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.
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
Tournament Structure
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
Challenges earn safety. Your social game determines whether you stay or go.
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.
Tribe Relay Race
6 vs 6 · Six Legs · Every Leg Starts With a ChugEach 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
Flip Cup Showdown
Best of SevenTribe 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
Movie Charades
10 Rounds · 15s Act · 10s GuessOne 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
Dodgeball
Best of Five · Final Pre-Merge ChallengeStandard 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
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 orderGetting voted out later is worth something — your elimination number banks coins before you ever compete on the island.
| Boot | Coins |
|---|---|
| First Boot | 0 |
| Second Boot | 1 |
| Third Boot | 2 |
| Fourth Boot | 3 |
Island challenge winnings stack on top of these.
When They Happen
Run during strategy timeIsland 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.
| 1st | 2 |
| 2nd | 1 |
| 3rd | 0 |
#3 · Toothpick Challenge — Boots #1–4. Final chance at coins.
| 1st | 3 |
| 2nd | 2 |
| 3rd | 1 |
| 4th | 0 |
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.
Basketball Qualification
Sets the staggered startChug one full beer, then make a layup, a free throw, and a three pointer. Finish order sets the race start:
| 1st | 0 sec |
| 2nd | +4 sec |
| 3rd | +8 sec |
| 4th | +12 sec |
Ice Tray
EnduranceFinish an entire ice tray using only a straw, then complete 40 push-ups.
Cornhole
AccuracyChug a half beer, then make one bag in the hole.
Cup Stack
Precision + chaosChug 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.
Pool Finish
Winner returns to the gameChug a full beer, complete one flip cup, swim to the far end and back, then make the final beer pong shot.
The Coin Shop
Spent publicly before Stage 1 · one purchase each| Advantage | Cost |
|---|---|
| Endurance — half the ice tray, or only 20 push-ups | 3 |
| Basketball — free throw counts automatically | 2 |
| Pool — flip cup counts automatically | 2 |
| Cornhole — throw from 5 feet closer | 1 |
The Pool advantage still requires the chug, both swims, and the beer pong shot.
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.
Beer Chug + Cornhole
Individual Time Trial · Fastest WinsOne 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
Split Tribal · Plank Hold
Two separate gamesThe 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
Partner Pickleball
Partners drawn publiclyPartners 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.
Trivia
5 Rounds · One Question EachPlayers 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
Cup Tower · Stack It High
Final Immunity · 10 MinutesThe 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
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.
Hidden Immunity Idol
Two in play at all timesPlayed after voting but before votes are read. All votes cast against that player are cancelled, then the remaining votes are read.
Idols expire after the Final Five Tribal Council.
Extra Vote
One may existThe holder casts two votes at a Tribal Council of their choosing.
Expires after the Final Six Tribal Council.
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:
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.
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 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.
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.
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.