One play, one call, locked before the snap
A call is one prediction about one upcoming play: a player, a play type, an outcome, and a multiplier. You get one call riding per play. Lock it in and it settles the moment that play ends. There is nothing to check on Tuesday.
You can change your mind while the window is open. It is a real two-step, though: the call you have riding is cancelled first, then the new one goes in. The button says so, because for a moment in between you have nothing riding. Once the window closes, you are stuck with what you sent.
The wheel spins before kickoff so you can look around, but you cannot call until the ball is in play — point values are not set until then. At the other end, a finished game stops taking calls outright, rather than leaving a board that looks live and would void everything sent to it.
There is a roll button if you want the wheel to choose for you. It only ever lands on a call that is legal for the situation in front of you, and it never spends a boosted multiplier. A roll comes back at the cheapest tier you have left, so a spin you did not think about cannot burn the budget you were saving.
Four rings, worked from the outside in
Four rotary rings, plus a band of position chips around the outside. The chips are just a filter — they narrow who shows up on the players ring, and they are never part of the call you send.
| Ring | What it selects |
|---|---|
| Position chips | A filter over the players ring. Client-side only. |
| Players | Who the call is about. The ring carries the skill players of the team in possession, in their team’s colours. |
| Play type | What they do — see the table below for which types are on offer. |
| Outcome | What happens. Built for the selected play type and the current field position — see outcome bands. |
| Multiplier | How much the call counts if it lands: x1, x2, x3, x5 or x10. x1 is unlimited. The boosted tiers come out of a budget for that game. |
Play types show up when they make sense. Pass, reception and rush are always there. A field goal appears once you have a kicker selected, and a punt once you have a punter — the ring only has so much room, and a field goal wedge is no use to a receiver.
The outcome ring is built for the play in front of you
The yardage ranges on the outcome ring are not a fixed ladder. They are built for the play you are calling and sent along with it, so the ring in front of you fits the situation in front of you. It always reads low to high, from a loss of yards up through the longest range on offer, with the outcomes that are not about yardage at either end.
Ranges the situation cannot reach come off the ring. First-and-goal from the two, there is no such thing as a nine-yard gain: the longest play available is two yards, and that play is a touchdown. You are never offered a band you could not win.
Some wedges are flagged as boosted — a pivotal down, where the game is more interesting than usual. The flare tells you it is already worth extra, before you call.
| Play type | On the ring | What it can settle to |
|---|---|---|
| Pass | Always | Incomplete, any yardage band, touchdown, safety, interception, fumble. |
| Reception | Always | Incomplete, any yardage band, touchdown, safety, fumble. Never interception — on a picked-off pass nobody is credited as the receiver, so that call could never land. |
| Rush | Always | Any yardage band, touchdown, safety, fumble. Never incomplete — only a pass can be incomplete, and an incomplete pass has nobody carrying the ball. |
| Field goal | Only while a kicker is selected | Make or miss. A kicked extra point settles here too, so a kicker–field goal–make call covers the PAT after a touchdown. |
| Punt | Only while a punter is selected | One of four punt distance bands. Nothing else. |
| Kickoff, timeout | Never | Not on the wheel. Every call is about a player, and neither of these is. |
Every call ends in one of four ways
The real play decides it, and it decides it right away.
| Result | What it means | What you get |
|---|---|---|
| Won | The play matched your call: right player, right play type, right outcome. | The full award — see scoring below. Advances your streak. |
| Right read | Right player, right play type, right kind of outcome, but the yards landed in a different band than the one you called. | Partial credit, scaled by your multiplier only. Advances your streak. Does not count as a win in your record. |
| Lost | The play did not match, and it was not close enough to read. | Nothing. Ends your streak unless a save covers it. |
| Void | The call was never graded — it arrived after the snap, or the play it was riding on was thrown out, or the game ended underneath it. | Nothing, and it is not a miss either. A void is left out of your record entirely rather than counted against you. |
A void is the one result that is neither good nor bad. The game declined to grade the call, so nothing comes of it in either direction.
Right player, right play, wrong band — that still counts
A right read is partial credit. You named the right player, the right play type and the right kind of outcome, and the yards came in outside the band you picked. You had the read; you missed the range.
It only exists on a yardage call, because a band is the only thing you can be close on. An interception is not nearly an interception.
A read scales with the multiplier you chose and nothing else — never your streak multiplier, never a golden play’s. One line covers it:
The multiplier you choose scales a win and a read alike. What you have earned only counts on wins.
What a read is worth still moves with the specific player — a heavily used back and a change-of-pace back are not the same call. It does not move with the position.
There is a floor and a ceiling on it, too. A read is a consolation, so it is never worth nothing and never worth as much as the call you actually made.
A read is not a win. It advances your streak (see streaks) and its points count toward your total, but your win–loss record does not move. Your read rate is tracked separately: wins and reads together, over everything that was graded. It is the "did I have the right guy" number, next to the plain accuracy one.
What a correct call is worth, in the order it gets worked out
The less likely an outcome is, the more it is worth. A deep touchdown counts for a lot more than a short completion, because it happens a lot less often.
That number is then adjusted for the position and for the specific player — the same call on a workhorse back and on his backup are not the same call — and held between a floor and a ceiling, so nothing lands on zero and nothing runs away.
A winning call is worked out in this order:
Where the touchdown bonus goes
It is added after the ceiling and before anything multiplies. So a touchdown is always worth the bonus, whatever the rest of the call came to, and then your multiplier, your streak and any golden multiply the bonus along with everything else.
Where the correct-call bonus goes
Right at the end, outside every multiplier. You called the play, and that is worth something on its own however safe the call was. Keeping it out of the multipliers is what keeps it the same small thank-you every time, instead of something a x10 turns into ten thank-yous.
And a read
A read is shorter: the partial credit, times the multiplier you chose. That is the whole calculation. No touchdown bonus, no correct-call bonus, no streak, no golden.
Points are points. Scramble is free to play. There is no wagering, points cannot be bought, and they cannot be exchanged or redeemed for anything of monetary value. They are for bragging rights and for where you sit on a ladder. See the terms.
Streaks run per game, and a read moves one along
A streak counts the calls you have got right in a row inside one game. It starts fresh every game — a hot night does not carry into next Sunday, and a cold one does not follow you either.
A streak earns a multiplier that stacks on top of the one you picked, so a x2 call on a running streak is worth more than a x2 call cold. It climbs as the streak does, up to a cap.
A right read advances the streak the same way a win does. The streak is measuring whether you are reading the game, and a call that got the player and the play right and landed a band away says you are.
A loss ends it — unless a save is covering you.
A save carries a streak through one miss
A save absorbs one miss and leaves the streak standing. You get a small number of them per game, so the question is never whether to use one. It is which streak is worth spending one on.
Depending on how the game is set up, a save either steps in by itself the moment a streak worth protecting would break, or you arm it ahead of the call it should cover. Where saves are armed, the app can arm them for you on qualifying calls, or leave every one to you.
Either way, a save only fires once the streak is long enough to be worth insuring — a one-call streak is not a streak. And either way the visible effect is the same: the miss lands, the streak survives, and one save is gone.
Some snaps are worth extra, and you know before you call
Some snaps are marked golden, and a golden snap adds a bonus multiplier on top of your whole award. You are told before you call, not after — it is meant to change what you do with the play, not to be a nice surprise afterwards.
| Kind | What makes it golden |
|---|---|
| Goal to go | The offence is on the doorstep and the next snap could be six. |
| Clutch time | A late, tight moment where the play genuinely swings the game. |
| Lightning round | No reason at all. Sometimes a play is just worth more. |
The golden multiplier applies alongside your own and your streak’s, on a win. It does not apply to a right read.
A called interception run back for a touchdown is worth more
Call an interception, and if that interception is run back for a touchdown, you get a further bonus on top of everything else. It is the one outcome in the game that rewards you twice for the same call — because it is the most dramatic thing that can happen to a play you called.
It only applies to a won interception call on a play that actually scored. An interception that is merely caught is worth what an interception is worth.
After a touchdown, a separate window opens for the try
When a touchdown is scored, a short extra window opens beside the ordinary board for the point-after play. The wheel narrows to exactly that: make or miss, on the kicker’s extra point or on a two-point conversion — run in, caught, or thrown, by the player who did it.
It is a separate window because it has to be. A touchdown and its try arrive as one play, and by the time the try has been decided the ordinary board has already moved on to the kickoff. A try call made there would be graded against the kickoff and lose every time. So the window catches the few seconds in between. It is short, and it opens ready to go on the most likely outcome, so one tap is enough.
The kicked extra point is also reachable the ordinary way: a kicker, a field goal, and make.
Three ways to play alongside other people
Leagues
A season-long private group of between 2 and 50 people, joined with an invite code or by scanning the host’s QR. There is no draft and no roster. Everyone calls the same games, and the scoreboard is just the calls you made.
Every league picks one of two scoring rules, and they differ in exactly one way:
| Rule | How the week is scored |
|---|---|
| Total | Every call you make that week adds up. Nothing is dropped, so watching more football is its own edge. |
| Top N | Only your best N scoring plays count — five, ten, and on up in fives to fifty. Call as many as you like; the extras are dropped, so someone who catches one game can still beat someone who watched all day. |
Watch parties
A room built around a single game instead of a season. The host shares a code, everyone joins, and each play reveals whose call landed while it is still on the screen. Calls on the play in front of you stay hidden until its window closes, so nobody can copy anybody. Once a play has settled, everyone’s call is out in the open.
A watch party lives about as long as the game it was built for, and is gone a couple of days after kickoff.
Public rooms
The same thing without the invitation. Public rooms are created by the game rather than by a person, and you drop into one alongside strangers who are watching what you are watching.
Ranked is a weekly ladder of six tiers
Ranked is playing for your own record rather than a private group’s. Every call counts toward where you sit in your division — the set of players you are ranked against.
The ladder, bottom to top:
- Bronze
- Silver
- Gold
- Platinum
- Diamond
- Scramble
Each week resolves on its own: the top of a division promotes, the bottom demotes, and everyone in between stays. Ties at a boundary go your way, so a tie widens the promotion band rather than costing someone a place. When the week lands you get a recap — where you finished, what you scored, and your best call of the week.
Shells change how the console looks and nothing else
The app wears a controller shell: Midnight, Indigo, Platinum, Spice or Jet Black. They are purely cosmetic. No shell changes what a call is worth, or a multiplier, or anything else that decides a call.
Four are yours from the moment you install. Platinum is the earned one: grow a season league you created to a real group of people and it unlocks. It tracks leagues you start yourself, so joining someone else’s league or playing public rooms won’t move it along.
Somewhere else to look
New here? How to play walks through assembling a single call with the wheel in front of you. Stuck on a word? The glossary defines each of them in a line. Got a question this page did not answer? Try the FAQ.