To help our customers better understand our contests, we have divided this page into various parts:
What is PFP and DFP:
Important things to note about PFP:
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 Point Scoring System:
Passing Yards (PY): +.04 (per 1 yard)
Passing Touchdown (PTD): +4 (per 1 TD completion)
Passing Interception (INT): -2 (per 1 INT)
Rushing Yards (RY): +.1 (per 1 yard)
Rushing Touchdown (RTD): +6 (per 1 TD rush)
Receiving Yards (REY): +.1 (per 1 yard)
Reception (REC): +.5 (per 1 reception caught)
Receiving Touchdown (RETD): +6 (per 1 TD reception)
Receiving 2-Point Conversion (2PRE): +2 (per 1 2-Point reception)
Over 100 Receiving Yards (REY100): +1 (per every 100 total receiving yds per game)
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 any length)
Field Goal Made 0-39 Yards (FG0): +3 (per 1 FG made 39 yds or less)
Field Goal Made 40-49 Yards (FG40): +4 (per 1 FG made 40-49 yds)
Kickers (K) only receive DFP for Kicking
No Kicker will receive DFP for any other scoring type including special teams TD & FUM
We use a Fractional Fantasy Point System
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 take place on Thursday Evening
Point Guard (PG), Shooting Guard (SG), Small Forward (SF), Power Forward (PF), Center (C)
Fantasy Point 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.
**Double Double means double digits (10 or more) in two categories per game including PTS, REB, AST, BLK, STL. For example, if a player had 22 PTS, 7 REB, 10 AST, 0 BLK, 1 STL, 2 TOV, the Total Dober Fantasy Points would be: 40. A +2 Bonus is added for having double digits in PTS and AST in this case.
***Same as Double Double but must have double digits in three categories per game including PTS, REB, AST, BLK, STL.
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 play card 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 Athlete =||6 to 1|
|4 Athlete =||10 to 1|
|5 Athlete =||20 to 1|
|6 Athlete =||40 to 1|
|7 Athlete =||75 to 1|
|8 Athlete =||150 to 1|
|9 Athlete =||250 to 1|
|10 Athlete =||400 to 1|
|11 Athlete =||500 to 1|
|12 Athlete =||600 to 1|
|13 Athlete =||750 to 1|
|14 Athlete =||900 to 1|
|15 Athlete =||1200 to 1|
|Pick ‘Em (PE), Over / Under (OU)||Payouts|
|3 Athlete =||4.5 to 1|
|4 Athlete =||8.5 to 1|
|5 Athlete =||16 to 1|
|6 Athlete =||29 to 1|
|7 Athlete =||53 to 1|
|8 Athlete =||95 to 1|
|9 Athlete =||165 to 1|
|10 Athlete =||295 to 1|
Entry Cost: $25 Entry
Number of Athletes: 25 Athletes
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 shown 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 the system does not restrict such contests, the contests will be deemed void.
Different types of play cards cannot be combined. Quick Play options can only be placed against other Quick Play options. Pick ‘Em options can only be placed against other Pick ‘Em options. Over and Under can only be placed against other Over and Under options. $1,000,000.00 match ups can only be placed against other $1,000,000.00 match ups. Free contest match ups can only be placed against other Free Contest play match ups.
Play Cards can be created with Match Ups 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. There shall be no changing of athletes, teams, or lines.
In order for a customer to enter a contest, the customer must enter a play card with a minimum of 3 match ups for Quick Play, Pick ‘Em and Over / Under. The $1,000,000.00 contest requires a minimum of 25 match ups. Free contests will have different requirements for minimum number of contests, never below 3 match ups.
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 match ups within the placard.
No Athlete may be chosen more than once per play card.
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 any game results adjusted to conform to our standard grading procedure.
Standard Overtime Plays 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 may be deemed at Dober’s sole discretion as void.
Play cards with 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 match up that results in a loss will make an entire contest a loss.
For a contest to be won, all match ups within a play card must result in a win.
In-Progress Live Updates are for viewing purposes only and are not for use as part of contest completion and determination of contest results. In-Progress Live Updates are graded as frequently and accurately as possible.
The only scoring that shall 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 match up to be won, the player selected must win while covering the line. The line is the number immediately below the match up start time in the player selection screen. If for example a player is selected with 24.5 PFP +5, this means the player only has to get 20 PFP to win, since the end result PFP will have 5 points added to it. If on the contrary a player is selected 24.5 PFP -5, this means the player must get 30 PFP in order to win, since his end score will have 5 points deducted from it.