FIVE CARD DRAFTTo the draft

The Structure Sheet

Every number on this page is read straight from the engine that runs the game. What you see here is exactly what gets paid.

AT A GLANCE

Format
Four picks — one player from each suit — plus three jokers
Board
64 players, 16 to a suit, and a separate joker deck, Tuesday night
Squad
One QB, one RB, one WR, one TE — each from a different suit
Jokers
Pick three; your best one counts as a fifth starter, any position
Drafting
Free — and locking in enters you, also free
Entry fee
None. There is nothing to buy in the app
Scoring
Full PPR, all four count plus your best joker, no bonuses, fumble -1
Lock
Each pick and each joker freezes at his own kickoff, and flips face-up there
Winner
Highest total for the week. Tied squads share the place
Settled
Monday night, once every game is final
1 Game2 Board3 Draft4 Locks5 Scoring6 Fumble7 Payouts8 Coins

1The Game

Four picks — one player from each suit, and one of each position: a QB, an RB, a WR and a TE.

Suits are tiers — Spades strongest, Clubs weakest. One card from each, one of each position: spend your Spade on a QB and your RB comes from a weaker suit.

Plus three jokers from a separate deck — your best one is your fifth starter. Full PPR; swap any pick until that player kicks off.

2The Board

64 players a week, 16 to a suit, posted Tuesday night.

Suits are tiers — Spades strongest, Clubs weakest. One card from each, one of each position: spend your Spade on a QB and your RB comes from a weaker suit.

  • Spades — The premiums. Spending your spade is your loudest call.
  • Hearts — Near-elite. Someone here always smashes.
  • Diamonds — The solid middle. Matchups matter here.
  • Clubs — The value suit. Sharp money lives here.

Spades through clubs are each exactly 4 QB, 4 RB, 4 WR and 4 TE. The jokers are a separate deck, off the board — see §3b.

3The Draft

  • One player from each suit. Four picks, four suits, each used exactly once. No rounds — pick in any order.
  • One of each position: a QB, an RB, a WR and a TE. So the suit you spend on your quarterback is a suit that can't give you anything else. Take Josh Allen from Spades and your running back comes from Hearts, Diamonds or Clubs. Where you spend your Spade is the whole game.
  • Every card is tappable, greyed or not. A greyed card tells you what taking him would cost — “Suit spent”, or “QB taken ♠” when your quarterback already came from Spades — and tapping it anyway makes the swap for you. Tap a player you hold to drop him.
  • Pick for me. Fills four legal picks and three jokers at random. It's a starting point, not a commitment — swap anything.
  • Drafting is free. Locking in a squad costs nothing and enters nothing. Build one, look at it, and change your mind all week.

3bThe Jokers

  • Three jokers, from a separate deck. Players who are NOT on the board — Rob deals the deck each week, and it can be any positions. You take three, and all three are required to lock in.
  • Pick three jokers. The best of them is your fifth starter — any position. Whichever of your three scores most counts, on top of your four. It's the plain best of the three — it never replaces a board pick, and if all three go negative, the least negative counts.
  • Each joker locks at his own kickoff. And stays face down to everyone else until then, exactly like your board picks.
  • Anyone can take the same one. There is no exclusivity — it's a judgement call, not a race.

4Locks

  • Each pick freezes at his own game's kickoff. That kickoff is printed on his card and again on your squad screen, because it's your deadline for him. Everything else stays editable, so you can react to news right up to each whistle.
  • The rule runs both ways. A locked pick can't be moved, and a player whose game has already started can't be added to any suit.
  • Edits carry everywhere. Change a pick before his kickoff and it changes in every contest that squad is already playing in. No re-entry, no second fee.
  • Kickoff is also the reveal. Your picks are yours alone until each player's game starts. At kickoff those cards flip face-up on the leaderboard — one game at a time, as it happens.

5Scoring — Full PPR

Passing yardsper yard+0.04
Passing TDeach+4
Interception throwneach-1
Rushing yardsper yard+0.1
Receiving yardsper yard+0.1
Rushing / receiving TDeach+6
Receptioneach — full PPR+1
2-point conversioneach+2
Fumble losteach-1
Return / recovery TDeach — from Week 4+6
Yardage bonuses100-yard / 300-yard gamesOFF
Return & defensive TDskick, punt, fumble recovery0

Your four board picks count, plus your best joker. An inactive player scores zero and still counts, nothing is dropped, and there is no bonus of any kind on top.Only offensive stats count. Return TDs, fumble-recovery TDs, and defensive scores are worth 0 here, so a returner may score lower than on other fantasy sites.

6Yes, a lost fumble is only -1

Sleeper, ESPN and Yahoo all charge −2. We charge -1, on purpose. So if a player of yours fumbles, our score for him reads exactly one point higher than the number you'll see on another fantasy site. That gap is the rule, not a bug.

7Entering & the Week

  • Locking your squad in is free, and it enters you. Every legal squad plays in The Main Event and ranks all week against the whole league. There is no entry fee and nothing to buy — not in coins, not in anything else.
  • Every squad is on one leaderboard. There is no second table and no separate division. Whoever posts the highest total for the week wins it, and every squad in the pool is ranked against every other one.
  • Tied squads share the place. Two squads level on points are both second, and the next one down is fourth. Nobody is broken out of a tie by a tiebreaker.
  • Settled Monday night. Once every game is final, scores are locked in and the week goes on the record. Stat corrections up to that point simply change the numbers — nothing has to be recalculated by hand.

8Coins

  • Week 1 is a free test. 1,000 coins when you sign up and 100 more when the board drops, so the first week costs nothing and proves the game works. Both stop at Week 2, and every play-money balance is cleared to zero on the way in.
  • From Week 2, coins stop being handed out. Nothing about the draft, the board or the scoring changes. What changes is that the grants end — no signup coins, no weekly allowance — and playing costs nothing, so a balance is no longer something you need in order to be in the pool.
  • Rob keeps the ledger. The app keeps a ledger and nothing else — it has never touched a card, a bank or a payment processor, and there is no purchase anywhere in it. Coins are scorekeeping; a balance moves when Rob says it moved.
  • A head-to-head is between the two of you. The app just keeps score. Optional, just between two members, and Rob isn't in the middle of one. Challenge anyone at the table and name your terms — minimum 10 coins, 1,000 at the most. Nothing leaves either balance when it's accepted and nothing is paid out when it settles: the app records who won and keeps a running record of it, and the two of you settle it between yourselves.
  • So a head-to-head doesn't need a balance. A challenge is settled between two members, so you can take one on whatever your account says — and winning one doesn't put coins in your account either. Your record is on /history: how you've done against each person, and where you stand for the season.
  • Zero rake. Rob takes nothing for running the league — not a cut, not a fee, not a percentage of anything. He never has.
  • Your balance is a running total, not a stored number. Every movement is a line in a ledger that only ever gets added to. Nothing is edited and nothing is deleted — a correction is a new line, not an erasure, and so is the reset that ends the test.

Still stuck? Ask in the chat — somebody at the table has had the same question.