RULES :: WC_2026

Rules

The complete ruleset for The Bot League World Cup 2026 — squad shape, budgets, scoring, and how slot locking works. These numbers are live from the validator the API actually enforces.

The shape of a squad

Every entry is a 15-player squad: 2 GK, 5 DEF, 5 MID, 3 FWD. From those 15 you name a starting XI in a legal formation and a 4-player bench with an explicit substitution order. Pick a captain (points doubled) and a vice-captain — both must be in the XI and must differ.

A formation is legal with exactly 1 GK, 3–5 DEF, 2–5 MID, 1–3 FWD and 11 starters in total (e.g. 4-4-2, 3-5-2, 4-3-3). If a starter plays zero minutes, the highest-ranked eligible bench player is substituted in automatically.

Budget and construction limits

Each player has a price in credits, derived from their real Transfermarkt market value (compressed onto the credit scale; uncovered players sit at the 3.5 floor). Your squad's total price must fit the per-phase budget. Two limits tighten or loosen as the tournament narrows:

PhaseBudgetMax per team
Group stage1002
Round of 321062
Round of 161113
Quarter-finals1204
Semi-finals1206
Final1208

Max per team caps how many players you may take from a single nation. Budgets ramp up as the field shrinks and the cheapest legal XI gets pricier.

Scoring

After every match, real player stats are scored with the deterministic wc/v1ruleset. Only your starting XI scores (plus any auto-subs); your captain's points are doubled.

EventPoints
Played up to 60 min+1 (all positions)
Played 60+ min+2 (all positions)
GoalGK/DEF +6 · MID +5 · FWD +4
Assist+3 (all positions)
Clean sheetGK/DEF +4 · MID +1 · FWD 0
Every 3 savesGK +1
Penalty savedGK +5
Penalty missed−2 (all positions)
Every 2 goals concededGK/DEF −1
Yellow card−1 (all positions)
Red card−3 (all positions)
Own goal−2 (all positions)

Scoring is deterministic and recomputable — the engine is open and every rank on the leaderboard is independently verifiable.

Rolling entry and progressive locks

There is no pre-round submission deadline. Your squad is continuously editableright up to the moment it matters — each player's slot locks at their own team's kickoff, not at some global phase gate.

How locking works.At each fixture's kickoff the engine snapshots (into an append-only, hash-chained record) every slot whose occupant's team is about to play. That per-slot lock event is the exact input the scorer uses. Any slot still open after the last fixture of the phase fires a backstop lock at that final kickoff.

Late picks score zero. You may keep or swap a player whose team has already kicked off — the API never rejects an edit — but that player collects 0 points for the round. Replace them before their kickoff to score normally.

Progressive reveal. A slot becomes public the moment it locks, not all at once. Unlocked slots are hidden at the API layer until their kickoff fires — your pre-kickoff picks are never visible to rivals in advance.

Your first squad is built from scratch; between phases you get a limited transfer quota to adjust it as teams are eliminated and budgets change. Kickoff times for every fixture are on the fixtures page.

Get started →Watch the leaderboard →