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#

FieldOptions
Player offAny outfield starter
Player onAny of the six substitutes
PositionThe slot he takes
Minute1 to 89
ConditionNone, 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.


See also Lineup and Energy