Pick 1 QB, then choose a ROOM for each remaining position — RB, WR, TE, and D/ST. Each room is a team's full position group.
Cards & Stages
Each round has 3 stages — BLUE, YELLOW, then RED. Cards can only be played during their matching stage — or anytime if they're universal GREY. Cards boost your players, sabotage your opponent's, and grow the POT.
The Pot
Each round starts with a POT of 10 chips. Playing cards increases it. After the YELLOW stage, choose to FOLD and surrender the pot — or DOUBLE it and play into RED. The higher fantasy score when the round ends claims the pot.
Fantasy Scoring
Rushing / receiving yard+1
Passing yardrounded per play+0.4
Rushing / receiving touchdown+60
Passing touchdown (QB)+40
Sack taken (QB)−20
Interception / fumble lost−20
Sack (D/ST)+10
Takeaway (D/ST)+20
Return TD (D/ST)takeaway, kick or punt · no yards+60
FIRST TO 100 CHIPS WINS
Win pots to earn chips. The real game plays out live alongside your cards.
A match scores real NFL plays as they happen, so it needs a stretch of uninterrupted game — a full match usually runs about 10 minutes, 15 tops. Games about to hit halftime, the final gun, or sitting in overtime are tagged red and locked. They unlock again when play resumes.
Nobody waits out a rain delay. If the NFL game stops mid-match, the match is voided: no result is recorded and nothing changes for either player. A delayed or suspended game is marked in the lobby and can't be joined until play resumes.
Points credit the moment a play happens — no waiting on replay reviews. If the NFL later nullifies a play we already scored, a FLAG moment fires: the points from that play come back off, and card effects consumed by it re-arm when possible. Corrections only ever touch the current round — once a round's pot is settled, it stays settled. Forever.
Our plays land about half a minute behind the field, so on cable or an antenna we're already a step behind your TV — nothing to change. Streaming apps run further behind, and if the game ever spoils a play before you see it, open Settings → TV SYNC and add a few seconds at a time until the two line up. Worried about fairness? In head-to-head matches the slider is ignored: every play hits both players' screens at the same moment, no matter what either of you set — so neither of you can ever see a play before the other.
Our feed runs a little behind the field, so a play can reach us after cards were played. It's scored as if it had arrived on time: on the board as it stood at the snap — a boost or debuff played after the snap doesn't touch it, but a card that changes this round's plays or a position's whole round, like CHANGE OF HEART or CYCLONE, still can. If a card like CARDJACKING has moved that player to the other lineup since, his fantasy points go with him.
Cards that read the board's points or plays — like WEAR DOWN, WILD CARD, FINE or CHANGE OF HEART — wait until our feed catches up to the moment you played them, so every play from before them counts. That usually takes under a minute, and cards played meanwhile wait their turn behind them. A card still catching up keeps waiting through checks, stages and your turn clock — only if the round ends first is it wasted: it does nothing, not even to the pot.
Most cards change things only from the moment you play them. A few RED cards rewrite the whole round, the points already scored included: CYCLONE and ROSTER RAID re-score each position they cycle as its new player, ACE IN SLEEVE copies your opponent's matching position, TWO-MINUTE DRILL gives your QB and RB the round's longest pass and run, and HAIL MARY can make your WR's whole round 4×. A play that is corrected later, or reaches us late, is re-scored the same way.
No — your hand carries over. You draw 3 cards to start the match and 2 more at the start of every round after, and stage cards meet their stage again next round — so holding a strong card is real strategy. Two costs to watch: if your hand is full when new cards are dealt, a random card is discarded to make room. And if your deck runs dry, your opponent collects 2 chips for every card you couldn't draw.
Fantasy points decide each round: whichever lineup scores more during the round takes the pot. Chips are the match score — pots you win add to your chips, and the first to 100 chips wins the match — or, if the NFL game ends first, whoever has more chips. A live match that starts in the first half ends at halftime the same way.
D/ST is a team's Defense / Special Teams. It earns +10 for a sack and +20 for a takeaway — an interception or a fumble it recovers, a muffed punt included. When it returns a takeaway for a touchdown (a pick-six, a fumble return), it earns the +20 and +60 for the touchdown, with no return yards; the player who gave the ball away still loses 20. A kickoff, punt or blocked-kick return touchdown earns a flat +60. Touchdown cards on your D/ST, like LONG SHOT, pay off on those touchdowns.
Yes — the match starts wherever the NFL game is. The board shows the game as it stands, and the feed shows the last few plays dimmed and tagged EARLIER. Plays from before you started never count — not even one that reaches us after you start, since our feed runs about half a minute behind the field.
The match ends with it. When the final play is over and the clock runs out, the round in progress settles right away: the lineup with more fantasy points this round takes the pot (an exact tie splits it). Then whoever holds more chips wins the match — and if the chips are dead even, the match is a tie. There's no waiting on late stat corrections: once it's settled, it stays settled.
No — halftime is too long to wait out. A match that starts in the first half ends at halftime, exactly as it would at the final whistle: the round in progress settles on fantasy points, then whoever holds more chips wins (dead even is a tie). A match that starts in the second half plays on to the final whistle. A practice replay has no halftime to wait out, so it plays straight on into the third quarter.
A practice sandbox that replays a real NFL game from a past season at high speed — always available, even when nothing is live. Perfect for learning the flow before you play a live slate.
Live NFL play-by-play, pulled while the game is on. Plays reach us about half a minute after the snap — a little behind your TV. Every play you see maps to a real play in the live game — same yards, same touchdowns, same drama.
Press QUICK PLAY and you'll land straight back in your live match. But hurry: the turn clock keeps running, and if you stay gone past the reconnect grace window, the match forfeits — that's a loss like any other. When real-stakes matches arrive, the same rule will apply to anything wagered, so never queue a staked match on shaky wifi.
Different effects, yes. Different debuffs stay armed together, even on one position — a SHADOW COVERAGE ½× and a waiting QB PUNISHER can both sit on a QB — but the same debuff twice doesn't stack. A position holds one "next play" modifier (FILM STUDY, GHOST PASS, SCREEN PASS, FOURTH & FOREVER…): a second one is refused, not swapped in — the card stays in your hand and the feed names the card already on the slot. Round-long boosts (PROMOTE, GAME PLAN, ATOMIC SHIFT) stack on top of anything.
QUICK PLAY
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Our plays arrive about half a minute behind the field, so on cable or an antenna we're already behind your TV — leave this at zero. Streaming apps run further behind, so if the game ever spoils a play before you see it, add a few seconds at a time until the two line up.
AI OPPONENT
Difficulty of the practice opponent.
ANIMATION SPEED
How quickly cards and effects move.
Auto-enabled when your OS prefers reduced motion.
COLOR-BLIND PALETTE
Shifts greens/reds for color-vision safety.
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DRAFT YOUR LINEUP
Your Lineup — Fill all 5 slots
Player Pool
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TIMEOUT
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REPLAYQ1·15:00·
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🎲 WILD SPLIT
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20 POINTS SPLIT RANDOMLY
SHOWDOWN
VICTORY
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