One race is over in a minute. A gauntlet is a night.
Your league plays several themed games back to back. Teams drop out as it runs and take the bottom of the draft with them, the survivors go again on a theme the sealed seed already chose, and the last two play for pick 1.
| TEAMS | GAMES | HOW THE FIELD THINS |
|---|---|---|
| 8 | 4 (2–7 allowed) | 8 → 6 → 4 → 2 → 1 |
| 10 | 5 (2–9 allowed) | 10 → 8 → 6 → 4 → 2 → 1 |
| 12 | 6 (2–11 allowed) | 12 → 10 → 8 → 6 → 4 → 2 → 1 |
| 14 | 7 (2–12 allowed) | 14 → 12 → 10 → 8 → 6 → 4 → 2 → 1 |
Winning a game earns nothing. Coming second earns nothing. The only thing a game settles is which teams leave and which picks they take with them — everyone above the cut is simply safe, and carries on exactly as they were.
So if you win game one and still end up with pick 8, nothing has gone wrong. Placement above the cut is deliberately shuffled from one game to the next, because if it were not, the team bound for pick 1 would visibly lead every game it ran in and the ending would be obvious by the second one.
The final is the exception. Two teams, nowhere to hide, and the winner takes pick 1.
Sealed until the last game
A single race can publish its seed the moment it starts, because it is over forty-five seconds later. A gauntlet runs for twenty minutes, so the same rule would let anyone with a browser console work out the whole order before game two. It is staged instead.
Choose which themes can come up — horses, cars, a home run derby, a lottery machine, a plinko board. Which game gets which is drawn from the sealed seed, so the deck spins up to a theme that was already decided and cannot be re-rolled.
A deck shorter than the number of games simply cycles, and the same theme never plays twice in a row while there is an alternative.
See every theme →