07 / How it works
Every rule,
in the order you need it.
This is the whole rulebook. If you just want to know what Move The Chains is, the FAQ is the shorter read.
The shape of it
You build 1 roster and manage it for 17 weeks. Everyone plays out of the same player pool under the same cap, and everyone is on 1 leaderboard. There is no opponent, no matchup, and no bracket. Your score is the sum of your weeks, and the manager with the most points at the end wins.
- Season
- NFL weeks 1 through 17. Week 18 is not scored.
- Scoring day
- Every Tuesday morning. Last week is scored, prices move, and your free moves reset in the same batch.
- Entries
- 1 per manager. Registration closes at the season opener.
Your roster
You hold 12 players bought against a $100 in-game salary cap, and you start 9 of them each week. The cap is a budget inside the game. It is not a buy-in and there is nothing to pay.
- Starters
- 1 QB, 2 RB, 2 WR, 1 TE, and 3 FLEX. FLEX takes an RB, WR, or TE.
- Bench
- 3 players, all-flex, ranked in priority order. A backup QB is optional and costs you a bench slot.
- Minimums
- At least 1 QB, 2 RB, 2 WR, and 1 TE, or the lineup cannot be filled.
- QB maximum
- 4. A 5th could never be placed, because FLEX does not take a QB.
- Cap
- $100.0. Player prices run from a $4.0 floor upward, with no ceiling.
Scoring
Full PPR with a tight end premium. Every rostered starter scores, the bench does not, and your captain's score is multiplied.
- Receptions
- 1.0 for an RB or WR. 1.5 for a TE.
- Receiving
- 1 point per 10 yards, 6 per touchdown.
- Rushing
- 1 point per 10 yards, 6 per touchdown.
- Passing
- 1 point per 25 yards, 4 per touchdown, -2 per interception.
- Fumbles
- -2 for a fumble lost.
- 2-point conversions
- 2 points, and they go to whoever scored. The passer gets nothing.
The captain
Pick 1 starter each week and his score is multiplied by 2.0. The multiplier is the same at every position, so captaining a quarterback is worth exactly what captaining a wide receiver is worth. The reason quarterbacks rarely get the armband is that they score fewer points, not that the game pays them less for it.
- Multiplier
- 2.0, flat across QB, RB, WR, and TE.
- If he does not play
- The bonus is 0. There is no vice-captain to fall back on, so crown someone who is playing.
- Changing it
- Any time before that player kicks off. Once he has kicked off, the armband is stuck.
Moves and hits
A move is dropping 1 player and adding another. You get 1 free move a week and can bank up to 2, so sitting still for 2 weeks gives you 3 moves to spend. Sitting still for a 3rd week gives you nothing extra, because the bank stops at 2.
- Free moves
- 1 a week. Unused ones bank, up to 2.
- Hits
- Every move past your free ones costs 10 points, charged in the week you make it.
- Worth it?
- Roughly, if the player you add beats the one you drop by more than 10 points across the rest of the season. For a typical upgrade that is 2 to 3 weeks.
- The weekly window
- Closes at the last kickoff of the NFL week. Everything inside it counts against that week's quota.
- Injured reserve
- If a starter is officially placed on IR, you get 1 extra free move that week. Use it or lose it. It does not add to your bank.
When players lock
There is no single weekly deadline. Each player locks when his own team kicks off, which means most of your roster is still live on Sunday afternoon and some of it is live until Monday night. This is the rule most people assume is a bug the first time they see 1 row frozen and the row under it open.
- Thursday player
- Locks at Thursday kickoff, around 8:15pm ET.
- Sunday player
- Locks at his own window: 1:00pm, 4:05pm, 4:25pm, or Sunday night.
- Monday player
- Locks at Monday kickoff. You can move him after every Sunday game has settled.
- On bye
- Always movable. He has no kickoff that week.
Your RB2 plays Monday night and you do not like the matchup. Sunday evening, with every other game finished, you can still swap him for another Monday-night player or for someone on bye. Nothing about Thursday stopped you.
Prices
Player prices move once a week, on Tuesday, based on how many managers added or dropped them. A player only moves once per week, so there is no mid-week churn to chase.
- Rising
- Net adds above 3% of active managers in a week, and the price goes up $0.2.
- Falling
- Net drops above 3%, and it goes down $0.2.
- Floor
- $4.0. A fall that would go under it does not happen at all, so a $4.1 player stays where he is rather than dropping part of the way.
- Selling
- If he rose since you added him, you get your purchase price back plus half the gain. If he fell, you take the whole fall.
You added a receiver at $12.0 and he is now $13.4. He rose $1.4, you keep half of that, and he sells for $12.7. The other $0.7 is the spread the game takes to stop everyone hoarding the same 3 risers.
Audibles
You get 3 audibles for the season, 1 use each, and you can only call 1 in any given week. That scarcity is the whole point. Calling one is a decision you do not get back.
- Rebuild
- Unlimited free moves for 1 week, and the squad you finish with is the squad you keep. Available in weeks 3 through 15 only.
- Trick Play
- Unlimited free moves for 1 week, then your squad reverts to what it was. Call it before you make any moves that week, or it is not available.
- Superstar
- Your captain scores 3.0 instead of 2.0 for 1 week. It follows the captain slot, and it is spent whether or not your captain plays.
- With hits
- Moves made under Rebuild or Trick Play are free. They never count as hits.
Byes and inactives
Auto-sub covers you. Set your 9 starters and rank your 3 bench players, and if a starter is on bye or is ruled out, the highest-ranked eligible bench player takes the slot. You do not have to be awake for it.
- What triggers it
- A starter on bye, or officially ruled out at the inactives deadline 90 minutes before kickoff.
- Who can fill in
- A dedicated slot needs that position. A FLEX takes any RB, WR, or TE.
- Fill order
- Dedicated slots fill first, FLEX last. That stops a bench RB being spent on a FLEX while your RB1 slot sits empty.
- The catch
- If the player who did not play was your captain, the bonus is gone. Auto-sub recovers his raw points, never the multiplier.
- No cover
- If nothing on your bench is eligible, the slot scores 0. That is the cost of an all-flex bench, and it is why some managers carry a backup QB.
How ties break
Total points first, always. After that the tiebreakers test other things you did on purpose, never a single lucky week.
- 1st
- Total season points.
- 2nd
- Total captain points, meaning the bonus your captain picks earned you, not their raw scores.
- 3rd
- Fewest hits taken.
- 4th
- Whoever created their account first.
Weekly standings work the same way with 1 change: the 3rd tiebreaker is fewest moves used that week, counted rather than costed, so a banked move and a paid one both count as 1.