OFFICIAL RULES · EFFECTIVE OCT 6, 2026
NFL Weekly Fantasy, Week 5
Official rules
No purchase necessary. A purchase will not increase your chances of winning. Void where prohibited. The plain-English version is under How it works.
1. Sponsor and administrator
The prize is provided and the contest is run by Axe LLC ("Sponsor" and "Administrator"), [address]. Sponsor is not affiliated with, sponsored or endorsed by the NFL, the NFL Players Association, or any team.
2. Eligibility
Open to legal residents of the 50 United States and D.C. who are 18 or older at entry, except [states counsel excludes]. Employees of Sponsor and Administrator and their households are not eligible. One entry per person, plus up to two bonus entries as described in Section 4; duplicate accounts are void.
3. How to enter and when it locks
Entry opens Monday, October 5 at 10:19 PM ET and locks Sunday, October 11 at 9:30 AM ET, the scheduled kickoff of the contest week's first game played on Sunday. If that kickoff time changes before the lock, the lock time may change to match. To enter, build a lineup as described in Sections 5 and 6, enter a tiebreaker (Section 9), and submit a valid email address. A lineup may be changed until the lock time, except that each player locks earlier, at his own game's kickoff, as described in Section 10.
4. Bonus entry
A registered entrant may receive one (1) additional entry for each person they refer who has not previously entered this contest and completes a valid entry before the lock time, up to two (2) additional entries. Maximum three (3) entries per person. No referral is required: to request a bonus entry without referring anyone, email hey@mainmarket.com before the lock time and one will be granted, up to the same maximum. Each entry is scored independently; a person may win only one contest prize (Section 13) per contest, and where more than one of their entries would place, the highest-placing entry is paid and each later-placing entrant moves up. Group prizes (Section 14) are separate and are not limited by this sentence. Self-referral, duplicate accounts, or referrals the Administrator determines to be fraudulent void the bonus entry.
5. Player pool and prices
The player pool is the quarterbacks, running backs, wide receivers, tight ends, and kickers on the teams playing in the contest week's games, as listed by the Administrator before the contest opens. Teams with no game that week are not in the pool. Each player has a price of 1 to 5 stars, set by the Administrator before the contest opens. Prices are fixed once the contest opens and do not change for injuries, news, or performance. Stars are used only to build a lineup in this contest: they have no cash value and cannot be bought, sold, transferred, or carried over to another contest.
Injury designations shown next to a player (Questionable, Doubtful, Out) come from public injury reports, are shown for information only, and may be out of date. A player designated Out, on injured reserve, or suspended cannot be added to a lineup. A player designated Questionable or Doubtful can be.
6. Lineup and budget
A lineup has seven players: one quarterback (QB), one running back (RB), two wide receivers (WR), one tight end (TE), one kicker (K), and the Penalty Roulette pick (Section 8). Each slot takes only a player of that position, and no player may be used twice. The six priced players together may cost no more than 17 stars. The Penalty Roulette pick costs no stars. A lineup may spend fewer than 17 stars; unspent stars are allowed and earn nothing. A lineup can be locked only with every slot filled, within the budget, and with a tiebreaker guess (Section 9).
7. Scoring
Each player scores points from his statistics in the games of the contest week, as reported by [official source]. A lineup's score is the total of its seven players' points. A player who appears in more than one game of the contest week (for example, after a trade) scores in each of them. Players in the six priced slots score as follows:
Passing: 1 point for every 25 passing yards, 4 points per passing touchdown, and minus 2 points per interception thrown.
Rushing and receiving: 1 point for every 10 rushing or receiving yards, 6 points per rushing or receiving touchdown, and 0.5 points per catch.
Kick or punt return touchdown: 6 points.
Fumble lost: minus 2 points.
Successful 2-point conversion: 2 points.
Kicking: a made field goal of 0 to 39 yards scores 3 points; 40 to 49 yards, 4 points; 50 yards or more, 5 points. A made extra point scores 1 point.
Yards score by the yard, not in whole steps: each passing yard is worth 0.04 points and each rushing or receiving yard 0.1 points, so 249 passing yards score 9.96 points. The Penalty Roulette pick scores only as described in Section 8.
8. Penalty Roulette
The Penalty Roulette pick is one of four (4) defensive players chosen by the Administrator before the contest opens and published with the contest, each with his number of accepted penalties this season. They are the four defensive players with the most accepted penalties this season through the games completed before the pool is chosen, no two from the same game of the contest week. A player designated Out, on injured reserve, or suspended when the pool is chosen is not eligible. Ties are broken by accepted penalties per game played, then by the total yards of those accepted penalties, then by the most recent accepted penalty, then by name, in alphabetical order. Before the contest opens, the Administrator may replace a player it expects not to play with the next player in this order. The four players do not change once the contest opens.
The Penalty Roulette pick costs no stars and scores only from penalties: minus 3 points for each accepted penalty called on him in the contest week, as credited to him in the official play-by-play reported by [official source]. A penalty that is declined, or offset by a foul on the other team, does not count, and neither does a penalty called on a team rather than a player. If his team plays its game and he does not play, he scores 0 points. If his game is postponed, cancelled, or not completed before settlement (Section 12), he scores 0 points.
9. Tiebreaker
Entries with the same total points are ranked by the tiebreaker. Each entrant guesses the passing yards of the quarterback in their own lineup, as a whole number from 0 to 999. The guess is required to lock and may be changed until that quarterback's game kicks off or the lock time, whichever comes first. A lineup that holds that quarterback with no guess of its own when his game kicks off may then submit only the guess the lineup builder showed for him: his passing yards per game played this season before the contest week, rounded to the nearest 5. The entry whose guess is closest to that quarterback's actual passing yards in the contest week, over or under, ranks higher. If that quarterback does not play, or his game is not completed before settlement, his actual passing yards are 0. Remaining ties are handled as described in Prizes (Section 13): the entry locked in first places higher.
10. Injured and inactive players
Each player locks at the kickoff of his game in the contest week (its scheduled start time, or when it actually starts if that is earlier). From then on he cannot be added to a lineup, and a lineup that holds him cannot remove, replace, or move him; the rest of the lineup may still be changed until the lock time. No lineup can be changed after the lock time. No player can be swapped or replaced after his game's kickoff or after the lock for any reason, including injury, illness, suspension, a coach's decision, or a change to a game's time. A player in a priced slot who does not play scores 0 points. A player injured during a game keeps the points he scored before he left it. A Penalty Roulette pick who does not play scores as described in Section 8. Before his game's kickoff and the lock time, any player may be replaced, including one designated Out.
11. Postponed, cancelled, or moved games
Only games completed before settlement (Section 12) count. If a game of the contest week is postponed, cancelled, suspended and not completed, or moved to a time after settlement, every player in that game scores 0 points for it, including a Penalty Roulette pick. A game moved to another time that is still before settlement counts as normal. The game is not removed from the contest, no entry is voided, and no lineup may be changed because of it.
12. Stats final at settlement
Points update as games are played. Results become final at settlement, at 9:00 AM ET on the Tuesday after the week's last game (for this contest, Tuesday, October 13 at 9:00 AM ET). Statistics are taken as they stand at settlement. Before settlement, the Administrator may correct a statistic it determines was recorded in error. A stat correction made by the NFL or by [official source] after settlement does not change any score, rank, or prize.
13. Prizes
Three prizes. First place: one $45 [method] (approximate retail value $45). Second place: one $30 [method] (approximate retail value $30). Third place: one $25 [method] (approximate retail value $25). Total approximate retail value of all prizes: $100. Where entrants tie for a paid place after the tiebreaker, the entry submitted first (the time it was first locked in; changing the lineup afterward does not change that time) takes the higher place. Winners are responsible for all taxes; winners of $600 or more in a calendar year will be asked to complete a W-9 before payment. Prizes are not transferable and no substitution is allowed, except that Administrator may substitute a prize of equal or greater value.
14. Group prizes
In addition to the prizes in Section 13, Axe LLC provides a prize for each qualifying group on mainmarket ("group prize"). Group prizes are separate from the contest prizes in Section 13. A group's size for this contest is counted once, at the lock time: it is the number of its members who joined the group before the lock time and hold a locked entry in this contest, not counting a membership the Administrator has flagged for review (for example, two accounts on one device or network) unless the Administrator approves it. A member who joins after the lock time counts from the next contest; a member who leaves after the lock time is still counted for this one. A group with 6 or more counted members plays for one $10 gift card; a group with fewer plays for no group prize. Each group receives at most one group prize per contest. A group prize goes to the counted member whose entry places highest in this contest, with ties broken as described in Sections 9 and 13. A person may win a contest prize and any number of group prizes, one from each group they win. The number of group prizes is not limited, so their total value depends on how many groups qualify. Group prizes are paid as gift cards, sent by the Administrator by email after the winner is verified as described in Section 15; payment is not automatic. The Administrator may withhold a group prize from a group it determines was formed or enlarged with duplicate or fraudulent accounts.
15. Winner verification and payment
Potential winners of the prizes in Section 13 are notified by email within 24 hours of the final and must confirm eligibility within 5 days. Administrator may require identity verification. Verified winners of those prizes are paid within 3 business days of verification. Group prize winners are contacted by the Administrator by email, must confirm eligibility within 5 days of that email, and may be asked for the same verification.
16. Email and privacy
By entering, you agree to receive contest emails from Administrator and from Highlights, a mainmarket brand. You can unsubscribe at any time using the link in any email. See the Privacy Policy.
17. Disputes and contact
Scoring questions must be raised within 48 hours of the final by emailing hey@mainmarket.com. Administrator's decisions are final. Winners list: [date]