In a Guillotine League, the lowest-scoring team(s) are eliminated each week. Eliminated team counts vary depending on the specific league configuration. When a team is eliminated, its entire roster of players becomes free agents, eligible to be acquired by the rest of the league.
There are no head-to-head matchups or win/loss records; the league continues until one team remains or a designated playoff format determines the winner. Depending on the chosen cut setting, such as slow chop or double chop, there may be weeks where no teams or multiple teams are eliminated.
In our Guilloteenie leagues, everything works the same as a Guillotine League, except there is no bench.
You are limited to only one (1) team entry per league.
Two playoff options are available. In the Final Four Playoff (F4) format, the last four teams compete over the league's final three weeks, and the team with the highest total points during that span is declared the winner. In the Last Man Standing (LMS) format, regular eliminations continue through the final week, and the last remaining team wins.
Leagues are made up of 2-18 teams and may span varying lengths of time. Contest durations can cover the regular season, the postseason, or a combination of both, depending on the league format selected.
There are no entry fees or winnings in free-to-play public contests, and they are available to users in all 50 US states.
For paid public contests, please note that the prize structure below is pertinent to full-season leagues that start in the preseason, with 18 teams. Leagues that start at a different week with varied team sizes will have separate prize structures. This structure applies to contests with playoff formats of Last Man Standing or Final Four.
18-team paid entry contests are structured as follows:
| Entry Fee | 1st Place | 2nd Place | 3rd Place |
|---|---|---|---|
| $0 | $0 | $0 | $0 |
| $10 | $105 | $30 | $15 |
| $30 | $300 | $100 | $50 |
| $50 | $450 | $200 | $100 |
| $100 | $1000 | $350 | $150 |
| $250 | $2500 | $1000 | $250 |
To view all paid entry contest prizing structures and breakdowns, please click here.
Public Guillotine League drafts follow a snake format, where the draft order reverses at the end of each round. Drafts are available in either fast or slow formats and consist of 14 total rounds.
Fast Draft
Draft Timer: 60 seconds per pick or 120 seconds per pick
All Fast Drafts are held in our online draft room that can be accessed on either a mobile device or through the website on desktop. You can access the draft room at any point after signing up for the league. Your draft order will be randomly generated one hour prior to its scheduled start (or once it fills if the start time is under an hour).
If you do not make a pick before the draft timer has expired, the system will select the top-ranked player in your queue. Or if your queue is empty, the top-ranked player from the remaining available player pool will be selected. In addition, if you fail to make picks before the draft timer expires in 2 or more consecutive rounds, you will automatically be placed on auto-draft, which must be manually turned off.
It is your sole responsibility to ensure you make it to the start of your scheduled draft. If you think you may be late or miss your draft entirely, remember to utilize the queue to ensure you have the best chance to obtain your preferred players.
If the league is at least 70% full but not yet filled 10 minutes before the scheduled time, the system may delay the draft in 10-minute increments (up to 30 minutes) to allow final registrations. Once full, the draft begins 10 minutes later. If the league doesn’t fill, it will automatically cancel and any refunds are deposited back into user accounts.
Slow Draft
Draft Timer: 1 hour, 2 hours, or 6 hours
Slow Drafts are held in our same online draft room as Fast Drafts, but the difference is that Slow Drafts can take days to complete, not hours. Please note, the draft timer will be suspended every night from 12:00 AM ET to 8:00 AM ET. (For those on Pacific Time, note that the clock will resume at 5:00 AM PT, so be sure to have your preferred players in the queue.)
Just like with Fast Drafts, you can access your draft room at any point after signing up for your Slow Draft. Your draft order will be randomly generated one hour prior to its scheduled start (or once it fills if start time is under an hour). You can enter the draft room at any point while your Slow Draft is in progress, and you will be sent a push notification every time you are on the clock.
Depending on your league's timer, once the draft has started, you will have either 1, 2, or 6 hours (when on the clock) to make each pick. Throughout the draft, you will be able to move players in and out of the queue for reference, or for use with the auto-draft feature.
If you do not make a pick before your timer has expired, the system will select the top-ranked player in your queue. Or if your queue is empty, the top-ranked player from the remaining available player pool will be selected. In addition, if you fail to pick before the draft timer expires in 2 or more consecutive rounds, you will automatically be put on auto-draft, which must be manually turned off.
Once a draft concludes, participants will receive a summary of their rosters and draft results. Player rosters lock at the start of each player's scheduled NFL game each week. If a draft finishes after NFL games have already begun for the week, roster locks vary based on game times. For example, if a draft does not finish prior to Thursday Night Football, those players will be locked into the roster spot that they were drafted into. If a player is drafted into a starting spot and their game has already begun, they are locked into that starting spot for the week. If they are drafted to a bench spot, they are locked into that bench spot for the week.
TNF/FNF players can still be drafted after their game is finalized. But please note, you are only awarded their points if they are drafted into a starting roster position. If any TNF/FNF player is drafted as a reserve/bench player, you will not be able to move them into your starting lineup, and they will be awarded 0 points for the current week.
Rosters will consist of 14 players (8 starters and 6 reserves). Starting lineups must consist of the following:
| Quarterback | 1 |
| Running Back | 2 |
| Wide Receiver | 2 |
| Tight End | 1 |
| FLEX (RB/WR/TE) | 2 |
In Guilloteenie contests where there is NO bench, all rosters will consist of 8 starters only:
| Quarterback | 1 |
| Running Back | 2 |
| Wide Receiver | 2 |
| Tight End | 1 |
| FLEX (RB/WR/TE) | 2 |
*NOTE: Players in your starting lineup CANNOT be moved from a mandatory positional spot (RB, WR, or TE) to and from a FLEX spot (and back) after their game(s) have kicked off.
Below is the scoring format for all public leagues.
| Stat | Points |
|---|---|
| Passing Yards | .04 for each (1 for every 25 yards) |
| Passing Touchdowns | 4 for each |
| Passing 2-Point Conversions | 2 for each |
| Rushing Yards | .1 for each (1 for every 10 yards) |
| Rushing Touchdowns | 6 for each |
| Rushing 2-Point Conversions | 2 for each |
| Receptions | 1 for each |
| Receiving Yards | .1 for each (1 for every 10 yards) |
| Receiving Touchdowns | 6 for each |
| Receiving 2-Point Conversions | 2 for each |
| Kickoff or Punt Return Touchdowns | 6 for each |
| *Interception Returned for Touchdown | 6 for each |
| Fumble Recovery Touchdowns | 6 for each |
| **Lost Fumbles or Interceptions | -2 for each |
*If a player who primarily plays offense registers an interception on defense (for example, Travis Hunter) and returns it for a touchdown, the player will be credited for the touchdown, but no points are awarded for the interception.
**Offensive players will also be deducted 2 points for fumbles lost on special teams (punt and kick returns) or while playing defense (for example, Travis Hunter).
Guillotine Leagues do not allow for the NFL's stat corrections (that occur on the following Thursdays) for the previous week's games. All weekly stats are considered final after the last game of the current week, typically after Monday Night Football.
In the event of a scoring tie at any point in the season (including Week 1), the following tie-breaking criteria will be used:
All free agents are acquired through a blind bidding system using your Free Agent Acquisition Budget (FAAB). Each team begins the season with a $1,000 FAAB. To place a claim, managers must submit a bid of at least $0. Since this is a blind bidding format, no team can see the amount others have bid on a player until after waivers are processed. When creating bids, you have the ability to adjust your priority order. This priority order will determine the order in which your winning bids are processed.
*Please note: Chopped players are available for bidding throughout the duration of the season, meaning there is no cut-off for acquiring chopped players.
Before Week 1, there are multiple preseason blind bidding windows: Wednesday, August 20th at 3:00PM ET; Wednesday, August 27th at 3:00PM ET; after this, it follows the same cadence as the regular season with 3 regular blind bidding periods: Wednesday, September 3, 2025 at 3:00 PM ET; Thursday, September 4, 2025 at 3:00 PM ET; and Sunday, September 7, 2025 at 11:00 AM ET. In-season blind bidding begins after Week 1 results are finalized and continues weekly through Week 18. During this period, the standard three weekly bidding deadlines are Wednesday and Thursday at 3:00 PM ET, and Sunday at 11:00 AM ET.
In Week 13, due to the Thanksgiving schedule, the three bidding periods shift to Wednesday at 3:00 PM ET, Friday at 12:00 PM ET, and Sunday at 11:00 AM ET. If an NFL international game occurs during a Sunday bidding window, players from those teams are not eligible to be added or dropped in that period. This same rule applies to Friday games in Weeks 1 and 13, and Saturday games in Weeks 16 through 18, restricting player movement during those bidding windows.
Players who are dropped during a blind bidding window become eligible to be claimed in the next available blind bidding period. For example, if a player is dropped during the Wednesday bidding period, that dropped player will become available for bidding for the Thursday bidding period.
A player is awarded to the team that submits the highest bid. In the event of a tie, the following criteria will be used:
In a double chop contest, if the league begins with an even number of teams, the format will begin with double chops, where the two lowest-scoring teams each week are chopped. This continues until the playoff round, where it reverts to a single-chop and the lowest-scoring team is eliminated, to ensure only one team remains as the winner. If the league begins with an odd number of teams, the format will consist of double chops throughout the contest, including the playoff round.
Example: 9-team league contest starting in Week 1
| Contest Week | 1 | 2 | 3 | 4 |
| Teams Remaining | 9 | 7 | 5 | 3 |
| Teams Cut per round | 2 | 2 | 2 | 2 |
Example: 8-team league contest starting in Week 1
| Contest Week | 1 | 2 | 3 | 4 |
| Teams Remaining | 8 | 6 | 4 | 2 |
| Teams Cut per round | 2 | 2 | 2 | 1 |
In a slow chop contest, eliminations occur every two weeks, with the lowest cumulative scoring team across that two-week span being chopped. If there is a scenario where there is an odd number of teams and the NFL season is ending, the format temporarily reverts to a 1-week chop. For example, if three teams remain in week 20 with three weeks left in the NFL season, the league would feature a 1-week chop of the lowest-cumulative scoring team to bring the count to two teams, then resume the slow chop elimination for the final two weeks, leaving one team as the champion.
Example: 6-team league starting in Week 16
| Contest Week | 16 | 17 | 18 | 19 | 20 | 21 | 22 |
| Teams Remaining | 6 | 5 | 5 | 4 | 3 | 2 | 2 |
| Teams Cut per round | 0 | 1 | 0 | 1 | 1 | 0 | 1 |
If a Final Four playoff format is selected, no teams are chopped during the final three weeks of the contest, regardless of the elimination method in place.
In a double chop contest, if there is a scenario where the league would otherwise result in an odd number of teams before the Final Four playoff begins, the format begins with a double-chop elimination before reverting to the single-week chop format (single lowest scoring team eliminated) when the Final Four begins, to ensure there are exactly four teams remaining prior to the three-week playoff window.
Example: 9-team league contest starting in Week 1
| Contest Week | 1 | 2 | 3 | 4 | 5 | 6 |
| Teams Remaining | 9 | 7 | 5 | 4 | 4 | 4 |
| Teams Cut per round | 2 | 2 | 1 | 0 | 0 | Highest cumulative score wins |
Example: 8-team league contest starting in Week 1
| Contest Week | 1 | 2 | 3 | 4 | 5 |
| Teams Remaining | 8 | 6 | 4 | 4 | 1 |
| Teams Cut per round | 2 | 2 | 0 | 0 | Highest cumulative score wins |
In a slow chop contest, if there is a scenario where the league would leave five teams entering the final three weeks of the NFL season, the league shifts to a single-week elimination of the lowest-scoring team to reduce the field to four, ensuring there are four remaining teams in the playoffs.
Example: 5-team league contest starting in Week 19
| Contest Week | 19 | 20 | 21 | 22 |
| Teams Remaining | 5 | 4 | 4 | 1 |
| Teams Cut per round | 1 | 0 | 0 | Highest cumulative score wins |
In rare cases, such as a last-minute forfeiture of a Monday night game, roster adjustments may not be possible. If a game is forfeited, no points will be awarded to any players involved, regardless of their status in your lineup. Bench players who have already played cannot be moved into your starting roster retroactively.
Trades are not permitted in public leagues.
A Guilloteenie operates the same way as our standard Guillotine leagues, aside from one key difference: rosters must consist of 8 starters and no bench. The drafted lineup would consist of the following:
| Quarterback | 1 |
| Running Back | 2 |
| Wide Receiver | 2 |
| Tight End | 1 |
| FLEX (RB/WR/TE) | 2 |
All drafts are snake style, meaning the draft order is reversed after each round has ended. All drafts consist of 8 rounds (8 picks per owner). The draft timer depends on which format is chosen, fast drafts or slow drafts.
All teams will draft 1 quarterback, 2 running backs, 2 wide receivers, 1 tight end, and 2 FLEX eligible players (RB/WR/TE).
In the event of a scoring tie at any point in the season (including Week 1), the following tie-breaking criteria will be used:
Playoff Guilloteenies follow the same rules as our regular season Guilloteenies. At a normal chop speed they start with five teams, with one team being chopped each week:
All public Playoff Guilloteenies will be Last Man Standing for the playoff format, to ensure there are two teams remaining for the Super Bowl week. If the chop speed is adjusted (Ex: Double) the number of participants will adjust as well to ensure a champion is named in the final week. Any public Playoff Guilloteenies with a Double Chop speed, will have the below chop schedule:
For Playoff Guilloteenies, there are three weekly blind bidding periods, running from Round 1 up to the Sunday of the Super Bowl.
Round 1 and Round 2 Blind Bidding
The three weekly blind bidding deadlines are on Wednesdays and Thursdays at 3:00 PM ET, with a third and final weekly bidding deadline at 11:00 AM ET on Saturday.
Round 3 and Round 4 Blind Bidding
The three weekly blind bidding deadlines are on Wednesdays and Thursdays at 3:00 PM ET, with a third and final weekly bidding deadline at 11:00 AM ET on Sunday. The same rules apply for the week in between Round 3 and Round 4, for a total of six (6) Blind Bidding periods between the final two rounds
All dates and times are subject to change.
Everyone is allowed to participate in free contests, however, residents of the following states are unable to participate in paid public Guillotine Leagues contests at this time: