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Fantasy Football - Since 1992

CONSTITUTION

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Starting Lineups 

Lineups are due at least 30 minutes prior to the start of game time per each individual player. (Remember some games are played on Thursday or Saturdays during the season). 

Each team owner must field one of the following lineup schemes: 

SCHEME #1: 1 QB, 2 RB’s, 2 WR’s, 1 TE, 1 PK, 1 DF/ST  
SCHEME #2: 1 QB, 1 RB, 3 WR’s, 1 TE, 1 PK, 1 DF/ST  
SCHEME #3: 1 QB, 1 RB, 4 WR’s, 1 PK, 1 DF/ST 
SCHEME #4: 1 QB, 2 RB, 1 WR, 2 TE’s, 1 PK, 1 DF/ST 


Rosters that are formed using a profile not allowed will receive zero points for that week. CBS Sportsline notifies illegal lineups, but not in all cases. Be sure to understand the roster schemes to ensure receiving points. 

Scoring 

See online site league site for exact scoring methods. 

Home Field Advantage (Playoffs Only) 
Home Team 8 Points (except Bowl Games) 

Draft Day 

Draft sequence will be determined by previous years regular season record. Teams not making the playoffs will be placed in a lottery for draft sequence. You will be allowed up to fourteen roster spots on your team. To move the draft along we will have a two minute limit per selection. 
We will draft starting with number 1-10 and returning back to one again (we do not snake the rounds). 

Trades 

Teams can trade or transfer one or more NFL players from one franchise to another. Trades must be finalized in time for the weekly lineup exchange to be eligible for play that week. Players traded may not return to the team traded from until at least six games have been played. Any trade or consolidating of teams may be vetoed by the league commissioner or a simple majority vote of the owners. No trades are allowed after week twelve. 

Free Agency 

An owner may pick up undrafted players at anytime during the season up until week thirteen. An owner may pickup players as many times as one wants as long as they don't exceed the roster count of fourteen. 

A free agent is a player who is not on someone else’s team, has a contract to play in the NFL or has played in the NFL. College or high school players may not be picked up as free agents. 

Injured Players 

Injured players listed as "Out" or "Inactive" by the NFL may be placed on injured reserve. This will allow a team to pick up another player without having to cut a player from your team. You may only have one player on your injured reserve list at a time. Once the NFL indicates a player is no longer "Out" or "Inactive" then the player must immediately be taken off the injured reserve list and you must make room on your roster for the injured player to return. If you do not, restore this position by game day, the previously injured player will be cut from your team. NFL.com is the only source for a players status. 

Playoff Schedule 

We will play a fourteen game season with the last three NFL regular season games acting as playoff games. The top eight teams from the league (based on win/loss) will advance to the playoffs. (Ties broken by YTD points then by head to head record) 

The top seed (the leagues best overall record, ties broken by points scored, then by head to head record) will play the lowest seed team (again based on overall record) and so on. 

The playoff schedule is bracketed and seeded as follows: 

1 vs. 8 
4 vs. 5 
2 vs. 7 
3 vs. 6 

The team with the best regular season record is consider the home team during the 1st and 2nd rounds. Bowl games have no home team. 

The bottom two teams will play the "Toilet Bowl" game during week 15 of the NFL season and will try to avoid the distinction of being the worst team in the league. The "Toilet Bowl" champ is required to fund refreshments at next year's draft! 

Tie Breakers Explained 

League standings are determined first by your league overral win/loss record. Next total points and then head to head records will be used to break the total points scored tie. If tie remains, than the power ranking will be used. 

Regular Season Games ties will not be broken. 
Playoff games (ties) will be broken by the highest points scored by a reserve player, excluding any defenses/special teams/players or kickers which may be on the bench. If reserve players are tied then the next highest players will be used and so on. 

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SCORING SYSTEM

 

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FGField Goals- 3 points


Plus 1 point for a FG of 35 to 40 Yds
Plus 2 points for a FG of 41 to 45 Yds
Plus 3 points for a FG of 46 to 50 Yds
Plus 4 points for a FG of 51 to 55 Yds
Plus 5 points for a FG of 56+ Yds

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MFGMissed Field Goal-1 point

OFRTDOffensive Fumble Recovery TD6 points

Pa2PPassing Two-point Conversion2 points

Ru2PRushing Two-point Conversion2 points

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SPECIAL SCORING FOR QUARTERBACKS

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CmpPctMinCompletion Percentage, 10+ Pass Attempts0+ CmpPctMins = 1 point for every 65 CmpPctMins

FLFumble Lost, Including ST plays-1 point

IFRTDIndividual Fumble Recovery TD9 points

IKRYdIndividual Kick Return Yards0+ IKRYds = 1 point for every 30 IKRYds

IPRYdIndividual Punt Return Yards0+ IPRYds = 1 point for every 20 IPRYds

Pa20Pass Completion 20+ Yards1 point

Pa2PPassing Two-point Conversion2 points

PaCmpPassing Completion0+ PaCmps = 1 point for every 10 PaCmps

PaIntPassing Interception-1 point

PaTDPassing TD7 points
Plus 1 point for a PaTD of 30 to 40 Yds
Plus 2 points for a PaTD of 41 to 50 Yds
Plus 3 points for a PaTD of 51 to 60 Yds
Plus 4 points for a PaTD of 61+ Yds

PaYdPassing Yards200 - 230 PaYds = 1 point 
231 - 275 PaYds = 2 points 
276 - 299 PaYds = 3 points 
300+ PaYds = 4 points 
Plus a 1 point bonus @ 100+ PaYd
Plus a 2 point bonus @ 200+ PaYd
Plus a 3 point bonus @ 300+ PaYd
Plus a 4 point bonus @ 400+ PaYd

RateMinPasser Rating, 10+ Pass Attempts0+ RateMins = 1 point for every 96 RateMins

Re20Reception of 20+ Yards2 points

Re2PReceiving Two-point Conversion2 points

Re40Reception of 40+ Yards3 points

ReTDReceiving TD9 points

RecptReception0+ Recpts = 1 point for every 1 Recpt

Ru20Rush for 20+ Yards2 points

Ru2PRushing Two-point Conversion2 points

RuTDRushing TD7 points

RuYdRushing Yards0+ RuYds = 1 point for every 12 RuYds

SackedTimes Sacked Passer-1 point

TotYdPassing, Rushing & Receiving Yards0+ TotYds = 1 point for every 25 TotYds
Plus a 1 point bonus @ 1+ TotYd

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SPECIAL SCORING FOR RUNNING BACKS

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FLFumble Lost, Including ST plays-1 point

IFRTDIndividual Fumble Recovery TD8 points

IKRTDIndividual Kick Return TD8 points

IKRYdIndividual Kick Return Yards0+ IKRYds = 1 point for every 25 IKRYds

IPRTDIndividual Punt Return TD8 points

IPRYdIndividual Punt Return Yards0+ IPRYds = 1 point for every 24 IPRYds

Pa20Pass Completion 20+ Yards1 point

Pa2PPassing Two-point Conversion3 points

PaIntPassing Interception-1 point

PaTDPassing TD9 points

Re20Reception of 20+ Yards1 point

Re2PReceiving Two-point Conversion3 points

Re40Reception of 40+ Yards2 points

ReAvgMinAverage per Reception, 3+ Receptions0+ ReAvgMins = 1 point for every 9 ReAvgMins

ReTDReceiving TD8 points

ReYdReceiving Yards0+ ReYds = 1 point for every 20 ReYds

RecptReception0+ Recpts = 2 points for every 2 Recpts

Ru20Rush for 20+ Yards2 points

RuAttRushing Attempt0+ RuAtts = 1 point for every 3 RuAtts

RuAvgMinRushing Average, 5+ Rushes0+ RuAvgMins = 1 point for every 4.5 RuAvgMins

RuTDRushing TD7 points
Plus 1 point for a RuTD of 15 to 30 Yds
Plus 2 points for a RuTD of 31 to 40 Yds
Plus 3 points for a RuTD of 41 to 50 Yds
Plus 4 points for a RuTD of 51+ Yds

RuYdRushing Yards100 - 125 RuYds = 1 point 
126 - 150 RuYds = 2 points 
151+ RuYds = 3 points 
Plus a 3 point bonus @ 100+ RuYd

TotYdPassing, Rushing & Receiving Yards0+ TotYds = 1 point for every 12 TotYds
Plus a 1 point bonus @ 1+ TotYd

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SPECIAL SCORING FOR WIDE RECEIVERS

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FLFumble Lost, Including ST plays-1 point

IFRTDIndividual Fumble Recovery TD8 points

IKRTDIndividual Kick Return TD8 points

IKRYdIndividual Kick Return Yards0+ IKRYds = 1 point for every 25 IKRYds

IPRTDIndividual Punt Return TD8 points

IPRYdIndividual Punt Return Yards0+ IPRYds = 1 point for every 24 IPRYds

Pa20Pass Completion 20+ Yards2 points

Pa2PPassing Two-point Conversion3 points

PaIntPassing Interception-1 point

PaTDPassing TD8 points
Plus 1 point for a PaTD of 35 to 40 Yds
Plus 2 points for a PaTD of 41 to 50 Yds
Plus 3 points for a PaTD of 51 to 60 Yds
Plus 4 points for a PaTD of 61+ Yds

Re20Reception of 20+ Yards1 point

Re40Reception of 40+ Yards2 points

ReAvgMinAverage per Reception, 3+ Receptions0+ ReAvgMins = 1 point for every 14 ReAvgMins

ReTDReceiving TD7 points
Plus 1 point for a ReTD of 30 to 40 Yds
Plus 2 points for a ReTD of 41 to 50 Yds
Plus 3 points for a ReTD of 51 to 60 Yds
Plus 4 points for a ReTD of 61+ Yds

ReYdReceiving Yards90 - 100 ReYds = 1 point 
101 - 120 ReYds = 2 points 
121+ ReYds = 3 points 
Plus a 2 point bonus @ 100+ ReYd

RecptReception0+ Recpts = 2 points for every 2 Recpts

Ru20Rush for 20+ Yards2 points

Ru2PRushing Two-point Conversion3 points

RuAttRushing Attempt0+ RuAtts = 1 point for every 1 RuAtt

RuTDRushing TD8 points

RuYdRushing Yards0+ RuYds = 1 point for every 15 RuYds

TotYdPassing, Rushing & Receiving Yards0+ TotYds = 1 point for every 12 TotYds
Plus a 1 point bonus @ 1+ TotYd

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SPECIAL SCORING FOR TIGHT ENDS

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FLFumble Lost, Including ST plays-1 point

IFRTDIndividual Fumble Recovery TD8 points

IKRTDIndividual Kick Return TD8 points

IKRYdIndividual Kick Return Yards0+ IKRYds = 1 point for every 25 IKRYds

IPRTDIndividual Punt Return TD8 points

IPRYdIndividual Punt Return Yards0+ IPRYds = 1 point for every 24 IPRYds

Pa20Pass Completion 20+ Yards2 points

Pa2PPassing Two-point Conversion3 points

PaIntPassing Interception-1 point

PaTDPassing TD8 points
Plus 1 point for a PaTD of 35 to 40 Yds
Plus 2 points for a PaTD of 41 to 50 Yds
Plus 3 points for a PaTD of 51 to 60 Yds
Plus 4 points for a PaTD of 61+ Yds

Re20Reception of 20+ Yards1 point

Re40Reception of 40+ Yards2 points

ReAvgMinAverage per Reception, 3+ Receptions0+ ReAvgMins = 1 point for every 13 ReAvgMins

ReTDReceiving TD7 points
Plus 1 point for a ReTD of 25 to 35 Yds
Plus 2 points for a ReTD of 36 to 45 Yds
Plus 3 points for a ReTD of 46 to 55 Yds
Plus 4 points for a ReTD of 56+ Yds

ReYdReceiving Yards40 - 55 ReYds = 1 point 
56 - 65 ReYds = 2 points 
66+ ReYds = 3 points 
Plus a 2 point bonus @ 75+ ReYd

RecptReception0+ Recpts = 2 points for every 2 Recpts

Ru20Rush for 20+ Yards2 points

Ru2PRushing Two-point Conversion3 points

RuAttRushing Attempt0+ RuAtts = 2 points for every 1 RuAtt

RuTDRushing TD8 points

TotYdPassing, Rushing & Receiving Yards0+ TotYds = 1 point for every 10 TotYds
Plus a 1 point bonus @ 1+ TotYd

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SPECIAL SCORING FOR KICKERS

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XPExtra Points2 points

DEFENSIVENAMESETTINGS

BFBBlocked Field Goals (ID/ST/DST)3 points

BPBlocked Punts (ID/ST/DST)4 points

BXPBlocked Extra Points (ID/ST/DST)2 points

DFRDefensive/ST Fumble Recovered (ID/DT/DST)2 points

DTDTotal Defensive and Special Teams TD8 points

FFForced Fumble1 point

IntInterceptions2 points

KRYdKick Return Yards (ID/ST/DST)1 - 50 KRYds = 1 point 
51 - 75 KRYds = 2 points 
76 - 100 KRYds = 3 points 
101 - 150 KRYds = 4 points 
151+ KRYds = 5 points 

PAPoints Against, Total Points Scored0 - 0 PAs = 8 points 
2 - 3 PA = 7 points 
4 - 6 PA = 6 points 
7 - 10 PA = 5 points 
11+ PAs = 0 points 

PRYdPunt Return Yards (ID/ST/DST)1 - 50 PRYds = 1 point 
51 - 75 PRYds = 2 points 
76 - 100 PRYds = 3 points 
101 - 150 PRYds = 4 points 
151+ PRYds = 5 points 

SACKSack2 points

ST2PTSpecial Teams Conversion Return for Two-points (ID/ST/DST)2 points

STYSafety4 points

STY1PTSpecial Teams One-point Safety (ID/ST/DST)1 point

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SPECIAL SCORING FOR DEFENSE/STS

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BFBBlocked Field Goals (ID/ST/DST)2 points

BPBlocked Punts (ID/ST/DST)2 points

BXPBlocked Extra Points (ID/ST/DST)2 points

DFRDefensive/ST Fumble Recovered (ID/DT/DST)2 points

FFForced Fumble1 point

IntInterceptions2 points

SPECIAL SCORING FOR DEFENSIVE LINEMEN

BFBBlocked Field Goals (ID/ST/DST)2 points

BPBlocked Punts (ID/ST/DST)2 points

DFRDefensive/ST Fumble Recovered (ID/DT/DST)2 points

DTDTotal Defensive and Special Teams TD6 points

IntInterceptions2 points

SACKSack2 points

STYSafety4 points

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