Season Eleven
FBHL cards

How the cards work

Every club in the league is dealt packs of FBHL cards: players, moments, trophies and the league’s own lore, printed in small, fixed numbers. You rip them, keep them, show them off and trade them. This page is the whole game on one screen or two.

Packs

Your club’s packs wait for you at the rip. A pack stays sealed until you tear it open: nobody, anywhere on the site, sees what is in it until then. Every pack was dealt once and is never rerolled, so the same cards come out on any phone or computer.

  • Series One (from September 1): five cards a pack, and every pack has an Epic or better.
  • Series Two (from draft night, September 26): four Commons or Rares and one hit, an Epic, a Legendary or a Special Art.
  • Drops: the commissioner issues extra packs now and then. New ones show up in the menu under your name, with a red count.

To rip, sign in with your email (we send you a six-digit code), open Rip your packs, and swipe the seal or tap Open it for me.

Tiers and print runs

The number after the slash is how many copies of that card exist in the whole league: /3 means three, 1/1 means one. The number before it is your copy’s serial. The tier is the frame the card is printed in.

TierSeries OneSeries Two
Common/14/10
Rare/7/6
Epic/3 (one is a 1/1)/3
Legendary/14, /3 or 1/11/1
Special Art/3 or 1/1/3 or 1/1

Your binder

Every card you have turned over is in your binder, on your club’s page (Teams, then your club, then The Binder). From there:

  • The showcase: star up to five cards to seat them in your display case, at the top of your binder.
  • The shelves: put more cards up, five to a shelf, up to eight shelves. Tap Edit to fill them.
  • The checklist: every card in every set, ticked when you have it. Tap a card someone else has turned over to see who holds it. A fogged card hasn’t been pulled by anyone yet.
  • Where to find them: the clubs holding the cards you still need, most useful first.

Set bonuses and Assembled cards

Seat five cards that belong together in your showcase and it changes: a new look, a name, a line. The first club to assemble a set keeps the credit for good (it goes on the wire as First Assembled) and is sent an Assembled card for it: a 1/1 that arrives as a one-card pack and can never be traded. The sets nobody has found yet stay secret.

Trading

  • Tap any card another club has turned over and choose Ask … for it. Add cards from your binder to offer, and send.
  • The other GM accepts, declines or counters. An offer lasts seven days.
  • After you send, Copy for the chat gives you a line to paste in the group chat, so the other GM knows.
  • Only cards already turned over can change hands, and Assembled cards never do.
  • The Market lists cards their GMs want offers for; Done Deals lists every trade that went through.

The words

Rip
Open a pack.
Turned over
A card that has come out of a pack. Only these show anywhere on the site.
Sealed
Still in an unopened pack.
Hit
The best card in a pack: an Epic, a Legendary or a Special Art.
Serial
Your copy’s number: 2/3 is the second of three.
The wire
The newest cards turned over, league-wide, on the front page and the League Binder.
The vault
Copies not dealt yet, kept for later drops.
Fogged
A card nobody has pulled yet: its name and print run, nothing else.
Assembled
A set bonus completed first, and the 1/1 card that comes with it.

Got an idea for a card? Signed in, open the menu under your name and choose Submit a card idea.