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Match results
To determine the outcome of matches is calculated a total score of each team and convert it into goals equivalent under appropriate sections of the score that will define "elastic". The meaning of this term is explained below.
The total score of a team is determined by adding the total scores of each of the 11 players who will play the game of league (these 11 players will be fielded in the 11 field as holding less reserves for replacements and office as described below ). For every player who has played in real football league will be assigned a numerical rating and a number of bonus / malus dependent on game actions and events which have participated in has been the protagonist. The algebraic sum of all these factors (score + bonus - malus) determine the total score of the player.
Once calculated the total team, before moving to the conversion of such scored equivalent is "change" these scores with the application of so-called amendment of calculation. These are divided by department (Defence, Midfield, Attack) and consist of bonus points for our team or malus points for our opponent to be determined based on a comparison of the efficiencies of these departments. The purpose of applying them is to make the outcome of a game dependent not only on the absolute return of a team but also by the relative performance of round opponent.
Even the application of modifiers is based on the conversion tables that make the difference in performance between departments of the two opposing teams in those claims bonus.
To understand in more detail how to calculate the team scores goals and then the equivalent is a list of all claims bonus and calculation tools used in the game and give a brief explanation of each.
Bonus
Goals Scored
Value: +3
Description: is assigned to the player who has developed a network (other networks on a penalty kick which have a dedicated bonus)
Authentic goals set by the official website of the Football League (www.lega-calcio.it)
Assist
Value: +0.5
Description: The player who is assigned to the field that the last step or the final touch that puts a teammate in a position to score. Are counted as assists also touches on two punishments, the steps occurred directly from a corner and steps involuntary. Is considered to assist the transition to a player that a partner who is first to score one or more dribbling or making a solo run of 40 meters. E ', then, given also assists the passage made directly with the hands lineout. There is instead considered a touch assists deflected off an opponent.
Penalty scored
Value: +3
Description: is assigned to the player who has created a network on a penalty kick, scoring the first pitch. In fact, if a player pulls a penalty you parry the first shot and then marked on the rebound of the goalie, applies a bonus (goals scored) and a penalty (penalty miss) and then the bonus / malus final will be the sum of the two. We consider also a bonus for the goalkeeper parries the penalty.
Same holds if the penalty is kicked on the pole and then marks in second place. Again the penalty is to be understood as failed. Unlike before, however, the goalkeeper will not take any bonuses.
Penalty save
Value: +3
Description: para goalkeeper who is assigned to a penalty, even if its goal is scored subsequently retaken. In this case, the goalkeeper will be awarded the bonus for the penalty save and the malus will be subtracted for the network suffered. (See also the description of the bonus Penalty scored).
Victory Goal
Value: +1
Description: is assigned to the player who has achieved the goal that decided the game. It defines goals to win a football game that the network is sufficient to determine the outcome of his team's victory even without any network after it. Best explained with some examples.
In a game that ends 1-0 is clear that scored the only goal is victory.
In a game that ends 2-0 goal win is the first of which was marked (because, according to the definition, even if he had not scored the second goal the team would have won anyway). Same is so for all the winners against a team that has not even scored a goal. In these cases the goal is always the first victory.
In a match ending 3-1 victory was the second goal scored by the team that wins.
In a match ending 3-2 victory was the third goal scored by the team that wins.
And so on ...
Equalizer
Value: +0.5
Description: is assigned to the player who made the last goal in a match that ends in a draw. In this case, unlike the previous one, the determination of this bonus is less ambiguous and complex.
Field factor
Value: +2
Description: is assigned to the team playing at home and is designed to simulate the benefits of play in the game with the support of their fans.
NB: In case of alloys with an odd number of rounds or incomplete rounds, the key field is automatically canceled during the last round.
Malus
Goal conceded
Value: -1
Description: concierge is assigned to each goal in a game that suffers.
Reprimand
Value: -0.5
Description: A player who is assigned to you during the race warning by the referee. Authentic admonitions official assigned by a referee.
Expulsion
Value: -1
Description: A player who is assigned to the race you eject the referee. Authentic expulsions official assigned by a referee.
In the particular case of expulsion amount of yellow cards is counted only expulsion. Similarly, the expulsion is counted only when a player already warned commits an irregularity for which he was shown the red direct (and not the second yellow).
Owngoal
Value: -2
Description: is assigned to the player who marks an author during a game. The own goals are not considered involuntary, even if conclusive, made by a player on a shot that was headed in the mirror, however the door.
Penalty miss
Value: -3
Description: is assigned to the player who fails a penalty kick off from the glass door on one of the poles or the player whose shot, although addressed in the network, was saved by the goalkeeper.
And Replacement Reserve office
The maximum number of substitutions allowed in a game is 3 and the number of deployable reserves in training is equal to 8 (no limit for the role). We also explain the system of substitutions and the concept of reservation office.
When a player lined up in formation proprietor does not take voting (either because they did not play or because it was judged irrelevant and having played a few minutes of competition) is entitled to be replaced by a reserve deployed on the bench. The substitutions occur in the order of deployment of reserves, but only for matching roles, then the original form and is subject to a defender may be replaced only by a defender, a midfielder for a midfielder and a striker by an attacker. The reserve will come into the field only if, in turn, has made vote.
In the particular case in which a team there are sufficient reserves to replace directors without a vote, comes into the reserve office. In this case the vote automatically for the first player to be replaced, will be the lowest rate pure team minus 1. For the next will be decreased even by one until it took a minimum value of 3. Any reservation office is counted as a normal substitution to the computation of the maximum number of substitutions. This means that if you have already entered the field panchinari 3, although there are others among the owners of these players without a vote can not be replaced from the reserve office.
Example
Suppose that we are a team in all four holders not to vote. Suppose further that, of these, two are defenders, a midfielder and a striker. Finally suppose that the bench has been deployed in the order 2 forwards, 2 midfielders, 2 defenders and 2 goalies.
If all stocks took voting could be made up to 3 replacements and gave the order of the bench, will be replaced striker, midfielder and one of the defenders with the actual stocks. The second defender, however, can not be replaced from the reserve office because you've reached the maximum number of substitutions.
Conversely, if the defenders had not taken panchinari entrabi vote, can not replace a player holder with a different role of panchinaro, midfielder and striker holders without a vote would be replaced by panchinari with their vote, while only one of the defenders (in limit than the maximum number of replacements) would be replaced from the reserve office whose vote is calculated as described above.
Defense modifier
The Defense modifier is a bonus / malus be added algebraically to the total score of the opposing team and its value is determined using a table of conversion that is based on the average rating of his defense. To calculate this average rating is dividing the total votes, pure (excluding bonus / malus) his defenders including the goalkeeper for the same number (arithmetic mean).
The value of Defense Modifier depends on the number of defenders lined up (this number can vary from a minimum of 3 to a maximum of 5 excluding the goalkeeper). Where will field only three defenders (offensive form) the modifier will be worsened by half a point (that will be added to +0.5). Remains unchanged if we lined up four defenders. Is improved by half a point for every defender in excess of 4 if it is a form defensive ranks.
The following is the conversion table that translates the Media Rating defenses in points bonus / malus.
Average rating Defence Mod (3 dif) Mod (4 DIF) Mod (5 dif)
less than 5.0 +2 +2.5 +1.5
5.0 to 24.5 +1.5 +2 +1
from 5:25 to 5:49 +1.5 +0.5 +1
from 5.5 to 5.74 +1 +0.5 0
from 5.75 to 5.99 +0.5 -0.5 0
from 6.0 to 24.6 -0.5 -1 0
from 6:25 to 6:49 -0.5 -1 -1.5
from 6.5 to 6.74 -1 -1.5 -2
from 6.75 to 6.99 -1.5 -2 -2.5
over 7.0 -2 -2.5 -3
Modifier Midfield
Midfield The modifier is a bonus you get from a comparison of the totals of the two opposing teams midfield and is added to the score of the team that wins this comparison. Totals midfield are obtained from the sum of votes only pure (excluding bonus / malus) of the midfielders. In the event that one team has the midfield outnumbered his total midfield will be supplemented by adding the votes of players lined up a 5 per midfielder less than the opposing team.
Using the conversion table shown below becomes the difference between the two in midfield total bonus to be assigned to team with best overall midfield.
Total difference Midfield Mod
less than 1.0 0
1.0 to 1.99 +0.5
from 2.0 to 2.99 +1
from 3.0 to 3.99 +1.5
4.0 to 4.99 +2
5.0 to 5.99 +2.5
from 6.0 to 6.99 +3
7.0 to 7.99 +3.5
than 8.0 +4
Attack Modifier
The Attack Modifier is the sum of bonuses that are assigned to individual strikers who, not having scored, took a vote of 6 more pure. This is to gratify even the performance of the strikers who, although not very large bomber, make an important contribution to team play and creating opportunities for fellow department.
To convert the pure vote for a striker who is entitled to that bonus points which determine the coupling modifier you use the following conversion table.
Rating pure striker Mod
less than 6.5 0
from 6.5 to 6.99 +0.5
7.0 to 7:49 +1
7.5 to 7.99 +1.5
than 8.0 +2
Bands score
The conversion table of equivalent total team goal is the following
Overall score team goals
less than 66.0 0
from 66.0 to 71.99 1
from 72.0 to 77.99 2
from 78.0 to 83.99 3
from 84.0 to 89.99 4
from 90.0 to 95.99 5
from 96.0 to 101.99 6
from 102.0 to 107.99 7
over 8 108.0
The score ranges that make up the table, as mentioned above, should be considered flexible and not rigid. Their flexibility is guaranteed by two factors described below. Their purpose is to avoid losing a game with minimum differences between the points of the two teams (if you are riding a snap end. Ex. 71.5 to 72.0) and to avoid do not win even if the difference is very large (where both scores are in the same band. Ex. 66.0 to 71.5).
Same band gap
The numerical value of this factor is 4 points. Apply in the following way: if the scores of both teams are in the same range of goals but there is a difference greater than or equal to "reject the same segment, the game ends with the victory of the team with highest score that is assigned a goal more.
Eg: 66 - 71. Both scores fall in the range of 1 goal. With bands playing the rigid end up 1-1. Using the factor in question, the gap between the scores is equal to 5> = 4 (same band gap), the game ends 1-2.
Scrap different bands
The numerical value of this factor is 3 points. Apply in the following way: if the scores of both teams are in different groups of goals but there is a difference greater than or equal to "reject different bands, the game ends in a tie by assigning a goal more than the team scoring child.
Eg: 71 - 73. The first score falls in the range of 1 goal. The second lies in the range of 2 goals. With bands playing the rigid end up 1-2. Using the factor in question, given the differences in scores was only 2 to <3 (difference bands different), the game ends 2-2.
Special cases
There are a number of special cases to be considered for how to behave during certain football events.
Others Goalkeeper without voting
If a goalkeeper dispute regularly at least 30 minutes of race but is judged not to vote, he was awarded a 6 office. In any event must be added algebraically bonus / malus such a vote.
b. Admonition / eject player without voting
If a player is warned but it is tried without vote, will be replaced by reserves shown in that role.
If a player is sent off but still held without a vote, he was awarded a 5 motion to which is added algebraically the malus for expulsion.
c. Goals / discipline / authority without voting
If a player scores a goal or an author but he is not given a vote, will give it a 6 office to which the algebraic sum bonus / malus.
Player who replaces the goalkeeper
If your a player holder, other than the goalkeeper, was deployed on goal in his team membership (eg following an accident or expulsion of goalkeeper when the team has now run out of substitutions), that player will be awarded the bonus / malus provided for the goalie (goal conceded, penalty save) than those provided for all players regardless of role.
d. SV players (no rating)
Below are all the series in which a player is assigned the SV and the exceptions:
1. any player who will play less than 20 minutes getting the bonus / malus system will be regularly assessed. The assessment will be added to or subtracted from the values of bonus / malus received. These are claims bonus which will contribute to the evaluation of the player: goals scored (including a penalty), assists, penalty save, extrusion, own goal, missed penalty, goal conceded. If a player played less than 20 minutes and does not receive such claims bonus, but receives a warning will be assessed SV.
2. any player who will play less than 20 minutes without receiving any of these claims bonus will be assessed SV.
3. any player who will play at least 20 minutes will be regularly assessed.
The source that will allow us to assess the minutes played by players is LegaCalcio (www.lega-calcio.it)
e. Game suspended, postponed or decided by arbitration
In all these cases to generate match results will be assigned a rating of 6 office to all players of both teams did not play then without waiting for the recovery of the race.
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Match results
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To determine the outcome of matches is calculated a total score of each team and convert it into goals equivalent under appropriate sections of the score that will define "elastic". The meaning of this term is explained below. The total score of a team is determined by adding the total scores of each of the 11 players who will play the game of league (these 11 players will be fielded in the 11 field as holding less reserves for replacements and office as described below ). For every player who has played in real football league will be assigned a numerical rating and a number of bonus / malus dependent on game actions and events which have participated in has been the protagonist. The algebraic sum of all these factors (score + bonus - malus) determine the total score of the player. Once calculated the total team, before moving to the conversion of such scored equivalent is "change" these scores with the application of so-called amendment of calculation. These are divided by department (Defence, Midfield, Attack) and consist of bonus points for our team or malus points for our opponent to be determined based on a comparison of the efficiencies of these departments. The purpose of applying them is to make the outcome of a game dependent not only on the absolute return of a team but also by the relative performance of round opponent. Even the application of modifiers is based on the conversion tables that make the difference in performance between departments of the two opposing teams in those claims bonus. To understand in more detail how to calculate the team scores goals and then the equivalent is a list of all claims bonus and calculation tools used in the game and give a brief explanation of each. Bonus Goals Scored Value: +3 Description: is assigned to the player who has developed a network (other networks on a penalty kick which have a dedicated bonus) Authentic goals set by the official website of the Football League (www.lega-calcio.it) Assist Value: +0.5 Description: The player who is assigned to the field that the last step or the final touch that puts a teammate in a position to score. Are counted as assists also touches on two punishments, the steps occurred directly from a corner and steps involuntary. Is considered to assist the transition to a player that a partner who is first to score one or more dribbling or making a solo run of 40 meters. E ', then, given also assists the passage made directly with the hands lineout. There is instead considered a touch assists deflected off an opponent. Penalty scored Value: +3 Description: is assigned to the player who has created a network on a penalty kick, scoring the first pitch. In fact, if a player pulls a penalty you parry the first shot and then marked on the rebound of the goalie, applies a bonus (goals scored) and a penalty (penalty miss) and then the bonus / malus final will be the sum of the two. We consider also a bonus for the goalkeeper parries the penalty. Same holds if the penalty is kicked on the pole and then marks in second place. Again the penalty is to be understood as failed. Unlike before, however, the goalkeeper will not take any bonuses. Penalty save Value: +3 Description: para goalkeeper who is assigned to a penalty, even if its goal is scored subsequently retaken. In this case, the goalkeeper will be awarded the bonus for the penalty save and the malus will be subtracted for the network suffered. (See also the description of the bonus Penalty scored). Victory Goal Value: +1 Description: is assigned to the player who has achieved the goal that decided the game. It defines goals to win a football game that the network is sufficient to determine the outcome of his team's victory even without any network after it. Best explained with some examples. In a game that ends 1-0 is clear that scored the only goal is victory. In a game that ends 2-0 goal win is the first of which was marked (because, according to the definition, even if he had not scored the second goal the team would have won anyway). Same is so for all the winners against a team that has not even scored a goal. In these cases the goal is always the first victory. In a match ending 3-1 victory was the second goal scored by the team that wins. In a match ending 3-2 victory was the third goal scored by the team that wins. And so on ... Equalizer Value: +0.5 Description: is assigned to the player who made the last goal in a match that ends in a draw. In this case, unlike the previous one, the determination of this bonus is less ambiguous and complex. Field factor Value: +2 Description: is assigned to the team playing at home and is designed to simulate the benefits of play in the game with the support of their fans. NB: In case of alloys with an odd number of rounds or incomplete rounds, the key field is automatically canceled during the last round. Malus Goal conceded Value: -1 Description: concierge is assigned to each goal in a game that suffers. Reprimand Value: -0.5 Description: A player who is assigned to you during the race warning by the referee. Authentic admonitions official assigned by a referee. Expulsion Value: -1 Description: A player who is assigned to the race you eject the referee. Authentic expulsions official assigned by a referee. In the particular case of expulsion amount of yellow cards is counted only expulsion. Similarly, the expulsion is counted only when a player already warned commits an irregularity for which he was shown the red direct (and not the second yellow). Owngoal Value: -2 Description: is assigned to the player who marks an author during a game. The own goals are not considered involuntary, even if conclusive, made by a player on a shot that was headed in the mirror, however the door. Penalty miss Value: -3 Description: is assigned to the player who fails a penalty kick off from the glass door on one of the poles or the player whose shot, although addressed in the network, was saved by the goalkeeper. And Replacement Reserve office The maximum number of substitutions allowed in a game is 3 and the number of deployable reserves in training is equal to 8 (no limit for the role). We also explain the system of substitutions and the concept of reservation office. When a player lined up in formation proprietor does not take voting (either because they did not play or because it was judged irrelevant and having played a few minutes of competition) is entitled to be replaced by a reserve deployed on the bench. The substitutions occur in the order of deployment of reserves, but only for matching roles, then the original form and is subject to a defender may be replaced only by a defender, a midfielder for a midfielder and a striker by an attacker. The reserve will come into the field only if, in turn, has made vote. In the particular case in which a team there are sufficient reserves to replace directors without a vote, comes into the reserve office. In this case the vote automatically for the first player to be replaced, will be the lowest rate pure team minus 1. For the next will be decreased even by one until it took a minimum value of 3. Any reservation office is counted as a normal substitution to the computation of the maximum number of substitutions. This means that if you have already entered the field panchinari 3, although there are others among the owners of these players without a vote can not be replaced from the reserve office. Example Suppose that we are a team in all four holders not to vote. Suppose further that, of these, two are defenders, a midfielder and a striker. Finally suppose that the bench has been deployed in the order 2 forwards, 2 midfielders, 2 defenders and 2 goalies. If all stocks took voting could be made up to 3 replacements and gave the order of the bench, will be replaced striker, midfielder and one of the defenders with the actual stocks. The second defender, however, can not be replaced from the reserve office because you've reached the maximum number of substitutions. Conversely, if the defenders had not taken panchinari entrabi vote, can not replace a player holder with a different role of panchinaro, midfielder and striker holders without a vote would be replaced by panchinari with their vote, while only one of the defenders (in limit than the maximum number of replacements) would be replaced from the reserve office whose vote is calculated as described above. Defense modifier The Defense modifier is a bonus / malus be added algebraically to the total score of the opposing team and its value is determined using a table of conversion that is based on the average rating of his defense. To calculate this average rating is dividing the total votes, pure (excluding bonus / malus) his defenders including the goalkeeper for the same number (arithmetic mean). The value of Defense Modifier depends on the number of defenders lined up (this number can vary from a minimum of 3 to a maximum of 5 excluding the goalkeeper). Where will field only three defenders (offensive form) the modifier will be worsened by half a point (that will be added to +0.5). Remains unchanged if we lined up four defenders. Is improved by half a point for every defender in excess of 4 if it is a form defensive ranks. The following is the conversion table that translates the Media Rating defenses in points bonus / malus. Average rating Defence Mod (3 dif) Mod (4 DIF) Mod (5 dif) less than 5.0 +2 +2.5 +1.5 5.0 to 24.5 +1.5 +2 +1 from 5:25 to 5:49 +1.5 +0.5 +1 from 5.5 to 5.74 +1 +0.5 0 from 5.75 to 5.99 +0.5 -0.5 0 from 6.0 to 24.6 -0.5 -1 0 from 6:25 to 6:49 -0.5 -1 -1.5 from 6.5 to 6.74 -1 -1.5 -2 from 6.75 to 6.99 -1.5 -2 -2.5 over 7.0 -2 -2.5 -3 Modifier Midfield Midfield The modifier is a bonus you get from a comparison of the totals of the two opposing teams midfield and is added to the score of the team that wins this comparison. Totals midfield are obtained from the sum of votes only pure (excluding bonus / malus) of the midfielders. In the event that one team has the midfield outnumbered his total midfield will be supplemented by adding the votes of players lined up a 5 per midfielder less than the opposing team. Using the conversion table shown below becomes the difference between the two in midfield total bonus to be assigned to team with best overall midfield. Total difference Midfield Mod less than 1.0 0 1.0 to 1.99 +0.5 from 2.0 to 2.99 +1 from 3.0 to 3.99 +1.5 4.0 to 4.99 +2 5.0 to 5.99 +2.5 from 6.0 to 6.99 +3 7.0 to 7.99 +3.5 than 8.0 +4 Attack Modifier The Attack Modifier is the sum of bonuses that are assigned to individual strikers who, not having scored, took a vote of 6 more pure. This is to gratify even the performance of the strikers who, although not very large bomber, make an important contribution to team play and creating opportunities for fellow department. To convert the pure vote for a striker who is entitled to that bonus points which determine the coupling modifier you use the following conversion table. Rating pure striker Mod less than 6.5 0 from 6.5 to 6.99 +0.5 7.0 to 7:49 +1 7.5 to 7.99 +1.5 than 8.0 +2 Bands score The conversion table of equivalent total team goal is the following Overall score team goals less than 66.0 0 from 66.0 to 71.99 1 from 72.0 to 77.99 2 from 78.0 to 83.99 3 from 84.0 to 89.99 4 from 90.0 to 95.99 5 from 96.0 to 101.99 6 from 102.0 to 107.99 7 over 8 108.0 The score ranges that make up the table, as mentioned above, should be considered flexible and not rigid. Their flexibility is guaranteed by two factors described below. Their purpose is to avoid losing a game with minimum differences between the points of the two teams (if you are riding a snap end. Ex. 71.5 to 72.0) and to avoid do not win even if the difference is very large (where both scores are in the same band. Ex. 66.0 to 71.5). Same band gap The numerical value of this factor is 4 points. Apply in the following way: if the scores of both teams are in the same range of goals but there is a difference greater than or equal to "reject the same segment, the game ends with the victory of the team with highest score that is assigned a goal more. Eg: 66 - 71. Both scores fall in the range of 1 goal. With bands playing the rigid end up 1-1. Using the factor in question, the gap between the scores is equal to 5> = 4 (same band gap), the game ends 1-2. Scrap different bands The numerical value of this factor is 3 points. Apply in the following way: if the scores of both teams are in different groups of goals but there is a difference greater than or equal to "reject different bands, the game ends in a tie by assigning a goal more than the team scoring child. Eg: 71 - 73. The first score falls in the range of 1 goal. The second lies in the range of 2 goals. With bands playing the rigid end up 1-2. Using the factor in question, given the differences in scores was only 2 to <3 (difference bands different), the game ends 2-2. Special cases There are a number of special cases to be considered for how to behave during certain football events. Others Goalkeeper without voting If a goalkeeper dispute regularly at least 30 minutes of race but is judged not to vote, he was awarded a 6 office. In any event must be added algebraically bonus / malus such a vote. b. Admonition / eject player without voting If a player is warned but it is tried without vote, will be replaced by reserves shown in that role. If a player is sent off but still held without a vote, he was awarded a 5 motion to which is added algebraically the malus for expulsion. c. Goals / discipline / authority without voting If a player scores a goal or an author but he is not given a vote, will give it a 6 office to which the algebraic sum bonus / malus. Player who replaces the goalkeeper If your a player holder, other than the goalkeeper, was deployed on goal in his team membership (eg following an accident or expulsion of goalkeeper when the team has now run out of substitutions), that player will be awarded the bonus / malus provided for the goalie (goal conceded, penalty save) than those provided for all players regardless of role. d. SV players (no rating) Below are all the series in which a player is assigned the SV and the exceptions: 1. any player who will play less than 20 minutes getting the bonus / malus system will be regularly assessed. The assessment will be added to or subtracted from the values of bonus / malus received. These are claims bonus which will contribute to the evaluation of the player: goals scored (including a penalty), assists, penalty save, extrusion, own goal, missed penalty, goal conceded. If a player played less than 20 minutes and does not receive such claims bonus, but receives a warning will be assessed SV. 2. any player who will play less than 20 minutes without receiving any of these claims bonus will be assessed SV. 3. any player who will play at least 20 minutes will be regularly assessed. The source that will allow us to assess the minutes played by players is LegaCalcio (www.lega-calcio.it) e. Game suspended, postponed or decided by arbitration In all these cases to generate match results will be assigned a rating of 6 office to all players of both teams did not play then without waiting for the recovery of the race.
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