Roster Royale

The rulebook

How to play

Roster Royale is a two-player auction draft. A wheel picks the team, you pick a player from it for your own roster and open the bidding, and your opponent can outbid you with game dollars until the clock runs out. Fill your roster and the better team wins. Here is everything, in plain English.

The big picture

A game, start to finish

Eight steps from an empty room to a winner. Everything after step 3 repeats, one turn at a time.

  1. Step 1: Create or join

    Pick NFL, NHL or MLB and a display name (no account needed), or enter a friend's 6-character room code or invite link to take the second seat.

  2. Step 2: Set the rules

    The host can keep the defaults or tune the roster, budget, wheel, auction clock and scoring method. Both players see the final rules.

  3. Step 3: Meet in the lobby

    Both players press Ready. Any change to the rules un-readies everyone, so nobody gets surprised. The host starts the game once nothing is blocking it.

  4. Step 4: Spin

    On your turn you spin the wheel. It lands on a team, and only that team's people are in play. Don't like the result? Use a reroll.

  5. Step 5: Pick a player

    Choose a player (or coach, or team defense) from that team for your own roster, someone you can place and afford, and make your opening bid. That starts the bidding.

  6. Step 6: Bid

    Your opponent can outbid you in game dollars. The highest bid wins when the clock ends, or sooner if nobody else can or wants to bid. Unchallenged, you win at your opening bid.

  7. Step 7: Fill your roster

    Each win drops the player into a legal roster slot and takes the price from your budget. Turns continue until both rosters are full or nobody can buy any more.

  8. Step 8: Get the verdict

    The game scores both rosters automatically for strength and value for money, shows its working, and names the winner.

Defaults at a glance

$25

Budget each

up to $1,000

$1

Opening bid

minimum

$1

Minimum raise

per bid

20s

Auction clock

5 to 120 seconds

+5s

Late-bid reset

0 turns it off

2

Rerolls each

0 to 10, or unlimited

The host can change every one of these in the lobby before the game begins.

Rules of the block

How the auction works

You pick a player for your roster and open the bidding; your opponent can outbid you. It is an open, ascending auction with a clock.

Opening the bidding

When you pick a player, you start the bidding with your own opening bid (at least $1 by default, never more than you can afford). You can only pick players you can actually fit on your roster. If nobody outbids you, you win the player at your opening bid.

Hosts can switch this off for a shared auction: the auction opens with no bid, anyone who can use the player may bid, and you may even nominate someone only your opponent needs.

Raising the bid

Every bid must beat the current one by at least the minimum increment ($1 by default). Bids are whole game dollars. The host can also set a maximum bid.

If you're the high bidder you can't bid against yourself. Wait for your opponent to respond.

The clock

Each auction runs for 20 seconds by default (hosts can pick 5 to 120, or switch the clock off for untimed auctions). When it reaches zero, the high bidder wins the player.

Late-bid extension

A bid placed in the final 5 seconds resets the clock to 5 seconds, so nobody can snipe a player at the buzzer and the other side always gets a chance to answer.

Hosts can set this anywhere from 0 to 30 seconds. At 0 the clock simply runs out.

Passing

Press Pass to say you're out on this player. You can't bid on them again, and the current high bidder can't pass. Hosts may disable passing, but only for timed auctions: an untimed auction always allows it, or it could never end.

Settling early

The auction ends immediately, without waiting for the clock, as soon as nobody left can outbid the leader: your opponent passed, can't afford a higher bid, or has no open roster slot that fits the player.

If nobody bids

This only applies to shared auctions (when the host turns off “nominator opens the bidding”), because by default your opening bid means a nomination can't go unsold. In a shared auction, when the clock ends with no bids, or both players pass, the player goes unsold. The host chooses what happens next:

Back to the pool (default)
The player stays available for later. The turn is used up and passes to the other player.
Nominator takes them at the minimum
If the nominator can afford and place them, they get the player for the minimum opening bid. A risk-free reason to nominate someone nobody wants.
Repeat the turn
The same player spins again, so a miss doesn't cost them their turn.

Spending

Budget & the reserve rule

Every player has a pot of fictional game dollars. Spend it wisely: you have to fill the whole roster with it.

Starting budget

Both players start with $25 by default. Hosts can choose any amount up to $1,000, give the players different budgets as a handicap, or play with unlimited budgets.

With unlimited budgets nobody can run out of money, and value for money is judged against a standard reference budget instead of what you started with.

The reserve rule

By default you must always keep the minimum opening bid ($1) for every other empty slot on your roster. That means one star can never eat your whole budget and leave you unable to fill the rest.

Hosts can turn the reserve off, or cap any single bid with a maximum bid.

Your team

Roster slots, flex & eligibility

Your roster is a set of position slots. A player can only be bought if the whole roster still fits afterwards.

Choosing the roster

The host picks a template such as Classic or Quick Match, or builds a custom roster of up to 24 slots. Both players get the same slots, so the game is always symmetrical.

Flex & multi-position players

A flex slot accepts several positions, and some players are eligible at more than one position (many baseball hitters list several). The game checks the whole roster, not each position on its own, so it will shuffle your players between slots if that lets a new one fit.

Moving players around

You can also move players between slots yourself during the draft, as long as every player on your roster still has a legal slot to sit in. Where someone sits matters: each slot carries its own weight in the final score, so keep your best players in the slots that count most.

Coaches & defenses

Head coaches, managers and (in the NFL) whole team defenses can be drafted too. They have no individual stats, so their ratings are estimates built from the team's results and are labelled that way. Hosts can leave coaches out.

Slots that take more than one position

NFL

  • Flex (RB/WR/TE)takes RB, WR, TE
  • Superflex (QB/RB/WR/TE)takes QB, RB, WR, TE

NHL

  • Forward (flex)takes C, LW, RW
  • Skater (flex)takes C, LW, RW, D

MLB

  • Relief Pitchertakes RP, CL
  • Designated Hittertakes C, 1B, 2B, 3B, SS, OF, DH
  • Utility Hittertakes C, 1B, 2B, 3B, SS, OF, DH

Optional house rules

  • One player per team: you can't own two people from the same franchise.
  • Replacements: buy a better player to replace someone already on your roster (the game is then finished by hand rather than automatically).
  • Wheel changes: take specific teams off the wheel, or retire each team once it has landed.

Who picks what

Wheel, rerolls & turn order

The wheel decides which team you can shop from. Turn order decides who gets to spin.

The wheel

The wheel only lands on teams that still have at least one person that one of you could legally buy, so a spin never ends in a dead end. The server picks the result with a cryptographically secure random number, and the animation simply reveals it, so both screens show the same result at the same moment.

Rerolls

After the wheel stops, and before you nominate, you can spend a reroll to spin again. Each player gets 2 by default (hosts can set 0 to 10, or unlimited). A reroll avoids landing on the same team again whenever another team is available.

Turn order

The host chooses one of three patterns, and who goes first: random (the default), the host, or the guest. "A" is the player who goes first.

Alternate

  1. A
  2. B
  3. A
  4. B
  5. A
  6. B

Strictly taking turns. The default.

Snake

  1. A
  2. B
  3. B
  4. A
  5. A
  6. B

The order flips every round, which evens out the advantage of picking first.

Catch-up

Most empty slots next

Whoever has more empty roster slots goes next. When you're level it goes back to alternating.

When life happens

Disconnects, reconnecting & ending early

Phones lock, Wi-Fi drops, people get called to dinner. The game is built to forgive all of it.

The auction pauses

If either player drops offline during an auction, the clock freezes and the game announces who is missing. When everyone is back it resumes with the time that was left (never less than a few seconds). Spin and nominate timers are topped up too, so nobody loses a turn to a dropped connection. Hosts can switch this off before the game.

Coming back

Your browser holds a private guest identity (a cookie, no account). Reopen the room link on the same device and browser and you drop straight back into your seat with everything intact. A different browser, a private window or cleared site data looks like a new person, and a full room won't let them in.

How quickly is someone "offline"?

If the game hasn't heard from a player for about 20 seconds, they show as disconnected. Nothing is lost: they simply reappear on their next sign of life.

If someone doesn't return

If the host has been gone for a minute, the other player can take over as host. If your opponent has been away for two minutes, you can end the game straight away instead of waiting.

Ending early and changing rules mid-game

  • End early: either player can propose finishing now. If the other agrees, the game stops and the rosters as they stand are scored.
  • Tweak the rules: a few settings (auction length, late-bid extension, minimum bid and raise, nomination time, extra rerolls) can be changed during the game, but only if both players accept the proposal.
  • Cancel: the host can cancel a game outright. A game in progress can't simply be left, so if you need to stop, propose ending early.

The scoreboard

How the winner is decided

No judges and no vibes. Both rosters get three scores from 0 to 100, calculated the same way every time.

Strength

How good is the roster? Every player has a 0 to 100 rating from real season stats, measured against others at the same position, so a 90 quarterback and a 90 tight end are both elite at their jobs.

Positions count in proportion to how much they swing a game: a quarterback weighs about three times a flex slot, a goalie about two and a half times a winger, an ace starting pitcher about twice a hitter. One glaring weak link costs a few points, and an evenly strong roster earns a small bonus. Price is ignored.

Value for money

Did you pay a fair price? Every rating has a fair price. Paying less is a bargain, paying more is an overpay, and 50 means fair prices.

Money left unspent earns half credit, but only in proportion to how full your roster is, so sitting on cash can't beat building a team.

Overall

The headline. By default it's 85% Strength plus 15% Value. The host can instead decide the game on Strength alone or Value alone, and can change the Value share.

The results page lets everyone flip between all three views to see how the verdict changes.

Transparent and repeatable

The same rosters, prices and rules always produce the same result. There's no hidden randomness and no AI deciding the winner. The results page shows every slot's rating, each purchase against its fair price, position-by-position matchups, and a plain-English explanation written from those numbers.

Ties

Scores within a quarter of a point are a tie. It's broken first by who wins more position matchups, then by who has more budget left. If everything is still level, it's a genuine draw.

Honest about missing data

Nothing is hidden. A player with no rating uses a neutral stand-in and is flagged, coach and defense ratings are labelled as estimates, a different season than requested is noted, and development sample data is called out in the explanation.

Optional AI commentary

If the server has it switched on, an AI analyst can add a short written take to the results. It only sees the structured results, can't change the winner, and if it's unavailable you simply get the built-in explanation, which is always complete.

Quick answers

Frequently asked questions

Do I need an account?

No. Your browser gets a private guest identity the first time you play, and you just choose a display name. The same browser can rejoin a game automatically and keeps your game history.

Can I play on my own?

Roster Royale is a two-player game, so you need a friend. Create a game, then share the 6-character room code or the invite link from the lobby.

How long does a game take?

Very roughly 10 to 20 minutes with the Classic roster, and less with Quick Match. Shorter auction clocks and fewer slots make it faster; more slots and rerolls make it longer.

Is the wheel fair?

Yes. The server picks the landing team with a cryptographically secure random number and only offers teams that still have someone a player could legally buy. The spin animation just reveals the result, so everyone sees the same thing.

Why can't I bid on a player?

Usually one of three reasons: you have no open slot that can hold them (after shuffling your roster), you can't afford the bid once the reserve for your empty slots is kept back, or you already passed on them. The game tells you which when you try.

What happens if I run out of time on my turn?

If you don't spin in time the wheel spins for you. If you don't nominate in time your turn is skipped. During an auction the clock simply runs out and the high bidder wins.

Can we change the rules after the game starts?

Only a handful of settings, and only if both players agree to the proposal: auction length, late-bid extension, minimum bid and raise, nomination time and extra rerolls. Everything else is locked once the draft begins.

What if my internet drops?

Open the room again in the same browser and you're back in your seat. By default the auction clock pauses while either player is offline, and your turn timers are topped up.

Where do the players and stats come from?

Public league data feeds, loaded in advance by whoever runs the site. If a banner says the data is development sample data, the names and ratings are made up and not real rosters.

Is any real money involved?

Never. Budgets and bids are fictional game dollars, and there are no deposits, prizes or payouts.

Something not covered? Rules shown in the lobby always win over this page, and the data status page explains where the rosters come from.

Ready to spin?

That's the whole rulebook. The rest you'll pick up in a couple of turns.