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Spoker

Classic Spoker

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 four sports to choose from-- baseball, basketball, golf and football.
  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.
  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.
  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. 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.
  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 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.
  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.
  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.

Greed

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 four sports to choose from-- baseball, basketball, golf and football.
  1. Format - GREED 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. 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.
  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 - The six athletes up for bid are weighted according to their fantasy PPG averages. The BETTER the athlete is, the more SEVERE the penalty is for duplicating them. Also, the more TIMES they are duplicated, the more SEVERE the penalty. The duplication penalties for each level are as follows:

    1st Ranked Athlete= 20% duplication penalty for EACH duplication
    2nd Ranked Athlete=17% duplication penalty for EACH duplication
    3rd Ranked Athlete=14% duplication penalty for EACH duplication
    4th Ranked Athlete=11% duplication penalty for EACH duplication
    5th Ranked Athlete=8% duplication penalty for EACH duplication
    6th Ranked Athlete=5% duplication penalty for EACH duplication

    For example, if Aaron Rodgers is the best QB available and two people select him, they will EACH receive Rodgers, but for only 80% of his fantasy point value. If six people select Rodgers, he will be worth 0% to ALL six contestants who selected him. This is why the LOWEST ranked athlete is always safest to select. Six people selecting the lowest ranked athlete is still worth 75% of their fantasy points to each of these contestants.
  3. GREED - The name of the game is GREED for a reason. Contestants can play it safe by selecting less desirable athletes with minimal penalties or choose to go for broke instead.
  1. Ranking Athletes - GREED will not display athletes in rank order for the game. Contestants can study their PPG averages by clicking on the tabs below.
  2. 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.
  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 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.
  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.
  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.

Draw Spoker

Do You Know What to Keep?

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How To Play

Rules

  1. Practice First - It is recommended that all players practice Greed before playing for money.
  2. Contest Entry Fees - Practice is always FREE.
  3. Pick a Sport - There are four sports to choose from-- baseball, basketball, golf and football.
  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.
  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.
  1. Bonus Points - Bonus points are awarded for athletes who share the same position. Bonuses are awarded based on the following combinations:
  2. NFL and PGA MLB NBA
    1 Pair = 4 Points 1 Pair = 2 Points 1 Pair = 6 Points
    2 Pairs = 8 Points 2 Pairs = 4 Points 2 Pairs = 12 Points
    3 of a Kind = 12 Points 3 of a Kind = 6 Points 3 of a Kind = 18 Points
    Full House = 16 Points Full House = 8 Points Full House = 24 Points
    4 of a Kind = 20 Points 4 of a Kind = 10 Points 4 of a Kind = 30 Points
    5 of a Kind = 24 Points 5 of a Kind = 12 Points 5 of a Kind = 36 Points
  1. Positions - There are exactly 5 positions for each sport. The positions are as follows:

    Football Baseball Basketball Golf
    Quarterback Starting Pitchers Power Forward Ace
    Running Back Catchers Small Forward Eagle
    Wide Reciever Outfielders Center Birdie
    Kicker Infielders Point Guard Par
    Tight End Designated Hitters Shooting Guard Bogey
  2. Value of Athletes - Athletes are scored based on thier fantasy point per game average. The averages for each sport can be found below:
  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.
  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.

Hold 'Em

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 four sports to choose from-- baseball, basketball, golf and football.
  1. Object of the Game - To accumulate the most points over four hands of poker while also scoring as many fantasy points from the athletes as possible. Scoring is broken into two parts where 50% is based on the live scoring of the athletes during their games and the other 50% is based on the strength of the poker hand.
  2. Starting the Game - Each player starts off with 500 points for a poker competition that lasts four hands. Contestants are each dealt two cards from the deck. The two pocket (or hole) cards are only known to the player who recieves them. They can either keep them or trade them in for two different cards. Five additional cards are dealt and placed face down in the middle of the table. All players can play off of them.
  1. Deck of Cards - Deck is 36 cards that are split into 4 colors with 9 positions for each sport. The cards are RANKED similar to how a "queen" is ranked higher than a "3" in a standard deck. The rankings for the cards for each sport are as follows:

    Football Baseball Basketball Golf
    QB P C Boss
    RB C PF Majors Material
    WR OF SF Top Tier
    FLEX IF PG Career Pro
    DEF DH SG Top 100
    TE RP 6TH MAN Tour Card in Jeopardy?
    K UTILITY SUB Web.com
    Coach Mgr Coach Caddy
    Fan Fan Fan Fan
  2. COACH and FAN Cards -- These are the two lowest ranked cards in the deck for each sport. The points for each are determined as follows:
    • COACH CARDS--Since a coach is only as good as thier players, Coach cards are replaced by athletes. If a contestant has a coach card dealt as one of their two hole cards, this card taeks on the points fo the first ATHLETE card that pops up from the five community cards. If a contestant has two (2) coach cards dealt as their hole cards, these coach cards take on the points of the first TWO ATHLETE communitycards (of the five) laying on the table. Since the replacement card must be an ATHLETE card, if only FAN and COACH cards show up for the community cards, then any COACH crd held as a hole card will count as the COMBINED point average of all athletes' in the deck.
    • FAN CARDS—Fans often have a strong influence on how a game goes. Each deck has four fan cards. They are the lowest ranked cards in the deck. Each has a random number displayed on it that represents the fantasy point total for that particular card.
  3. Athlete/Team PPG Averages - The PPG averages for all athletes/teams in the deck of cards can be found here:
  1. The Decision - Players have a decision to make during each round of a hand. They can either bid some (or all) of thier points or they can fold. The timing of the rounds is as follows: Round 1=Pre-Flop --None of the five cards have been revealed, but the pocket cards have been dealt. Round 2 = Flop Cards are revealed which are the first three cards on the table. Round 3 = Turn Card (4th card) is revealed. Round 4 = River Card (5th card) is revealed.
  2. Bidding/Folding - Each round, players have two options. They can either 1) bid some or all of their points or 2) fold their hand. They have 20 seconds to make this decision. All players who fold are out for the rest of the hand. If a contestant doesn't choose one of the two options in the 20 second time period, it will count as a FOLD.
  3. Potential Situations - There are three possible situations that might occur during a hand. They are:

    Situation #1: Everybody Folds - If all players fold before the hand is completed, then the hand is over. Points are still tabulated for all players at the point they folded.

    Situation #2: One Player Remains - If only one player has not folded, before the hand is scored, then the hand is over and this player who didn't fold wins the hand.

    Situation #3: At LEAST Two Players Remain - If two or more players are still competing after the 4th round has been completed, then the hands are scored and the best ranked hand wins. Rankings for hands can be found here: (Click here to see scoring)
  1. Poker Hand (50% of scoring) - The person with the most points at the end of four hands wins the poker half of the scoring. The 1st place finisher recieves 9 points, 2nd place recieves 8 pts, 3rd place recieves 7 pts, etc. Points are split for all tied positions.
  2. Fantasy Sports Hand (50% of scoring) - The two cards contestants use for thier hole cards each hand are scored for their fantasy point value. Since there are four hands, this means 8 cards are scored for each contestant -- but only if they make it to the fourth hand. The same athlete can be scored multiple times for a contestant. This happens when the same athlete is dealt to a contestant for more than one hand. The 1 st place finisher of the fantasy sports scoring receives 9 pts, 2nd place recieves 8 pts, 3rd place recieves 7 pts, etc. Points are split for all tied positions.
  1. Highest Bid - The highest bid submitted is the standard for the round. The player (or players) who submitted the highest bid advances to the next round. All remaining players are given ten additional seconds to either match the highest bid or fold. If they fold, they lose the points that they bid during the initial 20 second portion of the round. All players who match the highest bid also move on to the next round (or Scoring Phase if this happens after Round 4).
  2. Bid Box - The Bid Box (or Pot) displays a running total of all points that are submitted as bids by the players. When a player submits a bid, these points are SUBTRACTED from their bank of points and ADDED to the points in the Bid Box.
  3. Athlete/Team PPG Averages - The PPG averages for all athletes/teams in the deck of cards can be found here:
  1. Ties - There are two situations when ties come into play. They include:

    Ties Involving Winning Hands - Ties involving two or more players with the best poker hand (Click here to see scoring) shall ALL be considered WINNERS of the hand and all tie players split the pot.

    Ties Involving Money Positions for the Match - The final standings for the poker potion of the match breaks ties. The person with the higher poker finish receives the higher finish in the overall standings. If this still doesn’t break the tie, then a computer generated coin flip breaks the tie.
  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. At the end of four hands, the points contestatnts have in thier bank of points are compared and a top four finish is the goal to aim for to prepare for games involving money.
  3. 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.

HOW TO PLAY

SPOKER PRACTICE