Drip Fantasy is head-to-head fantasy where what you start matters less than how you score it. Every slot is a hidden bet: a player and a secret metric that decides how that player's real NFL game converts to points — and how it attacks or defends against the opponent across from it. Picks stay sealed until each window's kickoff, so what you learn early can change what you play.
The §5 catalog and §8 power-up tables below are auto-generated from
src/data/metrics.tsandsrc/data/powerups.ts(runnpm run gen:rulebook),
so they can never drift from the live engine. The same data drives the in-app
Rulebook (Settings gear → Rulebook) and the companion [Power-Up Handbook](./powerups.md).
Edit prose by hand; never edit between the AUTO-* markers.
Your lineup is 8 slots spread across the five game windows:
| Window | When | Slots |
|---|---|---|
| TNF | Thursday night | 1 |
| SUN 1PM | Sunday early | 3 |
| SUN 4PM | Sunday late | 2 |
| SNF | Sunday night | 1 |
| MNF | Monday night | 1 |
How you win. Your score is the sum of every slot's banked points, plus two extra layers: window battles (§4) and a lineup-wide power-up economy (§8). A slot can win its fight by scoring big or by zeroing out the player across from it — most metrics attack as well as score.
Every metric does one or both of:
The big idea: flat metrics are predictable, drips are explosive but fragile, and effect metrics win by denial. It's rock-paper-scissors — see §6.
Drip metrics (Rush Yards, Receiving Yards, the Combo/Return unlocks, and the DST Earn Points drip) don't score yards directly. Each productive play raises a rate (points per minute), and that rate accrues over time.
| WR / RB drip | TE drip | |
|---|---|---|
| Rate | 0.01/yd per min | 0.0065/yd per min (two-thirds) |
| Erase/pause immunity | Fragile — opponent catches erase + pause it | Bulletproof vs WR/RB erases & pauses |
| Cooled by per-play scorers? | Yes | Yes (immunity does not cover this) |
A TE drip can't be erased by an opposing receiver — but it builds slower, and its hot streak can still be cooled by an opponent who banks points every play (a passing QB). See the worked example in §9.
Earn Points (DST) works the same way, driven by splash plays: each sack/INT/ fumble/TD raises the rate (splash-weight × 0.02/min), so an early splash snowballs. It can't be paused or erased — only a TD nuke wipes its bank. The other two DST metrics spend that same production differently: Field Marshal trades the drip for a window-wide shield, and Suppress spends it as a bigger halving bar (§5, §6).
Beyond the raw point total, each of the five windows is its own head-to-head:
⚔ windows won 3–2 tally.This means you can sacrifice raw points to win more windows, and spiking one slot can steal a window's marquee bounty — every window is a fight worth winning on its own.
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| Metric | Tag | Scores | Effect |
|---|---|---|---|
| Field General | × | 0 direct pts | Passing yards set a window-wide drip multiplier on all your skill players. 300 yds = 2.8×. The QB scores nothing himself. |
| Passing Yards | FLAT | 0.04 pts / yd + 4 / TD | Flat points on passing yards and TDs. No drip, no nuke, no interaction. Predictable. |
| Rush Yards | FLAT | 0.1 pts / yd + 6 / TD | Flat points on your scrambles and rushing TDs. Purely additive — no nuke, no erase, no interaction. |
| Air Raid | TD HEAVY | 0.04 / yd + 10 / TD | Unlock (1 wk): passing yards at 0.04/yd plus a huge 10 pts per passing TD. Flat — no nuke or erase. |
| Metric | Tag | Scores | Effect |
|---|---|---|---|
| Rush Yards | DRIP | 0.01 / yd → rate (pts/min) | Each carry permanently raises a drip rate (yds × 0.01 pts/min) that accrues while your team has the ball. An opponent catch erases the last 10 min and pauses it; a target pauses it; a TD wipes the bank. Rate survives erases. 3 straight (no opponent score) goes hot → drip doubles; cold when they score. |
| Carries | COMPRESSION | 0.85 / carry | 0.85 per carry. A 3+ carry streak with no opponent score compresses: each further carry trims the opponent’s most recent score by 35% — and you keep a quarter of every point trimmed. |
| Receptions | RATE RESET | 1 pt / catch | Each catch zeroes the opponent’s active drip rate (they keep the bank, rebuild from scratch); against a flat scorer it halves their last play — and you steal a quarter of any points cut. |
| Touchdowns | NUKE | 0.04 / yd + 10 / TD | Boom-or-bust: scrimmage yards at a discount (0.04/yd) plus a big 10 per TD — and each TD wipes the opponent’s entire banked score AND steals a quarter of it. |
| Underdog | COMEBACK | 0.1 / yd + 6 / TD | Unlock (1 wk, pick ANY TIME BEFORE KICKOFF — even after lock-in): flat rushing points, but while you’re TRAILING in the slot every score banks ×1.5. Fall behind and you punch above your weight to claw back; pull ahead and the boost switches off — no running up the score. Best on a player you EXPECT to trail — on a stud who leads all game the boost never fires and you gave up his drip for nothing. |
| Combo Drip | RUSH+REC DRIP | 0.01 / yd → rate (pts/min) | Unlock (1 wk, ONE SLOT PER PURCHASE — buy it again to field another): carries AND catches both feed one drip rate (yds × 0.01 pts/min) that accrues while your team has the ball. Same pauses/erases as a normal drip; a TD wipes the bank. 4 straight productive touches goes hot → drip doubles (a stuffed run or incomplete cools it). |
| Return Yards | RUSH+RET DRIP | 0.01 / yd → rate (pts/min) | Unlock (1 wk): carries AND kick/punt return yards both feed one drip rate (yds × 0.01 pts/min) that accrues while your team has the ball. Same pauses/erases as a normal drip; 4 straight productive touches (rush 3+ / return 10+) goes hot → drip doubles, a stuffed run or short return cools it. |
| Metric | Tag | Scores | Effect |
|---|---|---|---|
| Receiving Yards | DRIP | 0.01 / yd → rate (pts/min) | Each catch permanently raises a drip rate (yds × 0.01 pts/min) that accrues while your team has the ball. An opponent catch erases the last 10 min and pauses it; a target pauses it; a TD wipes the bank. Rate survives erases. 3 straight (no opponent score) goes hot → drip doubles; cold when they score. |
| Receptions | ERASE | 1 pt / catch | Each catch erases the opponent’s drip from the last 10 clock-minutes — and you steal a quarter of every point you erase. |
| Targets | CLOCK STOP | 1 pt / target | Every target stops the opponent’s drip clock. No erase — pure denial. |
| Touchdowns | NUKE | 0.04 / yd + 10 / TD | Boom-or-bust: scrimmage yards at a discount (0.04/yd) plus a big 10 per TD — and each TD wipes the opponent’s entire banked score AND steals a quarter of it. |
| Underdog | COMEBACK | 0.1 / yd + 6 / TD | Unlock (1 wk, pick ANY TIME BEFORE KICKOFF — even after lock-in): flat receiving points, but while you’re TRAILING in the slot every score banks ×1.5. Fall behind and you punch above your weight to claw back; pull ahead and the boost switches off — no running up the score. Best on a player you EXPECT to trail — on a stud who leads all game the boost never fires and you gave up his drip for nothing. |
| Combo Drip | RUSH+REC DRIP | 0.01 / yd → rate (pts/min) | Unlock (1 wk, ONE SLOT PER PURCHASE — buy it again to field another): catches AND carries both feed one drip rate (yds × 0.01 pts/min) that accrues while your team has the ball. Same pauses/erases as a normal drip; a TD wipes the bank. 4 straight productive touches goes hot → drip doubles (a stuffed run or incomplete cools it). |
| Return Yards | REC+RET DRIP | 0.01 / yd → rate (pts/min) | Unlock (1 wk): catches AND kick/punt return yards both feed one drip rate (yds × 0.01 pts/min) that accrues while your team has the ball. Same pauses/erases as a normal drip; 4 straight (catch / 10+ return) goes hot → drip doubles, an incomplete or short return cools it. |
| Metric | Tag | Scores | Effect |
|---|---|---|---|
| Receiving Yards | DRIP | 0.0065 / yd → rate (pts/min) | Each catch raises a drip rate (yds × 0.0065 pts/min) — two-thirds of a WR’s — that accrues while your team has the ball. Immune to ALL pauses and erases: only a TD (or K shutdown) stops it. 3 straight (no opponent score) goes hot → drip doubles. |
| Targets | WIDE ERASE | 1 pt / target | Every target — catch or incompletion — erases the opponent’s drip from the last 10 min (you steal a quarter of every point erased). Fires on volume alone, no catch required. |
| Receptions | ERASE | 1.5 pts / catch | Each catch erases the opponent’s drip from the last 10 clock-minutes — and you steal a quarter of every point you erase. |
| Touchdowns | 12-PT NUKE | 0.04 / yd + 12 / TD | The strongest single play in the game. Yards at a discount (0.04/yd) plus 12 per TD; each TD wipes the matched opponent’s entire bank (you steal a quarter of it) AND knocks every opposing drip in the window down by 1.0 pts/min (min 0). |
| Combo Drip | RUSH+REC DRIP | 0.0075 / yd → rate (pts/min) | Unlock (1 wk, ONE SLOT PER PURCHASE — buy it again to field another): catches AND carries both feed one drip rate (yds × 0.0065 pts/min, TE rate) that accrues while your team has the ball. Immune to pauses/erases like any TE drip; a TD wipes the bank. 4 straight productive touches goes hot → drip doubles (an incomplete cools it). |
| Return Yards | REC+RET DRIP | 0.0075 / yd → rate (pts/min) | Unlock (1 wk): catches AND kick/punt return yards both feed one drip rate (yds × 0.0065 pts/min, TE rate) that accrues while your team has the ball. Immune to pauses/erases like any TE drip; 4 straight (catch / 10+ return) goes hot → drip doubles, an incomplete or short return cools it. |
| Metric | Tag | Scores | Effect |
|---|---|---|---|
| Banker | XP BONUS | FG by distance | Each XP made adds +1 pt to ALL your TDs for the week. |
| Negation | SHUTDOWN | 0 pts | 6+ kicks → the matched opponent scores 0 and all their effects are negated. |
| Metric | Tag | Scores | Effect |
|---|---|---|---|
| Suppress | HALVING | 0 pts | Banks 0 itself — instead its full defensive production becomes a kill-bar: EVERY opponent slot, in ANY window, that scores at or below it is halved. It DRIPS like Earn Points (each splash play raises the bar over the game — an early sack/pick makes it bite harder) but banks nothing, spending the whole lot as the threshold. |
| Earn Points | DRIP | sk1 / int3 / fr2 + drip | The scoring DST. Banks flat splash points (sk1 / int3 / fr2 / def-TD6 / safety2) AND each splash play raises a DEFENSE DRIP rate (splash weight × 0.02 pts/min) that accrues for the rest of the game — an early sack or pick snowballs. The drip can’t be paused or erased; only a TD nuke wipes the bank. Higher scoring ceiling than Field Marshal, but no shield. |
| Field Marshal | SHIELD | sk1 / int3 / fr2 | The defensive Field General. Banks flat splash points (no drip) AND builds a window-wide SHIELD on your side — every splash play (sack/INT/fumble/TD) ramps damage reduction (up to 50%) that BLUNTS every opposing nuke and erase against all your slots in that window. Trades Earn Points’ scoring drip for protection: a lower ceiling, but it shields the whole window. |
| Metric | Tag | Scores | Effect |
|---|---|---|---|
| Tackles | FLAT | tkl 1 · sk 2 · int 3 · FR 2 | Flat defensive scoring: 1 per tackle, 2 per sack, 3 per interception, 2 per fumble recovery, 6 per defensive/ST TD, 2 per safety. Volume-driven and steady. |
| Splash Plays | BIG PLAY | sk 4 · int 6 · FR 4 · TD 6 | Rewards game-wreckers: 4 per sack, 6 per interception, 4 per fumble recovery, 6 per defensive/ST TD, 2 per safety, 0.5 per tackle. Boom-or-bust. |
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The hidden-metric layer is a counter game:
Cross-slot & window-wide reach — the plays that make a whole window feel like a battle:
You earn drip-coin each week — a flat weekly stipend, an unopposed-slot bounty, the window MVP bounties (§4), a swing on turnovers, and coin for signature "events of note" (nukes, shutdowns, a drip going hot). You spend it on power-ups: consumables bought into your inventory and applied when you want them. See §8 for the catalog and the [Power-Up Handbook](./powerups.md) for the full breakdown by class and strategy.
Two kinds: action (a one-time tactical effect) and metric (unlocks an extra metric for the current week only). Timing gates when a power-up applies: pre arms during setup and locks once the week's first window starts; live fires only during a live window (never retroactive). Some live plays are clutch — they only unlock from a live game-state trigger and are arm-able for a short window.
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arm during setup; locks once a window starts
| Power-up | Cost | Kind | What it does |
|---|---|---|---|
| ➕ Extra Slot | ◎ 80 | action | Add a slot to any window — for you AND your opponent. Must be applied before any window starts. |
| 🏈 Return Yards | ◎ 60 | metric | This week only: unlock the Return Yards metric for a kick/punt returner — flat 0.1 pts per real return yard + 6 per return TD. |
| 💥 WR/TE Carries | ◎ 70 | action | Arm before kickoff: all week, every carry by a WR or TE in your starting spots wipes its matched opponent to 0 — a plus-up on TOP of whatever metric that slot is scoring. |
| 🌀 Combo Drip | ◎ 65 | metric | This week only: unlock a Rush + Receiving combo drip for ONE player — both carries AND catches feed a single drip rate (yds × 0.01 pts/min). One slot per purchase: buy it again to field another. |
| 🚀 Air Raid | ◎ 40 | metric | This week only: unlock a QB metric where passing TDs are worth 10 pts (plus 0.04 / passing yd). Flat — no nuke or erase. |
| 🐕 Underdog | ◎ 35 | metric | This week only: unlock the Underdog comeback metric for your RB/WR spots — flat yardage points, but every score banks ×1.5 while that slot is TRAILING. Pick it ANY TIME BEFORE KICKOFF — even after lock-in, once you can size up the fight. Best on a player you EXPECT to trail; on a stud who leads all game the boost never fires. |
| 🎺 Trick Play | ◎ 90 | action | Arm before kickoff: if ANY non-QB in your starting spots throws a TD pass this week, your lineup banks a flat +50. |
| 🛡️ Pick Six | ◎ 45 | action | Arm before kickoff: if any of your DST starters returns an INT or fumble for a touchdown, bank a flat +25. |
| 🙏 Hail Mary | ◎ 35 | action | Arm before kickoff: if a QB in your starting spots throws a touchdown of 40+ yards, bank a flat +15. |
| 📈 Momentum | ◎ 70 | action | Arm before kickoff: all week, your drips run 3× when hot instead of 2×. |
| 🗑️ Garbage Time | ◎ 75 | action | Arm before kickoff: any points your players score in the final 5 game-minutes count double. |
| 🔊 Second Amp | ◎ 40 | action | Amplifiers (Momentum · Overtime · Garbage Time) are limited to ONE per week. Arm this to run a second one alongside it. |
| 📢 Third Amp | ◎ 60 | action | The full stack: with Second Amp armed, this unlocks a third amplifier for the week — Momentum, Overtime AND Garbage Time together. |
| 🌊 Floodgates | ◎ 85 | action | Arm before kickoff: your drips are immune to opponent pauses and erases all week (TD wipes still apply). |
| ⏱️ Overtime | ◎ 60 | action | Arm before kickoff: your Field General multiplier and drips carry into overtime. Without it they reset the moment regulation ends. |
| 🧊 Overtime Shield | ◎ 70 | action | Arm before kickoff: any points your opponent scores in overtime this week are negated. |
| 🎖️ Twin Generals | ◎ 85 | action | Arm before kickoff: a second Field General QB in the same window stacks — the top two multipliers multiply together instead of you taking just the higher one. |
| ↩️ Counter-Nuke | ◎ 95 | action | Arm before kickoff: the first time an opponent nukes one of your slots, it is reflected back — their player is wiped instead. |
| 🛟 Insurance | ◎ 80 | action | Arm before kickoff: the first time one of your slots is nuked, half its banked score is refunded instead of zeroed. |
| ⚖️ Double or Nothing | ◎ 80 | action | Stake one of your slots before kickoff: at FINAL it scores double if it wins its head-to-head, or zero if it loses. |
| ⚔️ Rivalry | ◎ 70 | action | Arm on a window before kickoff (blind): for every slot where your opponent fields the SAME position as you, siphon 30% of that opponent’s slot score to you at the window’s end. Whiffs entirely if they don’t mirror your position — a bet on how they build the window. |
| 🔀 Lead Change | ◎ 45 | action | Arm on one of your slots before kickoff: every time you SEIZE the lead in that head-to-head (overtake the opponent after trailing), bank a flat +2. Rewards a back-and-forth dogfight — a blowout you never trailed in pays nothing. |
| 🥊 Grudge Match | ◎ 60 | action | Stake one of your slots before kickoff: WIN its head-to-head by 10+ and bank a flat +25 — but LOSE the slot and you take −25. Win by less than 10 (or tie) and nothing happens. Double or Nothing with real downside. |
| 🧿 Jinx | ◎ 55 | action | Before kickoff (blind), point at an opponent slot: the FIRST touchdown the player there scores is negated — no points, and if it was a nuke, no nuke. Whiffs entirely if they don’t score a TD in that slot — a bet on reading their stud. |
| 🎣 Red Herring | ◎ 90 | action | Attach to one of your players before kickoff: every OPPOSING player of the same position anywhere in that window is dragged down to your player’s total (capped at it). Field a low decoy at a position and cap all their studs there — but you waste the slot, and it whiffs if they field nobody at that position. |
| 👁️ Spy | ◎ 40 | action | Before a window kicks off: pick any slate slot (blind) and reveal the opponent’s current sealed pick there — their player OR their chosen metric. They can still change it until kickoff; re-checking your peek is free. |
| 🪂 Bye Steal | ◎ 55 | action | Before kickoff, field one of your players who is on bye in an open slot for a flat projected score (capped at 16). |
| 👻 Ghost Player | ◎ 75 | action | Before kickoff, conjure a phantom into any open slot — no bench player needed. It banks a flat set 14 points, guaranteed. Pricier than a Bye Steal, but its floor is certain and it works even when you have no one on bye. |
| 🦅 Ball Hawk | ◎ 55 | action | Arm before kickoff: raise the turnover coin swing from 10 to 25 this week, across all windows — your giveaways cost more, their giveaways pay more. |
fire anytime a window is live (not retroactive)
| Power-up | Cost | Kind | What it does |
|---|---|---|---|
| 🔀 Metric Swap | ◎ 30 | action | Change a slot’s effective metric. Real-time — applies going forward, not retroactive. |
| 🔁 Player Swap | ◎ 50 | action | Swap a slotted player for one on your bench — anytime, even mid-game. |
| 🎲 Mulligan | ◎ 30 | action | Re-roll one slot’s metric mid-game for free — does not spend a Metric Swap. |
| 💥 EMP | ◎ 65 | action | Fire during a live window to freeze every opponent drip in that window for 10 minutes. |
| ⚡ Surge | ◎ 55 | action | Fire on one of YOUR live slots: everything it scores for the next 10 game-minutes counts double. Fire when your player is heating up. |
| 🧊 Cold Snap | ◎ 60 | action | Fire on a live OPPONENT slot: freeze ALL of that player’s scoring — points and drip — for the next 10 game-minutes. Shut a hot rival down cold. |
| 🔥 Napalm | ◎ 60 | action | Fire on a live OPPONENT slot: for the next 10 game-minutes, any time their drip runs HOT it BURNS — the hot accrual goes negative and bleeds their bank down instead of doubling it. Punishes a rival for running too hot (does nothing while they stay cool). |
| 🛡️ Bunker | ◎ 65 | action | Fire on one of YOUR live slots: it goes immune to every nuke and erase for the rest of the game from the moment you fire. Lock in a lead before they can wipe it. |
| 🎰 Halftime Gamble | ◎ 50 | action | A CLUTCH play — only offered when one of your slots leads by 10+ at halftime, and only until the third quarter gets going. Arm it and that slot scores DOUBLE if it wins its head-to-head, ZERO if it loses. |
| 🎬 Encore | ◎ 45 | action | A CLUTCH play — only offered when one of your players scores a touchdown in the first half. Arm it any time before the game ends and his NEXT touchdown banks a bonus +12. |
| 🪃 Counter-Wipe | ◎ 55 | action | A CLUTCH play — only offered right after an opponent nukes one of your slots, and only for a short window. Arm it in time and the wipe is negated — your bank is restored as if it never landed. |
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A TE posts 127 receiving yards, 0 TD and banks just 4.0, while a WR with 60 yards + 2 TD banks 16.0. Not a bug — a clean counter:
1. The TE drip builds at a lower rate (0.0065), so 127 TE yards makes roughly the same rate as ~80 WR yards — decent, but not a runaway. 2. The opponent slotted a passing QB — in fact the TE's own QB. Every catch was also a completion that banked points for the opponent, which cools the TE's hot streak every single time. 3. The TE is immune to erases, so the bank was never wiped — but he could never string 3 unanswered catches, so the drip never went hot (×2). Lower rate, no doubling → 4.0.
The counter to a drip isn't always an eraser — sometimes it's just a player who scores on every snap. Pairing a catcher against his own QB is the sharpest version of that read.
This rulebook mirrors the live scoring engine. If a number here disagrees with the game, the game wins — tell us and we'll fix the doc.