Survivor Fantasy Scoring Rules
Scoring for the playable fictional Weekly Tribe and computer drafts: episode points, Captains, deadlines, joining mid-season, and corrections. Play through original fictional seasons.
Your browser, your season
Your full season, seed, accepted choices, scouting reports, points, correction history and computer drafts save automatically on this device. The game needs no account, Fantasy API or database. There are no online friend invitations or shared leaderboards.
Open Season journal → Save & transfer progress to export a JSON backup or import it on another device. Importing replaces your current season and drafts only after you confirm. Unconfirmed lineup previews are not included in exported saves. Invalid or unsupported files leave the existing save intact.
Clearing website data removes your local progress. Another browser, device or site domain has a separate save, so export before moving. The local save has no guest-cookie expiry. The game keeps future outcomes out of its reveal scenes until the relevant decision, but a local save is not a secret or tamper-proof online record.
Episode points
These are our original fan-game rules, version 1. They are not official CBS scoring rules. The game uses fictional castaways and original fictional events. Each round uses a frozen rules version.
| Verified event | Points | What counts |
|---|---|---|
| Individual immunity win | +5 | Once per distinct challenge, for the confirmed individual winner. |
| Team immunity win | +2 | Eligible members who participated in the winning team; sit-outs do not score. |
| Acquire a valid idol or advantage | +2 | The new holder scores, capped at +4 per person per round. Fake items do not count. |
| Successfully use a protective item | +4 | The user scores once per item when it cancels otherwise valid votes. The protected person is not automatically rewarded. |
| Remain in the game at round end | +1 | Once per person per round. A contestant who exits the game does not earn survival points. |
| Voted out | −2 | A formal vote elimination, at most once per person per round. |
| Medical or voluntary exit | 0 | No additional exit penalty and no survival point for that round. |
| Final season champion | +10 | Once per season, after the final result is reviewed. |
Subjective events such as being clever, having lots of screen time, or making a dramatic move do not earn points.
Captain scoring
A Captain doubles positive event points only. Negative points are not doubled. Your Captain must be one of the castaways in your lineup.
Example: an immunity win (+5) and survival (+1) give a regular castaway 6 points, or a Captain 12. A vote elimination (−2) stays −2 for a Captain.
Captain total = 2 × positive event points + negative event points.
Weekly lineups
Each round publishes its eligible castaways, lineup size, scoring version, and local deadline. The default lineup is half the eligible field, rounded down, with a minimum of one and a maximum of four.
Each castaway can appear only once in your lineup. Selections become an entry only after the browser commits a complete submission. Changing a card on your screen is not a saved entry.
The browser may recover unsaved selections after a reload. These are drafts only and never score until Save My Tribe succeeds. If another tab changes your saved entry, compare that accepted tribe with your kept edits. You can reload the saved tribe or keep your edits for review, then explicitly save against the latest version.
- Join any future open round; previous episodes do not count toward a new entry.
- A carried-over lineup may retain eligible castaways only. Empty spots are not randomly filled.
- If a carried-over Captain becomes ineligible, the retained lineup's first castaway becomes Captain and the player is notified.
Fictional challenge seasons
Players can scout fictional castaways and play a five-episode Weekly challenge against three clearly labeled tribes. Power or puzzle skill affects challenge chances; scouting affects advantages; social skill affects vote safety. Strong challenge contenders can draw votes, and no rating guarantees a result. These ratings are original fictional design, not real contestant data.
At your recruiting camp, the rival flags show season points and ranks once you have a completed episode. Your standing and distance from the lead give you a target before the next challenge; tap a flag to compare your margin against that rival and learn their public style. These totals count only earlier completed episodes you entered, use the latest corrected scores, and label corrections. Shared scores share rank. Current hidden picks, current events and future episodes are excluded. With no completed history, the original rival introduction remains. Challenge hunters favor the announced challenge skill, Advantage seekers favor Scouting, and Social circle favors Social. Meet recruits opens your own crew browser sorted by that skill, without recruiting or swapping anyone automatically. You compete with all three computer tribes regardless of the flag you inspect. Weekly lineups may overlap, and opponents’ current picks stay hidden until the challenge starts. Their styles are tendencies, not guaranteed outcomes.
New challenge seasons publish a five-episode tour. The first four use four different challenges, alternate power and puzzles, and include two rounds with fresh advantage clues. The final gauntlet adds the champion draw. The next-episode preview is fixed for the season and contains no future winners, vote-outs, or scores. Older saved seasons keep their original published schedule.
After your first entry, new challenge seasons allow at most two voluntary changes per episode. The baseline is the tribe carried into that episode, after eliminations and price-driven releases; those vacancies are free to fill. Choosing your challenge Captain before lock is free. Saving multiple times does not refill the allowance. If you skip an episode, its accepted carried tribe remains the next baseline; a first-time entrant has no earlier tribe to retain. All three rivals use the same rule. Older unrestricted challenges and computer drafts keep their original roster rules.
On the recruiting beach, compare all four castaways’ public ratings before opening their profiles. Puzzles or Power shows this episode’s challenge skill, Scouts shows Scouting, and Survivors shows Social; Returning prioritizes your previous crew while showing the current challenge skill. Each character has a five-segment rating and a number out of five. Browsing or changing the filter only previews people. The selected castaway’s full public skills remain visible above the invitation: Power and Puzzles on the challenge trail, Scouting and Social back at camp. Now and Next mark the announced challenges; the finale marks Social and Puzzles for the jury. These ratings affect chances, not guaranteed points. Recruiting entrances bring you to the crew first, keeping an available preview or finding an unpicked castaway. On phones, tapping a character brings their name and profile into view before the invitation or swap comparison. Back to the beach returns focus to that character on the same crew page; a proposed outgoing teammate stays selected. These movements do not recruit, swap, save or start anything; confirm your invitation or swap separately.
At the recruiting camp, each newcomer’s fictional tribe is public. Try team immunity before inviting them: choose Grove or Tide as the imagined winner to see every preview teammate’s team points and the camp total. Winning teammates earn +2; the challenge Captain earns +4. An empty camp previews the first recruit as Captain. When camp is full, choose who would leave and try the same two winners to compare your current camp with the proposed swap, including any inherited Captain role. These are team-only examples, not forecasts or complete episode scores. Recruiting changes who earns points for you, not the actual challenge winner; individual immunity and camp events score separately. Trying a winner does not recruit, swap, save, spend a handoff or start the challenge. Confirm your invitation or swap separately.
When you return after losing a teammate, their extinguished torch marks a free recruitment vacancy. Tap it to meet replacements. The camp explains who left and how many voluntary swaps remain. Removing a returning teammate yourself still uses a swap; it does not create another free vacancy. Once you refill the camp, choose your challenge Captain freely, then Start the challenge or Save tribe for later. Past scoring corrections do not reopen the current episode’s frozen roster eligibility.
Before starting a relay challenge, a full camp can compare a newcomer directly with any teammate. Choose who would leave from your four castaways standing together, with the current Captain marked and each teammate’s public Power or Puzzles rating for this challenge. The selected teammate is labeled Would leave in this preview; your lineup stays intact. On phones, selecting a teammate brings the full comparison into view; Choose another teammate returns focus to that same character. Then compare public Power, Puzzles, Scouting and Social ratings, this challenge, the next challenge and the proposed swap allowance. Ratings are not points or a promise of results. Previewing changes nothing. Confirm Swap replaces one pick in the same seat, keeping your camp full; if you replace your Captain, the newcomer inherits the role, which you can still change freely before starting. This does not spend a season handoff. Start the challenge or Save tribe for later to submit the complete lineup. Returning teammates can reduce used roster swaps; replacing someone newly recruited does not count as another returning teammate lost. This interface does not change any saved season's scoring or roster limits.
In new Captain relay seasons, Play this episode submits the complete legal lineup, closes the fictional cutoff, and reveals only challenge events. At camp, keep your Captain free or spend one of two season handoffs to choose another locked tribe member. Commit before council: keeping the Captain gives 2× positive camp points, while a handoff gives the new camp Captain 3× positives for this episode. Challenge points keep their original Captain, and negative points stay unchanged. The handoff cannot be edited after commit; it does not reroll events. Opponents have the same allowance and choose from public immunity, profiles and, in scout seasons, their own single scout report. The camp decision can wait while you are away; refresh resumes it. Once both handoffs are used, Play automatically keeps your chosen Captain and runs through council. Unentered episodes also skip the camp decision. Fixed Weekly and computer drafts keep a single locked Captain. Older priced tours settle immediately on Play. Save tribe for later accepts an entry while leaving the episode open. Invalid, conflicting, over-budget, over-transfer, or late Play requests leave the previous entry unchanged and do not close the round. Action retries retain the first accepted result.
The challenge reveal shows what your locked challenge Captain earned: base challenge points plus the equal torch bonus make their 2× contribution. No challenge prize means no challenge bonus, while camp and council remain separate. This payoff stays with the original challenge Captain even after a later camp handoff. Replays use the latest reviewed challenge ledger and label corrected results; inspecting another castaway does not change the payoff or your recorded score.
After inspecting one of your castaways in the challenge result, Consider them at camp opens the camp decision with that teammate’s torch preview selected. Your current Captain previews a free keep at 2×; another teammate previews a handoff at 3×. This shortcut does not commit, spend a handoff, award points or reveal camp events. Compare teammates or scout before using the original camp confirmation. Back to camp still opens with your current Captain. Outside winners, historical replays and episodes without a remaining camp decision offer no shortcut. Refresh restores the locked Captain rather than an uncommitted torch preview.
The camp torch preview includes a five-stop itinerary with tonight highlighted. Compare how many handoffs would remain after confirming with the number of later camps, alongside the next published episode and its advantage clues. The finale reminder uses the announced jury reward, never a future winner or score. Handoffs do not refill between episodes, and unused ones end with the season. Spending the last one still leaves future challenge-Captain choices free. Keep your current Captain instead cancels a handoff preview and returns focus to that teammate; it does not commit a camp choice. Only the original camp confirmation spends a handoff and reveals camp.
Before committing a camp handoff, Try keeping vs passing the torch compares both Captains and the remaining allowance. Passing gives the new Captain 3× positive camp points and returns the original Captain to 1×; all locked teammates still score. Try survival, a valid advantage or a finale crown to see the points for that imagined moment under each choice. These are examples, not forecasts or actual episode totals. The playground excludes possibilities contradicted by your matching scout report or public immunity, without revealing other events. After comparing, Keep your original Captain instead cancels the handoff preview, while Return to the candidate’s preview keeps that choice. Both return focus and the view to the corresponding teammate at camp. Exploring or returning spends no handoff and awards no points; use the original camp button to commit.
At camp, every teammate shows two public skill ratings beneath their character so you can compare before moving the torch. Fresh advantage clues put Scouting first, sparse clues put Social first, and the finale shows Social and Puzzles for the jury. Scouting helps advantage chances; Social helps survival; Social and Puzzles help the champion draw. These are ratings out of five, not points or guaranteed outcomes. Confirmed scout facts and public immunity still appear on the matching teammate and in the selected torch preview. An immune teammate’s preview prioritizes their confirmed protection instead of estimating vote risk from Social. It then describes their advantage chances, or jury strength in the finale; immunity does not guarantee an advantage or the crown. A high rating does not override a confirmed quiet trail or an excluded champion. Choosing a character only previews the torch; the original confirmation commits it.
While comparing camp Captains, the confirmation bar follows your scroll through camp. It shows the previewed person, positive camp multiplier and handoff cost before you confirm and reveal camp. Scout first takes you to your selected scout target without moving the torch or using the scout; after a report, Your clue returns to that discovery. Scouting remains optional, and only the separate scout confirmation investigates someone. The camp confirmation is the only button that commits your Captain and spends a handoff when passing. It disappears when the camp result opens. In short windows, the bar stays in the page flow to leave room for reading.
After the full episode reveal, choose what to explore around the campfire. Your tribe opens first with each teammate’s real contribution. Captain call opens your Captain decision replay; Rival tribes opens the comparison across the campfire. Only one view appears at a time, and switching back keeps the teammate, Captain example, rival and scoring trail you were inspecting. The episode score and season position stay above these choices, with the next expedition below when available. These controls also work in the Season journal, where each newly opened episode starts with Your tribe. Switching views never submits a pick, spends a handoff or changes a recorded score.
In Rival tribes, Across the campfire compares your tribe with each computer rival. Choose a rival, then inspect immunity, advantages, survival and the vote, or the finale jury crown. Each trail shows its signed difference, the biggest individual contribution, Captain bonuses and the other teammates’ combined points. Before-and-after season margins count only episodes you entered. Gaining points on a rival this episode does not necessarily put you ahead overall. Historical replays stop at that episode, and scoring corrections use the latest reviewed ledger. Exploring these results does not alter your picks or recorded score.
The island follows a move, aftermath, next-move rhythm. Recruiting, removing, swapping or choosing a challenge Captain shows the changed lineup before returning to camp. These are unsaved previews until you play or save. Each of these local lineup results offers Undo for that move: it restores the preceding lineup order and Captain, keeps earlier edits, and shows the restored tribe before you continue. Continuing closes this immediate undo opportunity. A changed saved version or another-tab conflict disables undo; compare the latest accepted tribe using the existing conflict controls. Accepted saves, locked challenges and camp handoffs cannot be undone here. Successful saves and episode arrivals show an accepted-state confirmation. Read the challenge result before returning to the camp decision; scouting opens a separate report before you choose a Captain. Committing reveals camp events, then the vote, then the episode haul. Continuing a result only changes the scene and never repeats a submission. Browsing people, comparing ratings and previewing a camp torch remain immediate. Private manual draft picks and saved Captain choices also show their confirmed aftermath; draft deadlines continue while you read.
New scout relay seasons offer one optional camp scout per entered episode while a Captain decision is available. Choose a locked teammate using the separate scout portraits, then choose one trail: advantages checks advantage presence; the vote checks whether that teammate survives tonight; the finale also offers a jury check. The jury report says whether that person is among three possible champions, including the eventual winner, without identifying the winner or the other names. One person and one trail share the same allowance. An already immune teammate needs no vote check. Exact points and other teammates’ events stay hidden. Changing Captain does not remove anyone’s −2 vote-out penalty. Earlier advantage-only scout seasons retain that single trail. The scout target and torch preview are independent: changing either does not move the other. Reading the report keeps your torch preview; Preview as Captain explicitly changes that preview, and only the original camp confirmation commits a handoff. Scouting does not spend a handoff, award points, change events or reset after refresh. A second scout is rejected. Use the report to keep your Captain or spend a season handoff; the episode result compares the report with that teammate’s actual camp contribution. Rivals choose one teammate and trail from public profiles, immunity and the briefing before reading only that teammate’s report, with the same handoff limit. Older saved seasons retain their original rules.
When camp advantages are revealed, a teammate whose advantage trail you scouted carries an Intel marker. Inspect them to compare the original clue with their actual item finds, successful protective plays and reviewed advantage points. The points use the real Captain multiplier and scoring caps; they exclude challenge, survival, departure and jury points. A quiet trail can mean zero advantage points while survival still matters at council. Corrected camp results retain the earlier report and label the latest result instead of rewriting the clue. Vote and jury reports belong to council, so they do not appear as advantage clues. Inspecting this comparison does not scout again, change your Captain or spend a handoff.
Captain relay removes selection budgets and price releases. Older priced challenge rounds keep 24 selection credits. Each castaway costs 4–8 credits based on public challenge, scouting, and social demand. Prices are frozen within an episode and refresh for the next one. Choose a complete lineup within budget; credits never carry over and are not money. Computer opponents obey the same constraint. Fixed rules seasons and computer drafts have no selection budget.
In older priced challenges, if new prices put a carried tribe over budget, its most expensive castaway is released first until the retained tribe is affordable. Empty seats score zero until you save a complete lineup. A removed Captain is replaced by the first retained member; the notice names price-driven releases. Prior lineups and results remain unchanged.
Use Challenge skill, Scouting, Social safety, Returning first, or Lowest cost in priced tours to compare the cast. Recent points show the latest reviewed base scores before Captain bonuses; past luck does not predict future results. In episode five, the champion adds +10 base points (+20 when you keep your Captain, +30 after a relay handoff), with social skill and puzzles influencing the fictional champion draw.
Each season uses a saved local seed. Reloading or retrying keeps the same outcomes; a new season uses a new seed. The actual vote-out event removes a castaway from the following episode. Rivals choose using public scouting and the current briefing, before results. Their choices are hidden until lock, and Weekly rosters can overlap.
Before starting a relay challenge, each recruited teammate shows the public rating for this episode’s Power or Puzzles focus once the tribe is full. Tap teammates to preview and compare without moving the current Captain’s torch; tap the current Captain to cancel the preview. The departure brief puts your current Captain and candidate side by side, with portraits and explicit rating gains, losses or ties for the challenge, Scouting and Social if kept for camp. The finale instead compares the challenge and Social/Puzzles jury skills, showing each skill once. On phones, selecting another teammate brings this comparison into view before appointment. Captain wins award +10 for individual immunity and +4 for team immunity. The brief shows the actual remaining season handoffs; with none left, the chosen Captain also leads camp at 2×. Ratings affect chances, never guarantee a win. Choose the previewed person as Captain to update your draft for free and read the appointment result; Start the challenge or Save tribe for later then submits it. Browsing previews never starts the challenge or saves a Captain. A pending preview must be chosen or cancelled before saving, and refresh restores your confirmed draft rather than an unchosen preview.
After scouting, read the separate report before your next decision. If the checked teammate differs from your torch preview, Preview as Captain takes you directly to that person at camp; Return to your previous preview keeps your earlier choice. The report explains a free 2× keep or a 3× handoff spent only on camp confirmation. If you were already previewing the checked person, only the return is needed. The same preview shortcut remains on the report at camp, returning keyboard focus and the view to that teammate. The checked castaway keeps a visible intel marker while you compare camp Captains. Selecting that person replaces the skill-based clue with the confirmed scout fact; other teammates keep their public-profile clues. A quiet advantage trail does not mean zero camp points, and being outside the jury shortlist still allows survival or advantage points. A shortlist place does not guarantee the crown. Switching Captain never removes a roster penalty. Previewing or returning to the checked person spends no handoff; the original camp button commits your choice.
At Tribal Council, the first torch inspected belongs to your champion, a departing teammate, or a surviving camp Captain before an outside castaway. Tap any torch to inspect its reviewed fate. Inspect your actual camp Captain to see base council rewards plus the extra torch bonus: kept Captains earn 2× positives and handed-off Captains earn 3× positives. A vote-out penalty stays −2, and no positive reward means no bonus. The breakdown uses the latest normalized council ledger, excludes challenge and advantage points, and labels corrected results while keeping your original Captain choice. If you scouted a teammate’s vote or finale jury trail, their torch carries an Intel marker. Inspect them to compare the original report from before council with the revealed fate or crown result. A shortlist place is a chance, not a guaranteed championship. Corrected councils retain the report you originally read and label the latest corrected result; they do not rewrite that earlier clue. Advantage reports belong to camp, so they do not appear as council clues. These comparisons do not spend resources or change scores. Council points include only survival, departure and champion events; challenge and advantage points remain separate. A departing teammate creates a free recruit spot next episode, and a departing camp Captain can be replaced freely before the next challenge. The finale offers no next-episode recruit. Having the castaway champion in your tribe does not by itself win the fantasy season; total points decide that result.
After the finale’s full reveal, the season finish puts your fantasy rank and season points first, followed by the four-tribe podium. The final episode’s score is listed separately. Only your entered, completed episodes count for every tribe; voids and opponents’ earlier episodes are excluded, and equal totals share rank. Corrections update both the finish and podium using the latest scoring records. Winning the castaway jury is a scoring event, while the fantasy crown is decided by total points. Explore your tribe, Captain call or rival comparisons below; the original Play a new season action starts a fresh camp. In the journal, the finale is labeled as a replay and earlier episodes keep their own episode results.
The season goal is to finish above three tribes. Comparisons use only your entered, settled episodes, never opponents’ earlier episodes. Voids do not count and equal totals share rank. During reveals, the race adds only events already shown; complete scores remain available after the camp commit. After the full reveal, Your Captain Call shows the real camp bonus and the handoff gain or loss versus keeping the original Captain. Tap teammates to compare hypothetical episode totals and handoff costs using the latest reviewed results. The character rewards explain each affected teammate’s positive camp base points and extra torch bonus: switching removes the actual Captain’s extra bonus and adds the proposed Captain’s bonus. Those gains and losses add up to the episode difference; everyone keeps their base points, challenge points and original penalties. Only choices affordable at that episode are available; when both handoffs were already spent, the recap explains the forced keep without offering impossible alternatives. This replay never changes your entry, score or resource balance, and historical episodes use their own remaining allowance. Older Captain feedback also uses already-known results. These comparisons are hindsight, not a future forecast.
Computer drafts keep their fixed sample episode script and fixed-roster rules. An existing unfinished rules season is preserved. Guests without an accepted entry, or after the finale, can explicitly start a challenge season.
Computer snake drafts
Computer drafts support 2–8 tribes. You play one tribe, and clearly labeled computer players fill the other seats. Your browser generates the initial order and saves its seed. The draft alternates its order each round: A–B–C, then C–B–A. A castaway can belong to only one member of the same league.
Each member receives up to four castaways, limited by the eligible field divided by the number of members, rounded down. The pick timer is 60 seconds. On timeout, an available choice from the member's priority list is used, or a recorded seeded fallback. The browser catches up elapsed deadlines when you reopen the game, using the saved order and device clock.
Choose the first scoring episode from your available future episodes. A second-chance league drafts only the remaining castaways, receives no earlier episode scores, and ends at the same fifth episode. Your auto-pick priority list stays in your browser save.
Start manually with the computer seats filled, or schedule a start in 5 or 10 minutes. The draft advances while the game is open and catches up the saved pick deadlines when you return. There is no background server or online invitation.
The full draft must finish before its first scoring round locks. An incomplete lobby or draft awards no points for that episode. The commissioner moves it to the next episode, archives earlier picks and their seed, and restarts everyone’s draft with that episode’s remaining castaways and recalculated roster sizes. Priorities keep only eligible choices. No next episode means a new season and league are needed. The first version does not include trades or free lineup swaps during the season. Draft Captains lock before the first scoring round.
Computer draft rosters stay fixed once scoring starts. A new draft starts separately with future rounds.
One deadline for everyone
Each fictional round has a 30-minute window on your device, shown as an absolute UTC cutoff and countdown. Game controls also let you lock a round early and review its sample events. Computer tribes follow the same draft cutoff.
The local game rejects lineup and challenge-Captain edits at or after their cutoff, including after you close and reopen it. A late edit cannot overwrite a previously accepted entry. The fictional relay camp decision is a separate phase; it never changes earned challenge points. These device-clock cutoffs are fictional game rules, not a secure online competition or a real-season broadcast deadline.
Sources, corrections, and standings
Scoring uses reviewed fictional episode events with distinct IDs and a link to the original fixture script. Reimporting the same event does not add points again. The sample correction removes the first recorded team participant's team-win points because they sat out, creates settlement v2, preserves the reason and earlier result, and recalculates every affected tribe.
An earlier settled episode can be corrected after you move to a later episode, including after a computer draft finishes. Select the episode in My season or open Earlier episodes in your league. Corrections update cumulative scores while preserving current lineups, locked Captains, and other episode snapshots.
Your local Weekly results distinguish round scores, cumulative scores, rounds entered, and averages. Averages require three entered, settled rounds to stop being provisional. Voided rounds do not count. Computer draft scores share a rank on equal points. Scores are kept within each fictional season or computer draft.