Rules
Simple game. Serious receipts.
Everything that decides who wins your league, from the draft to the final. Each section starts with the short version.
On this page
Leagues
Short versionPrivate leagues of 6 to 16 real people. No bots.
- Leagues are private. Create one, then invite your friends or share the league code.
- A league plays with 6 to 16 managers. Odd sizes work too. 10 is the default format.
- Every manager is a real person. Empty seats are never filled with bots.
- The league size locks when the creator starts the draft. Nobody joins after that for the season.
In a league with an odd number of managers, one manager has a BYE each Gameweek: no win, no loss, but their lineup still locks and still scores, and that score counts toward the standings tiebreak. BYEs are spread as evenly as possible.
↑ Back to topThe draft
Short versionA 10-round snake draft, live, in a random order nobody can influence.
- When the creator launches the draft, the draft order is drawn at random by the server. Nobody, including the creator, picks or changes it.
- It is a snake draft: the order reverses every round, so the first pick of round 1 picks last in round 2.
- Ten rounds. Everyone ends up with exactly 10 players.
- Each NBA player can only be drafted once per league.
- No positional quotas. Just make sure your ten can field a valid five (see Lineups).
- Every pick is made by its manager: there is no pick timer and no autopick. The draft waits for you. Your friends might not.
After the last pick, your first lineup is set automatically from your best-drafted players. Captain and bench order are left to you. Your first matchup starts at least 24 hours after the draft ends.
↑ Back to topRoster & positions
Short version10 players: 5 starters, 5 on the bench. Exterior, interior, or both.
Your active roster always has exactly 10 NBA players. Each week, 5 start and 5 sit on the bench. Positions are simplified into two groups:
| NBA position | Garbage Time eligibility |
|---|---|
| G, G-F, F-G | Exterior (EXT) |
| C, F-C, C-F | Interior (INT) |
| F | Exterior or interior |
There is no limit on players from the same NBA team, on the roster or in the starting five.
↑ Back to topLineups & lock
Short version2 EXT, 2 INT, 1 FLEX. Everything locks at the first tip-off of the Gameweek.
Your starting five is exactly 2 exterior players, 2 interior players and 1 flex. Any player can fill the flex spot. A player who is both exterior and interior can fill either slot, but only one at a time.
A Gameweek covers the NBA games played Monday to Sunday (official NBA game dates, US time). There is one lock for the whole week: the scheduled tip-off of the first NBA game of that Gameweek. Until then you can change:
- your five starters,
- your captain,
- your bench order (zero to five ranked subs),
- the Bonus Card you play, or none.
After the lock, those choices are frozen for the week. Your opponent’s lineup stays hidden until the lock. If you change nothing, your lineup carries over to the next Gameweek; if a roster move breaks it, it is repaired with as few changes as possible.
Special weeks: the two half-weeks around the All-Star break form a single matchup with a single lock. A postponed NBA game counts in the Gameweek it is actually played.
↑ Back to topScoring
Short versionBox score in, Fantasy Points out. A player’s week is the average of their two best games.
| Stat | FP |
|---|---|
| Point | +1 |
| Defensive rebound | +1 |
| Offensive rebound | +1.5 |
| Assist | +1.5 |
| Steal | +3 |
| Block | +3 |
| 3-pointer made (on top of its points) | +0.5 |
| Turnover | −2 |
| Missed field goal | −0.5 |
| Missed free throw | −0.5 |
A player’s Form Score is their score for the Gameweek:
- Two games played or more: the average of their two best games.
- Exactly one game played: that game’s FP.
- Zero games played: no Form Score. That is a DNP for the week (see Bench & DNP).
A bad game is not a DNP. Zero or negative FP is a real performance, and it counts.
↑ Back to topCaptain
Short versionOptional. +25% on one starter’s Form Score, for better or worse.
- Each Gameweek you can name one of your five starters captain, or nobody.
- The captain adds a bonus of 25% of their Form Score to your team.
- It works both ways: a negative Form Score makes a negative bonus.
- If your captain plays zero games all week, the bonus is 0. Their sub does not inherit the armband, and no other starter gets it.
- Your captain carries over to the next Gameweek as long as they are still a starter. The app never picks one for you.
Bench & DNP
Short versionOnly a starter who plays zero games all week is replaced, by a ranked sub who played.
Before the lock, you rank zero to five bench players, from priority 1 to 5. Only ranked players can come off the bench.
A starter is replaced only if they finish the Gameweek with zero NBA games played. One missed night never triggers a sub: if a starter plays even once, their own Form Score counts. The sub must:
- be one of your ranked bench players,
- have played at least one game that week,
- be eligible for the empty slot,
- not already be covering another starter.
When several starters are out, the app first finds the combination that covers as many slots as possible, then follows your priority order. If no eligible sub is available, that slot scores 0.
↑ Back to topSixth Man
Short versionYour best-ranked unused sub adds 30% of their Form Score.
Once substitutions are settled, your highest-ranked bench player who was not used as a sub becomes your Sixth Man and adds 30% of their Form Score. Nothing to set: your bench order decides.
- If your Sixth Man plays zero games, they add 0 and the role does not move down the bench.
- If every ranked sub was used to cover starters, there is no Sixth Man that week.
- A player never counts twice: a sub who covers a starter is never also the Sixth Man.
Team score & results
Short versionRaw Team FP becomes an NBA-style score. No draws, ever.
Team FP = the five slot Form Scores + the captain bonus + the Sixth Man contribution. It is then shown as an NBA-style score:
Displayed score = round(112 + (Team FP − reference) × 0.4). The reference depends on your league size, so an average team lands around 112. In a 10-manager league the reference is 209 Team FP.
- The score moves live during the week. That live score is provisional.
- Results become official once the stats are final, after a window for stat corrections (normally the Monday after the Gameweek, at noon US Eastern time). Once official, a result never changes.
- No draws. If the displayed scores are equal, the higher raw Team FP wins. If that is equal too, more tiebreakers follow, starting with your ranked bench.
Schedule & standings
Short versionFace everyone before a rematch. Ranked by win percentage.
The schedule is a balanced round-robin: you face as many different opponents as possible before any rematch. Standings are ranked by:
- Win percentage (so a BYE is neither a win nor a loss).
- Total Team FP, BYE weeks included.
- Head-to-head results, where they apply.
- Total displayed-score difference in games actually played.
- A random draw, as a last resort.
Free agency & tokens
Short version5 recruiting tokens. One swap costs one token. First come, first served.
- Every manager starts with 5 recruiting tokens.
- A free-agent signing is a one-for-one swap: you release one player and add one free agent. It costs 1 token and your roster stays at 10.
- Use your tokens whenever you want. Spent tokens do not come back, unused ones are kept.
- You get exactly 1 extra token at the midseason redraft.
- Released players become free agents immediately. If two managers go for the same player, the first move to go through wins.
- A move made after the lock applies from the next Gameweek. A locked lineup never changes.
Injured reserve
Short versionInjured players go to IR and you sign a replacement for free.
When a player on your roster is listed as out injured, you can move them to injured reserve (IR). At the same time, you sign exactly one free agent to take their spot, for 0 tokens. The injured player stays yours. There is no cap on IR spots.
When that player is no longer listed as injured, they need a return decision. They stay yours for as long as you want, off the active roster, until you either:
- release any one of your 10 active players and bring them back, or
- release the returning player instead.
Both options cost 0 tokens. While a return is pending, you cannot sign free agents with tokens or move another player to IR. Lineups and captain work as usual.
↑ Back to topTrades
Short versionOne player for one player. Free. No veto from anyone.
- Trades are one player for one player, and cost 0 tokens.
- No commissioner review and no league vote: the trade goes through the moment it is accepted.
- You can accept, decline or counter. Offers expire after 48 hours.
- Players on injured reserve cannot be traded.
- The trade deadline is the lock of the last regular-season Gameweek. No trades during the playoffs.
Bonus Cards
Short versionDraw three, keep one, play it before the lock.
- At each draw you are offered 3 random cards and keep 1.
- A card can be held for up to 3 matchups, then it expires.
- You can play at most 1 card per matchup, chosen before the lock.
- Some cards do absolutely nothing. That is on purpose.
Midseason redraft
Short versionProtect 5, release 5, redraft 5. Worst record picks first.
When a league starts early enough, its regular season is split into two phases with the same number of matchups, separated by a redraft week with no matchup.
- You protect 5 of your 10 active players. The other 5 go back into the pool.
- Your protections stay secret until the deadline, then everyone in the league sees them.
- Miss the deadline and 5 players are protected for you, starting with your earliest draft picks.
- The redraft is 5 rounds in reverse Phase 1 standings: last place picks first, in the same order every round.
- Players on injured reserve stay yours through the redraft.
- Everyone gets 1 extra recruiting token.
A league that starts too late for two full phases plays a short season without a redraft.
↑ Back to topPlayoffs
Short versionEverybody makes the playoffs. Not everybody makes the main bracket.
Every manager plays in the postseason, either in the main bracket or in the consolation bracket, based on the final regular-season standings. The postseason lasts 3 Gameweeks at most, and both finals are played the same week: the second-to-last week of the NBA regular season. The last NBA week is left out on purpose.
| Managers | Main bracket | Consolation | Weeks |
|---|---|---|---|
| 6 | 6 | — | 3 |
| 7 | 4 | 3 | 2 |
| 8 | 8 | — | 3 |
| 9 | 6 | 3 | 3 |
| 10 | 6 | 4 | 3 |
| 11 | 6 | 5 | 3 |
| 12 | 6 | 6 | 3 |
| 13 | 7 | 6 | 3 |
| 14 | 8 | 6 | 3 |
| 15 | 8 | 7 | 3 |
| 16 | 8 | 8 | 3 |
- Brackets are fixed from the start. No reseeding.
- Top seeds may get a first-round bye and go straight to the next round.
- Still no draws: if everything else is equal, the better seed advances.
- Once eliminated, your roster and lineup are frozen for the rest of the season.
When a season starts
Short versionCreate a league any time. It plays as soon as the NBA calendar allows.
You can create a league at any time of the year. If there is not enough NBA season left for a minimum regular season plus the playoffs, the draft does not start and the league waits for the next NBA season.
↑ Back to top
Questions? Try the FAQ.
Short answers to the questions your league will ask in the group chat.