The rules
How Box Score plays
Your deck
Before the season your league holds a booster draft: 3 rounds of 5-card packs, passed left, then right, then left. You keep 15 cards. Each league has one copy of every card.
The same player comes in several versions, like a receiver's Possession, Deep Threat and Red Zone cards. Each version has its own rarity, mana cost and chips. Chips say which battles a card can enter.
- Common costs 1 mana, Uncommon 2, Rare 3, Epic 4, Legendary 5.
- Bots can fill empty seats. They draft and set lineups on their own.
Your week
Every week has 5 lanes, each holding one battle: a quarterback battle, a ground battle, two air battles and a defensive battle. You get 10 mana to fill them, one card per lane.
- A card needs the lane's position and chip. A receiver with REC can play Most Receptions.
- The quarterback battle needs no chip: any QB can play it.
- One skill battle each week is featured and worth ×2.
- Every 4th week brings a boss lane that only takes cards costing 2 or less.
- 2 other lanes each week get a twist that bends one rule, like a Marvel Snap location. See the list below.
- Lineups are blind. You only see a rival's card once its game kicks off and it locks.
- Late scratch. If your player sits out while his team plays, your best bench card steps in: the costliest one that fits the lane and your 10 mana, from a game that kicked off no earlier. Your snap stays on the lane.
Winning a lane
Your card wins its lane if its player beats your rival's card in that battle's stat, from the real box score.
- A lane is worth 1 point, times its multiplier.
- Snap one lane a week to double it. If your rival snaps the same lane, it doubles again.
- Leave a lane empty and you give it away.
- Level on the stat? A related stat decides it, like carries for Most Rushing Yards. Each battle's is listed below.
- Still level, the cheaper card wins. Same cost: nobody scores.
- Fewest INTs needs 15 pass attempts to count.
- Most points wins the week. Level on points, most lanes won breaks it.
Weekly twists
Each twist lands on a plain lane, never the featured or boss lane, and you see them when the week opens.
- Upset Special. If the cheaper card wins on the stat or its tiebreak, it scores ×2. Lands on swing battles.
- Double Down. A snap here is worth ×3 instead of ×2. Lands on skill battles.
- Open Field. No chip needed. Any card of the right position can play here. Lands on any battle except the quarterback battle, which needs no chip anyway.
- Payday. The card that wins this lane earns 2 bonus XP. Lands on swing battles.
Team of the Week
When a week settles, the league's best real number in each battle, across every lineup, makes the Team of the Week. A tie on the stat goes to the battle's related stat, then the cheaper card. Each one earns 1 bonus XP and keeps a TOTW tag on its face for good.
XP and finishes
A card earns 1 XP for playing (if its player suits up), 2 more for a win and 1 for a push. Levels unlock new finishes at 3, 8, 15, 25 XP. Numbered cards get a serial across every league, and the season's top card in each league becomes a one of one. Tap any card to hold it up to the light.
The Front Office
Bucks are the game's only currency. You earn them and never buy them, and you spend them on the Wire to cover injuries and byes. Everyone starts with 20 after the draft, then earns 3 for a win and 5 for a loss, tie or bye.
- The Wire. After each week settles, 8 cards nobody holds go up for blind bids, including a need card from the position group that has missed the most games across the league. Live leagues close bids Wednesday at 9 PM ET, or 1 hour before the week's first game if that's sooner. In a practice league the commissioner closes them.
- The biggest bid wins, at least 1 Buck, and a tie goes to the worse record. Win up to 2 cards a week. A claimed card joins your deck as a fresh base card, ready for that week.
- Cash in a card for Bucks: 1 for a common, 2 uncommon, 4 rare, 6 epic, 10 legendary. It goes back to the pool and can reach the Wire a week later.
- Your deck holds 15 active cards. A full deck names the card it would cash in with each bid. Players who missed their team's latest game can wait on injured reserve, 2 slots that don't count against the 15.
- Packs and the Wire skip players who missed 2 of their team's last 3 games.
The battles
Skill battles usually go to the better player. Swing battles are closer to a coin flip, which is where upsets live.
MOST RECEPTIONS REC Skill
Most catches wins. WR, TE, RB. Level? Receiving yards.
MOST TARGETS REC Skill
Most times thrown to wins. WR, TE, RB. Level? Catches.
MOST RECEIVING YARDS YDS Skill
Most receiving yards wins. WR, TE, RB. Level? Catches.
RB RECEIVING YARDS YDS Skill
Running backs only. Most receiving yards wins. RB. Level? Catches.
MOST 20+ YARD CATCHES LONG Swing
Most catches of 20 yards or more wins. WR, TE, RB. Level? Receiving yards.
MOST TOUCHDOWNS TD Swing
Rushing plus receiving touchdowns. RB, WR, TE. Level? Scrimmage yards.
MOST RUSHING YARDS RUSH Skill
Backs and quarterbacks. Most rushing yards wins. RB, QB. Level? Carries.
MOST CARRIES RUSH Skill
Running backs only. Most carries wins. RB. Level? Rushing yards.
MOST PASSING YARDS ANY QB Swing
Most passing yards wins. QB. Level? Passing TDs.
MOST PASSING TDS ANY QB Swing
Most touchdown passes wins. QB. Level? Passing yards.
FEWEST INTS THROWN ANY QB Swing
Fewest interceptions wins. Needs 15 pass attempts to count. QB. Level? Passing yards.
MOST SACKS SACK Swing
Most sacks wins. DL, LB. Level? QB hits, then tackles.
MOST QB HITS HIT Skill
Most hits on the quarterback wins. DL, LB. Level? Sacks, then tackles.
MOST TACKLES TKL Skill
Solo plus assisted tackles. LB, DB, DL. Level? Passes defended.
MOST PASSES DEFENDED COV Swing
Most pass breakups and picks wins. DB, LB. Level? Interceptions, then tackles.
Live and practice leagues
Live leagues play the real NFL weeks ahead. Cards lock at their team's kickoff, the board updates during games, and each week settles on Tuesday morning once the stats are final.
Practice leagues replay weeks 1 to 8 of the 2026 season with their real stats. The commissioner kicks off each week whenever everyone is ready, and it settles on the spot. It's the quickest way to learn the game.