Rules
What is different here
Five things. Everything else will be familiar.
- You buy players, you do not draft them. Every player in the league is available to everyone, every week. No draft, no waivers, no trades, no exclusivity — two of us can roster the same running back in the same week, at different prices.
- The price you sign at is yours until you drop him. His market price moves every week. Yours does not. That is the whole game.
- Your roster carries over. This is not a weekly re-draft. Whoever is on your roster on Tuesday is still there on Sunday unless you change something.
- Ten starters, no bench. You sign a player straight into a slot, so there is no lineup to set. Whoever is in the slot when his game starts is who scores for it.
- A $500 salary cap, spent against those signed prices.
Roster
| Slot | How many | Cheapest possible |
|---|---|---|
| QB | 1 | $45 |
| RB | 2 | $25 |
| WR | 3 | $25 |
| TE | 1 | $25 |
| RB/WR/TE (FLEX) | 1 | $25 |
| DST | 1 | $20 |
| K | 1 | $20 |
| Total | 10 | $260 |
No price ever falls below the floor for its position, so a complete roster can never cost less than $260 of your $500. The app holds that money back against your empty slots, which is why the budget on a slot screen is smaller than your balance — you can always afford to finish.
Money
- Prices are set by the app, not by anyone. A player costs his position floor plus $4 for every projected point above replacement level at his position. Nobody prices players by hand and nobody can.
- If his price goes up, you keep yours. Sign a receiver at $60 and he is $60 to you for as long as you hold him, even at $95 on the market. That gap is your cap space.
- If his price goes down, the app re-signs him for you at the lower price and gives you back the difference. You do not have to do anything, and there is no way to lose by it.
- Drop him and the price is gone. Signing him back costs whatever he costs that week.
The week
- Tuesday morning — the week rolls over. New prices go up, anyone who got cheaper is re-signed for you, and the market opens.
- Tuesday to kickoff — sign and drop as much as you like. Nothing is written until you press through a confirmation screen.
- Each slot locks when its own player kicks off. Not the whole roster at once. Your Thursday receiver locks Thursday night; your Monday running back is still swappable on Sunday evening. An empty slot stays open while any game that week is still to come.
- Scores update live while games are on, for you and your opponent.
Matchups
- Head to head. Every week you are drawn against one other owner and the higher score wins. Standings are win-loss, with points for as the tiebreak.
- Your opponent's roster is hidden until it plays. You see his projected total all week, but each of his players only appears when his own game kicks off. Rosters carry over, so showing them sooner would be a scouting report on every week you have left against him, not just this one.
- With an odd number of owners, whoever is left without an opponent plays the league median — the middle score of everyone else. Beat it and it is a win. Nobody gets a dead week.
Playoffs
- Weeks 1–14 are the regular season. Weeks 15–17 are the playoffs. Week 18 is not played — it is the week teams already through rest their starters.
- 6 owners make it, seeded on the regular-season standings. The top two get a bye in week 15. Fewer than 6 owners and the bracket shrinks to fit.
- Each round is redrawn so the best seed left plays the worst seed left. A tie sends the better seed through.
- Miss the bracket and you still play. Everyone outside it is drawn against somebody else outside it every week to the end. Those games settle the placings below the title.
- The market runs all the way through. A playoff run can be repaired after an injury, and it can be bought.
Scoring
Full PPR.
Offense
| Passing TD | 4 |
| Passing yards | 1 per 25 |
| 300 passing yards | +2 |
| Interception thrown | -1 |
| Rushing TD | 6 |
| Rushing yards | 1 per 10 |
| 100 rushing yards | +2 |
| Receiving TD | 6 |
| Receiving yards | 1 per 10 |
| 100 receiving yards | +2 |
| Reception | 1 |
| Fumble lost | -1 |
| Two-point conversion | 2 |
Kicker
| Field goal | 0.1 per yard |
| Extra point | 1 |
| Extra point missed | -1 |
| FG missed under 50 | -1 |
| FG missed 50+ | 0 |
A 50-yard field goal is 5 points, a 30-yarder is 3. Distance is the whole of it — no flat value, no bands.
Defense & special teams
| Sack | 1 |
| Tackle for loss | 1 |
| Interception | 2 |
| Fumble recovery | 2 |
| Safety | 2 |
| Blocked kick | 2 |
| Touchdown | 6 |
Points allowed
| 0 | 10 |
| 1–6 | 7 |
| 7–13 | 4 |
| 14–20 | 1 |
| 21–27 | 0 |
| 28–34 | -1 |
| 35+ | -4 |