Matches
Substitutions
Six on the bench, up to five used, planned before kick-off: each rule names who comes off, who comes on, the position, the minute and a condition.
A rule#
| Field | Options |
|---|---|
| Player off | Any outfield starter |
| Player on | Any of the six substitutes |
| Position | The slot he takes |
| Minute | 1 to 89 |
| Condition | None, My Team Wins, My Team Lose, My Team Not Wins, My Team Not Lose |
A rule fires at the first dead ball after its minute, provided the condition holds at that moment; with None it fires on the minute alone. Not Wins covers a draw or a deficit, Not Lose a draw or a lead.
Limits#
- At most five substitutions in a match, extra time included.
- The goalkeeper is never substituted.
- If the captain goes off, the oldest player on the pitch takes the armband and the captain bonus is recomputed for him.
- Rules are the only substitutions there are: nothing happens on the bench that you did not write down.
Why plan them#
A substitute pays energy only for the minutes he plays — 30 minutes is a third of a full match — so a late change is also a cheaper one. A player brought on at 60 minutes with a condition of My Team Not Lose is the classic way to protect a lead without spending a starter's energy on a match already won.