Help / The essentials
Frequently asked questions
The essentials for your first week. For the full walkthrough, open How to use.
Do I need an account?
Each guest session lasts up to 24 hours. You can start another guest session anytime, but you’ll begin with a blank slate. Download any lineups you want to keep before your session ends. Guest lineups do not transfer to an account.
An account keeps your collection and entered lineups available when you sign in on another device. You need an invitation code to create one.
How do invitations work?
An invitation works once and expires after seven days. Ask the person who invited you for a new code if yours expires.
You can invite up to three people. If you need more invitation codes, contact the site owner.
What if I forget my password?
Use your username and recovery code on the recovery page to choose a new password. This signs you out on your other devices and gives you a replacement recovery code. Save the replacement somewhere safe.
Your recovery code is shown only once. There is no password-reset email or self-service recovery without that code.
Where do I get my roster, and when should I upload it again?
In GameBlazers, open your profile, go to Account and choose Export Roster. GameBlazers emails you a link to the CSV. Upload that file here.
Upload a fresh export each week after the Tuesday salary reset, and whenever your collection changes.
After upload, cards expiring on the upload date or the next two days appear in a dialog once. Select View cards on Setup or This week's lineups to open it again; it stays available while that roster is uploaded, including in Add more lineups, which keeps your choices.
Every card stays usable by default. Check cards and select Exclude checked cards to leave them out of the next Generate or Reoptimize; current lineups do not change. Uncheck and save again to use them. A new upload starts with nothing excluded.
Already expired lists cards that had expired before upload. They stay out of new lineups unless you mark them played or place and lock them with Add or Edit. If a card expires after upload, it shows EXPIRED and its checkbox is grayed out.
To swap the roster under your current lineups instead, use Update roster in the workbench.
Can I change my roster without losing my lineups?
Yes. In the workbench, Update roster sits beside Reoptimize. Choose a new roster export and select Update roster. A lineup is kept, saved status and its lock state as they were, when a copy of every card it needs is still free for it on the new roster. Players who have already played, in any lineup, get their copies first; then saved lineups, then locked lineups, then lineups with played players, then unavailable played holds, then the rest of your working lineups. Played players stay in their slots, and a complete lineup keeping a played player stays kept with the lock state it had.
A working lineup that loses a card and has no played players is released and emptied; the notice names the lineup and the cause (no longer on the roster, or its copy is used by a lineup ahead of it or by an unavailable played hold); Reoptimize refills it. A working lineup that loses a card that has not played while keeping played players keeps its remaining cards, its missing slots open and it is unlocked; Reoptimize or a hand pick fills the open slots.
The update is refused when a saved lineup would lose a card that has not played; the message says to re-export a roster that still holds it. Update roster is unavailable while a draft is open or for a past week; the button explains. Replace roster on the draft page still clears your working lineups.
Which projections can I use?
Choose an available source, Average, or your own projections CSV in Setup, then select Apply projections. Average uses the available player projections from eligible sources; a missing player is left out of that player’s average, while a numeric zero is included.
If you choose a source and also apply your CSV, your CSV’s matching player points take precedence.
Can I change projections after building?
Refresh from database updates the numbers using the source or Average selection already saved for that run. It does not rearrange your lineups. Reoptimize is a separate action; when this run's projections come from the database, it first refreshes them the same way if the database has this week's numbers, then fills open slots.
Switching to a different built-in source inside the workbench is not available yet.
Why does the order of my entries matter?
Lineups are built in priority order. Earlier entries get first choice of available cards. Move your most important entries higher before building or reoptimizing.
Each exact card can be used in only one lineup. Separate copies of the same player are separate cards.
Why is a Wednesday through Saturday player in a core slot instead of FLEX?
After choosing the cards for a lineup, the optimizer prefers to place eligible players with Wednesday through Saturday games in core QB, RB, WR or TE slots before FLEX or SFLEX when space is available.
This changes only their positions. It does not change which cards are chosen, salary or projected points, and protected positions remain in place.
Why are some lineups unfilled?
There may not be enough eligible cards left to meet a contest’s salary, position, collection or other requirements. A build can also stop at its time limit. Read the result message to see what was not completed.
Check your entry counts, priority and rules before trying again.
What is the difference between locking a player and locking a lineup?
Lock this card in this lineup keeps that version of the player in the lineup when you reoptimize. An identical copy may be used. Lock Lineup protects the whole working lineup.
When you use Edit to replace a player, the card you place is locked in this lineup automatically; an identical copy may be used in its place. Use Unlock this card in this lineup from Edit if you want it free to change again on a later build.
An expired card can stay in its lineup when you use Lock this card in this lineup; a locked or saved lineup can also keep it there.
If a card lock for a contest, the whole run, or another lineup names an expired card, Reoptimize this week, Add more lineups and Build lineups can refuse. The message names the lock and card and tells you to remove the lock or narrow it to the lineup where the card was set.
Can I put a player who is already in another lineup into this one?
Yes, if that card is not locked there. Type the player’s name in the Replacement player box on Edit. It lists every card of that player you own that is not locked elsewhere and is eligible for this contest and slot, with the lineup each one is in now, or bench.
Cards locked elsewhere are hidden — because that lineup is saved or locked, because the card or its position is locked there, or because the player has already played or started. If the card you choose came from another unlocked working lineup, the slot it left stays open there until you reoptimize, shown there as an Open, filled on Reoptimize row. The card you place is locked in this lineup automatically; an identical copy may be used in its place.
The replacement is allowed even if it puts the lineup over the salary cap. The lineup then shows Over salary cap with the amount, and Lock Lineup stays unavailable until Reoptimize or your own edits bring it back under. In a contest that mixes Core and Primetime cards, Replace and Add on an open slot can also leave a working lineup outside its collection mix. The lineup shows the conflict until you change cards or reoptimize. A Core-only contest still offers Core cards only.
The player you replaced is freed. It is not excluded, and can be used again.
Replace changes only this slot. The list leaves out players excluded from this lineup, cards locked elsewhere and cards another stack needs. Eligible expired cards appear last with EXPIRED in the option text. A card excluded in View cards can still be picked by hand. The per-team limit and Limit to one tight end when optimizing apply to Generate and Reoptimize, not your own picks.
How do I fill an open slot without rebuilding my lineup?
An Open, filled on Reoptimize slot shows Add where a filled slot shows Edit. Add opens the same panel with Replacement player, Clear choice, Collection and Swap. Exclude here and Lock this card in this lineup are grayed out while the slot is empty.
Choose one card with Add to fill that slot. It is locked in this lineup. Every other card stays put, and other open slots stay open until Reoptimize.
Eligible expired cards appear last with EXPIRED in the option text; select Swap and confirm to place one you set on GameBlazers before expiry.
Reoptimize took out a card I set on GameBlazers before it expired. How do I put it back?
Use Add on its Open, filled on Reoptimize slot, or Edit on a filled slot. Choose the card under Replacement player; eligible expired cards appear last with EXPIRED in the option text.
Select Swap and confirm: ‘This card is expired. Use it only if it was set in a GameBlazers lineup before it expired.’ Cancel leaves the panel unchanged, and nothing is saved without confirmation.
The card is locked in that slot automatically. Reoptimize this week keeps it there and fills the rest; Build lineups keeps it through Add more lineups with the same uploaded roster, but a new upload does not keep the placement.
Can I swap two players’ positions in the same lineup?
Yes. Open Edit beside either player, choose Move, then choose Swap positions in this lineup and the second player. Both players must be eligible for each other’s slots.
The exact cards, points and salary stay the same, and card locks stay in place. A protected slot, started or manually played player, or locked lineup may block the swap; a rejected swap leaves the lineup unchanged.
Can I swap in a player who puts a lineup over the salary cap?
Yes. A swap is allowed even when it temporarily puts the working lineup over its salary cap. The lineup shows Over salary cap with the amount, and your edits stay in place so you can keep adjusting.
While it is over the cap you cannot Lock Lineup or save it as entered. Reoptimize this week keeps your added player in that lineup and rebuilds the open slots to bring it back under the cap; if that is not possible, your edits are kept and the conflict is explained. To drop the requirement, unlock that card in the lineup or swap in a different player. In a contest that mixes Core and Primetime cards, Replace, Add on an open slot, and Move can leave a working lineup outside its collection mix. A position swap still works when that lineup is already outside its mix. The lineup shows the requirement and its current count, for example: Prime Time Pyro needs 4 Primetime cards; this lineup has 3. Lock Lineup, Lock Selected and Save lineups as entered stay unavailable until your edits or Reoptimize this week bring it back into the mix. Lock this card in this lineup still works.
Slot and contest eligibility, card availability, entered-card reservations, ownership and started-player protections still apply. The per-team limit and Limit to one tight end when optimizing apply when you Generate or Reoptimize, not when you pick a card yourself.
Add can also put a lineup over the cap. Lock Lineup stays blocked until your edits or Reoptimize bring it back under.
Does Exclude here remove a player from every lineup?
No. It excludes that player only from the current lineup. Click the X beside the player under Excluded from this lineup to remove that exclusion.
Use the broader player rules when you want to leave a player out across your plan.
Exclude here changes only this slot. For a contest that uses one collection, it follows the salary rule. It fills it with the eligible bench card with the highest projected points that keeps the lineup at or under the salary cap. If none does, it takes the highest-projected eligible bench card anyway, and Lock Lineup stays unavailable until the lineup is back under the cap. In a contest that mixes Core and Primetime cards, Exclude here first looks for an eligible bench card that keeps the lineup inside its collection mix, then prefers one that stays under the cap and has the highest projected points. If eligible bench cards exist but none keeps the mix, it uses the best one; the lineup is marked and the message notes the conflict. Lock Lineup waits until the lineup is back under the cap and inside its mix. If no bench card is eligible, the slot becomes Open, filled on Reoptimize. Lock this card in this lineup also leaves every other slot alone.
What is a stack, and why do I choose a contest?
A stack puts a quarterback with one or two receivers from the same team in one lineup. Receivers here means wide receivers or tight ends.
Choose where you want the stack. The list offers contests where it can fit. Your cards, entry count and the site’s total placement limit determine how many lineups you can request.
How do I limit how often a player appears?
Set a weekly exposure limit, or a limit within a contest. Copies of the same player count together.
Saving the limit keeps your current cards in place. Select Reoptimize when you are ready to apply the new limits.
Why does the optimizer usually choose one tight end?
Limit to one tight end when optimizing is on by default. Turn it off in Advanced tools when you do not want that preference; other lineup rules still apply. Saving the setting affects the next build or re-optimize and does not rearrange current lineups.
While it is on, manual locks and protected played players still win. For example, a tight end manually placed in FLEX can stay alongside the required core TE. The optimizer uses only the minimum extra tight ends those requirements need and does not add another optional tight end.
What does Reoptimize change?
It rebuilds eligible working slots using your priority, projections and rules. When this run's projections come from the database, it first refreshes them if the database has this week's numbers. Locked working lineups and saved entered lineups stay protected, as do players whose games have started and your manual played-player selections.
Review the result before entering any changes on GameBlazers. This site does not update GameBlazers for you.
Cards you check in the expiring-cards dialog are left out of the next Build lineups or Reoptimize, unless the card is recorded as played or held by Lock this card in this lineup. A player lock does not keep it. The optimizer never places an expired card in a new or reoptimized slot unless it was recorded as played or placed and locked with Add or Edit. An expired card already in a saved or locked lineup can stay there while it remains in that lineup.
What if I already entered players whose games have started?
Use Manually set players already played, then choose the exact cards you played in each lineup and select Save Played Players. Those cards are reserved; other slots can be reoptimized. In a contest that mixes Core and Primetime cards, Save Played Players accepts a hand-picked card even if it leaves the lineup outside its collection mix; the lineup is marked, and Lock Lineup and Save lineups as entered wait until you bring it back into the mix.
The option becomes available when the first game of that week kicks off. The picker lists only cards whose player's game has started or finished, including a team you marked as started in late swap. A card whose game has not started is not listed. Save Played Players refuses it with a message saying the player has not played yet; only cards that have played can be saved here. Cards already recorded as played stay recorded. The picker offers every free card of that player that the contest and slot accept, including a Core card from any year when Core is allowed. It does not offer a Primetime card in a Core-only contest. Players already in generated lineups are automatically protected when their games start. A score may show awaiting score until an update arrives.
Save Played Players accepts an exact card from your current upload after its expiration date; only the date is waived, so every other check still applies. GameBlazers lets a card set before expiry stay in that lineup for the week as long as you do not take it out. If Reoptimize removes it here, it will not choose it again; you can restore it with Add or Replace and the expired-card confirmation.
You can still pick a card checked in View cards yourself through Save Played Players, Add or Replace. Cards you check in the expiring-cards dialog are left out of the next Build lineups or Reoptimize, unless the card is recorded as played or held by Lock this card in this lineup. A player lock does not keep it.
Does Save lineups as entered submit them to GameBlazers?
No. Enter them on GameBlazers yourself. Here, lock the lineups you want to keep, select Save lineups as entered, and confirm Yes.
Saved lineups leave the workbench and appear under Entered lineups. Their cards remain reserved, so you can build more lineups with the remaining cards. You can save in batches.
What does the EXPIRED stamp mean?
A red EXPIRED stamp appears beside expired cards in working, locked and saved lineup rows, in the Save Played Players picker, in Find a player on your roster results and in the expiring-cards dialog; plain menus such as Move show EXPIRED in the option text. The Replace and Add lists also show EXPIRED in the option text for eligible expired cards.
The stamp is only a label; it does not change what you can do with a card. A card gets the stamp when its expiration date ends in UTC: 8 p.m. Eastern on that date during daylight time, 7 p.m. in standard time. CSV and PDF downloads do not show it.
Can I download lineups before saving them?
Yes. Select the lineups in the workbench sidebar and choose Download Selected Lineups as CSV or PDF. You do not need to lock or save them first. Select pre-Sunday lineups is a shortcut for early-game entries.
Entered lineups have separate week downloads. The projection shown already includes each card’s multiplier.
The EXPIRED stamp appears on screen only; CSV and PDF downloads do not carry it.
How do I get a CSV for GameBlazers' bulk entry?
In the workbench, pick the contest in the drop-down and select Download CSV for your working lineups; on an entered week, each contest has a Download GameBlazers CSV button for your saved lineups. One file per contest, because each contest has its own columns.
Rows carry a preset name, WK6-Flamethrower-1 for example, and the GameBlazers item id of the card in each slot column. The number is the lineup's place among that contest's lineups for the week when you download: saved lineups first, working lineups after them. It can change after you save, delete, return or reorder lineups.
The download refuses, and says why, when a card has no item id (a roster uploaded without the Item Id column, or a lineup saved before this release) or when one item would be in two lineups this week. Lineups with started or played players are included: each such card is written as the exact card in its own column, which is how GameBlazers matches a locked player. Upload the file, then apply each preset to its entry in GameBlazers; GameBlazers rejects, by itself and for that lineup only, a preset whose locked card does not match. Updating the roster keeps a locked player's exact card. Returning an old saved lineup, locking and saving it again saves the cards you hold now, not the items of your old GameBlazers entry. Uploading to GameBlazers is your own act; the optimizer never submits entries.
How do I delete lineups I do not want?
In the workbench sidebar, check the lineups you want to remove and select Delete selected lineups beside Lock Selected, Unlock Selected and the Download Selected buttons. Confirm “Are you sure you want to delete N contest entries?” to remove the checked entries from the workbench.
The other lineups keep their cards, but their numbers may shift down. A deleted entry is available again through Add more lineups. Played cards in a deleted lineup go back to your bench.
Locked lineups are kept and named in the result message. Unlock one before deleting it. Unfilled lineups cannot be checked. Saved lineups are on Entered lineups; use Delete there.
How do I remove a lineup I saved by mistake?
Open Entered lineups, choose the week and lineup, then select Delete lineup and confirm. Deletion is permanent here. Rebuild the lineup if you need it again.
Deleting here does not remove an entry from GameBlazers.
What are the Actual points and the two totals on the Entered lineups page?
After games begin, each player on a saved lineup shows an Actual column beside the projection. The projection is labeled at save because it was frozen when you saved the lineup, and the saved Projected lineup total (at save) never changes.
Two live lines follow the week under that saved total. Points scored so far adds the real points of players whose games have started or finished. Remaining projected points adds the at-save projection of players who have not kicked off yet. A player whose game is in progress counts only in Points scored so far, at his real points. The week’s CSV and PDF downloads include the same Actual column and totals.
Do How your rules were applied and Unused premium count my saved lineups?
Yes. Both count your saved entered lineups together with your working run as one week. A week whose lineups are all saved still reports your stacks and locks as met and your premium cards as used, instead of showing zero.
This lets you save your lineups in batches and still see the whole week’s rules and premium usage.
How do I pull a saved lineup back to edit it?
Open Entered lineups and select Return to Workbench beside Delete on the saved lineup. It comes back into your working run with its cards intact so you can edit it.
The lineup leaves Entered lineups, its cards become available again, and saving it later creates a new saved lineup. If a card is no longer on your roster, the return is blocked and the app names that card.
A player is a late scratch. How do I find and pull back every lineup he is in?
Use the search box below Reoptimize on the workbench and type the player’s name. It lists every card of that player you own, with each card’s multiplier, salary and projection and the lineup it is in — or bench when it is in none — and each lineup is a link.
Select Return all entered lineups with this player to the workbench to pull back every saved lineup he is in at once. Lineups you are already working on are left alone.
What does Week in review show?
It is a read-only page in two forms: the signed-in page for accounts and the guest page for a visitor who uploaded a roster. Open Week in review to see your newest finished week with stored results. Only weeks whose games are all final are available. Back and forward links move between finished weeks; an in-progress week cannot be opened by direct link.
For each contest, Your best lineup is your highest-scoring lineup saved as entered. Best you could have built is the best legal lineup from your roster that week. Best anyone could have built uses the league-wide card choices under the same contest rules. The three lineups align by slot, with points including multipliers and a Total row.
The three comparisons show your submitted best against your roster’s best, your submitted best against anyone’s best, and your roster’s best against anyone’s best. Refreshing means the stored personal and league results do not yet use the same inputs. The anyone column and its comparisons stay hidden behind that message until the results match. This page does not enter or change lineups.
What happens at the Tuesday reset?
Your old working lineups, roster, rules and exposure limits clear for the new week. Upload a fresh roster after GameBlazers updates salaries.
Your account and entered lineup history stay available.
GameBlazers released a new collection. How does a contest rule use it?
The admin adds the collection's word as a family on the admin Collections page, then puts a family rule for it on the contest. Cards in the next roster upload whose collection name carries that word join the family at once. No new release or code change is needed.
A card whose collection name carries two family words belongs to neither family, so adding a word can change an existing name: with a Blaze family, a card named Core Blaze is no longer a Core card.
Can I see Week in review without an account?
Yes, as a guest. Upload your GameBlazers roster on the Upload page, then open Week in review. Without an uploaded roster, the page asks you to upload one first. Only finished weeks, whose games are all final, are listed; pick one from the Week drop-down.
For each contest, Best you could have built is the best legal lineup your uploaded roster could have made that week, beside Best anyone could have built from the league-wide card choices. The page uses the roster you uploaded as it is; nothing checks when you exported it. A guest's page has no Your best lineup column.
Download card saves that contest's comparison as a signed card image you can keep or share.
What does Variance do?
Variance lets the optimizer give up a little projection so lineups in the same contest share fewer players. It stays off until you turn it on, and Off keeps the normal optimizer. Find it in Advanced tools, between Lock & exclude players and Stacks; the Setup page and the workbench show the same settings.
Each contest gets an allowance: Off, Light 2%, Medium 5%, Heavy 10% or a custom percent up to 25%. At 5%, a lineup keeps at least 95% of its best projection. Different lineups looks for players not in that contest’s earlier lineups. Higher multipliers prefers cards with higher multipliers within the allowance; it is a candidate heuristic for upside, not a guarantee.
To change one lineup only, select it on the workbench and use its Variance bar: Use contest setting, Keep top projection or Custom. The change applies the next time you build or reoptimize.
Why did a lineup keep top projection?
The first lineup keeps top projection unless individually overridden. The role belongs to the lineup that was first in its contest when the lineups were built. It stays with that lineup when you save it as entered or return it, and a lineup’s number on the page does not change it.
A lineup also keeps top projection when it is set to Keep top projection, when its contest’s allowance is Off, or when Variance is off. If the solver cannot certify a varied lineup, that lineup keeps its top-projection result and its Variance bar says so. A locked lineup is not re-solved; it keeps what it had.
Discarding the working run clears the first-lineup roles and lineup overrides; your next build picks a new first lineup per contest.