How scoring works
Your team scores points every week based on what your players actually did in their real NFL games. Add up your starters, and whoever scores more than their opponent that week wins.
This is the default full-PPR table. Each league freezes its own copy when it is created, so always check that league’s rules — they cannot be changed afterwards, but they can differ from these.
The short version
- Yards give you points slowly — 10 rushing or receiving yards is 1 point, 25 passing yards is 1 point.
- Touchdowns are the big swing — 6 points, or 4 for throwing one.
- Every catch is worth a point. That is what “PPR” means: point per reception.
- Mistakes cost you — an interception or a lost fumble is −2.
- Only your starters count. Bench players score nothing.
Quarterbacks
Passing touchdowns are worth 4, not 6 — a quarterback who throws for a score gets less than the receiver who catches it. That is standard everywhere and keeps quarterbacks from dominating.
Running backs and receivers
Rushing and receiving yards are worth more per yard than passing yards, and touchdowns are worth 6.
Everyone on offense
Applies to any player, whatever their position.
Kickers
Longer field goals are worth more. Missed kicks cost nothing — a kicker should not be punished for his coach attempting a 58-yarder.
Defense / Special Teams
You start one defense as a unit, not individual defenders. It scores for making plays — and separately for how few points it allows.
Defense: points allowed
On top of the plays above, your defense is scored on how many points the opposing offense put up against it. A shutout is worth a lot; getting blown out costs you.
Worked examples
Scored by the same engine that scores your real matchups.
A receiver's big day
8 catches, 112 yards, 1 touchdown
A quarterback's ordinary day
265 passing yards, 2 touchdowns, 1 interception, 18 rushing yards
A running back who fumbled
74 rushing yards, 3 catches for 21 yards, 1 lost fumble
A defense that shut them out
0 points allowed, 4 sacks, 2 interceptions
Your starting lineup
Each week you start 9 players. Everyone else sits on your bench and scores nothing.
FLEX takes a running back, receiver, or tight end — whoever you think will score most.