THROWNZONE Play free →
THROWNZONE / THROWNZONE PLAYER CARDS

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:

StatPoints
Reception1
Rushing or receiving yards1 per 10 yards
Passing yards1 per 25 yards
Rushing or receiving TD6
Passing TD4
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

RarityPrint run per starterWhat it opens
Core600Core contests (free to ~50 credits)
Rare120Rare contests
Elite30Elite contests
Legend10Legend contests
Hall of Fame2The 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 →

UPDATED: SEP 27, 2026

KEEP READING

015 / 30ELITE THE FIVE TIERS, AND EXACTLY WHAT EACH ONE ASKS YOU TO HOLD Rarity gates the table — it does not tilt it. Same points, smaller field, bigger pool. CONTESTS · Sep 8, 2026 · 4:08 PM ET 014 / 30ELITE 🟩 TZ UPDATE EVERY PACK IN THE SHOP, WITH ITS ODDS PRINTED ON IT Hits roll rarest-first from a cryptographic random source. No pity timer, no hidden weighting — the odds on the pack are the odds. CARD DROPS · Sep 8, 2026 · 4:08 PM ET 046 / 120RARE LOW SERIALS ARE WORTH REAL CREDITS — HERE IS WHY Ties are broken by the lowest serial number in the lineup. Nothing else is consulted. WHAT'S HOT · Sep 8, 2026 · 4:08 PM ET