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
Five picks — one player from each suit
Board
80 players, 16 to a suit, Tuesday night
Squad
Exactly one QB, at least one RB, WR and TE — one position doubles into flex
Drafting
Free — and locking in enters you, also free
Entry fee
None. There is nothing to buy in the app
Scoring
Full PPR, all five count, no bonuses, fumble -1
Lock
Each pick 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

Five picks — one player from each suit. A QB, an RB, a WR, a TE, and a flex.

Suits are tiers — Spades hold the stars, Jokers hold the value picks.

Full PPR, and all five scores count. Swap any pick right up until that player kicks off.

Drafting is free. The pool is a separate call, and it's yours to make.

2The Board

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

Suits are tiers — Spades hold the stars, Jokers hold the value picks. One player per suit, so you can't stack studs.

  • 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.
  • Joker — The value shelf. Sixteen names, no pattern — read it before you pick.

Spades through clubs are each exactly 4 QB, 4 RB, 4 WR and 4 TE. The joker is 16 players of whatever Rob feels like that week.

3The Draft

  • One player from each suit. Five picks, five suits, each used exactly once. No rounds — pick in any order.
  • Exactly one QB, and at least one each of RB, WR and TE. That leaves one position doubled, and the second one shows up in your flex seat. You never choose your seats: the app works them out from your five players.
  • Every card is tappable, greyed or not. A greyed card tells you what taking him would cost (“Suit spent”, “QB filled”, “Position full”), and tapping it anyway makes the swap for you. Nothing is hidden and nothing needs undoing — tap a player you hold to drop him.
  • Pick five for me. Fills five legal picks 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 Wild Card

  • One extra pick, from a separate deck of sixteen. Sixteen players who are NOT on the 80-man board — running backs and receivers only. You take one. It sits beside your five; it doesn't replace any of them at the draft.
  • If he beats your worst starter, he takes that score. At scoring, your wild card is compared with the lowest-scoring of your five. If he beats it, his score replaces it. If he doesn't, nothing happens. It can only ever help you, and only by the difference.
  • Position doesn't matter. A receiver can take over from a quarterback who got hurt in the first quarter. The wild card is not in a suit and fills no seat — it is one number against your lowest number.
  • Everybody's wild card locks at the same moment. At his own kickoff, exactly like your other five — and he stays face down until then. Changed 1 Oct 2026: the deck used to lock for everyone at the week's first kickoff, which threw away the half of it that exists for Sunday-morning injury news.
  • Anyone can take the same one. There is no exclusivity. Sixteen cards across the whole league would otherwise be a race, and this is meant to be a judgement call.

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

All five scores count. 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 redeem your invite 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.