Reveal three, choose one
The reveal follows the draft lock. Once all ten players and their priority order are fixed, Rivals turns over three random Power Ups. The four draft-impacting cards sit in the same pool as the twelve scoring cards, so a draft card is possible but never guaranteed. You can compare all three effects before locking one, but you cannot rewrite the ranking in response.
Most Power Ups apply automatically once selected. A player-specific card asks you to choose a position rather than a named player. After allocation it binds to your highest-ranked awarded player in that position, so it remains valid even when a contested player goes to your opponent.
Individual, position and team-condition effects
An individual card changes one player's score, such as Hot Streak or Double Trouble. A position card can reward every eligible player, such as Midfield Engine or Clean-Sheet Storm. Team-condition cards award a separate team bonus when the complete lineup meets a shared condition.
Battle Centre highlights the players affected by the active card and separates base player points from Power Up contributions. A card can be in play before it has earned a bonus, which is why the visual treatment and the numeric contribution are shown separately.
Full House is about minutes, not five individual bonuses
Full House awards 8 team points only when all five selected players record at least 60 minutes. The bonus is all or nothing: no player receives a separate share of those 8 points, and four qualifying players do not produce a partial award.
The breakdown therefore shows each player's minutes rather than misleading individual Power Up points. Anyone below the 60-minute threshold is highlighted so the exact reason the condition has not been met is immediately visible.
Rarity changes draw frequency, not usability
Cards are grouped as Common, Rare, Epic and Legendary. Each reveal has a 55% chance to be Common, 27% chance to be Rare, 13% chance to be Epic and 5% chance to be Legendary, then an available card of that rarity is chosen at random. A revealed card is removed before the next slot, so the same Power Up cannot appear twice.
A rarer card may have a larger ceiling, but every card is designed to offer a meaningful route to value. A dependable Common card that matches the selected team can be more useful than a Legendary condition the team is unlikely to reach.
When the Power Up score becomes final
Power Up values update alongside the live player performances they depend on. A clean-sheet effect can fall if a team concedes, a minutes condition remains open until every relevant appearance is known, and a highest-scorer effect cannot be settled until the final player totals are available.
Finalisation calculates the card from the same locked lineup and verified statistics used by the battle. The resulting Power Up total is preserved with the completed score so historical battles do not change when a later Gameweek begins.