> For the complete documentation index, see [llms.txt](https://docs.kickest.it/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://docs.kickest.it/eng/fantasy-rules/manage-team.md).

# Manage Team

Each Rounds is divided into several **Turns** (T1, T2, T3…), each corresponding to a block of matches played on the same day. This structure allows you to make changes to your lineup between one Turn and the next.

### **No Automatic Substitutions**

Substitutions are **not automatic**. If a player you have in your starting eleven does not play or earns a score you’re not happy with, **you must replace them yourself**.

For this reason, it’s important to set your lineup while considering how the Turns are distributed, placing players **strategically between the field and the bench**.

### **What You Can Do Between Turns**

Between the last match of one Turn and the first match of the next Turn, you can:

* **Substitute a starting player** with one from the bench, provided the bench player has not yet played.
* **Change your Captain**, selecting one who has not yet played.
* **Change your formation**, if it is compatible with your available players.

All changes must be completed **before the next Turn begins**. You can also undo changes, as long as the new Turn has not started yet.

### **Bench**

When you make a substitution:

* The player who comes in will **earn points normally**.
* The player who is removed will have their **score reset to zero**.

At the end of the Round, the total Kickest team score will be calculated based on the points of the players on the field and the coach.

### **Captain**

The Captain’s score is **multiplied by 1.5**.\
The Captain can be changed between Turns, as long as the new Captain has **not yet played**.

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