The squad, exactly
**£100.0m** buys **15 players**: 2 GK, 5 DEF, 5 MID, 3 FWD. Each gameweek you pick 11 of them to start, in any formation with at least 3 defenders and 1 forward. The other 4 sit on the bench in a priority order you set.
The 3-per-club rule is the real constraint
You may not own more than **3 players from a single club**. This is what stops everyone simply buying the entire Manchester City or Arsenal defence. It is also why a "triple-up" on a strong team's attack is a genuine strategic commitment rather than a free lunch — it uses your entire allocation for that club.
Your budget is not really £100m
The bench matters. Four of your fifteen players usually score you nothing, so the realistic question is how much of your £100m you spend on the eleven that actually play. Most strong squads run a cheap, functional bench and concentrate the money in the starting XI — but a bench so cheap that it never covers an injury is a false economy.
Selling price and the 50% rule
Player prices move with transfer activity. When you sell, you keep **half of any rise, rounded down to the nearest £0.1m** — so a player bought at £7.0m who is now £7.3m sells for £7.1m, not £7.3m. This means your team value and your bank are not the same thing as your purchase price, and it is the single most misunderstood mechanic in the game.