How to Play
You do not need to know fantasy football or tabletop games. Pick characters you like, build a lineup, roll some dice, and let Draft & Roll handle the football math.
The whole game in 30 seconds
1
Join a League
Create your own league or join a friend using their league code.
2
Draft Characters
Draft real or fictional people, creatures, groups, heroes, villains, and more.
3
Set Your Lineup
Choose which drafted characters start at QB, RB, WR, TE, FLEX, K, and DST.
4
Roll Your Starters
During the weekly roll window, actively roll each character in your starting lineup.
5
Roll Chaos
After your starters finish, make one team-wide Chaos roll that can help or hurt.
6
Win the Matchup
Your final score is compared with your opponent and feeds the season standings.
Step 1: Create or Join a League
One person creates the league and becomes commissioner. Friends join with the league's join code and each person controls their own fantasy team.
Commissioner
The commissioner manages league setup and draft order, starts and pauses the draft, advances the season, and can help complete another manager's weekly rolls when needed.
Step 2: Draft Anyone
Draft & Roll lets you draft nearly any real or fictional being or group. You choose the name. The Character Engine handles the football classification.
What counts as a character?
A character can be a real person, fictional character, creature, hero, villain, historical figure, celebrity, team, group, army, or other recognizable collective. If it can reasonably be analyzed and classified, Draft & Roll can usually put it on the board.
Already analyzed
If the character already exists, you can draft them immediately as long as nobody else in your league owns them.
New character
Enter the name and Draft & Roll analyzes them, assigning football eligibility, archetype, and hidden ratings.
π Snake Draft
Draft order reverses every round. If Team A picks first and Team B picks second in Round 1, Team B picks first in Round 2.
β± Draft Clock
Each manager has limited time to make a pick. If the clock reaches zero, Draft & Roll automatically chooses an available character and starts the next pick.
π‘ Draft Guard
Draft & Roll gives you freedom to draft almost anyone. A pick is only blocked if making it would leave you unable to complete a legal starting lineup by the end of the draft.
Auto-Pick
If your draft clock expires, Draft & Roll automatically chooses a legal available character. It first protects any starting-lineup needs you still have, then favors stronger available options.
After the Draft
When the final pick is made, the draft closes and the league moves into Week 1. Start on Schedule to see your matchup dates, market days, and roll deadlines. Then set your lineup on Roster and use Matchups when the weekly roll window opens. The League Menu also gives you Trades, Free Agents & Waivers, and Transactions so you can manage roster moves and review completed activity.
Step 3: Set Your Lineup
Drafted characters begin on your bench. Move eligible characters into starting slots before you begin rolling.
| Slot | Plain-English meaning |
|---|
| QB | Quarterback. Strategy, leadership, precision, range, and composure matter. |
| RB | Running back. Speed, agility, strength, durability, and versatility matter. |
| WR | Wide receiver. Fast, agile, and precise characters often fit here. |
| TE | Tight end. A blend of strength, toughness, and versatility. |
| FLEX | A flexible starter spot that can use an eligible RB, WR, or TE. |
| K | Kicker. Precision, range, and composure are major traits. |
| DST | Defense/Special Teams. Usually groups, teams, armies, collectives, or similar entities. |
π Weekly Lineup Lock
Your lineup stays editable until your first saved weekly roll. That first roll freezes the starters used for the current matchup. The frozen lineup remains the scoring snapshot even if your roster changes later. Roster moves lock while your matchup is active and reopen as soon as your own matchup is final.
What is a Secondary Position?
Some characters fit more than one football role. Their primary position is their strongest fit, while a secondary position gives them extra lineup flexibility.
Step 4: Roll Your Characters
During the weekly roll window, press the Roll button for every character in your locked starting lineup.
Each character makes its normal position roll plus an archetype power roll. Regular starters roll a personal d4. Before scoring begins, you choose one featured starter for the week; that character rolls the stronger Signature d20 and unlocks the full Signature ability for their archetype.
QB3d8
RB2d8
WR2d8
TE2d6
K1d8
DST2d6
Dice notation is simple. 2d8 means roll two eight-sided dice and add them together.
Personal Archetype d4
Every non-featured starter rolls 1d4: 1 = +0, 2 = +1, 3 = +2, and 4 = +3.
Signature Archetype d20
Your featured starter rolls 1d20 instead of the d4: 1β4 = +0, 5β8 = +1, 9β12 = +2, 13β16 = +3, 17β19 = +4, and 20 = +6. The featured starter also uses their archetype's full Signature ability.
What is an Archetype?
An archetype describes the kind of advantage a character brings. Every starter gets an archetype power roll each week, but only one starter is featured as the team's Signature Play. The featured starter rolls the Signature d20; the other starters roll personal d4s.
Commander
Call the Play: choose another starter; if their lowest position die is 3 or lower, reroll it once and keep the better result.
Powerhouse
Breakthrough: top-tier position dice earn +4, or +6 total if every position die lands in the top tier.
Speedster
Burst: roll one extra position die and replace the lowest result only if the extra die is better.
Precision
Locked In: raise one lowest d8 to at least 5, or one lowest d6 to at least 4.
Mystic
Fatebend: roll three Chaos d20 results and choose which one the team keeps.
Trickster
Flip the Script: if the lowest position die is a natural 1, flip one 1 to the opposite face.
Icon
Prime Time: beat the visible position target for +3 team points; otherwise receive +1.
Collective
Synergy: 5 different starting archetypes earns +2; 7 or more earns +3.
Step 5: Roll Chaos
After all your starting characters finish, Chaos unlocks. Roll one d20 for the entire team.
Mystic Fatebend
If Mystic is your featured Signature Play, Chaos generates three d20 candidates and you choose one. If the choice is still pending when the deadline passes, Draft & Roll uses a deterministic neutral fallback so inactivity cannot automatically claim the best result.
Weekly Roll Deadline
Week 1 opens as soon as the draft finishes. Standard later weeks open Monday at 12:00 AM Eastern and run until Sunday at 8:00 PM Eastern. Finish your starter rolls and Chaos before the deadline. The Schedule page shows the official dates.
Commissioner Assist
The commissioner can choose a team's Signature Play and help complete that manager's weekly starter and Chaos rolls when needed.
Deadline Fallback
After the deadline passes, the commissioner can automatically complete any remaining rolls so the league can continue.
Step 6: Matchups and Standings
Position points, personal or Signature archetype bonuses, full Signature effects, and Chaos combine into your weekly team score. The higher-scoring team wins. Regular-season matchups may finish as ties.
Matchups
See your opponent, live score, finalized result, winner, and the roll log that created the score.
Standings
Tracks wins, losses, ties, points for, and points against across finalized matchups.
Regular-Season Ties
Weeks in the regular season can end in a tie and the standings record the tie with no extra roll. The playoffs begin only after the final regular-season week: first the Semifinals, then the Championship. Those playoff matchups cannot remain tied. If normal playoff scoring is even, the tied teams use the extra d20 tiebreak flow until a winner is produced.
Playoffs
After the regular season ends, the Top 4 teams advance to the playoffs. Seeds are based on regular-season performance.
Semifinals
The #1 seed faces #4, while #2 faces #3. The two winners move on.
Championship
The semifinal winners meet in the final matchup to crown the league champion.
Playoff Ties
Playoff matchups cannot end in a tie. If the final scores are even, the tied teams make an additional Chaos tiebreak roll. The winner advances or, in the championship, is crowned league champion.
Character Identity Rule
Aliases, mantles, and alternate versions
Draft & Roll treats the underlying identity and version as the character, not just the words typed into the name box. A new alias by itself does not create a second copy of the same character.
Same identity = one character
Different names for the same person in the same version count as one character. For example, T'Challa and Black Panther (T'Challa) are the same draftable identity. Bruce Wayne and Batman (Bruce Wayne) are also the same identity.
Different holder = separate character
A shared mantle can still represent different people. T'Challa as Black Panther and Shuri as Black Panther are separate identities, just as Peter Parker and Miles Morales are separate Spider-Man identities.
Meaningfully different version = allowed
An alternate universe, incarnation, timeline, form, or adaptation may be drafted separately when it is meaningfully different enough to be analyzed as its own version. A cosmetic rename, costume change, or ordinary alias is not enough by itself.
When a name is ambiguous
Use Identifying Details to name the holder, universe, era, adaptation, or form you mean. Draft & Roll should only create a separate entry when those details identify a genuinely different draftable version, not a duplicate label for the same one.
Trades, Free Agents, and Waivers
Once the draft is over and the league is active, you can keep improving your roster through trades, instant free-agent pickups, and waiver claims.
Trades
Build an offer with another human-controlled team by choosing what you will send and what you want back. When the other manager accepts, the trade processes immediately.
Trading is available during the active season and playoffs. A trade can process while both teams are unlocked. Once either team starts that week's scoring, the deal pauses for that team until its current matchup is final.
Free Agents
A character who is not on another roster and is not currently on waivers can be added immediately as a free agent while your team's roster market is unlocked.
Rosters hold up to 13 characters. If your roster is full, choose a character to drop as part of the move.
Waivers
When a rostered character is dropped, they move to waivers for 24 hours instead of becoming an instant pickup. During that hold, managers can submit a claim.
Your waiver priority is recorded with the claim so competing claims can be resolved fairly when the waiver clears.
Weekly roster-move lock
Adds, drops, waiver claims, and trades are available before your team begins scoring for the current week. Your first saved weekly roll locks roster moves for that matchup. As soon as your own matchup becomes final, your roster market reopens even if the rest of the league has not advanced yet.
Weekly market days
The Schedule calendar marks each matchup week as a Trades + Free Agents market window. Standard weeks open Monday at 12:00 AM Eastern and run through the Sunday roll deadline. Your personal ability to move players still depends on your team's scoring lock: open before your first roll, locked while your matchup is live, then open again after your matchup is final.
Where to find everything
Open the League Menu and choose Trades for trade offers, Free Agents & Waivers for roster moves, and Transactions to review completed league activity.
New player rule of thumb
Pick people you think are fun.
You do not need to study football positions, calculate hidden ratings, or know traditional fantasy strategy. Build a ridiculous roster, set your starters, and see what the dice do.