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.

Passing yards1 point per 25 yards+0.04
Passing touchdown+4
Interception thrown-2

Running backs and receivers

Rushing and receiving yards are worth more per yard than passing yards, and touchdowns are worth 6.

Rushing yards1 point per 10 yards+0.1
Rushing touchdown+6
Reception (catch)Full PPR — every catch counts, even a 1-yard dump-off+1
Receiving yards1 point per 10 yards+0.1
Receiving touchdown+6

Everyone on offense

Applies to any player, whatever their position.

Fumble lost-2
Two-point conversion+2
Kick or punt return touchdownScored by the returner, separate from the defense+6

Kickers

Longer field goals are worth more. Missed kicks cost nothing — a kicker should not be punished for his coach attempting a 58-yarder.

Field goal, under 40 yards+3
Field goal, 40–49 yards+4
Extra point+1

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.

Sack+1
Interception+2
Fumble recovery+2
Safety+2
Defensive touchdown+6
Blocked kick+2

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.

Shutout — 0 points allowed+5
1–6 points allowed+4
7–13 points allowed+3
14–17 points allowed+1
18–27 points allowed
28–34 points allowed-1
35–45 points allowed-3
46 or more points allowed-5

Worked examples

Scored by the same engine that scores your real matchups.

A receiver's big day

8 catches, 112 yards, 1 touchdown

25.20

A quarterback's ordinary day

265 passing yards, 2 touchdowns, 1 interception, 18 rushing yards

18.40

A running back who fumbled

74 rushing yards, 3 catches for 21 yards, 1 lost fumble

10.50

A defense that shut them out

0 points allowed, 4 sacks, 2 interceptions

13.00

Your starting lineup

Each week you start 9 players. Everyone else sits on your bench and scores nothing.

QBRBRBWRWRTEFLEXKDEF

FLEX takes a running back, receiver, or tight end — whoever you think will score most.