ThrownZone Player Cards
Every ThrownZone card is a real NFL player you own, and it scores that player's fantasy points every week. Cards come in five rarities with fixed print runs, each carries its own serial number, and every change of owner is recorded. This page covers what a card is, what makes one rarer or more valuable, and how you get them.
What a card scores
A card scores its player's real stats using standard full-PPR scoring:
| Stat | Points |
|---|---|
| Reception | 1 |
| Rushing or receiving yards | 1 per 10 yards |
| Passing yards | 1 per 25 yards |
| Rushing or receiving TD | 6 |
| Passing TD | 4 |
| Interception thrown / fumble lost | −1 |
| 100-yard rushing or receiving game, 300-yard passing game | +3 bonus |
Defensive cards score a whole club. A defensive card is a named player, and it scores his team's entire defense and special teams: sacks, interceptions, fumble recoveries, return touchdowns, safeties and points allowed. Kickers score field goals (3, 4 or 5 points by distance) and extra points.
The five rarities
| Rarity | Print run per starter | What it opens |
|---|---|---|
| Core | 600 | Core contests (free to ~50 credits) |
| Rare | 120 | Rare contests |
| Elite | 30 | Elite contests |
| Legend | 10 | Legend contests |
| Hall of Fame | 2 | The Hall of Fame tier, including The Alpha |
Depth players and defenders print a third as many (200 / 40 / 10 / 4 / 1). Print runs are enforced by the database: once 600 Core cards of a player exist, there will never be a 601st.
Above all five sits Gold, a 1-of-1 of every player. It can't be bought. It only turns up as a 1.2% bonus in certain packs, and only while that player's Gold is still unclaimed.
Rarity never changes points. A Core and a Hall of Fame card of the same player score exactly the same. Rarity decides which contest tier you can enter.
Serial numbers
Every card has a serial, like 127 / 600, drawn at random from the unclaimed run when the pack is opened. It never changes, even when the card is sold. In contests, ties are broken by the lowest serial in the lineup, so a #1 doesn't score more, but it wins the tie. Every standings screen shows the "Low #" that decided a place.
How you get cards
- Free: a Starter pack (a playable five-card lineup) and four Kickoff Packs, each with a Rare-or-better card, for every new account.
- Packs from the shop, paid in credits: Core 1,999 · Rare 5,999 · Elite 29,999 · Legendary 149,999 · Hall of Fame 599,999.
- PLUS packs, which can't be bought at any price. They're won by finishing in the top 5% of credit contests.
- The marketplace: buy the exact card you want from another player. How The Book works →
Every pack prints its odds, rolls from a cryptographic random source and has no hidden weighting. The position mix is printed too: WR 30% · RB 24% · QB 16% · TE 14% · D/ST 12% · K 4%. Every pack and its odds →
What makes a card valuable
Three things: production (how many points the player scores), rarity (which contests it opens, and how few exist) and the serial (low numbers win ties and collectors chase them). The Research center in the game plots price against production for every player. Start your collection →