Skip to content

Get Your First Players

Players in FoxLeague are NFTs on MultiversX. Each player has a unique nonce (the FXLP collection), a name, a position, a rarity, a country and seven trainable stats.

When you register, you pay 5,000 FOXSY once and receive 18 players distributed across positions and rarities by a fair selection algorithm:

  • By rarity: 10 Common + 4 Uncommon + 2 Rare + 1 Epic + 1 Legendary
  • By position: 2 GK + 6 DEF + 6 MID + 4 FWD
  • Full mix for every squad: The four special cards (the Legendary, the Epic, the two Rares) and the four Uncommons are spread over the squad, so while the pool allows it each position gets one special card plus one Uncommon. When a position has no card of that rarity left the draw bends and the card lands in any position that still has room, so every squad keeps its full mix. Commons fill the slots left in each position.

The flow:

  1. After connecting your wallet, you go through Onboarding (pick team name, generate badge)
  2. Approve the 5,000 FOXSY registration transaction in your wallet. FoxLeague pays the network fee for this one
  3. Watch the pack-opening animation. All 18 players appear card-by-card in your Squad

One wallet receives one starter squad; the players contract enforces it. Later on-chain actions (sync, marketplace, tournament entries) are paid from your own EGLD, a small network fee each, typically under 0.005 EGLD. The EGLD welcome bonus of the first 101 wallets is spent, so keep a little EGLD in your wallet. See Get Started.

A wallet that already holds at least 18 FXLP players and has not paid the fee registers without paying the 5,000 FOXSY. It receives no starter squad: the team plays with the players the wallet holds. This is for a new player who bought FXLP cards on another NFT marketplace or received them: they do not pay for a squad they do not get.

The count is read once, when you register. Players that leave your wallet afterwards leave your team too: every match and every tournament lock needs 18 of your own players, so a team registered with borrowed cards cannot play until it holds 18 of its own.

RarityStat capVisual
Common30 per statGrey card border
Uncommon55 per statGreen border
Rare75 per statBlue border
Epic90 per statPurple border
Legendary100 per statGold border

Higher rarity = higher ceiling. A Common player will never break stat 30 even with infinite training. To grow further, you fuse them into a higher-rarity player (Fusion).

  • Name + shirt number: set by the game; they cannot be edited (see the FAQ)
  • Position: GK, DEF, MID or FWD (immutable)
  • Country flag: immutable, decorative
  • 7 stats: Speed, Accuracy, Defense, Power, Control, Vision, Stamina (capped by rarity, see table above)
  • Level: grows with lifetime XP (level = floor(sqrt(XP / 200)), max 100). It shows on the card and works as a marketplace filter; it changes nothing on the pitch
  • Condition: 0-100, drops with matches/training, recovers ~2 points/hour to 100 until the player turns 30 in-game years old, then more slowly with age (see Player Aging)
  • Career stats: Matches, Goals, Assists, Saves, Tackles, Passes, Shots (auto-tracked)
  • Discipline: Yellow cards (tournament matches only) and Fouls suffered (see Yellow cards and fouls suffered)

Every card counts two numbers of discipline:

  • Yellow cards: each yellow card the referee shows the card. A second yellow card in the same match counts as one more yellow card.
  • Fouls suffered: each foul an opponent commits against the card, whether the referee calls it or not.

Yellow cards count only in tournament matches (Champions FoxLeague included), never in a 1v1 challenge or a ranked game. Fouls suffered count in tournaments, 1v1 challenges plus ranked games your team started. A team drawn into someone else’s ranked game gets nothing. Both count only in matches that earn competitive matches (see Matches), for the card that wears the shirt at that moment: a substitute counts from the moment it comes on. The daily limit of 3 competitive matches per card does not apply to them. They count when the match’s results are applied, which for a tournament match is when it ends, never earlier.

Until the bans start the squad card shows the card’s total of yellow cards (for example 4; nothing at 0): they never count toward a ban. Next to it, until the bans start, it shows the card’s total of fouls suffered: a small grey boot with the number (for example 9; nothing at 0). From the moment the bans start that mark is gone: each foul the referee calls is then a chance of injury, never a count toward one (see Injuries). From then the squad card shows the yellow cards toward the next ban (1/3 or 2/3; nothing at 0). A card with a ban to serve shows Suspended instead. An injured card shows the red cross with the time it is still out: whole days rounded up (for example 3d), hours on its last day (for example 5h). Its profile gives the exact end. An injured card that also has yellow cards or a ban to serve shows both marks side by side, without the words: the red cross of the injury with its time left, then the yellow card with its count (1/3 or 2/3; the total until the bans start) or the red card of the ban. The card’s profile shows its yellow cards, the count toward a ban (0/3 for every card until the bans start) plus its fouls suffered, before and after the bans start.

The bans start at the moment the game announces (a popup in the app gives the date and time). Until then nothing is enforced. From then:

  • 3 yellow cards in tournaments = miss the team’s next tournament match. Every card starts at 0/3 at that moment. Yellow cards from before never count toward a ban.
  • The third yellow card counts when its match ends. The card then shows Suspended and its count starts again at 0/3.
  • The number of yellow cards (3) is a game setting. The app always shows the one in force: the count on the squad card (1/3), the card’s profile and the rule’s text. If it changes, the new number counts for matches that end after the change. A card whose count is already at or above a lower number is not suspended by the change itself: its next yellow card suspends it and its count starts again at 0.
  • It misses its team’s next tournament match: the first one whose lineup locks after the third yellow card (30 minutes before kickoff by default, see Match-Day Strategy). A match whose lineup was already locked is played as saved.
  • That match serves the ban even when the card is not in your 18. A forfeit or a walkover serves it too. The card shows Suspended until that match has ended.
  • A 1v1 challenge or a ranked game never serves a ban. A suspended card can still play them.
  • A suspended starter is replaced by a fit bench player of the same position, else of the nearest line. A suspended keeper is replaced by a fit keeper, else by your fit outfielder with the best OVR (the rule for an unfit keeper). If only a keeper is left on your bench for an outfield shirt, he plays there. Your bench plays one short.
  • A ban alone never forfeits a match: the shirt of a suspended player is always filled while your team has 11 available players (match-fit and not suspended). The other rules of Auto-subs and forfeit stay as they are: a tired outfield player is never replaced by your bench keeper, so with only keepers left for him your team can still forfeit.
  • A sold or sent card keeps its yellow cards, its ban and its injury. Fusing clears neither: the Fusion tab refuses an injured or suspended card (see Fusion). A fused card starts at 0/3. If a fusion still burns a suspended card (sent to the contract another way), the new card has the most bans one of its three cards still had to serve. If one of the three was playing a match still on air at the fusion, a ban that match gives it counts as one more that card owes when the match ends: the new card gets it only if that card then owes the most.

The injuries start at the same moment as the bans. From then:

  • Each foul the referee calls can injure the player fouled. The chance is 1% at condition 100 and grows evenly to 3% at condition 30 (below 30 it stays 3%). The condition is the card’s at kickoff: at the lineup lock for a tournament match or a 1v1 challenge, when the game starts for a ranked game.
  • Every called foul is its own chance. Fouls suffered never add up to an injury. Fouls from before the start never count.
  • Days out: 1 injury in a match = 3 days, 2 = 9 days, 3 or more = 27 days, calendar days counted from the end of the match (for a tournament match or a 1v1 challenge, the end of its broadcast). A card injured again while out keeps the later end.
  • The chance (1% to 3%) and the days out (3, 9 and 27) are game settings. The app shows the ones in force: on the squad card’s fouls mark until the injuries start and on the Medicine card in the Shop. If they change, the new numbers count for matches that end after the change. A card already injured keeps its end.
  • Where: tournaments and 1v1 challenges for both teams; ranked games only for the team that started them. A team drawn into someone else’s ranked game gets no injury. A foul the referee does not call never injures.
  • An injury counts when the match ends, never earlier. The card then shows the red cross with the time it is still out (for example 3d; hours on its last day). Its profile shows the end of the injury.
  • An injury erases nothing: the card keeps its count toward a ban plus any ban to serve, which its team’s next tournament match serves as usual. Its squad card then shows both marks, the red cross first.
  • While injured the card misses every match. In a tournament match or a 1v1 challenge whose kickoff falls before the end of the injury it is replaced at the lineup lock like a suspended player (a bench player of the same position, your bench one short). Before a ranked or casual game an injured starter is replaced the same way. With fewer than 11 players available (injured players are out, so are players at 0 condition for a ranked or casual game) a ranked or casual game does not start and a 1v1 challenge cannot be joined: nothing is paid.
  • An injured card can be listed and sold: its listing shows until when it is injured. A sold or sent card keeps its yellow cards, its ban and its injury. Fusing clears neither: the Fusion tab refuses an injured or suspended card (see Fusion). If a fusion still burns an injured card (sent to the contract another way), the new card is injured until the latest end among its three cards and Medicine counts the third already served. If one of the three was playing a match still on air at the fusion, an injury that match gives it keeps the new card injured until that injury ends, if that is later.
  • Medicine in the Shop shortens an injury, per day saved by rarity (Common 100 to Legendary 500 FOXSY). A third of every injury is always served: 1 day of 3, 3 of 9, 9 of 27. See Shop.
  • Your own cards: the squad card (tile and list) shows the yellow cards (their total until the bans start, from then the count toward the next ban), Suspended or the red cross of an injury with its time left (for example 3d). An injured card with yellow cards or a ban shows both marks. Until the bans start the fouls suffered follow the yellow cards (the grey boot, for example 9); from then they show only in the profile. On the tile these marks have their own line, under the player’s name, as on every card of another team’s player list (below). The card’s profile shows the Discipline block: yellow cards, the count toward a ban plus fouls suffered, with a ban to serve or an injury under them.
  • Tactics: every row of the Starting XI, the Substitutes and the Reserves plus every player on the Position Preview shows the red cross with the time left for an injured player and a red card for a suspended one. A notice above the lineup names each player of your 18 who is out and says what happens to him at the lineup lock, for example “Romero is injured until 16 Nov, 14:05: a bench player of the same position will take his place”. You can still save that lineup. See Tactics.
  • Notifications: the bell tells you when a player of yours is injured (for how many days, with the way to Medicine in the Shop) and when one is suspended (he misses your team’s next tournament match). Both arrive when the match that caused them has ended, never earlier. They are muted with the Matches notifications.
  • Dashboard and Play Match: the Dashboard says how many players of your saved 18 are out (“2 players out”) with their names and the way to Tactics. On Play Match, Squad Readiness counts an injured player as not ready.
  • Another team’s cards: open a team from the Leaderboard, from a seat in a tournament lobby, from the opponent’s seat of a 1v1 challenge or from an upcoming match in Upcoming. Each of its cards shows the same: the yellow cards (plus the fouls suffered until the bans start), Suspended or the red cross of an injury with its time left. You see an opponent’s suspended players before the match.
  • The Marketplace: every listing card shows the same. The listing’s detail shows the Discipline block, so you know before you bid. A sale keeps the count, any ban plus any injury.
  • A match’s card on the tournament page: once the match has ended, Lineup changes before kickoff lists what the lineup lock changed for each team, with the reason, for example “Romero was injured: Petrescu took his place”. See Auto-subs and forfeit.
  • A match’s statistics (Match History, Upcoming, a tournament’s matches, the end of a ranked game): a small yellow card on the row of each player booked in that match, two for a second yellow card. They show once the match’s statistics do: for a tournament match when it ends, never earlier. A yellow card in a 1v1 challenge or a ranked game shows there too but never counts toward a ban.{/* frontend/src/components/DisciplineBadge.tsx; TeamPlayersModal.tsx; pages/Marketplace.tsx ListingCardFacts + listing-discipline; components/MatchStats/MatchYellowCards.tsx (lib/matchCards.ts) */}

Every player shows an OVR number as the average of their seven stats. It’s a quick read on overall strength. A Legendary at OVR 95 is elite. A Common at OVR 30 has hit their ceiling.

OVR gives a quick snapshot of a player’s tier, but the individual stats are what actually drive performance on the pitch. A Defender with high Defense will outplay a Forward who happens to share the same OVR, so stats matter per-position.

A team has one OVR, the same on every page: its Best XI OVR, shown with the formation it comes from, for example 52.6 (4-3-3). It is the average OVR of the strongest XI you can field from the cards you own right now:

  • A card plays only in its own position, as in Tactics. For every formation you can pick in Tactics, the XI takes your best goalkeeper, then your best defenders, midfielders and forwards for that formation’s slots.
  • The formation with the highest average counts. Two formations with the same average: the one listed first in Tactics is shown.
  • Cards listed for sale count. Your saved lineup and formation do not change it: only your cards do (a new card, a card sold, a card that grows).

The Dashboard, the leaderboard, the tournament and 1v1 lobbies, the 1v1 list, the match cards before a match and the OVR range of a tournament or a challenge all use this one number. A match already played shows the OVR of the eleven that played it instead: the OVR at that time. A card grows from a match when the match’s results are applied, which for a tournament match is when it ends.

18 is the minimum squad size in FoxLeague: 11 starters + 7 substitutes. The one-time registration delivers exactly that, so you’re match-eligible from the moment you finish onboarding. If you ever drop below 18 unlisted players (e.g. by selling or listing players on the marketplace without buying replacements), you can’t kick off matches until you rebuild back to 18. A player listed for sale still counts toward your squad size but not toward this 18-player playability floor, so cancel the listing or buy a replacement to play again.

The 2 GK / 6 DEF / 6 MID / 4 FWD distribution covers any of the formations (4-4-2 / 4-3-3 / 4-2-3-1 / 5-3-2 / 5-2-3 and their attacking variants) without leaving you short at any position.

After registration the Marketplace plus the Shop’s Common pack are how you expand or rotate your squad:

  • Sell players you don’t need on the Marketplace once they reach the match gate of their rarity (from 5 competitive matches for a Common to 405 for a Legendary, a part really played; see Marketplace). Competitive matches are the Silver and Gold tournament matches and the 1v1 challenges the card took the pitch in; ranked, casual, Bronze and developer games never count. From Monday 9 November 2026, 14:00 UTC a paid Bronze match counts too, so does a ranked game your team started and paid for, at most 3 a day per card. Example: you have 6 DEF but want a 4-3-3 formation that needs only 4. Every sale is a 24-hour auction with a reserve price
  • Bid on players from other team owners on the Marketplace. Listings show on-chain stats, you bid in FOXSY
  • Buy a Common pack in the Shop: 5 Common players for 2,500 FOXSY, at most 2 packs per wallet per rolling 7 days. See Shop

You can also fuse three same-rarity (plus a FOXSY fee) into one of the next rarity tier. See Fusion for full mechanics.

Next: Build your first squad →