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Rules and Scoring


To help our customers better understand our contests, we have divided this page into various parts:


What is PFP and DFP?

  • PFP - This refers to "Projected Fantasy Points." It is a measure of the expected real-life player performance for each athlete. Athletes earn fantasy points for positive and negative real-life game contributions. For example, an NFL athlete might earn 3 fantasy points for making a field goal 39 yards or less. A field goal 50 yards or more will earn an athlete 5 points. If an athlete misses a field goal, they will lose 1 fantasy point. If an athlete were to have only contributed in those three manners in a single game, he would get 3 + 5 + (-1) = 7 fantasy points. Fantasy points are the basis for all our contests.

    Fantasy points are calculated differently based on the sport and the player's position. Below this text, you will find titles for different sports that explain how we arrive at our total fantasy points. These results are 100% real, and they can be confirmed on independent, third-party sites.

    For Athlete vs. Athlete matchups, we also include a margin for each PFP, which players must overcome in order to win.

    Players will be provided a Projected Fantasy Points (PFP) total for each game they participate in. The difference between the Projected Fantasy Points of two players is the margin or spread between them. In order to win a matchup, the player with the higher PFP must outscore his opponent by at least the value of the margin between the two players.

    For instance, if LeBron James has a PFP of 35 for a particular game, and Draymond Green has a PFP of 32, LeBron is “favored” by 3 points (the difference between their PFPs). Another way to look at this matchup would be “Lebron James (-3) vs Draymond Green.” In order to win the matchup, LeBron needs to outscore Draymond by at least 3 DFP. If LeBron were to score 34 DFP and Draymond were to score 33 DFP, Draymond would win the matchup, as LeBron’s “adjusted” DFP after accounting for his margin would be 31 DFP (34DFP – 3 DFP), and less than Draymond’s 33 DFP.

  • DFP - This refers to "Dober Fantasy Points." This number represents the average fantasy points per game that an athlete obtains over the course of a season. This number helps users understand what to expect from an athlete in terms of general performance, and based on this, you can see if Dober believes the athlete will do better or worse than his season average.

‚ÄčImportant Note About PFP:

  • This number can change through time at Dober’s sole discretion. A contest must be completed in order for a PFP score to be locked in to a play card. Play Card selections may change before a play card is complete and it is the user’s responsibility to accept the play card PFP at the time of confirming a contest creation.


NFL Scoring

Our scoring of NFL games will be based on the following values and positions:



Quarterback (QB), Running Back (RB), Wide Receiver (WR), Tight End (TE), Kicker (K)


Fantasy Points Scoring System

Passing Yards (PY): +.04 (per 1 yard)

Passing Touchdown (PTD): +4 (per 1 TD completion)

Passing Interception (INT): -2 (per 1 INT)

Passing 2-Point Conversion (2PC): +2 (per each 2-point passing conversion)

300+ Passing Yards (PY300): +1 if a player obtains 300 or more passing yards in a single game, PLUS an additional +1 point for every 100 passing yards in excess of 300 passing yards

Total Fumbles Lost (FUML): -2 (per 1 lost fumble)


Rushing Yards (RY): +.1 (per 1 yard)

Rushing Touchdown (RTD): +6 (per 1 TD rush)

Rushing 2-Point Conversion (2PR): +2 (per each 2-point rushing conversion)

100+ Rushing Yards (RY100): +1 (per every 100 total rushing yards per game)

Total Fumbles Lost (FUML): -2 (per 1 lost fumble)


Receiving Yards (REY): +.1 (per 1 yard)

Reception (REC): +.5 (per 1 reception)

Receiving Touchdown (RETD): +6 (per 1 TD reception)

Receiving 2-Point Conversion (2PRE): +2 (per each 2-point receiving conversion)

100+ Receiving Yards (REY100): +1 (per every 100 total receiving yards per game)

Total Fumbles Lost (FUML): -2 (per 1 lost fumble)

Kickoff Return Touchdown (KRTD): +6 (per 1 TD return)

Punt Return Touchdown (PRTD): +6 (per 1 TD return)

2-Point Attempt Return Touchdown (2PTRET): +2 (per 1 TD return when opposing team attempts 2-point conversion)

Point After Touchdown Made (PAT): +1 (per 1 made extra point kick)

Field Goal Missed (FGMiss): -1 (per 1 missed FG of any length)

Field Goal Made 0-39 Yards (FG0): +3 (per 1 FG made 39 yards or less)

Field Goal Made 40-49 Yards (FG40): +4 (per 1 FG made 40-49 yards)

Field Goal Made 50+ Yards (FG50): +5 (per 1 FG made 50 yards or more)


Additional Notes:

  • Kickers (K) only receive DFP for kicking. No kicker will receive DFP for any other scoring, including special teams TD and FUM.

  • We include negative point values.

  • Daily scores are graded after each game.

  • Last scores of the week are graded after Monday Night Football (MNF) conclusion.

  • Next week lineups begin immediately after MNF scores are graded.

  • First contest usually takes place for Thursday Night Football (TNF).


NBA Scoring

Our scoring of NBA games will be based on the following values and positions:



Point Guard (PG), Shooting Guard (SG), Small Forward (SF), Power Forward (PF), Center (C)

Fantasy Points Scoring System

Points Scored (PTS): +1 (per 1 PTS)

Total Rebounds (REB): +1 (per 1 REB)*

Assists (AST): +1 (per 1 AST)

Blocked Shots (BLK): +1 (per 1 BLK)

Steals (STL): +1 (per 1 STL)

Turnovers (TOV): -1 (per 1 TOV)

Double-Double Bonus: +2 (per double-double)**

Triple-Double Bonus: +4 (per triple-double)***


*Total Rebounds includes total from both offensive and defensive rebounds.

**Double-double refers to double digits (10 or more) in two of the following categories PTS, REB, AST, BLK and STL. For example, if a player had 22 PTS, 7 REB, 10 AST, 0 BLK, 1 STL and 2 TOV, the total Dober Fantasy Points would be 40. In this example, a 2-point Double-Double Bonus is added for having double digits in PTS and AST.

*** Same as double-double, but must have double digits in three of the following categories: PTS, REB, AST, BLK, STL. In other words, triple-double refers to double digits (10 or more) in three categories per game including PTS, REB, AST, BLK and STL. For example, if a player had 22 PTS, 12 REB, 10 AST, 0 BLK, 1 STL and 2 TOV, the total Dober Fantasy Points would be 42. In this example, a 4-point Triple-Double Bonus is added for having double digits in PTS, REB and AST.


Additional Notes:

  • We include negative point values.

  • Last scores are graded each day.

  • Next day lineups begin immediately after last game has begun.




Contest payouts are based on the number of athletes chosen within a single Play Card as well as the type of contest being used. Below you will find a table that shows payouts based on the number of athletes and the contest type. All contests show the “To Win” amount upon creation. Certain free contests might have a different payment structure than the one shown below.


Quick Play (QP)                        Payouts
3 Athletes = 6 to 1
4 Athletes = 10 to 1
5 Athletes = 20 to 1
6 Athletes = 40 to  1
7 Athletes = 75 to 1
8 Athletes = 150 to 1
9 Athletes = 250 to 1
10 Athletes = 400 to 1
11 Athletes = 500 to 1
12 Athletes = 600 to 1
13 Athletes = 750 to 1
14 Athletes = 900 to 1
15 Athletes = 1200 to 1


Pick ‘Em (PE), Over/Under (OU)

3 Athletes = 4.5 to 1
4 Athletes = 8.5 to 1
5 Athletes = 16 to 1
6 Athletes = 29 to 1
7 Athletes = 53 to 1
8 Athletes = 95 to 1
9 Athletes = 165 to 1
10 Athletes = 295 to 1


$1 Million

25 Athletes = $1,000,000


Please note: A discrepancy in payment structure, between what is shown by the system and the tables shown here, that results in a payout structure above the tables shown here will result in the contest being paid at the rate shown by the tables here. A discrepancy in payment structure, between what is shown by the system and the tables shown here, that results in a payout structure below the tables shown here, will result in the contest being paid at the rate shown by the system.


Play Card Rules

When creating contests, players must adhere to the following rules for the Play Card to be valid. The system should automatically restrict the following options. In the event that, due to an error in our software, a contest is allowed to proceed that does not comply with the terms below, that contest shall be void and the fees refunded.

  • Different types of Play Cards cannot be combined. Quick Play matchups can only be placed against other Quick Play matchups. Pick ‘Em matchups can only be placed against other Pick ‘Em matchups. Over/Under matchups can only be placed against other Over/Under matchups. $1 Million matchups can only be placed against other $1 Million matchups. Free Contest matchups can only be placed against other Free Contest matchups.

  • Play Cards can be created with matchups from different sports. However, athletes can only be matched up against athletes from the same sport.

  • Baseball pitchers may not be matched up against potential hitters in the same game.

  • All created contests are final once submited to the site. Users cannot change athletes or matchups once contest is confirmed.

  • In order for a customer to enter a contest, the customer must enter a Play Card with a minimum of three (3) matchups for Quick Play, Pick ‘Em and Over/Under. The $1 Million contest requires 25 matchups. Free contests will have different requirements for minimum number of matchups, but never below three (3) matchups.

  • Only one Play Card can be created at a time. Play Card selections are saved for 10 minutes. Customers must either enter the contest with the selected Play Card within this time period or the Play Card will be emptied and the customer must re-select the matchups within the Play Card.

  • No athlete may be chosen more than once per Play Card.


Contest Grading

Contest grading is an automatic process. In the event that contest grading differs from the grading rules displayed below, the rules below will be manually applied and game results will be adjusted to conform to our standard grading procedure.

  • Standard overtime results apply for athlete totals in NFL, MLB, NBA and NHL, with the exception of shootouts; except as deemed appropriate by the Dober Administration. Decisions on overtime are at the sole discretion of Dober Games Management.

  • Games that do not conclude within 24 hours of their start time may be deemed as void at Dober’s sole discretion.

  • Play Cards with one (1) push or void play will be considered a push in their entirety as long as none of the other plays in a Play Card are a loss. A single matchup that results in a loss will make the entire Play Card a loss.

  • For a contest to be won, all matchups within a Play Card must result in a win. A tie or “push” in one matchup, or a void matchup, will result in that contest being declared a loss.

  • In-Progress Live Updates are for informational purposes only and do not represent official contest results. Contest results only become official and final after our grading process is complete. In-Progress Live Updates are graded as frequently and accurately as possible.

  • The only scoring that will be used for the completion of contests and the determination of prize distribution are those that are categorized as "Final." Each athlete score is graded independently. Scores can be adjusted at the sole discretion of Dober Management.

  • In order for a matchup to be won, the player selected must win while exceeding the matchup margin. The margin is the number immediately below the matchup start time in the player selection screen. For example, if a player is selected with 24.5 PFP (+5), this means the player has to reach 20 PFP to win since the end result PFP will have five (5) points added to it. On the contrary, if a player is selected with 24.5 PFP (-5), this means the player must reach 30 PFP in order to win since his end result will have five (5) points deducted from it.



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