Free-to-play beta. 18+ only. Tokens are for fun: they have no cash value and can't be cashed out.
SIGN UP
DRAFTDECK
0
YARD LINE
0
49 – 71 · closest to 60 winsTD 58–62
40
60
80
0
?
Ref
DEALER
STAKE0
Your hand
PLAYER
D
Stake
Touchdown 58–62 pays 3:2
HELMETS ON
0
49 – 71 · closest to 60 winsTD 58–62
40
60
80
0
?
TOURNAMENT
0
49 – 71 · closest to 60 winsTD 58–62
40
60
80
0
?
LEAGUES
0
INBOX
0
ACCOUNT
0
YOUR STATS
0
TERMS & GAME RULES
Version
By creating an account or playing DraftDeck you agree to these terms. Please read them. If we change them, we'll ask you to agree again.
1 · Who can play
18 or older. You must be at least 18 to create an account, play or buy tokens. DraftDeck's games are built on betting tokens on outcomes partly decided by chance, so they're for adults only, even though tokens have no cash value.
One account per person. Your account is for you only. Don't share it, sell it or play on someone else's.
Your state. Tell us the state you play from, accurately. Features can vary by state.
2 · Tokens have no cash value
DraftDeck is a free-to-play social game for entertainment. It does not offer real-money gambling or the chance to win real money or prizes. Practice or success here does not mean future success at real-money gambling.
Tokens are virtual. They have no cash value, can't be cashed out, redeemed, sold, traded or transferred, and are not your property. Every reward in the app, tournament prizes included, is paid in tokens.
Getting tokens: 1,000 when you sign up; a free Daily Spin every 6 hours (5 to 50 tokens, with the chances shown on the wheel; doubled with the pass); a one-time starter deal on your first purchase; 100 extra if you join with a friend's invite link, and 100 when a friend you invited finishes signing up (up to 20 friends a month); packs in the store, with a bigger bonus on bigger packs; and the monthly pass ($9.99: 1,500 tokens every 30 days and double the free claims; cancel any time). Until real payments are switched on, the store and the pass are demos and nothing is charged.
Purchases of tokens or the pass, once real payments are switched on, are final except where the law or the app store says otherwise. Payments are handled by Stripe (or Apple or Google in their apps); DraftDeck never sees or stores your card. If a payment is refunded or charged back, the tokens it bought are taken back, and a chargeback turns off purchases on that account. Purchases aren't available in some states. We may change token amounts, prices and rewards, and we may correct balances changed by an error or by breaking these terms.
3 · How results are decided
Real stats. In season, card values are DraftDeck's projections for this week's NFL games, and results use the real fantasy points from licensed data once the games are final. Off season uses real past games. Scoring is PPR unless a league picks Half-PPR or Standard.
Kickoff and settling. In-season hands still open at the first Sunday kickoff stand where they are. A week settles once its games are final; results use the data we have at that time. If a data or system error affects a result, we may correct it.
The Ref follows fixed rules: it draws until 52 (in season, on projections) or 54 (off season), then stands. Ties go to the Ref. Wins pay even money; a Touchdown (58 to 62) pays 3:2 in season and even money off season.
Oklahoma deals 15 cards each at random (real past games off season, this week's players in season). More points takes each flip; a flip within 1 point (projected points in season) is decided by a drill: after 2 cards face down each, a drill card, and the drill score (first card plus drill card) decides 3× the bet. Against the Ref, the Ref takes drills within 0.5 and in-season flips within 0.3 real points. Hints are priced as a share of the bet and are non-refundable, except when kickoff calls off a flip before it is played. Head to head, a fold costs the match minimum, and whoever finishes up pays 8% of what they won. A player who forfeits, or doesn't move for a day, gets back at most their buy-in, minus a penalty of 10% of it; anything above that and the penalty go to the other player. In-season flips settle with the week's real points.
Questionable Cover (in season, Yard Line) can be bought with tokens only for a player on your hands listed Questionable on the injury report, and only before his game starts. It covers your Yard Line hands holding him at that moment. If he doesn't play, or plays under half his usual share of his team's snaps (or, when the data feed has no snap counts, scores under a quarter of his projection), his card counts at 85% of his projection in those hands instead of what he scored; otherwise the hands settle as usual. The price is set for your hands when you buy (what the cover is worth to them, plus a margin) and isn't refunded. Tokens have no cash value.
Hi-Lo Streak deals real past games (off season since 2021; in season, this season's finished weeks). The next card is drawn at random from that season's pool for the position shown, leaving out every week of the player on the card up (the same player is never the next card), and the prices use that same pool. Each call pays 98% of fair odds for that pool, rounded down to the cent; a call that would pay more than 20× or less than 1.01× is not offered. The card that turns over becomes the card up; if no call can open against the next card's position, another position is drawn, and only a card no position can open against moves on for free; ties lose. A run pays at most 250× the bet or 50,000 tokens and ends on its own there or after 25 right calls. A run left alone for a day cashes out what it has won, or is refunded if no call was made. Hints and skips past the two free ones are paid from your wallet when you buy them and are not refunded: a hint costs its worth to a perfect player for that card plus 2% of what is riding (it never improves the odds of the house losing); paid skips cost 10%, 15% and 20% of what is riding.
Holdout (in season only) uses this week's players. Each round, both sides get the same 10 players, one drawn at random from each of a fixed set of projection-rank ranges at that position (from the week's top few down to deep backups), behind contracts shuffled separately for each side when the game starts; the shuffle never changes after that. GM offers come from players below the top of each position (never one behind a contract): the round's own position (about 75% of offers), a quarterback or a tight end. A player offered to one side is never offered to the other, and offers are priced from the average projection of the contracts still closed, never above it. A round not finished by the first Sunday kickoff keeps the contract held (a random one if none was picked). The score is the real fantasy points of your two players; a player with no stat line scores 0. Head to head, the higher score takes both buy-ins less 8% of the winnings, and a tie returns both. Against the Ref, you win double your buy-in only by beating the Ref's score by more than 0.4 points. Unanswered challenges are returned at kickoff.
Minimum bets scale with the size of the game: 2% of the table buy-in, Helmets On buy-in or league bankroll (never under 5). Above the minimum, bets are any multiple of 10 up to everything you have in play.
Side bets (off season): 60 Yarder pays 10 to 1 when you finish 59.5 to 60.5. TD Zone pays 5 to 2 when your hand finishes 58 to 62, win or lose (it is separate from a Touchdown win on the main bet). In Yard Line, side bets come out of your table stack; in Helmets On, out of your wallet, and not on an all-in. Side bets are for one hand: they switch off after each deal, so pick them again if you want them on the next.
4 · The house advantage
Like any game played against the house, the Ref wins more tokens than it pays out over time. With the best possible play the Ref keeps roughly 2% of tokens bet in Off season and around 9% in season (half of each in-season deck is real players, who swing more than rank cards); casual play loses more. Side bets are priced in the house's favor.
Helmets On fee: 4% of each decided pot (Keep what you win) or 4% of both buy-ins (Winner takes all). When you play Helmets On against the Ref, the Ref plays a set strategy with some variety: as the Player it bets 5% to 15% of the buy-in and stands somewhere from 53 to 55 (52 to 54 on projections), never doubling or splitting; as the Dealer it draws to its stop like any Dealer. It never sees your hidden cards and never changes how it plays based on how you're doing. Against the Ref the house keeps about 4% of tokens bet with the best play.
Holdout: head to head the winner pays 8% of what they won. Against the Ref, the Ref plays its own board by a fixed rule (it signs only a final offer when the last two contracts are 14 or more projected points apart, picking and opening contracts at random) and never sees yours; with its 0.4-point edge the house keeps about 3% of buy-ins with the best play, more with other play.
Tournaments: each hand scores Touchdown 3 points, win 1, loss 0; ties go to whoever was closer to 60 across their hands. Paid tiers keep 12% of entries as a fee; guaranteed pools are topped up by DraftDeck. Most tiers pay the top 20% on a curve; Double-Up pays the top half the same amount. Season tournaments take one entry for the season, add up each week's points and pay the top 20% after the last week; weeks you don't play score 0.
5 · Fair play
House bots. DraftDeck's own computer players, always marked BOT, may take a Quick Match seat when no one else is waiting, fill league seats a commissioner adds, and enter tournaments. They play by fixed rules with house tokens, never see your cards, and can win prizes like anyone else.
No cheating. No bots of your own, scripts or automated play; no exploiting bugs; no working with another player to fix a Helmets On match, league or tournament; no extra accounts, including to collect invite rewards.
If we find it, we may void the hands or rewards involved, adjust balances, and suspend or close accounts.
Be decent in chat, usernames and messages. No harassment, hate, threats or spam.
6 · Play responsibly
DraftDeck is meant to be fun. Set a daily store limit or a weekly loss limit, or take a break, in Account. Lowering a limit works right away; raising one takes 24 hours.
If playing stops being fun or you're worried about gambling, talk to someone you trust or call or text 1-800-GAMBLER.
7 · Your data
We store your email, username, the state you play from, whether you're old enough (never your birth date), your fan look, your games, your token history and your messages. We use it to run the game and keep it fair.
8 · The fine print
Not affiliated with the NFL. DraftDeck is not affiliated with, endorsed by or sponsored by the NFL, the NFLPA or any team. Player names and statistics are used for reference only.
Beta. The app is in beta and provided as is. Features, rules and numbers may change. We may reset or end the beta.
We may update these terms. When we do, you'll be asked to agree to the new version before you keep playing.
OKLAHOMA
0
HI-LO STREAK
0
HOLDOUT
0
MY WEEK
0
HOW TO PLAY
The games
Card games where the cards are NFL players and their fantasy points.
Yard Line: get closer to 60 than the Ref. Helmets On: Yard Line head to head. Oklahoma: flip for flip, 15 cards each. Hi-Lo Streak: higher or lower, one card at a time. Holdout: sign the GM's offer or hold out for your contract. Plus Tournaments and Leagues in season.
In season or Off season
In season
Off season
Games
This week's
2021 to last week
Card value
Projected points
What the player scored
Decided
After the games
The moment you stand
Ref draws to
52
54
Touchdown pays
3:2
Even money
Side bets
–
60 Yarder, TD Zone
Modes
Yard Line, Helmets On, Oklahoma, Hi-Lo, Holdout, League, Tournament
Yard Line, Helmets On, Oklahoma, Hi-Lo
The cards
C. LAMB
WR · DAL
16.8
Player card. In season: the player's projected points this week. Off season: what the player scored in that game ('22 WK 9). Tap a card for stats.
TE12
FINISHES TE12
rank card
6.4
Rank card (in season). Worth whoever finishes 12th among tight ends this week. The safe card.
Yard Line · one hand, start to finish
1
Buy in and set your stake. The minimum is 2% of your buy-in (at least 5); bigger tables, bigger minimum.
2
Deal. Two cards each. The Ref hides one.
3
Hit or stand. Up to 7 cards.
4
The Ref draws to 52 in season, 54 off season.
5
Result. Off season: right away. In season: after the games, on real points.
How a Yard Line hand is decided (Yard Line, Helmets On, Tournaments)
40
49
60
71
80
1. Land in 49 to 71 or you lose.
2. Closest to 60 wins. 61 beats 66.
3. Ref outside 49 to 71? You win.
4. Ties go to the Ref.
Touchdown: win on 58 to 62, the gold end zone. Pays 3:2 in season, even money off season. Your needle turns gold while you're in it.
Examples
You
Ref
Result
Why
63.4
55.0
WIN
3.4 from 60 beats 5.0
61.2
65.7
WIN
Closer, not higher
59.5
62.0
TOUCHDOWN
58–62 and won · 3:2 in season
73.0
66.0
LOSE
Busted over 71
47.0
80.0
LOSE
Both out, you lose first
56.0
64.0
LOSE
Both 4 away, tie to house
52.0
74.5
WIN
Ref busted, you're in
Basic strategy
Under 50: hit. 50 to 53: usually hit. 54 to 62: stand. Over 62: don't hit.
Double and split
Double: first two cards only. Double the stake, take one card, stand.
Split: first two cards within 3 points. Each starts its own hand.
Off season side bets
60 Yarder: finish 59.5 to 60.5 and it pays 10 to 1.
TD Zone: finish 58 to 62, win or lose, pays 5 to 2.
Helmets On
Opponents: a Quick Match, a friend or the Ref.
How it works: same buy-in each, 10 hands, seats swap every hand. The Player bets and plays; the Dealer matches and draws to 52 (54 off season). Closest to 60 inside 49 to 71 wins. Both miss: push. Ties: Dealer.
Scoring: Keep what you win, or with a friend, Winner takes all. The app keeps 4% of each decided pot (or 4% of both buy-ins in Winner takes all).
Oklahoma
15 face-down cards each, against the Ref, a Quick Match or a friend. Flip the top ones: more fantasy points takes the flip. Your buy-in is your stack, and you bet any amount each flip.
Hints: one a flip, about your own card: Team, Position, off season Player (who he is and his usual range, not the year or week), or Scout (top or bottom half for his position). Each costs a share of your bet (off season / in season: Team 5% / 21%, Position 12%, Player 22% off season only, Scout 40% / 16%), and after one you keep the bet or raise up to 3×, never lower.
Head to head you take turns betting. The other side sees the bet (and that you used a hint), can buy a hint, then calls or folds. A fold costs the match minimum. Whoever finishes up pays 8% of what they won. A forfeit, or a day without a move, pays at most your buy-in, minus 10% of it; the rest goes to the other player.
Within 1 point? Oklahoma drill: 2 cards down each, then a drill card. Your drill score (first card + drill card) vs theirs decides 3× the bet. The Ref takes drills within 0.5 and, in season, flips within 0.3.
In season the cards are this week's players on projections, and every flip settles with the real games (watch them live). Off season settles at once.
Questionable Cover
Q = listed Questionable. Tap his card before his game to cover him on your Yard Line hands.
If he sits or leaves hurt (under half his usual snaps), his card counts 85% of his projection in those hands. If he plays, nothing changes.
The price depends on your hands: more riding on him, more it costs. Healthy and ruled-out players can't be covered.
Hi-Lo Streak
One card up, one face down. The card up shows what he really scored. The next card shows only its position. Call higher or lower; ties go to the Ref. The next card is never the same player. Bet 10 to 5,000.
Every right call is a first down and multiplies your bet by what that call showed. Cash out any time after one. A wrong call loses the bet.
Extras, paid in tokens: one hint a card about the face-down card (off season his team or who he is; in season his team or his week), priced at what it's worth for that card plus 2% of what's riding; the calls keep their prices. Two free skips a run, then up to three more at 10%, 15% and 20% of what's riding.
The prices come from every real game at that position (off season since 2021, in season this season's finished weeks), so each call shows its exact chance and pays 98% of fair odds. A run pays at most 250× the bet or 50,000 tokens.
Holdout · in season
Against the Ref, a Quick Match or a friend, winner takes all. Two rounds: running backs, then wide receivers. Each round 10 players, from a stud or two down to deep backups, hide behind 10 face-down contracts. Your opponent gets the same 10, shuffled on their own.
Pick your contract and lock it in, then open the others 3, 2, 2 and 1 at a time. Every one you open is cut. After each batch the GM calls with a different player (mostly the round's position, sometimes a QB or TE, never a star): sign him for the round, or hold out. His offer follows what's still on the board, but never beats it. Your contracts are set when the game starts and never move.
Hold out to the end and it's your contract or the last one: keep or swap. Kickoff locks it: an unfinished round keeps the contract you hold.
Your two players' real points are your score. Higher score takes the pot, less 8% of the winnings; a tie is a push. Against the Ref you need to win by more than 0.4. Both lineups show once they're in, live through the games.
In season only
League: season-long race with friends in league chips (not tokens). Same bank for everyone, no refills. The league plays Yard Line (up to 2 hands a week; bet at least the weekly minimum or the rest is forfeited) or Oklahoma (one match a week vs the Ref). Under 25 chips you're out. Most chips after week 18 wins.
Tournaments: five weekly tiers from a free Freeroll to The League, plus Season tournaments where every week adds up. Everyone plays the same 5 Ref hands. Touchdown 3 points, win 1, loss 0; ties go to whoever landed closest to 60. Paid tiers keep 12% of entries; most pay the top 20%, Double-Up the top half. Prizes are tokens.
Friends and bots
Challenge a friend from the inbox: pick Helmets On, Oklahoma or Holdout. Their challenge waits under Needs you.
House bots are always marked BOT. One takes your Quick Match seat if nobody shows up within 15 seconds; they also fill tournaments and league seats. They play fixed rules and never see your cards.
Tokens
Tokens are for fun: no cash value. Get them from the Daily Spin (free every 6 hours, 5 to 50 tokens, doubled with the pass), the store, and by inviting friends.