FANTASY FOOTBALL: |
|
Fee = $25 |
|
|
|
|
|
|
|
|
|
WHEN = 6:30 pm Friday,
August 31, 2001 |
|
|
DRAFT: |
20 rounds. |
|
|
|
SELECTED:
There is no specifications on how your team will look, with the exceptions
that you may only draft up |
|
to
2 of each defense. You may draft as
many or as few of each offensive position as you wish. The draft will be |
|
in
up and down order. (i.e. the player picking first in the first round will
pick last in the second round) |
|
|
THREE
DEFENSES: |
SCORING DEFENSE/SPECIAL
TEAMS |
|
|
|
TURNOVER DEFENSE |
|
|
|
SACK/SAFETY DEFENSE |
|
|
|
STARTING
ROSTERS: You must play only one of
each type of defense, one quarterback and one kicker. You |
|
must
play at least one running back, wide receiver, and tight end. This fills up 8 slots. We will play ten players. |
|
The
remaining two positions can be filled by any combination of running back,
wide receiver, and tight end. If you |
|
neglect
to draft any position (this is legal),
you must play a player short on your roster. For example, you cannot |
|
substitute
a running back for your one tight
end. The draft is 20 rounds. This gives you 10 backups so that you |
|
whiners
who don't want to make trades or scan the waiver wire can set your rosters
for those bye weeks. |
|
|
|
INJURIES: |
Any player placed on
injured reserve must stay there for four weeks. The player must be listed |
|
|
as doubtful or out on the
injury list in order to place him on the reserve list. At the end of the fourth |
|
|
week, the decision must be made to activate the
player at that time or place him on the reserve |
|
|
list for another four
weeks (if still injured). A
replacement player may be picked up
and counts |
|
|
as one of the weekly
transactions. |
|
|
|
|
STANDINGS: |
We will be playing
head-to-head to determine records.
For example, one week Joe
would play |
|
|
Dan, and the one who scored the most points
would receive a win, while the other
a loss. |
|
|
Divisions will be set up
by a random draw of the cards on draft night. |
|
|
SCHEDULE: |
Schedules will be made up
after the draft. |
|
|
SEASON: |
The season will be the
first 15 weeks of the NFL season. |
|
|
|
|
PLAYOFFS: |
There will be 3 division
winners and 1 wildcard. Week 16 of
the NFL season will be the first round |
|
|
of the playoffs. The best division winner will play the
wildcard. The second best division winner |
|
|
will play the worst div
winner. The two winners in week 16 will play in week 17 for the |
|
|
championship. |
|
|
PAYOFF: |
Each division winner =
$30 each. |
|
tot = $ 90 |
|
|
Each wilcard = $15 each. |
|
tot = $ 15 |
|
|
Winners of week 16
playoffs = $25 each. |
|
tot = $ 50 |
|
|
Weekly high point total =
$3 x 15 games |
|
tot = $ 45 |
|
|
High Point total for year
= $20 |
|
tot = $ 20 |
|
|
Second high point total
on year = $10 |
|
tot = $ 10 |
|
|
Third high point total on
year = $5 |
|
tot = $ 5 |
|
|
Superbowl Winner = $100 |
|
tot = $ 100 |
|
|
Week 16 Free for all
winner = $5 |
|
tot = $ 5 |
|
|
Week 17 Free for all
winner = $10 |
|
tot = $ 10 |
|
|
TOTAL======> |
====> $350 |
|
|
|
The payout schedule is
subject to the number of total teams. The above is based on 14 teams. |
|
|
RELEASED |
If a player is no longer
a member of the NFL, the exact same rules hold as that for injured |
|
PLAYERS |
players. |
|
|
LINEUPS: |
Lineups will be due prior
to the beginning of the first game of
an NFL week unless there is a Thursday game. |
|
|
in this case you must
submit any players who are in that game by gametime on Thursday. You cannot submit |
|
|
|
players after the
fact. Also, if any players in that
game were on your roster the previous week,
and you do not |
|
|
|
make any changes prior to
a Thursday night game, it will be assumed that those players are
submitted. No |
|
|
|
exceptions to this rule are
allowed. |
|
|
|
|
|
|
NOTE: A "slash"
is permitted when submitting lineups.
This means that if you are unsure if one of your players |
|
|
|
is going to play, you may submit a backup to play in the
case your primary player doesn't.
(e.g. T.Davis/O.Gary |
|
|
|
means that you will play
T.Davis this week. But if he doesn't
play, then play Olandis Gary). The
risk: If your primary |
|
|
|
player plays even one
play, he is your player. NFL.com has
a gamebook which lists players that did not play. This |
|
|
|
will be the official
source for determining if your primary player played. |
|
|
|
TRADES: |
Trades will be allowed
through the first 10 weeks. The
trading deadline is therefore gametime of |
|
|
the first game in week 11. Trades will only be allowed after that date if the trade is approved by |
|
|
the 3 division leaders
and the three non-division leading teams with the next best records. No |
|
|
trades will be allowed as
of the start of the first game in week 14. Trades do not have to be of like |
|
|
positions. Ex:
You may trade a running back for a wide receiver. Any player acquired by trade |
|
|
may not be traded back to
the team you acquired him from for a minimum of three weeks. |
|
|
WAIVER |
The waiver wire has
changed as follows: Transactions can
be made starting after week one. |
|
WIRE: |
Players will be allowed
up to 2 transactions per week, up to a maximum of 15 per year. Injury |
|
|
transactions are
considered a transaction only when replacing the injured player. Once the player |
|
|
|
|
is healthy and you must
waive someone off your roster, that is not considered a transaction. |
|
|
|
|
There are two steps to
the transaction process: Teams will
be allowed to request a player |
|
|
|
|
until 9 pm Tuesday
evening after the NFL week has ended.
At that time players will be awarded |
|
|
|
|
based on worst record to
best record, and then by total points.
Only if a team gets a player will |
|
|
a transaction take place,
as that team must then waive a player.
The rationale to this method is: |
|
|
|
|
Say Joe Tritz, previously
an actuary, gets signed by the Packers as a Running Back. Doresey Levens |
|
|
|
|
gets injured and Joe
lights it up. Everyone wants
him. Under a first-come first-serve
system, it is |
|
|
|
|
a race to the phone. But some people may be away for a day, or
didn't catch the game. The Tuesday |
|
|
|
|
deadline gives everyone a
fair opportunity to place a claim for Joe.
Then, the needier team who |
|
|
|
|
placed the claim will get him. |
|
|
|
After Tuesday at 9
pm, transactions during the week will
be on a first-come, first-serve basis. |
|
|
This means I no longer
have to keep track of everyone's waiver, and call around every Thursday |
|
|
|
|
when it's your turn. Transactions are now 100% your
responsibility. This also negates the
need |
|
|
|
|
for deferred picks, so
those are hereby eliminated. |
|
|
|
|
|
In the case that multiple
claims are made on a player in the same day, a judgment call will be made |
|
|
|
|
by the commissioner as to
who made the claim first. My voice
mail at work and at home have a time |
|
|
|
|
code, so that will be
used to determine the claim if a message is left. The time stamp on e-mails will |
|
|
|
|
be used for that type of
correspondence. If you contact me
personally, I'll do my best to make a habit |
|
|
|
|
of checking the
time. If I don't I will use my best
judgment. |
|
|
NOTES: (1) If claiming two players prior to the
Tuesday night deadline, you must order them according to your preference as
to which |
|
|
player
you are awarded first. The
commissioner will allocate claims to teams one player at a time, such that
two claims are not awarded to one team |
|
|
before
a claim is awarded to other teams.
(2) When claiming a player, you must release a player when that player
is awarded to your team. State the |
|
|
player
to be released at the time the claim is requested. (3) You may release
players off your roster at any time without filling a spot. It is not the release |
|
of
players that counts as a transaction, but instead the filling of the empty
spot. Regardless of the number of
empty spots on your roster, you are still |
|
|
limited
to two transactions per week (i.e. there are no deferred picks). You also must wait for awarding of waiver
claims between Sunday and Tuesday |
|
just like everyone else. In other words, it really does you no good
to release players without filling the spot. |
|
|
|
|
|
|
Points will be scored as follows: |
|
Quarterback: |
|
Running Back: |
|
TD passes: |
|
0-9 yrds, 7 points |
|
TD passes: |
0-9 yrds, 12 points |
|
|
10-19 yrds, 10 points |
|
10-19 yrds, 17 points |
|
|
20-29 yrds, 12 points |
|
20-29 yrds, 20 points |
|
|
30-39 yrds, 13 points |
|
30-39 yrds, 21 points |
|
|
40-49 yrds, 14 points |
|
40-49 yrds, 22 points |
|
|
50+ yrds,
15 points |
|
50+ yrds,
23 points |
|
|
Interception: -3 points |
|
Interception: -3 points |
|
|
TD runs: |
|
0-9 yrds, 10 points |
|
TD runs: |
|
0-4 yrds, 8 points |
|
|
10-19 yrds, 14 points |
|
5-9 yrds, 11 points |
|
|
20-29 yrds, 17 points |
|
10-14, 13 points |
|
|
30-39, 19 points |
|
15-19, 14 points |
|
|
40-49, 20 points |
|
20-29 yrds, 15 points |
|
|
50+ yrds,
21 points |
|
30-39, 16 points |
|
|
40-49 yrds, 17 points |
|
TD catches: |
|
0-9 yrds, 13 points |
|
50+ yrds, 18 points |
|
|
10-19 yrds, 18 points |
|
|
20-29 yrds, 22 points |
|
TD catches: |
0-9 yrds, 9 points |
|
|
30-39, 25 points |
|
10-19 yrds, 12 points |
|
|
40-49, 27 points |
|
20-29 yrds, 14 points |
|
|
50+ yrds,
28 points |
|
30-39 yrds, 15 points |
|
|
40-49 yrds, 16 points |
|
|
|
50+ yrds, 17 points |
|
Wide
Receivers/Tight Ends: |
|
|
TD passes: |
|
0-9 yrds, 12 points |
|
|
10-19 yrds, 16 points |
|
|
20-29 yrds, 19 points |
|
Kickers: |
|
|
30-39, 21 points |
|
Extra points are worth 1
point. |
|
|
40-49, 22 points |
|
Field Goals: |
|
|
50+ yrds,
23 points |
|
Less than 20 yrds = 2
points |
|
|
Interception: -3 points |
|
20-29 yrds = 3 points |
|
|
30-39 yrds = 4 points |
|
TD runs: |
|
0-9 yrds, 10 points |
|
40-44 yrds = 5 points |
|
|
10-19 yrds, 14 points |
|
45-49 yrds = 6 points |
|
|
20-29 yrds, 17 points |
|
50-54 yrds = 7 points |
|
|
30-39 yrds, 19 points |
|
55-59 yrds = 8 points |
|
|
40-49, 20 points |
|
60+ yrds = 9 points |
|
|
50+ yrds,
21 points |
|
|
Missed extra points = -1
point |
|
TD catches: |
|
0-9 yrds, 9 points |
|
Missed field goal, less
than 30 yards = -3 points |
|
|
10-19 yrds, 12 points |
|
Missed field goal, 30-39
yards = -2 points |
|
|
20-29 yrds, 14 points |
|
Missed field goal, 40-49
yards = -1 point |
|
|
30-39 15 points |
|
|
40-49 yrds, 16 points |
|
|
50+ yrds, 17 points |
|
|
A
70 yard rushing or receiving day is worth 5 points. |
|
Add 1 point for each additional 5 yards. |
|
A
200 yard passing day is worth 5 points. |
|
Add 1 point for each additional 10 yards. |
|
|
TWO
POINT CONVERSIONS: |
|
|
A
quarterback's throw on a 2 point coversion is worth 2 points. |
|
All
other 2 point conversions are worth 3 points. |
|
|
SCORING
DEFENSE/SPECIAL TEAMS: |
|
|
All TD's scored by the defense and
special teams = 20 points. |
|
|
TURNOVER
DEFENSE: |
|
|
Interceptions and fumble recoveries by
the defense are 5 points. |
|
|
SACK/SAFETY
DEFENSE: |
|
|
All sacks by the defense are 3 points. |
|
All safeties by the defense are 6
points. This includes safeties |
|
scored by the special teams unit of the
team drafted. |
|
|
A
SHUTOUT WILL BE WORTH 10 POINTS TO ALL 3 DEFENSES OF THAT TEAM. |
|
|
A
defense holding the other team to 1-3
points will score 9 points. |
|
A
defense holding the other team to 4-5
points will score 8 points. |
|
A
defense holding the other team to 6
points will score 7 points. |
|
A
defense holding the other team to 7-8
points will score 6 points. |
|
A
defense holding the other team to 9
points will score 5 points. |
|
A
defense holding the other team to
10-11 points will score 4 points. |
|
A
defense holding the other team to 12
points will score 3 points. |
|
A
defense holding the other team to 13
points will score 2 points. |
|
A
defense holding the other team to 14
points will score 1 points. |
|
|
A
defense allowing 30-39 points will score -3 points |
|
A
defense allowing 40-49 points will score -5 points |
|
A
defense allowing 50+ points will score -7 points |
|
|
|
Any
points scored in any other way than listed here by a player on your roster
will count as 10 points. |
|
|
|
|
|
|
|
|
|
|
|
|
|
|