For the complete documentation index, see llms.txt. Markdown variants of the ranked boards (dynasty and fantasy rankings for NFL, NBA, MLB and CFB) are available by appending.mdto those URLs or by sendingAccept: text/markdown; other pages answer 404.
The full hall — every coach, relic, consumable, and the scarcity of every card. Plus your mastery: the legends you've fielded across runs.
Your Legend MuseumHow lucky a pull really is — the engine's real draw weights, rarest last.
The named abilities only the rarest tier fires — gated to a real immortal's career.
Tom Brady
The GOAT scales on winning — the more rings this run banks, the louder he plays.
Peyton Manning
Orchestrates the whole route tree at the line.
Drew Brees
Surgical precision — a flat, reliable production bump.
Aaron Rodgers
All-or-nothing gambles, stacked on top of the throw.
Patrick Mahomes
The no-look comeback magic — fires only when behind on the last drive.
Adrian Peterson
Workhorse on steroids — the home-run runs nobody catches.
LaDainian Tomlinson
The triple-threat back — runs, catches, and finishes in the end zone.
Randy Moss
Deep-threat detonation — the record TD seasons made manifest.
Terrell Owens
Run-after-catch theatre — turns a short throw into a show.
Larry Fitzgerald
The reliable hands that elevated everyone around him.
Tony Gonzalez
The inline standard-bearer — opens the lane for the run game.
Travis Kelce
The matchup nightmare in the seam.
Ray Lewis
Sideline-to-sideline command of the whole front seven.
Ed Reed
Picks off the boss — the deep-coverage ball-hawk that erases a debuff.
Honest gap ·Pre-2000 greats — Walter Payton, Reggie White, Deion Sanders, Brett Favre — are not in the era-normalized pool, so they never resolve as immortals. Rather than key a signature to a player who can never field it, the engine omits them. Honest over fabricated.
The same ability scores MORE on an earned card. The amplifier runs ×1.0 → ×3.0.
A card's tier multiplier is 1 + max(production, prestige, legend) — the loudest axis wins, never a product, so the axes can't compound into a runaway. A no-tier card stays at ×1.0 (the identity).
A convex ramp off the card's real production percentile — modest mid-tier, big only at the 99th-percentile peak. Caps its own contribution at +0.6.
An orthogonal add when the SEASON itself is prestige-tier (an Elite or Generational year).
The biggest amp — a curated icon < legend < immortal. An immortal's ability genuinely dwarfs a common's.
Inline TE · +3 mult to every RB
Deep Threat · +6 chips
Opt-in difficulty. Each tier turns ONE knob — and richer leaderboard glory.
Heat stacks — Heat N folds every tier 1…N onto the opponent. It's strictly opt-in: clear a tier to unlock the next. Heat 0 plays exactly like the base game.
Targets rise — opponents price +6.6%.
Lean wallet — start with $1 less.
Defenses bite harder — +8.3% suppression.
One fewer audible each blind.
The bar steepens faster each ante.
Reward economy tightens — −10% blind cash.
The boss wall grows +7.2%.
One fewer shop slot.
Targets rise again — opponents price +6.6%.
Lean wallet — start with $1 less.
Defenses bite harder — +8.3% suppression.
One fewer drive each blind.
The bar steepens faster each ante.
Opponents field an extra ability.
The boss wall grows +7.2%.
One fewer audible each blind.
Targets rise again — opponents price +6.6%.
Lean wallet — start with $1 less.
Defenses bite harder — +8.3% suppression.
One fewer shop slot.
The bar steepens faster each ante.
Reward economy tightens — −10% blind cash.
The boss wall grows +7.2%.
Ascendant — fewer drives, the boss comes early.
The earned editions, the Locker-Room enhancements, and the seal slot — newest members flagged.
No mechanical effect.
Earned ·default
×1.5 mult.
Earned ·field a player in a Generational season (prestige)
+25 chips.
Earned ·field a player in their single best career season
+15 chips.
Earned ·field a player in a playoff / championship season
×1.75 mult.
Earned ·field an Elite-prestige season under a curated Legend coach
×2 mult, animated.
Earned ·curated Legend (Immortal tier)
Takes 0 deck slots. No score effect.
Earned ·special challenge unlock
+4 mult.
Never tires / discards.
Immune to boss debuffs.
+30 chips.
+4 mult.
Counts as any position for stacks.
×3 chips (this card), but 1-in-5 it's injured.
+0.2 mult per Steel card in the deck, capped +2.0.
+40 chips (this card).
+6 mult (this card).
Can never be sold / destroyed.
Retrigger this card once.
Creates a Film (level) card if held at game end.
+$3 when scored.
Creates a Playbook card when discarded.
+0.5× mult per retrigger this drive (capped +×2).
+2 mult when scored.
+2 mult per WR.
RB chips ×1.5.
TEs & receiving-backs +3 mult.
Deep-Threat WRs +15 chips.
Each DB +2 mult.
Each pass-rusher +2 mult.
+25 chips if exactly one RB.
Spread stack +2 mult.
Smashmouth stack +2 mult.
+$2 each game.
See +1 card when drawing.
First card each drive +10 chips.
+1 hand size.
+1 Film consumable slot.
+mult = number of TDs across lineup that season.
+4 chips per completion-archetype WR.
OL also +1 mult each.
Removes Gunslinger downside, keeps upside.
+1 mult per Common card (underdog).
+3 mult if lineup has a player from a losing team.
Inline TEs +4 mult each (lead-block specialists).
Move-TEs +12 chips each (matchup nightmares).
Thumper LBs +5 chips each (downhill run-stuffers).
Complete EDGEs +5 mult each (three-down ends).
Ball-Hawk CBs +6 chips each (turnover machines).
Clutch QBs +3 mult while you're below target.
Game-Manager QBs +20 chips (no turnovers).
+3 mult per WR (legendary variant of Air Raid).
RB chips ×2.
Defenders +3 mult and boss −5%.
First drive of each game: chips ×1.5.
Receiving backs count as WR and +4 mult.
Each pass-rusher +3 mult, boss target −8%.
Iron-Front stack +4 mult.
Home-Run RBs always trigger their house-call.
Each chemistry edge +1 extra mult.
Dynasty Stack +3 mult.
Last drive of a game: +15 mult.
Common/Uncommon cards cost 1 less; +$1 interest cap.
If lineup is all-defense, mult ×1.5.
Spread stack chips ×1.5.
+2 hand size, −1 audible.
+20 chips when a Playbook card was used this drive.
Captain-enhanced cards +6 mult.
Packs show +1 card.
Two-Way stack ×2 mult.
Each cleared drive this game adds +3 mult to the next.
SCHEME · Field 3+ WR → the whole drive ×1.6 mult.
SCHEME · 3+ short-game targets (TE / possession WR / receiving back) → +30 chips, +12 mult.
SCHEME · On Smashmouth (or with a workhorse back) → RB chips ×2, +6 mult.
SCHEME · Iron Front (or a coverage LB + 2 DBs) → +14 mult.
SCHEME · With a shutdown CB + center-field S → every defender +3 mult.
SCHEME · On a Dynasty Stack → +10 mult, +1 more per chemistry bond.
Sack-Artist EDGEs +5 mult each (relentless blitz).
Interior-Wrecker DTs +6 chips each (pocket-pushers).
Enforcer Ss +5 mult each (the intimidators).
Gunslinger QBs +30 chips (lean into the boom).
OPERATOR · Copies the ability of the coach to its LEFT.
OPERATOR · Re-triggers the coaches on both sides of it.
OPERATOR · Its own +5 mult fires twice (self-retrigger).
Every "timing" stack (Duo/Spread) ×1.5 mult.
Copies the ability of the coach to its right.
+1 mult for every $5 you hold (econ→power).
Retrigger the first card each drive.
+50 chips if you took damage last game (comeback).
If you haven't lost a drive this game, ×2 mult on the last.
All DBs gain Ball-Hawk; +mult per forced "fumble".
Deep-Threat WRs ×2 chips.
+1 mult per card in your deck (deck-thinning vs fat-deck tension).
The leftmost coach triggers twice.
"Moving pocket": Dual-Threat QBs ×2 mult.
Smashmouth stack scores as if +2 levels.
Hurry-Up: +1 drive per game.
When you sell a card, +2 permanent mult (sacrifice engine).
Dynasty Stacks of his era (Bears) ×3.
Iron-Front stack ×2 mult.
Never have a losing drive: minimum mult ×2.
Playbook cards are +1 use.
SCHEME · Deep-threat WR chips ×2.2; 2+ deep threats → +10 mult.
SCHEME · Spread stack + a dual-threat QB → ×2 mult.
SCHEME · A featured back + a TE → ×1.8 mult.
SCHEME · 2+ pass-rushers + a DB → ×1.7 mult, boss −5%.
SCHEME · 3+ pass-rushers on the field → ×2 mult.
SCHEME · Spread stack + 2+ explosive playmakers (deep / YAC / home-run) → ×2.2 mult.
SCHEME · On the Two-Way stack → ×2.5 mult.
OPERATOR · Every coach to its right triggers one extra time.
OPERATOR · The rightmost coach triggers twice.
OPERATOR · Its own effect fires three times — and it grants +4 mult.
Each pass-rusher AND each DB +2 mult (full pressure package).
Workhorse RBs ×2 chips (establish the run).
+1 mult for every game you've won this run (scales).
If you've lost 0 drives all run, all mult ×2.
Boss target −2% per pass-rusher in deck.
A card that is both DB and returner counts for every stack.
Generational cards ×2 mult.
Dynasty Stacks ×2 and +50 chips.
Spread + Rams cards ×3 mult.
All-defense lineups ×3 mult.
See the whole boss debuff in advance + Game-Manager QBs ×2.
Randomly retriggers one defensive card per drive (×3 on trigger).
+0.5× mult permanently each time you skip a shop (Balatro nod).
Cards bought below their "market value" give +2 mult each.
Every Generational card on the field ×1.5 mult each (stacks).
All-defense lineup: each defender +5 mult AND boss target −1% per defender.
+6 mult per WR, but −20 chips off the top each drive.
+30 chips, but −1 mult per card beyond the 3rd (crowded lab).
RB chips ×2, but every non-RB card scores −8 chips.
Your highest-chip card ×3 chips, but every other card −15% chips.
Each pass-rusher +5 mult, but the boss target +6% (you sold out).
×1.6 mult on the LAST drive, but ×0.8 mult on every other drive.
OPERATOR · +8 mult, but it NULLIFIES the coach to its left.
Coin flip each drive: ×2 mult on heads, ×0.5 mult on tails.
Chips ×1.5, but mult ×0.7 (all yards, no explosion).
+2 mult per card in your deck, but boss target +10%.
If your lineup has NO chemistry bonds, ×2.5 mult; otherwise −10 mult.
Perfect run (0 drives lost) → ×3 mult; otherwise chips ×0.5.
+1 mult per ring earned this run.
See +1 shop slot.
+$1 per drive cleared.
First drive each game: +20 chips.
Once per run, auto-survive a failed game.
Last drive of a game: +10 mult.
Deck capped at 24 cards, but +3 mult always (constraint payoff).
Start each game with +1 audible.
+2 deck slots.
+1 Film slot, Films are +1 level.
+1 Playbook slot.
Reroll the shop free once per shop.
+$1 interest per $5 (econ ramp).
Stacks need 1 fewer card to qualify.
All-Decade & Dynasty stacks +2 levels.
Holo cards +10 chips.
+1 Captain enhancement at run start.
Can't lose more than 1 drive per game.
Bosses are harder (+10% target) but rewards +50%.
Sell value of cards ×2.
Carry +1 consumable between games.
Scoring on the last drive when ahead → bank the overflow as $.
See the next boss 2 antes ahead.
+3 mult while behind target.
Common cards +8 chips.
One card becomes Franchise (debuff-immune) at run start.
Generational cards also grant +$2 when scored.
Two-Way stacks +2 levels.
Copy the boss's debuff and use it against it once.
+1 coach slot.
×1 + 0.1× per game won this run (the ring scales the explosion).
×1.25 mult per shop skipped this run (greed pays).
×2 mult while you've lost zero drives this run.
Rivalry & boss blinds: +6 mult (rise to the moment).
Each WR in the lineup: +4 mult.
Each RB in the lineup: +12 chips.
+1 mult per card in your deck (a deep roster overwhelms).
+1 chip per $ on hand (your treasury fuels the offense).
+5 mult per drive already cleared this game.
+3 mult per real chemistry edge that lights up this drive.
Draft offers show +1 card (deeper boards, better builds).
Reward screens lean toward your deck's strengths.
Defensive (Iron Front) stacks need 1 fewer card.
Your DEFENSE side: −20% to the opponent's target this game.
Generational & legend cards: +1× mult on the final detonation.
Next drive: chips ×2.
Redraw the hand free (no audible cost).
+1 level to a chosen stack.
Add a random pool card to your deck.
Swap a deck card for a shop card.
×3 mult — next drive only.
Next game: the boss is −15%.
Turn a card Foil.
Turn a card Holo.
Add a Captain enhancement to a card.
Destroy a card; gain $ equal to its value.
Gain $10; lose 1 mult this game.
This drive's overflow carries to the next drive.
Reroll a coach.
See the boss debuff early.
+1 audible this game.
All cards +5 chips this game.
Peek the next 3 draws.
+1 hand size this game.
Gamble: 50% +$20 / 50% lose a card.
Make one card debuff-immune.
+2 mult this game.
Next drive: mult ×2.
This drive: +30 chips.
This game: +4 mult.
This drive: +1 mult per card played.
This drive: +6 chips per RB/TE.
This game: +3 mult per DB.
This drive's progress starts +15% of target.
+2 audibles this game.
+2 hand size this game.
Reveal the next 5 draws.
Add a strong pool card (top band).
Turn a card Wild (counts as any position).
Add +30-chip Bonus enhancement to a card.
Add Steel enhancement (+0.2× while in deck).
Gain $12; −2 mult this game.
If past target this drive, bank overflow as $.
Grant a card the Iron-Man enhancement (never tires/discards).
A card becomes Glass: ×3 chips, but 1-in-5 destroyed when scored.
Add Captain to a card — and lose a random card.
Create a Legendary coach — at the cost of 2 deck cards.
A random card becomes Eternal + Negative.
Destroy 2 random cards; gain +3 permanent mult.
Re-roll all coaches.
Destroy a coach; the rest gain ×1.25.
Remove all seals; gain $.
Every chemistry edge becomes a permanent +2.
Skip a game; heal fully.
Copy a card.
Sell a card for ×4 its value.
Revive from a loss once this run.
A card becomes Prismatic.
Reverse the coach order.
Destroy 2 cards; gain +4 permanent mult.
Destroy 3 random cards; gain $20.
50%: ×2 mult this game / 50%: −2 mult.
Make a card Glass (×3 chips, 1-in-5 break).
A card becomes Negative (0 deck slots).
A card becomes Eternal (never sold/destroyed).
Add a Red seal (retrigger once).
Add a Gold seal (+$3 when scored).
Add a Blue seal (mint a Film at game end).
Add a Purple seal (mint a Playbook on discard).
Add a Silver seal (+0.5× per retrigger, cap ×2).
Copy a card — destroy a random other.
A card becomes Holo and Captain.
Remove a card's enhancement; gain $8.
+1 permanent mult per chemistry edge.
A random card becomes Foil + Steel.
Revive once this run from a loss.
Destroy all Common cards; +5 mult per destroyed.
Copy a coach into the tray; lose $10.
Re-roll all coaches and +2 mult this game.
A card becomes Prismatic; lose a random card.
Skip a game; heal and +$8.
+1 level to the Sandlot stack.
+1 level to the Duo stack.
+1 level to the Position Run stack.
+1 level to the Spread stack.
+1 level to the Smashmouth stack.
+1 level to the Iron Front stack.
+1 level to the All-Decade stack.
+1 level to the Dynasty Stack.
+1 level to the Two-Way stack.
+1 level to the Perfect Roster stack.
+1 level to the most-played stack.
+1 level to all stacks.
+1 level to your two most-played stacks.
+1 level to one chosen stack.
+1 level to your least-played stack.
+1 level to all offense stacks.
Any 1 card.
A real QB→WR/TE teammate pair.
3 of one position.
3 of one position, all on the same unit.
3 cards sharing one archetype.
QB + 3 pass-catchers.
RB + 2 OL.
A real QB + RB + pass-catcher core, chemistry-linked.
DL + LB + DB — a defensive front mix.
4+ defenders across two or more of front / linebacker / secondary.
4 of one position group.
4 from one decade.
4 cards from one franchise's history.
2+ cards from each of two different decades.
3+ from one legendary era.
4+ Elite-or-better seasons fielded together.
3+ curated legends on one field.
Both an offense & a defense generational.
2+ immortal-tier legends together.
A full legal lineup, all chemistry-linked.
Interest cap +1 ($ per shop).
Sell refund ×2.
Interest pays $1 per $4 banked (was $5). Requires Overdraft.
Interest cap +2 ($ per shop).
Sell refund ×3. Requires Cap Space.
Interest pays $1 per $3 banked. Requires Money Tree.
Interest cap +1 and sell refund ×2.
Interest cap +3. Requires Nest Egg.
Interest pays $1 per $4 banked.
Interest cap +2. Requires Bargain Hunter.
Sell refund ×2.
Interest cap +1, ratio $1 per $4.
Interest pays $1 per $2 banked. Requires Endowment.
Quarterback seasons.
Skill-position seasons (WR / RB / TE).
Defensive seasons.
Modern-era seasons.
Classic-era seasons.
Elite-or-better rarity floor.
Legendary-era seasons.
Underdog seasons — keep 2 (Jumbo).