
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