Spoker

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Hold 'Em Practice

If You Like Texas Hold Em, You Will LOVE this Game.

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How To Play

Rules ×

  1. Practice First - It is recommended that all players practice Hold Em before playing for money.
  2. Pricing for the Practice Game - Practice is always FREE!
  3. Pick a Sport - There are six sports to choose from: baseball, basketball, golf, football, EPL soccer, and hockey.
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  1. Object of the Game - Contestants play a one round Hold 'Em format with the goal of trying to accumulate the highest 5 card fantasy point total. At the same time, they also try to secure as many bonus points as possible.
  2. Starting the Game - Contestants are each dealt two hole cards from the deck. The two pocket (or hole) cards are only known to the player who receives them. They can either "fold" or "play on" after viewing these cards. Five additional cards are dealt and placed face down in the middle of the table. Once they are revealed, ALL players who have not folded can play off of them to improve their hand.
  3. Pot - There is no pot with money since this is a practice game.
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  1. Scoring - Scoring is based on two parts. First, the fantasy point values of each of the 5 cards locked in by contestants are added together. Second, bonus points are also awarded for the poker hand. The 5 cards a contestant scores are their 2 hole cards and any 3 of the community cards they select. Only contestants who didn't fold are involved in the scoring for the pot.
  2. Winning the Game - Contestants seek to accumulate the highest fantasy point total from thier 5 cards while also scoring as many bonus points as possible.
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  1. Color/Position Bonus Points - Bonus points are awarded for athletes who share the same card color. Each color has a term associated with the sport to help contestants distinguish between colors that look similar to them (e.g., to assist those who are color blind). Bonuses are awarded based on the following combinations:
  2. Bonus Points
    1 Pair = 4 Points
    2 Pairs = 8 Points
    3 of a Kind = 12 Points
    Full House = 16 Points
    4 of a Kind = 20 Points
    5 of a Kind = 24 Points
  3. Teammate Bonus Points - Bonus points are awarded for teammates who play on the same professional teams. Since golf doesn't have teammates, they are awarded for matching numbers that show up on the cards. The "teammates" bonus is as follows:
  4. Bonus Points
    1 Pair = 8 Points
    2 Pairs = 16 Points
    3 of a Kind = 24 Points
    Full House = 32 Points
    4 of a Kind = 40 Points
    5 of a Kind = 48 Points
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  1. Card Types - There are exactly 5 card types for each sport and are as follows:

    Football Baseball Basketball Golf Hockey Soccer
    Touchdown Walk Dunk Ace Forecheck Goal
    Field Goal Single Assist Eagle Power Play Cross
    2 PT Conversion Double 3 Pointer Birdie Goal Assist
    Safety Triple Rebound Par Assist Penalty Kick
    Extra Point Home Run Free Throw Bogey Hat Trick Pitch
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  1. Athlete/Team PPG Averages - The PPG averages for all athletes/teams in the deck of cards can be found here:
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  1. No Tiebreakers - There are no tiebreakers for Hold 'Em. If 2 or more contestants tie for the top position, they split the points in the pot evenly.
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Omaha Practice

A Variation of Hold 'Em that Creates More Exciting Options.

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How To Play

Rules ×

  1. Practice First - It is recommended that all players practice Omaha before playing for money.
  2. Pricing for the Practice Game - Practice is always FREE!
  3. Pick a Sport - There are six sports to choose from: baseball, basketball, golf, football, EPL soccer, and hockey.
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  1. Object of the Game - Contestants play a one round Omaha format with the goal of trying to accumulate the highest 5 card fantasy point total. At the same time, they also try to secure as many bonus points as possible.
  2. Starting the Game - Contestants are each dealt two hole cards from the deck. The two pocket (or hole) cards are only known to the player who receives them. They can either "fold" or "play on" after viewing these cards. Five additional cards are dealt and placed face down in the middle of the table. Once they are revealed, ALL players who have not folded can play off of them to improve their hand.
  3. Pot - There is no pot with money since this is a practice game.
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  1. Scoring - Scoring is based on two parts. First, the fantasy point values of each of the 5 cards locked in by contestants are added together. Second, bonus points are also awarded for the poker hand. The 5 cards a contestant scores are their 2 hole cards and any 3 of the community cards they select. Only contestants who didn't fold are involved in the scoring for the pot.
  2. Winning the Game - Contestants seek to accumulate the highest fantasy point total from thier 5 cards while also scoring as many bonus points as possible.
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  1. Color/Position Bonus Points - Bonus points are awarded for athletes who share the same card color. Each color has a term associated with the sport to help contestants distinguish between colors that look similar to them (e.g., to assist those who are color blind). Bonuses are awarded based on the following combinations:
  2. Bonus Points
    1 Pair = 4 Points
    2 Pairs = 8 Points
    3 of a Kind = 12 Points
    Full House = 16 Points
    4 of a Kind = 20 Points
    5 of a Kind = 24 Points
  3. Teammate Bonus Points - Bonus points are awarded for teammates who play on the same professional teams. Since golf doesn't have teammates, they are awarded for matching numbers that show up on the cards. The "teammates" bonus is as follows:
  4. Bonus Points
    1 Pair = 8 Points
    2 Pairs = 16 Points
    3 of a Kind = 24 Points
    Full House = 32 Points
    4 of a Kind = 40 Points
    5 of a Kind = 48 Points
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  • Card Types - There are exactly 5 card types for each sport and are as follows:

    Football Baseball Basketball Golf Hockey Soccer
    Touchdown Walk Dunk Ace Forecheck Goal
    Field Goal Single Assist Eagle Power Play Cross
    2 PT Conversion Double 3 Pointer Birdie Goal Assist
    Safety Triple Rebound Par Assist Penalty Kick
    Extra Point Home Run Free Throw Bogey Hat Trick Pitch
  1. Athlete/Team PPG Averages - The PPG averages for all athletes/teams in the deck of cards can be found here:
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  1. No Tiebreakers - There are no tiebreakers for Omaha. If 2 or more contestants tie for the top position, they split the points in the pot evenly.
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Draw Spoker Practice

Do You Know What to Keep?

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How To Play

Rules ×

  1. Practice First - It is recommended that all players practice Draw Spoker before playing for money.
  2. Contest Entry Fees - Practice is always FREE.
  3. Pick a Sport - There are six sports to choose from: baseball, basketball, golf, football, EPL soccer, and hockey.
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  1. Format - Draw Spoker is played in groups consisting of nine (9) people. Each contestant is dealt 5 cards. Contestants can keep anywhere from 0 to 5 cards. All cards that are discarded are replaced with new ones and then the hand is scored.
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  1. Scoring - Scoring is based on two parts. First, the fantasy point values of each of the 5 cards are added together. Second, bonus points are also awarded for the poker hand.
  2. Winning the Game - Contestants seek to accumulate the highest fantasy point total from thier 5 cards while also scoring as many bonus points as possible.
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  1. Bonus Points - Bonus points are awarded for athletes who share the same card color. Each color has a term associated with the sport to help contestants distinguish between colors that look similar to them (e.g., to assist those who are color blind). Bonuses are awarded based on the following combinations:
  2. Bonus Points
    1 Pair = 4 Points
    2 Pairs = 8 Points
    3 of a Kind = 12 Points
    Full House = 16 Points
    4 of a Kind = 20 Points
    5 of a Kind = 24 Points
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  1. Card Types - There are exactly 5 card types for each sport and are as follows:

    Football Baseball Basketball Golf Hockey Soccer
    Touchdown Walk Dunk Ace Forecheck Goal
    Field Goal Single Assist Eagle Power Play Cross
    2 PT Conversion Double 3 Pointer Birdie Goal Assist
    Safety Triple Rebound Par Assist Penalty Kick
    Extra Point Home Run Free Throw Bogey Hat Trick Pitch
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  1. Tiebreaker - Here are the tiebreakers for the game:

    Tiebreaker #1 - Contestant with the highest poker hand.
    Tiebreaker #2 - Contestant with the highest scoring athlete.
    Tiebreaker #3 - Computer generated coin flip.
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  1. Winning Position - The Spoker format is designed to reward contestants for finishing in the top four of their group. Even though there are no payouts for the practice game, it is a worthy goal to strive for because top four finishers always win cash in all nonpractice Spoker contests.
  2. Winners Immediately Known - Contestants immediately know how they finished in the match because the scoring system for all four sports is based on fantasy point per game averages and not live action games. This allows IMMEDIATE scoring for the match once all teams have been secured through the bidding process.
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Greed Practice

Sometimes GREED Will Get You Paid and Sometimes GREED Will Get You Slayed.

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How To Play

Rules ×

  1. Practice First - It is recommended that all players practice Greed before playing for money.
  2. Pricing for the Practice Game - Practice is always FREE!
  3. Pick a Sport - There are six sports to choose from: baseball, basketball, golf, football, EPL soccer, and hockey.
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  1. Format - GREED is played in groups consisting of nine (9) people. Contestants create teams of six athletes they secure during a six round bidding process.
  2. Non-Traditional Draft - A different playing position is up for draft each round. For example, the tight end position is drafted in the first round of the football game. The nine players competing have six tight ends to choose from. Instead of taking turns drafting them, the draft is blind. Contestants have 20 seconds to select the tight end they want for their team.
  3. Securing an Athlete - Contestants always receive the athletes they picked each round. Their value is not determined though until it is revealed what ALL contestants did with their selections.
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  1. Duplication Penalty - Since there are more contestants (9) than athletes available (6) for a given round, this means some athletes will be duplicated. Non-duplicated athletes are always worth 100% of their fantasy PPG average; however, duplication creates penalties. It is important to remember that the better the athlete is, the bigger the penalty is going to be and the more duplication that occurs, the penalty only gets worse.
  2. Weighted Penalties - If only one player selects an athlete, he is worth 100% of his fantasy point value to the player who selected him. When an athlete is selected by two or more players, the athlete's value is decreased by 20% EACH TIME he is duplicated. All contestants who choose the same athlete receive his adjusted fantasy point value for the contest.

    Times Athlete Selected Athlete's Value
    1x 100%
    2x 80%
    3x 60%
    4x 40%
    5x 20%
    6x or More 0%
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  1. No Selection - If a contestant fails to select an athlete for a given round, this position will be scored a zero (0) for the game. This rule underscores the importance of always selecting an athlete for each of the six rounds.
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  1. Team - Once the six rounds of drafting are over, each contestant has their team of six athletes that is scored for the match.
  2. Athlete/Team Scoring - A team is scored by adding the scores of all six athletes together. Each athlete is scored by taking their fantasy point per game average and multiplying it by the percentage of points the contestant secured for a given athlete. For example, if a) Tom Brady is your QB and his fantasy average is 16.7 points per game AND b) you won secured him at the 60% level for the contest, THEN c) you will receive 60% of Brady's points for the match--in this case, 60% of 16 is equal to 9.6 points. The athlete pool for EACH sport is listed below.
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  1. Tiebreaker - Here are the tiebreakers for the game:

    Tiebreaker #1 - Contestant with the highest COMBINED PPG of their team at FULL STRENGTH.
    Tiebreaker #2 - Contestant with the LEAST number of duplications over the 6 rounds.
    Tiebreaker #3 - Computer generated coin flip.
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  1. Winning Position - The Spoker format is designed to reward contestants for finishing in the top four of their group. Even though there are no payouts for the practice game, it is a worthy goal to strive for because top four finishers always win cash in all nonpractice Spoker contests.
  2. Winners Immediately Known - Contestants immediately know how they finished in the match because the scoring system for all four sports is based on fantasy point per game averages and not live action games. This allows IMMEDIATE scoring for the match once all teams have been secured through the bidding process.
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Classic Spoker Practice

Classic Spoker is All About the Percentages.

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How To Play

Rules ×

  1. Practice First - It is recommended that all players practice the Spoker format before playing for money.
  2. Pricing for the Practice Game - Practice is always FREE!
  3. Pick a Sport - There are six sports to choose from: baseball, basketball, golf, football, EPL soccer, and hockey.
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  1. Format - Spoker is played in groups consisting of nine (9) people. These contestants bid on eight teams over 8 rounds—which means one person is eliminated during the bidding process and does not receive a team for the competition.
  2. Bidding - A team of six athletes is revealed for each round. Contestants make a percentage bid for the team ranging from 1% to 100% (no decimals allowed). The more desirable the team, the LOWER the bid should be because the lowest bid always wins the team. If a contestant isn't interested in the team up for bid, they can pass. Contestants have 20 seconds to make a bid. If they fail to make a bid in the allotted time, it counts as a "no bid" for the round. Bids are blind so contestants do not know the bids of other members of the group until all bids are in.
  3. Securing a Team - The contestant with the LOWEST percentage bid during a round wins that team of six athletes for the contest. Once a contestant has secured a team through the bidding process, they have their team for the match and are ineligible to bid again.
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  1. Double Edged Sword - Contestants must be very careful and not bid too low because a winning bid counts a second way for the contest. It not only guarantees someone the team they desire, but also HOW MUCH their team is worth. The way it works is the winning bid determines the PERCENTAGE of fantasy points the contestant keeps from their team's score in the match. For example, if someone secures their team with a bid of 17%, this means ALL of their athletes are worth EXACTLY 17% of their fantasy point per game average for the contest.
  2. Bidding Range Shrinks - For the first six rounds, the maximum bid allowed DECREASES by 5% for each new round. For example, the bidding range for Round 1 is 1% to 100% and for Round 2 it is 1% to 95%. Following this process, by the 6th round, it is 1% to 75%. For the 7th and 8th rounds, the bidding range is the SAME for both. The maximum bid permitted for each of these rounds is ALWAYS the AVERAGE of the WINNING BIDS for the first six rounds.
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  1. Legal Bids - A legal bid is defined as any bid that is submitted during the 20 second bidding window for a round. A "pass" is considered a legal bid. If a contestant fails to make in a bid in 20 seconds, they are given a "no bid" which is NOT considered a legal bid.
  2. What Happens When Nobody Submits a Percentage Bid? - If nobody submits a percentage bid for a round, someone still receives the team as long as at LEAST ONE LEGAL BID is made—namely a "pass." When this happens, the team goes to the LAST person on the clock who passed. They receive the team for the highest percentage the bidding range allows for the given round.
  3. What Happens When All Remaining Players Fail to Make a Legal Bid? - If a round has ONLY illegal bids, meaning nobody submitted a bid of any type in the 20 second window, the bidding process immediately ends. This rule is in effect to prevent possible collusion. All remaining contestants, who don't have a team, are automatically DISQUALIFIED. This rule underscores the importance of ALWAYS submitting a "pass" (a legal bid) for an undesirable team.
  4. What If There are Two or More Winning Bids? - If two or more contestants submit the same winning bid for a round, then the contestant who submitted it first receives the team.
  5. How will it Register if I "Pass" or have a "No Bid?" - You will be recorded as if you made a non-winning percentage bid.
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  1. Athlete/Team Scoring - A team is scored by adding the scores of all six athletes together. Each athlete is scored by taking their fantasy point per game average and multiplying it by the percentage of points the contestant secured their team with. For example, if a) Tom Brady is your QB and his fantasy average is 16.7 points per game AND b) you won your team with a 50% bid, THEN c) you will receive 50% of Brady's points for the match--in this case, 50% of 16 is equal to 8. The player pool for EACH sport is listed below.
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  1. Tiebreaker - If a completed match ends in a tie between two or more contestants, the person who secured their team in the LOWER round of bidding always receives the HIGHER position in the overall group standings.
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  1. Winners Immediately Known - Contestants immediately know how they finished in the match because the scoring system for all three sports is based on fantasy point per game averages and not live action games. This allows IMMEDIATE scoring for the match once all teams have been secured through the bidding process.
  2. Winning Position - The Spoker format is designed to reward contestants for finishing in the top four of their group. Even though there are no payouts for the practice game, it is a worthy goal to strive for because top four finishers always win cash in all nonpractice Spoker contests.
Back To Top Close Rules