Legal & trust
Player Market Game Rules
A plain-language description of the Early Shout Player Market. These rules should be read together with the Terms of Use.
1. Free game credits only
Each account receives 100m Market Credits for gameplay. Credits have no cash value, cannot be purchased, withdrawn or transferred, and do not represent ownership of a player or any real-world asset.
2. Pick your team and formation
Your team needs 11 players. Everyone can choose 4-3-3 (1 goalkeeper, 4 defenders, 3 midfielders and 3 forwards) or 4-4-2 (1 goalkeeper, 4 defenders, 4 midfielders and 2 forwards). The attacking 3-4-3 shape is a permanent Clubhouse reward. You can mix players from any league shown in the Player Market. A formation can only be changed when the players already held fit the new shape.
3. Buy and sell players
You can buy up to 11 players in each gameweek if you have enough Market Credits and space in your chosen formation. Sales do not use a signing. The confirm screen shows the exact buy or sale value before you trade. A normal purchase always uses the public market price.
4. Use one Gameweek Chip
You may confirm one optional chip in each gameweek before the first tracked league match kicks off. Triple Shout gives one held player three times their normal move. Power Pair gives two held players twice their normal move. Position Pulse boosts all held defenders, midfielders or forwards; its multiplier automatically adjusts between 1.5 and 3 times depending on how many copies are targeted, so choosing a smaller position group is not weaker. Full XI Surge gives a complete valid XI 1.2 times their normal move. Lockdown freezes two held players at zero movement. Every boost works up and down, so it can help or hurt. A confirmed chip cannot be changed.
A chip changes only the value of the exact copies held in your roster when it is confirmed. It does not change the public price paid by other players. Your held adjustment stays through later gameweeks, and a sale pays your held value without changing the public market. If you sell a target before their result is processed, that sold copy receives no chip effect. Selling every remaining target ends the chip without returning it.
5. How prices change
These are Early Shout game prices, not real player values. Every player carries an expected level and a situation (minutes, starts and appearances per club match), and together they set a target price. After a finished match, the verified rating nudges the expected level and the playing time nudges the situation. The price then walks toward its target in 0.1m steps: at most 0.3m per match, 0.6m per results week, always between 4.0m and 15.0m. A player who performs exactly as expected does not move. A substitute who is named but not used loses a little situation, not a fixed step. A chip is applied afterwards only to eligible copies held by that manager.
6. What happens when data is missing?
The price stays the same. We never treat missing data, injury or suspension as proof of anything. Only two records count: an explicit unused-substitute record, or a verified complete match sheet that leaves an active player out, which weighs half as much. Cameos of 15 minutes or less never change the expected level. Each finished match affects a player only once. If the provider officially corrects a record later, we replay the player's season, walk the price to the corrected target and keep the audit trail.
7. See your results
After the price update, the Reveal page shows what happened to your team, each player and any chip adjustment. Leaderboards only compare scores inside this game. Market Credits and player prices are not real money.
8. Pre-launch changes
During founder testing, Early Shout may adjust methodology, limits or presentation to improve fairness and reliability. Material rule changes will be documented before broader public play.
Last updated: 30 August 2026