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Draft Tool

Third Round Reversal (3RR) Draft Order Calculator

Enter your slot and see every overall pick you own under third-round reversal — round 1 forward, rounds 2 and 3 reversed, then normal snake alternation from round 4 on.

3RR draft order calculator

Tell us your slot and we'll list every overall pick you own — and how long you'll be waiting between them.

Order type
Seconds per pick
Your picks, round by round
  1. R1#6
  2. R2#19
  3. R3#31
  4. R4#42
  5. R5#55
  6. R6#66
  7. R7#79
  8. R8#90
  9. R9#103
  10. R10#114
  11. R11#127
  12. R12#138
  13. R13#151
  14. R14#162
  15. R15#175
Wait times are an approximation: the average gap between your consecutive picks × your league's pick clock, assuming every manager uses the full clock. In a third-round reversal draft the real gaps alternate short and long around that average — and 3RR shifts the round-2/3 turn, so early slots get one extra long wait and late slots one extra short one.

How it works — and why 3RR exists

A standard snake draft flips direction every round to even things out — but the flip overcorrects in favor of the top slots. In a 12-teamer, the 1.01 doesn't just get the single best player in the draft: the round-2/3 turn hands it picks 24 and 25 back-to-back. Best player plus a turn is double compensation, and value models consistently show the front of the order coming out ahead over a full snake draft — that's the turn advantage 3RR was invented to claw back.

Third-round reversal (also called 3RR or the “Banzai” format, standard in FFPC and most high-stakes leagues) fixes it with one change: round 3 runs in the same direction as round 2. That breaks up the front half's 24–25 turn and gives the back half a second early pick — the 1.12 now picks 12, 13, and 25, three selections inside the top 25. From round 4 onward, normal snake alternation resumes. Formally, with T teams and slot s: round 1 is forward (pick = s), rounds 2 and 3 are both reversed (pick = (round − 1) × T + (T − s + 1)), and rounds 4+ alternate. Only the direction rule changes — so 3RR works identically at any league size, odd team counts included.

The top slots aren't left stranded, either: the 1.01's round-3 pick slides from 25 back to 36, but it lands glued to pick 37 — a new mid-draft turn that shortens the dead zone the 1.01 suffers under plain snake. Every slot's full pick list is in the table below, straight from the same ordering math the calculator runs.

Worked 12-team pick table (rounds 1–5)

Slot R1 R2 R3 R4 R5
1 124363760
2 223353859
3 322343958
4 421334057
5 520324156
6 619314255
7 718304354
8 817294453
9 916284552
10 1015274651
11 1114264750
12 1213254849

Rounds 2 and 3 both run 12 → 1; round 4 resumes forward. Note the mid-draft turns: slot 1 picks 36–37 back-to-back, slot 12 picks 12–13 then waits until 25.

Does your league need 3RR?

If your league mates grumble that the wheel wins every year, 3RR is the lightest-touch fix — one round changes direction and the rest of the draft is untouched. It's standard in FFPC and many high-stakes formats. For casual leagues, plain snake is simpler to explain, and randomizing draft order yearly spreads the turn advantage around anyway. Toggle between the two modes above and compare your slot's picks directly.

Related tools

Drafting from slot 7 in a 3RR league?

The order math is above; the strategy depends on your scoring, roster spots, and who's drafting around you. Ask Chalk & Sharp about your specific league and get a slot-by-slot plan.

See how Chalk & Sharp would call it