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.