Build a starting five from five approved fixture lanes.
Pick five clubs. Manage the matchweek.
Build a starting five from five approved fixture lanes across English football, set the formation, prepare your cover and fight through a promotion-and-relegation Rival pyramid.
Already managing a side? Log in with email or Google
Your ten-team squad and formation freeze together at T−24.
During the final 24 hours, only S1, S2 or S3 may enter your active five.
Six-manager Rival divisions reset every five league games.
Confirmed full-time goals move Overall and every private Room; the week becomes final when its scoring fixtures are complete.
Email and password or Google lead into the same Fantasy Lockr account. Facebook sign-in will be shown here once the Meta app is published for general users.
A whole season of decisions, not one deadline and a spreadsheet.
Your five clubs are organised like a team. Overall and Rooms count their goals scored, while formation assigns the separate Rival DEF, MID and ATT jobs. The full ten-team squad locks 24 hours out, and only S1, S2 or S3 may enter the five before final lock.
Pick the five
Choose one valid club from each approved fixture lane.
Set the shape
Your formation assigns Defence, Midfield and Attack jobs for the separate Rival head-to-head score.
Prepare cover
Name three normal subs and two emergency reserves before the 24-hour squad lock.
Climb the pyramid
Play five Rival League matches, move divisions, then start the next phase.
Goals drive the Main Game. Formation drives Rivals.
Overall and private Rooms add the goals scored by your final five clubs as their exact selected fixtures reach confirmed full time. Rivals uses those same locked five but applies the separate Defence, Midfield and Attack calculation below.
Defence
In Rivals, defensive slots are judged by how many goals their clubs concede.
Midfield
In Rivals, midfield slots use the club's full-time goal difference for the selected fixture.
Attack
In Rivals, attacking slots use how many goals their clubs score.
Scoring gameweeks
Fantasy Lockr runs across 38 scoring gameweeks, with one Rival match tied to each week.
No-repeat halves
Only your final active five consume club usage. The no-repeat pool resets after GW19.
Live Main Game, final Rival result
Confirmed full-time results move Overall and Room totals during the week. Rival W/D/L and points settle only when the scoring week is complete.

Three subs. Two emergency safety valves.
Name all five cover teams before the 24-hour squad lock. During the final day, only S1, S2 or S3 may enter the active five. E1 and E2 stay reserved for verified cancellations, postponements or moves outside the locked gameweek.
Seven phases. Then the Rival Cup.
GW1–35 is seven five-game Rival League phases. Six managers share a division, everyone meets once, first is promoted and sixth is relegated after each phase. GW36–38 switch to the Rival Cup with one different opponent each week.
Know what is playable and why.
Matchweeks are grouped into current, next, later, changed and results. Each approved slot explains where its selectable clubs came from. Fantasy Lockr stays league-only, including when a blank division is replaced by an extra slot from another active league.

Private Rooms without another set of picks.
Your final active five produces one Main Game goal total. Confirmed full-time results can move the Overall table and every private Room during the week. Rivals uses the same locked five for its separate head-to-head DEF, MID and ATT comparison, with W/D/L and Rival points awarded only after the scoring week is complete.
Your football control room lives in your pocket.
Fast pick changes, lock alerts, final Rival results, fixture movement and squad status are designed mobile-first across the installed app and web experience.

The important bits before kickoff.
Picks, locks, no-repeat usage, Rivals, accounts and fixture exceptions should all be understandable before a manager commits a club.
Do I pick players?
No. You manage five football clubs. Overall and Rooms count the goals scored by your final five; formation applies separately to the Rival DEF, MID and ATT calculation.
Why can a week contain two clubs from the same league?
Fantasy Lockr stays league-only. If one of the five divisions has no usable fixture in a gameweek, that structural pick slot can be supplied by another active division, and the Fixture Centre explains the replacement.
When do picks lock?
Your ten-team squad and formation lock 24 hours before the first eligible kickoff. Until final lock, you can make up to three manual changes using only your named S1, S2 and S3. E1 and E2 are automatic emergency cover only for verified fixture disruption after user changes close.
How does the no-repeat rule work?
Only the five clubs that finally count consume usage. You cannot reuse a consumed club within the same 19-gameweek half, and the pool resets after GW19.
How do Rival Leagues work?
Six managers play seven five-game phases across GW1–35. First is promoted and sixth is relegated after each phase. GW36–38 become the Rival Cup, with one different opponent each week.
When does a Rival result become final?
Only after the Fantasy Lockr scoring week is complete. Unfinished Rival matches stay In progress and do not publish provisional ATT, MID or DEF scores as settled results.
How can I sign in?
Use email and password or Google. Facebook sign-in is prepared but will only be promoted once the Meta app is published for general users.
Is Fantasy Lockr free?
Account creation and the core football game are free. Any future paid feature or prize competition will be shown with its own clear terms before entry.
Build your team of teams.
Pick five clubs, set the tactics, prepare the cover and start climbing.



