CFFFL
12 Players One Sole Survivor The #1 Overall Pick
The Concept

A Tournament of Outlasting

Surviving the Draft is a Survivor-style game played across CFFFL Draft Weekend. Compete in challenges, forge alliances, hunt hidden advantages, survive Tribal Council, and outlast everyone. The winner is crowned Sole Survivor and earns the #1 overall draft pick.

The goal is simple: don't get voted out.
The Schedule

Weekend Roadmap

Friday runs all the way from the opening ceremony to the Final Four. Saturday is golf, breakfast, and then the finish.

Friday

Opening → Final Four
  • Opening Ceremony — draw buffs, two tribes of six
  • Ch. 1 Relay → Tribal #1
  • Ch. 2 Flip Cup → Tribal #2 → Island #1
  • Ch. 3 Charades → Tribal #3 → Island #2
  • Ch. 4 Dodgeball → Tribal #4 → Island #3
  • Cumback Challenge → one player returns
  • Merge · Ch. 5 Chug + Cornhole → Tribal #5
  • Ch. 6 Split Tribal → Tribals #6A and #6B
  • Ch. 7 Pickleball → Tribal #7
  • Ch. 8 Trivia → Tribal #8 · Final Four set

Saturday

Golf → Sole Survivor
  • Everyone plays golf
  • Breakfast and recovery
  • No Survivor until everyone's back at the house
  • Ch. 9 Cup Tower — final immunity
  • Final Four Tribal Council
  • Final Tribal Council — jury questions and votes
  • Sole Survivor crowned
  • The Fantasy Football Draft
The Field

Tournament Structure

12 Players Start
↓
4 Pre-Merge Eliminations
↓
Dildo Island Cumback Challenge
↓
1 Player Returns
↓
Final 9 Merge
↓
Final Tribal Council
↓
Sole Survivor Crowned

Opening Ceremony

  • Mark welcomes everyone
  • The rules are explained
  • Players randomly draw buffs
  • Two tribes of six are formed

Once tribes are assigned, the game begins immediately.

How a Round Works

Challenge
↓
Strategy & Discussion
↓
Tribal Council
↓
Elimination

Challenges earn safety. Your social game determines whether you stay or go.

Round One · The Front Nine

Pre-Merge

Two tribes of six. The winning tribe earns immunity. The losing tribe attends Tribal Council and votes one player out. The first four eliminated are sent to Dildo Island.

1

Tribe Relay Race

6 vs 6 · Six Legs · Every Leg Starts With a Chug

Each player completes one leg. Tribes choose their leg order before the challenge. Next player may not start until tagged. Unlimited attempts at every station.

  • Leg 1 — Basketball: layup, free throw, three pointer
  • Leg 2 — Bottle Thrust: hips only, push the ball across the line
  • Leg 3 — Cornhole: 3 bags in the hole
  • Leg 4 — Putting (TBD)
  • Leg 5 — Kids Puzzle (~20 pieces)
  • Leg 6 — Pool Finish: flip cup, swim down and back, final beer pong shot from in the pool
The relay ends the instant the final beer pong shot is made.
12 → 11
2

Flip Cup Showdown

Best of Seven

Tribe vs tribe, standard flip cup rules. Entire tribe participates each round. First to four wins.

  • Drinks must be completely finished before flipping
  • Uneven tribes: the larger tribe sits one player each round — nobody sits twice until everyone has sat once
11 → 10
3

Movie Charades

10 Rounds · 15s Act · 10s Guess

One actor per tribe each round. Both actors draw 2 movie cards and secretly pick which to perform — so you can dodge one you don't know. Act the plot using actions only; tribe gets 10 seconds to guess. 1 point per correct title.

  • No speaking, spelling, or letters
  • No phones or outside props
  • Tied after 10 rounds → sudden death rounds
10 → 9
4

Dodgeball

Best of Five · Final Pre-Merge Challenge

Standard dodgeball, last team with a player standing wins the game. First tribe to three games wins immunity.

  • Uneven tribes sit one different player each game
  • Anything goes
9 → 8
Redemption

Dildo Island

Nobody wants to get voted out in the first hour and spend the weekend doing nothing. The first four players voted out enter Dildo Island. They stay in the game, competing for a chance to return — and for draft position.

Starting Coins

Banked by boot order

Getting voted out later is worth something — your elimination number banks coins before you ever compete on the island.

BootCoins
First Boot0
Second Boot1
Third Boot2
Fourth Boot3

Island challenge winnings stack on top of these.

When They Happen

Run during strategy time

Island challenges slot in between Tribal Councils, so nobody's weekend ends early.

  • After Tribal #2 — Island #1 (2 players)
  • After Tribal #3 — Island #2 (3 players)
  • After Tribal #4 — Island #3 (4 players)

There is no island challenge after Tribal #1.

Island Challenges

Coins buy advantages in the Cumback

#1 · Flip Cup — Boots #1–2, head-to-head 5-cup race. Winner 1 coin.

#2 · Goggins Challenge — Boots #1–3. Wall sit while drinking a beer; last one holding a legal wall sit after finishing wins.

1st2
2nd1
3rd0

#3 · Toothpick Challenge — Boots #1–4. Final chance at coins.

1st3
2nd2
3rd1
4th0
The Comeback

The Cumback Challenge

After the fourth elimination, Dildo Island closes. All four players spend their coins publicly, then race a five-stage course. The winner returns to the game at the merge; everyone else takes draft position by order of finish.

1

Basketball Qualification

Sets the staggered start

Chug one full beer, then make a layup, a free throw, and a three pointer. Finish order sets the race start:

1st0 sec
2nd+4 sec
3rd+8 sec
4th+12 sec
Qualification only sets starting position — after the stagger, it's head-to-head.
2

Ice Tray

Endurance

Finish an entire ice tray using only a straw, then complete 40 push-ups.

3

Cornhole

Accuracy

Chug a half beer, then make one bag in the hole.

4

Cup Stack

Precision + chaos

Chug a half beer, stack 10 cups, knock every cup down with a dodgeball, then retrieve your ball with your own ball shagger before moving on.

5

Pool Finish

Winner returns to the game

Chug a full beer, complete one flip cup, swim to the far end and back, then make the final beer pong shot.

The final beer pong shot can never be skipped or bought. It must always be earned.

The Coin Shop

Spent publicly before Stage 1 · one purchase each
AdvantageCost
Endurance — half the ice tray, or only 20 push-ups3
Basketball — free throw counts automatically2
Pool — flip cup counts automatically2
Cornhole — throw from 5 feet closer1

The Pool advantage still requires the chug, both swims, and the beer pong shot.

Round Two · The Back Nine

The Merge

The Cumback winner returns. The remaining nine merge into one tribe. From here, all challenges are individual unless stated otherwise. The game becomes significantly more ruthless.

5

Beer Chug + Cornhole

Individual Time Trial · Fastest Wins

One at a time. Timer starts when you pick up the beer: chug it, move to the board, and make one bag from the opposite end. Timer stops when the bag drops.

  • Unlimited cornhole attempts
  • Retrieve your own missed bags
9 → 8
6

Split Tribal · Plank Hold

Two separate games

The eight remaining players are randomly divided into two groups of four. Each group runs its own plank hold — longest hold in each group wins immunity — then the groups separate completely.

  • You only strategize with your group
  • You only vote with your group
  • You can only be voted out by your group
  • Neither group has any say in the other's Tribal
Two immunity winners. Two Tribal Councils. Two players eliminated — one from each group. Keep the groups apart until both votes are done.
8 → 6
7

Partner Pickleball

Partners drawn publicly

Partners are drawn, each team plays a pickleball match, and the winning pair earns immunity — both players are safe. The moment the challenge ends, partnerships dissolve and everyone is an opponent again.

All six attend Tribal and vote. The winning pair cannot be voted out.
6 → 5
8

Trivia

5 Rounds · One Question Each

Players are called up one at a time to answer while everyone watches. One question per player per round, no assistance, no multiple choice. Most correct after five rounds wins.

  • 25 questions prepared (5 rounds × 5 players)
  • Roughly 5th–8th grade difficulty, mixed topics
  • Ties broken by sudden-death questions
This is the final Tribal where Hidden Immunity Idols may be played.
5 → 4
9

Cup Tower · Stack It High

Final Immunity · 10 Minutes

The final four each get an equal stack of red Solo cups and 10 minutes to build the tallest free-standing tower. Building stops the instant time expires.

  • Only the provided cups — no tape, bending, or cutting
  • Rebuild as often as you like before time runs out
  • You may stand on a chair to build higher
  • The tower must be free-standing when time expires
The Tools of Chaos

Hidden Idols & Advantages

Mark hides advantages around the property before the game begins. Players may search anytime — except during an active challenge or Tribal Council.

If someone disappears for twenty minutes and comes back acting weird, that's your problem.

Hidden Immunity Idol

Two in play at all times

Played after voting but before votes are read. All votes cast against that player are cancelled, then the remaining votes are read.

If an idol is played — or leaves with an eliminated player — it gets re-hidden before the next round, so there are always up to two idols floating around.

Idols expire after the Final Five Tribal Council.

Extra Vote

One may exist

The holder casts two votes at a Tribal Council of their choosing.

Expires after the Final Six Tribal Council.

The Vote

Tribal Council

Where players are voted out. Before every vote, Mark opens the floor. Players are encouraged to defend themselves, expose alliances, make deals, throw people under the bus, and cause complete chaos.

Voting

Votes are cast privately — write down the name of the player you want eliminated. After all votes are in, Mark asks:

"If anybody has an Idol or Advantage and would like to play it, now is the time."

Once votes begin being read, no additional advantages may be played.

Pre-Merge Tribals ≈ 10 min · Merge Tribals ≈ 15 min

Tie Votes

First Tie — Immediate revote. Only tied players may receive votes.

Second Tie (Pre-Merge) — Tied players become safe. All others draw rocks. One is eliminated.

Second Tie (Merge) — Immediate tiebreaker challenge. Winner stays, loser is eliminated. No negotiations. No speeches.

Jury

Players eliminated after the merge become jurors. They may watch Tribal Councils, react, laugh, and enjoy the show. They may not speak to active players, share information, or influence the game.

You're out. Act like it.
The Final Stretch · Amen Corner

Final Four

Four players remain. One wins immunity and is safe. All four still attend Tribal and vote — the immunity winner included. One player is eliminated; three advance to Final Tribal Council.

Final Four Tie: No revote, no discussion — immediate tiebreaker challenge. Winner advances, loser becomes the final juror.
Sunday at the Masters

Final Tribal Council

Three players remain. One will become Sole Survivor. Mark opens with a recap of the season — the blindsides, the betrayals, the challenge wins, the people who got screwed, and the idiots who somehow made it to the end. Make it feel like a finale.

Opening Statements
↓
Jury Questions
↓
Final Pleas
↓
Final Vote · for a winner, not an elimination
↓
Sole Survivor · #1 Overall Pick
The Green Jacket Ceremony

Draft Order

Draft order is determined entirely by game placement. Every pick is earned through gameplay.

The Most Important Rule

Mark is the host. Mark's ruling is final. If something weird happens: make a ruling, be confident, keep the game moving.

Nobody will remember a technical ruling. Everybody will remember a blindside.
CFFFL Leaderboard
Setup
In Play0
Island0
Jury0
Out0

Waiting for the host to set the field…

No rulings yet. The first Tribal sets it off.

The board fills in as players are eliminated.