DiskiZone Fantasy Rules & Scoring

Everything you need to know about how points are calculated

Squad Selection

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.

Captain & Vice-Captain

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).
Playing Time Points
Minutes Played Points
60+ minutes +2
1-59 minutes +1
0 minutes (unused sub) 0
Goals & Assists
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
Clean Sheets

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
Cards, Own Goals & Penalties
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.
Milestone Bonuses
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.
Performance Stats Bonuses

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
Match Bonus Points (BPS)

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
Weekly Prize

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 (Free & Premium)

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
Manager Levels & XP

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
1Ball Boy0Just starting out — every manager begins here
2Boot Polisher300You've got the basics down and are putting in the work
3Trialist800Showing promise — coaches are taking notice
4Bench Warmer1,800You've made the squad but still fighting for a starting spot
5Squad Player3,500A reliable member of the team, contributing regularly
6Starter6,500First name on the team sheet — a committed fantasy manager
7Skipper11,000Leading from the front — your experience shows
8Playmaker18,000Pulling the strings — smart transfers, sharp captaincy calls
9Danger Man29,000Opponents fear your squad — you know the game inside out
10Club Legend45,000A veteran manager with a trophy cabinet to prove it
11Bafana Star68,000National-level recognition — among the elite few
12Diski Zone GOAT100,000The 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
Achievements & Badges

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
Sangoma Score

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.
Pro Tip: Sort by Sangoma Score in the Squad Selection player list to quickly find the best picks for the upcoming gameweek. Hover over any player's score to see their tier description.
Scoring Examples
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
Quick Reference - All 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 - - -
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