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How scoring works

Lowest score wins. So every rule below is really the same rule: good football runs your score up, and up is bad.

Opportunities are discounts. Production is the bill. Just being on the field and touching the ball takes points off your score before anyone gains a yard. Then yards, catches, and touchdowns add it back on. Do nothing, brilliantly.

Limelowers your score — goodOrangeraises your score — bad

Just being out there costs you

Every down you touch the ball is a chance to do damage to your own score. Opportunities are discounts — they come off the top before anyone runs a single yard.

QB dropback (pass attempt or sack)each
−0.4
Carry — any rushing attempt (QB/RB/WR/TE)each · scrambles and kneels count
−1
Target (RB/WR/TE)each
−1
Field-goal attempt (K)each
−2

Quarterback

If opportunities are the discount, production is the bill. Yards and touchdowns run your tab up; interceptions, sacks, and three-and-outs pay it down.

Interception
−4
Pick-six (on top of the INT)
−2
Sack takenstacks to −1.4 with the dropback
−1
Lost fumble
−4
Three-and-out drivetrued up after the game
−1
Completion rate under 50% (min 10 att)
−2
Passing yards
+1 per 25 yds
Rushing yards
+1 per 10 yds
Passing touchdown
+6
Rushing touchdown
+8
Clean game, no turnovers
+4

Running back · Receiver · Tight end

Targets and carries are discounts; catches and yards are the bill. A catch cancels its target and then the yards push you the wrong way.

Target with no catchstacks to −1.5 with the target
−0.5
Lost fumble
−4
Receptionnets 0 against the target, before yards
+1
Rushing yards
+1 per 10 yds
Receiving yards
+1 per 10 yds
Any touchdown
+6

Kicker

A shaky leg behind a stalling offense is a gift. Attempts cost you, misses help you, and every make quietly runs your tab up.

Field-goal attempteach
−2
Missed FG (a blocked kick counts as a miss)stacks to −5 with the attempt
−3
FG made, any distancenets +1 with the attempt
+3
Extra point made
+1

Defense / Special teams

Your defense is rooting to get shredded. Points and yards allowed help you and stack together; sacks, takeaways, and defensive scores are the ones that hurt.

30–39 points allowed
−2
40–49 points allowed
−4
50+ points allowed
−6
400–449 yards allowed
−1
450–499 yards allowed
−2
500+ yards allowed
−3
Sack
+1
Takeaway
+3
Defensive touchdown
+8

Punter — the slot no one else gives you

A real starting slot. You want a hopeless offense that punts all day, pins teams deep, and boots it a mile. Zero punts scores a flat zero — its own punishment.

Every puntthe base
−2
Punt downed inside the 20
−2
Gross average 50.0+ ydsonce per game
−4
Touchback
+3
Gross average under 40.0 ydsonce per game
+3

These are the league defaults — commissioners can tune every value. Numbers on this page come straight from the live scoring engine.

No parking the bench

The obvious cheat is to start a player who'll do nothing — a guy on bye, or a benchwarmer who never touches the ball. So doing nothing has a floor. Start someone who's OUT, hurt, suspended, or on bye, or a skill player who finishes with fewer than 3 opportunities, and you eat a flat penalty:

+20

points, straight onto your score. It's meant to hurt more than any no-show ever helps. Punters are exempt — a zero-punt game already scores a flat zero, punishment enough.

Every score comes with a receipt

You never have to trust a black box. Every player's weekly score itemizes exactly where each point came from — every discount you banked and every yard that cost you — line by line, live as the games play out. When the box score gets corrected on Thursday, the receipt trues up with it.

Now go draft the worst team you can find.

Join the waitlist for early access — the earlier you're in line, the sooner you're drafting.