Fantasy Roulette deals you one team at a time. Spin the wheel, draft a player from whatever it lands on, and spin again — until every slot on your roster is filled.
Fantasy Dice puts every team in front of you at once — you can survey all five before committing to any of them, and choose the order you use them in. Roulette is sequential: you only ever see the team you are on.
That makes Roulette the more honest gamble of the two. You have to decide whether the receiver in front of you is good enough to take now, without knowing whether a better one is two spins away. Dice rewards planning; Roulette rewards nerve.
A round can allow respins — turning down the team you landed on and spinning again. They are limited, and once you draft a player, that pick is locked in.
As with every mode, a team whose game has already kicked off cannot be drafted from, and a player ruled out after you picked them may be eligible for an injury reroll.
Roulette can be played with NFL teams or college teams. College rounds can be narrowed to a single conference, which makes the wheel considerably more predictable — useful if you follow one conference closely and want the draft to reward that.
Rosters can be Standard 5, Flex 7 or Super Flex 9; the wheel simply spins once per slot, so a deeper roster is a longer round.
Like Dice, Roulette works as a standalone game, as a weekly Leaderboard entry, and as the draft mechanic inside Leagues and Tournaments.
Point values are on the scoring page, and How to Play covers the rest of the modes.