Player Shares
Shares are your stake in a player's performance. They behave like a tradable position. You sign shares to enter, release shares to exit, and your holdings determine your cut of that player's tournament rewards.
This page covers the share mechanics that apply across every sport on Sport.fun. For sport-specific values (maximum supply, snapshot timing, contract starting count), see Football: Player Shares or NFL: Player Shares.
In the app
Navigation guide coming soon. This section will show you exactly where to find this in the app.
TL;DR
- Shares are your stake in a player. Sign to enter, release to exit.
- Two sources: the marketplace (using Gold) or Player Packs (using TP)
- Every player has a fixed maximum supply that never changes
- Each share carries contracts that decrement every tournament that player takes part in
- Bench shares to pause eligibility without releasing
- Only shares held before the tournament snapshot count for that tournament
- More eligible shares means a larger slice of that player's rewards
- All shares live on-chain in your in-game wallet on Base
Where shares come from
There are two ways to add shares to your squad:
- The marketplace. Sign shares directly using Gold. Prices move with demand. The app shows live prices, recent volume, and the standard 3% Sign fee on the confirmation screen. See Trading and Fees.
- Player Packs. Open packs using Tournament Points (TP). Packs return shares of one or more players, sometimes with Epic (1.5x) or Legendary (3x) upgrades. Packs are usually the cheaper way to grow your squad. See Player Packs.
Most managers use a mix. Packs are good for breadth. The marketplace is good for targeted picks.
Maximum supply
Every player has a fixed cap on the total shares that will ever exist for them. The cap is set per sport and never changes.
A new player launches with a portion of their maximum supply available in the market. The remainder enters circulation gradually through Player Packs.
For the current cap and launch supply per sport, see the sport-specific Player Shares pages.
Contracts
Each share carries a number of contracts. Contracts track how many more tournaments those shares can earn rewards in.
- Each time a player takes part in a tournament, their shares lose one contract.
- At zero contracts, the shares stop earning rewards. They still exist and can be released, but they will not earn TP until contracts are renewed.
- Maximum contracts per player: 8. This applies to both Football and NFL. The cap is configurable per sport at deploy time, so it can change without a wiki update. Always check in-app for the current cap.
To renew contracts, you have three options:
- Buy contracts directly to reactivate existing shares (up to the 8-contract maximum)
- Sign more shares of that player. New shares start with a fresh contract count, and contracts average across your total holding in that player.
- Release the shares if you no longer want the player
Averaging example: You hold 1,000 shares with 2 contracts remaining. You sign 1,000 more shares (which start at 4 contracts). You now hold 2,000 shares at an average of 3 contracts.
The starting contract count for newly signed shares is the same across both live sports. See the sport-specific pages to confirm the current value.
Active and benched shares
You can bench shares to take them out of tournament eligibility without releasing them.
- Benched shares do not earn rewards
- Benched shares do not consume contracts
- Bench from the Selection page on the squad / roster screen
- Once you confirm your selection, it stays in place until you change it
Use the bench to protect contracts on players you are not targeting in a given tournament, or to keep fringe players from filling your tournament selection cap.
For sport-specific selection caps (Football: 75 players, NFL: 35 players), see Football: Squads or NFL: Roster Management.
Snapshot eligibility
Each tournament takes a snapshot at a specific moment. Only shares you held before the snapshot count for that tournament. Signing later does not retroactively qualify.
The snapshot moment differs by sport:
- Football: taken when each player enters the pitch
- NFL: taken when each player's game starts
Shares released after the snapshot still count for that tournament. Releasing does not retroactively remove eligibility.
For tournament structure and reward distribution, see Tournaments and Rewards.
How holdings translate to rewards
Each rewarded player has a fixed allocation from the prize pool, set by their final placement. Your cut of that allocation is your eligible active share count divided by the total eligible active share count across all managers.
In short: more shares means a larger slice. But it cuts both ways. If a player flops, you take a bigger price hit too.
For full reward distribution tables and per-position payout splits, see the sport-specific Tournaments and Rewards pages.
Supply definitions
These terms appear throughout the wiki and the app. They have specific meanings.
| Term | Definition |
|---|---|
| Max Supply | Total shares that will ever exist for a player. Fixed per sport. |
| Circulating Supply | Shares owned by managers plus shares in the marketplace pool. Does not include Development Squad shares. |
| Active Supply | All shares across all managers that currently have contracts and are not benched. |
| Your Active Shares | Your shares that have contracts and are not benched. |
| Development Squad | Shares held outside any manager's roster. Not counted in Circulating Supply. |
Active Supply can move up or down without anyone signing or releasing, because managers bench and unbench shares.
On-chain
Shares live in your in-game wallet on Base. Sport.fun is non-custodial. The game runs on a public chain, not a private database.
You can verify the marketplace and development squad pool addresses on-chain. See the FAQs on the sport-specific pages for the current pool addresses.
Common mistakes
- Signing shares after a player has snapshotted and expecting them to count for that tournament
- Forgetting to unbench players before the tournament starts
- Letting contracts run to zero without renewing, then wondering why rewards stopped
- Releasing a player at a panic price after one bad match instead of looking at the full tournament window