What Are Double Gameweeks and Blank Gameweeks?
Double Gameweeks (DGW) occur when teams play twice in a single FPL gameweek — giving you two chances to score points from each player you own from that club. Blank Gameweeks (BGW) are the flip side: some teams play zero matches (usually because their match was rescheduled for a cup tie or European fixture), meaning you get zero points from those players regardless of their form.
Both DGW and BGW are created by fixture rescheduling during the season. The FA Cup, Carabao Cup, and European competition cause most reschedules. They are announced by FPL during the season and are not predictable in advance, but patterns from previous seasons give a rough idea of when to expect them — typically in the second half of the campaign around February to April.
Understanding how to exploit DGWs and navigate BGWs is one of the highest-leverage skills in FPL. The rank swings during these gameweeks are enormous — managers with full DGW squads can gain 50-100k rank in a single week while managers with blank squads crater.
How to Build for Double Gameweeks
The core DGW strategy is to own as many players as possible from teams with double fixtures before the gameweek deadline. This means either making progressive transfers in the weeks leading up to the DGW, or timing your Wildcard to land in the DGW planning window.
The ideal DGW squad has 9-11 players from double-fixture teams. Achieving this requires significant transfers and often a Wildcard — which is why timing your first or second Wildcard around a major DGW is a key strategic decision. The rule of thumb: if two or more top-six clubs have a DGW in the same gameweek, it is strong Wildcard territory.
Captaincy stacking amplifies the effect further. Captaining a premium asset with a DGW fixture (say, a Liverpool forward with two games against promoted opposition) effectively gives you up to 4 scoring opportunities — two matches, doubled captain points. This is when Triple Captain becomes most powerful if you can align it with a DGW appearance.
Chip Sequencing Around DGWs and BGWs
The Free Hit chip is specifically designed for Blank Gameweeks. When your regulars have no fixture, the Free Hit lets you build a disposable squad of players who do play — then your original team returns the following week. This makes the Free Hit far more valuable in a BGW than in a normal gameweek, where you would simply use it to refresh a struggling squad.
Bench Boost is almost universally best played in a DGW because you earn points from all 15 players, including your bench. If your bench also contains DGW players, a well-timed Bench Boost in a DGW can return 80-100+ points — the ceiling is dramatically higher than any normal gameweek.
The general chip sequence that top managers favour: Wildcard 1 early (GW1-8 for squad corrections) → Wildcard 2 timed to a DGW → Free Hit in the BGW immediately before or after → Triple Captain on a premium DGW asset → Bench Boost in the biggest DGW of the season.
Navigating Blanks Without the Free Hit
If you have already played your Free Hit, you need to navigate blanks with your regular squad. The key is minimising the number of blanking players: ideally no more than three or four of your starting XI have no fixture. Roll transfers in the weeks before a blank to build coverage from teams who play.
The differential play during blanks is to own players from mid-table clubs whose fixture survived the reschedule. These players are often lower ownership precisely because they are not from top clubs, making them high-upside differentials if they score during a blank week where your rivals' premium options sit idle.
Rank impact during blanks and doubles is asymmetric — blanking when the template managers have DGW assets hurts you far more than the upside of having DGW assets when your rivals blank. This makes defensive positioning (avoiding full blanks) as important as offensive DGW stacking.