DiskiZone Fantasy Rules & Scoring
Everything you need to know about how points are calculated
Your squad consists of 15 players:
- 2 Goalkeepers
- 5 Defenders
- 5 Midfielders
- 3 Forwards
Each gameweek, you select 11 starting players with 4 substitutes on the bench.
Budget: You have R100m to spend on your squad. Player prices change based on performance and transfers.
Team Limit: Maximum 3 players from any single team.
Each gameweek you must select a Captain (C) and a Vice-Captain (VC) from your starting 11.
| Role | Points Multiplier |
|---|---|
| Captain | 2x points |
| Vice-Captain | 2x points (only if captain doesn't play) |
Example
If your captain scores 10 points, they will receive 20 points. If your captain doesn't play and your vice-captain scores 8 points, they receive 16 points (8 x 2).| Minutes Played | Points |
|---|---|
| 60+ minutes | +2 |
| 1-59 minutes | +1 |
| 0 minutes (unused sub) | 0 |
Goals Scored
| Position | Points per Goal |
|---|---|
| Goalkeeper | +10 |
| Defender | +6 |
| Midfielder | +5 |
| Forward | +4 |
Assists
| Position | Points per Assist |
|---|---|
| Goalkeeper | +5 |
| All other positions | +3 |
A clean sheet is awarded when a player's team does not concede a goal while they are on the pitch. Players must play at least 60 minutes to earn clean sheet points.
| Position | Clean Sheet Points |
|---|---|
| Goalkeeper | +5 |
| Defender | +4 |
| Midfielder | +1 |
| Forward | 0 |
| Event | Points |
|---|---|
| Yellow Card | -1 |
| Red Card (direct) | -3 |
| Red Card (2nd yellow) | -2 (two yellows only) |
| Own Goal | -2 |
| Penalty Missed | -2 |
| Penalty Conceded | -2 |
Note on Double Yellows
If a player receives two yellow cards resulting in a red, they will lose -2 points total (not -5). The red card penalty is not applied on top of the yellow cards.| Achievement | Bonus Points |
|---|---|
| Brace (exactly 2 goals) | +2 |
| Hat-trick (3+ goals) | +5 |
| Winning Goal (80+ min, from a tie, opponent scored) | +2 |
| Penalty Save (Goalkeeper) | +5 |
Winning Goal Explained
The winning goal bonus is awarded for a clutch late goal that breaks a tie in the 80th minute or later, where the opponent has also scored. The goal must put the winning team ahead from a tied position. For example, in a 2-1 win where the go-ahead goal was scored at 85', that player receives the bonus. Clean sheet wins (e.g. 2-0, 3-0) never receive this bonus.Additional points are awarded based on detailed match statistics:
Goalkeeper Specific
| Stat | Points |
|---|---|
| Every 3 Saves | +1 |
| Every 2 Goals Conceded (60+ mins) | -1 |
Defensive Stats
| Stat | Points |
|---|---|
| Every 4 Tackles | +1 |
| Every 3 Interceptions | +1 |
| Every 2 Blocks | +1 |
| Every 5 Duels Won | +1 |
Attacking Stats
| Stat | Points |
|---|---|
| Every 3 Key Passes | +1 |
| Every 3 Successful Dribbles | +1 |
| Every 3 Shots on Target | +1 |
| Penalty Won | +2 |
Discipline Stats
| Stat | Points |
|---|---|
| Every 4 Fouls Drawn | +1 |
| Every 4 Fouls Committed | -1 |
The Bonus Points System (BPS) is a performance ranking system that rewards the best players in each match. It calculates a hidden "BPS Score" for every player using weighted match statistics. The top 3 performers in each match receive bonus points:
| Rank | Bonus Points |
|---|---|
| 1st Place (Highest BPS Score) | +3 |
| 2nd Place | +2 |
| 3rd Place | +1 |
Important: BPS is a Ranking System
The BPS Score is not added to your fantasy points directly. It's only used to rank players within each match. A goalkeeper with 45 BPS and a striker with 50 BPS in the same match means the striker gets 3 bonus points and the goalkeeper gets 2 - regardless of how high or low the actual scores are.How BPS Scores Are Calculated
Each action on the pitch contributes to a player's BPS Score. Actions are weighted by position to ensure fair comparison between goalkeepers, defenders, midfielders, and forwards.
Base Points for Playing
| Minutes Played | BPS Score |
|---|---|
| 1-59 minutes | +3 |
| 60+ minutes | +6 |
Goals & Assists (Position-Weighted)
Goals are worth more for defenders and goalkeepers (rare events) and less for forwards (expected from them).
| Action | GK | DEF | MID | FWD |
|---|---|---|---|---|
| Goal Scored | +15 | +12 | +10 | +8 |
| Assist | +8 | +8 | +8 | +8 |
Clean Sheets (60+ minutes required)
| Action | GK | DEF | MID | FWD |
|---|---|---|---|---|
| Clean Sheet | +12 | +10 | +3 | 0 |
Defensive Actions
Defenders receive higher BPS for defensive contributions.
| Action | GK | DEF | MID | FWD |
|---|---|---|---|---|
| Tackle Won | +1 | +2 | +1.5 | +1 |
| Interception | +1 | +2 | +1.5 | +1 |
| Block | +2 | +2 | +1.5 | +1 |
| Duel Won | +0.5 | +0.5 | +0.5 | +0.5 |
Goalkeeper Specific
| Action | BPS Score |
|---|---|
| Save | +3 |
| Penalty Save | +12 |
Attacking & Creative Actions
| Action | GK | DEF | MID | FWD |
|---|---|---|---|---|
| Key Pass | +2 | +2 | +2 | +2 |
| Shot on Target | +1 | +1.5 | +1.5 | +1 |
| Successful Dribble | +1 | +1 | +1.5 | +1.5 |
| Penalty Won | +4 | +4 | +4 | +4 |
| Foul Drawn | +0.5 | +0.5 | +0.5 | +0.5 |
Pass Accuracy Bonus (minimum 30 passes)
| Accuracy | GK | DEF | MID | FWD |
|---|---|---|---|---|
| 80-89% | +3 | +3 | +4 | +3 |
| 90%+ | +5 | +5 | +6 | +5 |
Negative Actions (Reduce BPS Score)
| Action | GK | DEF | MID | FWD |
|---|---|---|---|---|
| Goal Conceded | -3 | -3 | -1 | 0 |
| Own Goal | -8 | -8 | -8 | -8 |
| Yellow Card | -4 | -4 | -4 | -4 |
| Red Card | -10 | -10 | -10 | -10 |
| Penalty Missed | -8 | -8 | -8 | -8 |
| Penalty Conceded | -4 | -5 | -4 | -3 |
| Foul Committed | -0.5 | -0.5 | -0.5 | -0.5 |
| Offside | -0.5 | -0.5 | -0.5 | -0.5 |
| Shot off Target | -0.5 | -0.5 | -0.5 | -0.5 |
Handling Ties
When players have the same BPS Score, bonus points are shared:
- Two players tied for 1st: Both receive 3 bonus points, next player gets 1 point
- Three players tied for 1st: All three receive 3 bonus points
- Two players tied for 2nd: Both receive 2 bonus points, no 3rd place awarded
- Two players tied for 3rd: Both receive 1 bonus point
BPS Example: Match Scenario
Orlando Pirates 2-1 Kaizer Chiefs
| Player | Position | Key Stats | BPS Score | Bonus |
|---|---|---|---|---|
| Striker A | FWD | 2 goals, 1 assist, 3 shots on target | 6 + 16 + 8 + 3 = 33 | +3 |
| Midfielder B | MID | 1 goal, 2 key passes, 4 tackles, 85% pass accuracy | 6 + 10 + 4 + 6 + 4 = 30 | +2 |
| Goalkeeper C | GK | Clean sheet, 6 saves, 1 goal conceded | 6 + 12 + 18 - 3 = 33 | +3 (tied) |
In this example, the Striker and Goalkeeper are tied with 33 BPS, so both receive 3 bonus points. The Midfielder gets 1 bonus point.
Why Position-Weighted BPS?
Traditional "points per minute" systems unfairly favour attacking players who score goals. Our position-weighted BPS ensures:
- Goalkeepers can compete by making saves and keeping clean sheets
- Defenders are rewarded for tackles, interceptions, and blocks
- Midfielders benefit from creative actions like key passes and dribbles
- Forwards still score well for goals, but don't automatically dominate
Every gameweek, the manager who scores the highest total gameweek points wins 2,000 DiskiBucks automatically!
| What | Details |
|---|---|
| Prize | 2,000 DiskiBucks |
| Frequency | Every gameweek |
| Winner | Highest total gameweek score (including captain multiplier, chip bonuses, and bonus points) |
| When awarded | Automatically after gameweek results are finalized |
| Ties | If multiple managers tie for the highest score, all tied winners receive the full 2,000 DB prize |
How to spend DiskiBucks: Use your DiskiBucks to purchase Premium Chips that give you a strategic advantage, or save them for future features!
Chips are special power-ups that give you a strategic edge. Each chip can only be activated once per gameweek.
Free Chips
Every manager receives these chips once per season. Use them wisely!
| Chip | Effect | Uses |
|---|---|---|
| Wildcard | Unlimited transfers before the gameweek deadline with no point deductions. All changes are permanent. | 1 per season |
| Free Hit | Unlimited changes for a single gameweek. Your team reverts to its original state for the next gameweek. | 1 per season |
| Bench Boost | All 4 bench players' points count towards your total for the gameweek. | 1 per season |
| Triple Captain | Your captain earns 3x points instead of the usual 2x for the gameweek. | 1 per season |
Premium Chips
Purchasable with Diski Bucks or ZAR. Premium chips give you additional tactical options beyond the free ones.
| Chip | Kasi Name | Effect | Price | Uses/Season |
|---|---|---|---|---|
| Super Sub | Kasi Flavour | Swap your lowest-scoring starter with highest-scoring bench player after matches conclude | R10 / 1000 DB | 3 |
| Yellow Wall | Makarapa Shield | Zero out all goal-conceded point deductions for your GK and defenders | R10 / 1000 DB | 2 |
| Clean Sheet Boost | Bafana Wall | +3 bonus points for every clean sheet kept by your GK and defenders | R15 / 1500 DB | 1 |
| Goal Bonus | Shibobo | +3 extra points for any goal scored by a player in your starting XI | R20 / 2000 DB | 1 |
| Forward Frenzy | Diski Dance | Double all points for your forwards | R15 / 1500 DB | 1 |
| Defender's Revenge | Bogogo | Double all points for your defenders and GK | R15 / 1500 DB | 1 |
| Midfield Maestro | Vuvuzela Boost | Double all points for your midfielders | R15 / 1500 DB | 1 |
| Auto Captain | Indlela | Automatically assigns captaincy to your highest-scoring starting XI player after matches conclude | R20 / 2000 DB | 1 |
Chip Tips
- Free chips (Wildcard, Free Hit) are activated from the Squad Selection confirm transfer modal
- Bench Boost and Triple Captain are activated from the Team Selection page
- Premium chips are purchased and activated from the Team Selection page under "Premium Chips"
- Only one chip can be active per gameweek (free or premium)
- Premium chip effects are applied after all matches conclude during gameweek finalization
Every manager earns Experience Points (XP) as they play. XP determines your Manager Level, displayed on your dashboard and league standings.
Level Progression
As you earn XP, you climb through 12 manager levels — each representing a stage in your fantasy football career. Your level is displayed on your profile sidebar and in league standings.
| Level | Title | XP Required | What It Means |
|---|---|---|---|
| 1 | Ball Boy | 0 | Just starting out — every manager begins here |
| 2 | Boot Polisher | 300 | You've got the basics down and are putting in the work |
| 3 | Trialist | 800 | Showing promise — coaches are taking notice |
| 4 | Bench Warmer | 1,800 | You've made the squad but still fighting for a starting spot |
| 5 | Squad Player | 3,500 | A reliable member of the team, contributing regularly |
| 6 | Starter | 6,500 | First name on the team sheet — a committed fantasy manager |
| 7 | Skipper | 11,000 | Leading from the front — your experience shows |
| 8 | Playmaker | 18,000 | Pulling the strings — smart transfers, sharp captaincy calls |
| 9 | Danger Man | 29,000 | Opponents fear your squad — you know the game inside out |
| 10 | Club Legend | 45,000 | A veteran manager with a trophy cabinet to prove it |
| 11 | Bafana Star | 68,000 | National-level recognition — among the elite few |
| 12 | Diski Zone GOAT | 100,000 | The ultimate title — greatest fantasy manager of all time |
How to Earn XP
| Action | XP Earned |
|---|---|
| Gameweek participation (submit a team) | +10 XP |
| High gameweek score (80+ points) | +25 XP |
| Unlocking achievements (varies per badge) | +50 to +200 XP |
XP Tips
- XP is awarded automatically when each gameweek is finalized
- Your current level and progress are shown on the Dashboard, Team Selection, and Points pages
- The Manager of the Week is the manager with the highest gameweek score
- Play every gameweek, chase high scores, and unlock achievements to level up faster
Unlock badges by hitting milestones throughout the season. Each achievement earns you bonus XP.
| Badge | How to Unlock | XP Reward |
|---|---|---|
| First Steps | Create your first fantasy squad | +50 XP |
| Century Club | Score 100+ points in a single gameweek | +100 XP |
| Captain Fantastic | Your captain scores a hat-trick | +150 XP |
| Diamond Hands | Never use your Wildcard in a season | +200 XP |
| Top Dog | Finish a gameweek in the top 100 overall | +100 XP |
| Transfer Maestro | Make 50 transfers in a season | +75 XP |
| Consistent Performer | Score above average for 5 consecutive gameweeks | +100 XP |
| Clean Sweep | All your defenders and GK keep a clean sheet in a gameweek | +75 XP |
| Early Bird | Submit your team before deadline 10 gameweeks in a row | +50 XP |
| Social Butterfly | Join 3 or more leagues | +50 XP |
| Chip Master | Use all free chips in a season | +75 XP |
| Veteran | Play for 2 or more seasons | +200 XP |
About Badges
- Earned badges are displayed on your Dashboard profile widget
- Achievements are checked automatically after each gameweek finalization
- Some achievements (like Diamond Hands and Veteran) are awarded at season end
- The total possible XP from all 12 achievements is 1,225 XP
The Sangoma Score is a composite rating (0-100) that predicts how likely a player is to score big in the upcoming gameweek. Think of it as your personal fantasy advisor — the DiskiZone Sangoma reads the signs so you don't have to.
How It's Calculated
The Sangoma Score combines four key factors:
| Factor | Weight | What It Measures |
|---|---|---|
| Form | 40% | Average points per match over the last 5 gameweeks — the most important indicator of current performance |
| Recent Performance | 25% | Points scored in the last gameweek — rewards players who are hitting form right now |
| Season Consistency | 20% | Total season points — reliable performers who deliver week in, week out |
| Fixture Difficulty | 15% | Based on the upcoming opponent's strength (FDR rating) — an easy fixture boosts the score |
Score Tiers
Each player's Sangoma Score falls into one of five tiers:
| Icon | Tier | Score | Meaning |
|---|---|---|---|
| 🔥 | On Fire | 55 - 100 | Top form, easy fixture — a must-have pick. Captain material. |
| ⚡ | Electric | 38 - 54 | Strong pick with high potential — expect a good return. |
| 👀 | One to Watch | 22 - 37 | Decent option with solid form — keep an eye on this one. |
| 🥶 | Cold | 10 - 21 | Poor form or tough fixture ahead — consider alternatives. |
| 🧊 | Frozen | 0 - 9 | Bad form and tough fixture — avoid unless you have no other option. |
Example 1: Midfielder Scores 2 Goals (Captain)
- Played 90 minutes: +2
- 2 Goals (5 pts each): +10
- Brace bonus: +2
- 1 Assist: +3
- Match bonus (1st): +3
- Subtotal: 20 points
- Captain bonus (2x): 40 points total
Example 2: Goalkeeper Clean Sheet
- Played 90 minutes: +2
- Clean sheet: +5
- 6 Saves (2x bonus): +2
- Penalty save: +5
- Match bonus (2nd): +2
- Total: 16 points
Example 3: Defender with Yellow Card
- Played 75 minutes: +2
- Clean sheet: +4
- 4 Tackles: +1
- 3 Interceptions: +1
- Yellow card: -1
- Total: 7 points
Example 4: Forward with Hat-trick
- Played 90 minutes: +2
- 3 Goals (4 pts each): +12
- Hat-trick bonus: +5
- 6 Shots on target: +2
- Match bonus (1st): +3
- Total: 24 points
| Action | GK | DEF | MID | FWD |
|---|---|---|---|---|
| Playing 60+ mins | 2 | 2 | 2 | 2 |
| Playing 1-59 mins | 1 | 1 | 1 | 1 |
| Goal Scored | 10 | 6 | 5 | 4 |
| Assist | 5 | 3 | 3 | 3 |
| Clean Sheet | 5 | 4 | 1 | 0 |
| Goals Conceded (per 2) | -1 | -1 | - | - |
| Yellow Card | -1 | -1 | -1 | -1 |
| Red Card | -3 | -3 | -3 | -3 |
| Own Goal | -2 | -2 | -2 | -2 |
| Penalty Miss | -2 | -2 | -2 | -2 |
| Penalty Save | 5 | - | - | - |
| Saves (per 3) | 1 | - | - | - |