



A new fantasy team every Tuesday. Open seven packs, pick your lineup, beat your rival that week.
A new fantasy team every Tuesday. There's no draft, no roster to manage, no waiver wire. Every week you get seven packs of player cards, build a brand-new lineup from what you pull, and play one head-to-head matchup. Next Tuesday it all starts over. You can never fall out of it.
Seven spots: QB, RB, RB, WR, WR, WR, FLEX (FLEX takes an RB, WR or TE). One pack per spot, three players who play that position in each. Tap a sealed pack, flip the cards, tap the one you want.
Every pack has a rarity: Legendary, Epic, Rare, Common. A Legendary pack holds three of the best players at that position this week; a Common pack holds three you'd normally bench.
Everyone gets the same mix every week: 1 Legendary, 2 Epic, 3 Rare, 1 Common — shuffled across your seven spots at random. The luck isn't whether you get a Legendary; it's which spot it lands on and which three stars are inside.
Rarity is decided fresh each week from that week's projections, position by position:
| Position | legendary | epic | rare | common |
|---|---|---|---|---|
| QB | top 6 | 7–12 | 13–20 | 21–32 |
| RB | top 6 | 7–16 | 17–32 | 33–56 |
| WR | top 8 | 9–22 | 23–44 | 45–72 |
| TE | top 3 | 4–8 | 9–14 | 15–24 |
Hate all three? Trade them for one player of the same rarity — no choice, no undo, he is your starter. Only while nobody in the pack has kicked off.
10 · 20 · 40…
doubling each week — free if the league has run out at that rarity
Bump a pack up one rarity and redeal it at the higher level. Stays sealed.
25 · 50 · 100
Common→Rare · Rare→Epic · Epic→Legendary, 1 per week
See one random card without opening the pack. It stays sealed — and still counts for the auction — and that card is face-up when you do open it.
5
once per pack, before anyone in it has kicked off
Earned on Sunday, spent on Tuesday. They never expire during the season.
| Every fantasy point one of your starters scores | 1 each |
| Each pack where your pick outscored both players you passed on | +5 |
| Winning your matchup | +25 |
A typical week earns around 100–150. One catch: a player you bought at the auction earns you no coins. He wins you the game, not the bank — that's what keeps the leader from running away with it.
Every Tuesday, every player anyone in the league started last week goes up for sale. Spend coins to buy one for a spot in this week's lineup — or trust the pack.
Full PPR. Nothing exotic.
| Passing yards | 1 per 25 |
| Passing touchdown | 4 |
| Interception thrown | -1 |
| Rushing or receiving yards | 1 per 10 |
| Rushing or receiving touchdown | 6 |
| Reception | 1 |
| Two-point conversion | 2 |
| Fumble lost | -2 |
For a 10-team league: regular season through week 14, then the top 6 make the playoffs, seeded by record then points. Week 15: seeds 3–6 play while the top two rest. Week 16: semifinals. Week 17: the final, plus a third-place game. Everyone else plays consolation matchups and keeps opening packs and earning coins. The champion is crowned when week 17 goes final.