, join, list or change anything. See Connect an AI client.

Click the bug report icon in the header and describe what happened. The report is sent directly to the dev team so they can investigate and reproduce the issue.

How do I get help if something’s broken?

Section titled “How do I get help if something’s broken?”

Drop a bug report from the in-app header bug icon or ping the team in the Telegram channel.