Fantasy Dice gives you one die for every slot on your roster. Each die lands on a team, and each team gives you one pick. Fill every slot and you have a lineup — the whole thing takes about two minutes.
Dice are not tied to positions. A die is a team, not a slot — you choose which position to take from it, and the pick lands in the most specific open slot it fits.
Because you choose the position each time, the slots you leave empty are the ones you will be forced into later. Fill QB, both WRs and TE from your first four dice and the fifth die can only give you a running back — from that one team, whoever that happens to be.
Quarterbacks project highest almost everywhere, so taking the top name off every board pushes you into exactly that corner. The stronger habit is to look at what the die in front of you is unusually good at, and to fill the awkward slots while you still have choices.
A round can allow a number of rerolls — re-rolling any dice you have not locked a player into yet, when the teams you have been handed are not ones you want. Locked dice stay locked; once a player is drafted, that pick is yours.
Separately, an injury reroll can unlock a die whose drafted player has since been ruled out or listed as doubtful. That one is available even after locking, because it exists for news that broke after you picked.
If a die lands on a team whose game has already kicked off, you cannot draft from it — their result is known, and picking from it would not be a wager. You can reroll that die, or take the blank into a slot and accept a zero there.
Dice is playable as a standalone game, as a weekly Leaderboard entry ranked against everyone else that week, and as the draft mechanic inside Leagues and Tournaments. The rules are identical everywhere; only what is at stake changes.
Prefer one team at a time? Fantasy Roulette deals the same picks from a spinning wheel. Point values are on the scoring page.