Section 1 – General Business
1.1 – The following rules may only be changed or modified during the defined period of time.
1.1.1 – Rule change proposals may be considered and voted on only during the period [A] after the NFL regular season ends; and [B] before the FFL Protection Deadline.
1.1.2 – Rule change proposals should be sent to the league’s review committee who will discuss, clarify, and finalize the language of the proposal.
1.1.3 – Proposals will be sent to all teams, who will have two weeks to vote on them.
1.1.4 – Each TEAM has one vote. A clear majority (7 yay votes in a 13-team league) is required for a rules proposal to pass.
1.2 – Annual league fee is $160.
1.3 – All teams will begin each season with the remaining transaction deposit from the preceding season. Team transaction fees will be deducted from this deposit. Teams will be required to furnish another full $25.00 deposit each time this fund is completely depleted.
1.4 – An additional $50.00 security deposit is being held in escrow.
1.5 – Any team owner dropping out of the league will forfeit both its security deposit and remaining transaction deposits; another owner will be sought to replace the ownerless team.
1.5.1 – If two or more FFL teams are left ownerless, the remaining owners will determine whether to replace the owners or reduce the number of FFL teams.
1.5.2 – If the entire league disbands or a team folds without a replacement, the security and remaining transaction deposits will first be distributed to any/all team owners having acquired future draft picks from the folding team. Payout calculation is $10 for each selection in round 1-3 and $5 for each selection in rounds 4 or above.
1.5.3 – All new (full or partial) team owners must be approved by a majority of the remaining teams.
1.6 – three divisions: ONE consisting of 5 teams and TWO of 4 teams. Division selection is determined by following format:
1.6.1 – Order money-winning teams from top to bottom (#1 through #x)
1.6.2 – Order remaining teams high points to low points through week 13 games (#x through #13)
1.6.3 – Placement is based on standing from 1.6.1 and 1.6.2: Paterno Division: teams 1, 5, 8, 10; Cappelletti Division: teams 2, 4, 7, 12; Engle Division: teams 3, 6, 9, 11, 13
1.7 – Play each team in division twice and remaining schedule according to strength of schedule. (See master schedule in League Docs section of this website.)
1.8 – 13-week, 12-game win/lose/tie schedule with every team having one bye week. However, all teams will continue to submit weekly line-ups throughout the entire 17 week NFL regular season.
1.9 – Playoffs for top SIX teams: 3 division winners, plus THREE WILDCARDS.
1.9.1 – Week 14: Lowest-seeded division winner plays wildcard seed #3. Wildcard seed #1 plays wildcard seed #2. Division winner seeds #1 and #2 have playoff byes.
1.9.2 – Week 15: Week 14 winners advance. Division winner seed #1 team owner(s) chooses playoff opponent from the Week 14 winners. The un-chosen team plays the division winner seed #2.
188.8.131.52 – #1 seed must choose their Week 15 opponent by 8:00 p.m. EST Wednesday night before Week 15 kickoff.
184.108.40.206 – *if* the #1 seed declines to choose an opponent by the deadline, the #1 seed will face the lowest-seeded team of the Week 14 winners.
1.9.3 – Week 16: Week 15 winners advance to Fantasy Bowl. Week 15 losers meet to determine third and fourth places.
1.10 – Minimum payout schedule:
Minimum Payout Schedule (in $):
|Overall Point Leader||
|Second Overall Point Leader||
|Wildcard Round Loser (high seed)||
|Wildcard Round Loser (low seed)||
|$160 x 14 teams||
1.11 – Additional transaction fees will be split by percentage among all areas after expenses are deducted.
1.12 – Both the defending champion and points winner are financially responsible for placing the names of the new teams on the corresponding trophies.
1.12.1 – Trophy holders are responsible for getting the trophies to the new winners by NFL Super Bowl Sunday.
1.12.2 – Unless otherwise agreed by both teams, failure to get the trophy to the new winner as defined above will result in forfeiture of a draft pick by the team that is bogarting the trophy.
- After Super Bowl and before April 15th – forfeit a 4th round draft pick.
- April 16th to July 4th – forfeit a 3rd round draft pick.
- July 5th to FFL Protection Deadline -forfeit a 2nd round draft pick.
- After FFL Protection Deadline – forfeit a 1st round draft pick.
1.12.3 – If the forfeited draft pick has been traded to another team, the same round draft pick in the next available year will be forfeited.
Section 2 – Procedures
2.1 During the season, each team must always consist of exactly 14 active players. 2 additional inactive (injured reserve or suspended) players are optional.
2.1.1 – A team may drop below required roster size between the Fantasy Bowl and draft day.
2.1.2 – A team may not exceed roster requirements from protection day through the Fantasy Bowl.
2.1.3 – An active roster may not exceed two kickers.
2.1.4 – An active roster may not exceed two veteran quarterbacks. A veteran quarterback is defined to be: a player entering this years FFL draft who has been on an outdoor professional football active roster during parts of more than one calendar year. However, a third veteran quarterback may be on an active roster provided that he is on the same team as one of the other existing Quarterbacks.
2.2 – If possible, starting roster will comprise active 8 players and must include: 1 QB, 1 Kicker, 2 RB & 3 Receivers (includes all ends). 1 additional player (not a QB or Kicker) may start.
2.3 – Lineups must be submitted online via the hosted service that the league subscribes to annually (currently CBSsports.com). A player’s status — either active or benched — is locked at 5 minutes before the player’s NFL game begins. Any player’s status can be changed any number of times up to this deadline, as long as the changes are consistent with starting lineup rules. If an owner is unable to access the website for whatever reason, the lineup (or lineup change) may be called or emailed to the league manager.
2.4 – In addition, owners should call their line-ups (and any lineup changes) in to their opponents during weekend play. One goal of this league is to promote verbal discussions to facilitate trades and keep in contact with your fellow owners.
2.5 – A player may only have one position at a time.
2.5.1 – Guidelines to be considered for weekly positions. When the ball is snapped, if the player usually is lined up: [A] in the immediate vicinity of the offensive tackle, along the line of scrimmage and has more receiving attempts than rushing, he is a Tight End; [B] in the vicinity of and behind the plane of the quarterback and endlines, he is a Running Back; [C] wide of the offensive line and has more receiving attempts than rushing, he is a Wide Receiver; [D] If a player never lines up on offense and only plays special teams or defense, he will be considered a wide receiver. [E] Note: It is recognized that certain players do not fit neatly into any one category. As outlined above, the determining factor is a players usual placement at the snap of the ball. The transaction committee will use all information available, as well as its common sense, to reach its decision.
2.6 – Incorrect Lineup Procedures:
2.6.1 – Too many players at a position: First players stated.
2.6.2 – Too few players or illegal player (e.g. non-roster): the FFL active player on the roster longest, whose NFL team is not idle, will be chosen to fill the vacant spot. Pecking order for selections (except for QB’s and Kickers) will be: RB, TE, WR. If possible, each team should start a full eight players each week.
2.6.3 – Note: A player not on an active NFL roster (I/R or suspended) is considered illegal. However, illegal players must start if no other legal player is available. Players whose NFL teams have bye weeks are not considered illegal.
2.6.4 – Unsubmitted or late line-ups will utilize the previous week.
2.7 – The responsibilities of the transaction committee include: reviewing all transactions and position petitions. Transaction committee membership rotates each year, with previous years’ alternates becoming members. See Transaction Section for committee list. The responsibilities of the rules committee include: interpreting existing rules and exploring all rule modifications and from year to year. Rules committee: Trz, Ying, Nick.
Section 3 – Scoring
3.1 – Points for Scores
3.1.1 – Touchdowns: 6 points for player scoring a TD; 4 points for passer of a TD
3.1.2 – Kicking: 3 points for player kicking a FG; 1 point for player kicking a PAT
3.1.3 – Two-Point Conversion: 2 points for player scoring a 2-pt conversion; 1 point for passer of a 2-pt conversion
3.1.4 – Safety: 2 points for player scoring a safety
3.2 – Points for Yardage
3.2.1 – Passing yardage bonus: [A] 1 pt. per 25 yards passing starting at 150 yards; [B] 2 pts. per 25 yards passing above 300 yards.
3.2.2 – Rushing yardage bonus: [A] 1 pt. per 10 yards rushing starting at 25 yards; [B] 2 pts. per 15 yards rushing above 245 yards.
3.2.3 – Receiving yardage bonus: 1 pt. per 10 yards receiving starting at 40 yards.
3.2.4 – Field goal bonus yardage: [A] 1 bonus point for 45-49 yards; [B] 1 additional bonus point for each 5-yard increment at 50+ yards.
3.3 – Scoring deductions
3.3.1 – Missed FG under 45 yards = 2 pt. deduction
3.3.2 – Missed FG 45 yards and above = 1 pt. deduction
3.3.3 – Missed kicked PAT = 1 pt. deducation
3.3.4 – Lost fumble = 1 pt. deduction
3.4 – The league software will score all the games. It is recognized that scoring errors may occur and occasionally, official NFL box score statistics are changed a few days after each game. It is the responsibility of each individual team owner to audit their score. Upon verification of data, regular season results (records) may be changed only until Tuesday 9:00 p.m. EST, two weeks following the game in question. No records may be modified after week 14, Thursday 9:00 p.m. EST. Overall point total, not records, may be corrected any time until the Saturday 3:00 p.m. EST following the final (week 17) game.
Section 4 – Tiebreakers
4.1 – Game Tiebreakers
4.1.1 – Individual Game Tie Breaker = NONE
4.1.2 – Home Team Advantage Regular Season = NONE
4.1.3 – Tiebreaker Playoffs (including Fantasy Bowl) = higher seed
4.2 – Tiebreakers to determine player additions and season ending draft priority:
- *Total money won
- Win/lose/tie record
- Total points
- *Division record (if all teams are in the same division)
- Head-to-head record
- Head-to-head point differential
- Division point differential (if teams in same division)
- Total point differential
- Coin toss
* – draft tiebreaker only
4.3 – Tiebreakers to determine playoff seeding. (Most of the following comes directly from the NFL published rules) If two or more clubs finish with identical best won-lost-tied records, the following steps will determine a champion. The same steps are used to determine postseason game sites (seeding).
4.3.1 – Two teams tied
- Head-to-head (best won-lost-tied percentage in games between the clubs).
- Best won-lost-tied percentage in games within the division, if both teams in the same division.
- Best net points in all games.
- Best won-lost-tied percentage in common games.
- Best net points in division games, if both teams are in the same division.
- Strength of schedule
- Coin toss
4.3.2 – Three or more teams tied
- Head-to-head sweep (applicable only if one club has defeated each of the others, or if one club has lost to each of the others).
- Best won-lost-tied percentage in games within the division, applicable if all teams are it.
- Best net points in all games.
- Best won-lost-tied percentage in common games.
- Best net points in division games, applicable if all teams are it.
- Strength of schedule
- Coin toss
4.4 – NOTE: For wildcard and consolation tiebreakers, eliminate all but the highest-ranked club within each division prior to the tiebreaker across multiple divisions. Once a team advances to the playoff round, the non-selected teams go back to the original group and all applicable teams from the original tiebreaker are once again considered.
Section 5 – Draft
5.1 – Unless voted upon by two thirds of the team owners, the draft time and date will be 8 pm EST Tuesday before the first NFL regular season (Thursday night game).
5.2 – Except where noted in the expansion procedures, draft order will proceed from worst record to highest money winner for rounds 2 through 15. Draft order for non-money winners, from rounds 2 through 15, is based on statistics through week 13. All non-money-winning teams will enter a lottery to determine the first round selection order.
5.3 – Lottery Procedures For Non-Money Teams:
5.3.1 – The team with best record (winning percentage) through Week 9 receives two chances, each subsequent team receives an additional two chances.
5.3.2 – Also, the team with least number of points from Week 9 through Week 13 receives one chance, each subsequent team receives one additional chance.
5.3.3 – All chances will be thrown into a hat and randomly chosen.
5.3.4 – The first chance selected receives the number one pick, etc., until all teams are chosen.
5.4 – Player Protections
5.4.1 – Non-money-winning teams may protect up to six players.
5.4.2 – Money-winning teams may protect a maximum of five players.
5.4.3 – Any team protecting at least five players must retain at least one prospect.
5.4.4 – Teams protecting less than five players need not keep a prospect.
5.4.5 – The protected list may not include more than two players at any one of the following five position categories: QB, RB, WR, TE, KICKER.
220.127.116.11 – Teams protecting 6 players may protect up to three players at one position, provided that at least one of the players at that position is a prospect.
5.4.6 – A player may only be protected three consecutive seasons by a single team, with the two exceptions noted below.
18.104.22.168 – A “drafted” NFL rookie may be protected four consecutive seasons.
22.214.171.124 – Each fantasy team gets one “franchise player” designation that they may apply to one player. This player is exempt from the aforementioned consecutive season limit. Teams may apply their one franchise player designation to the same player in consecutive years, without limit.
5.5 – Supplementary/additional draft picks
5.5.1 – Teams eligible to protect six players but only hold five, will receive a supplemental selection after the seventh round.
5.5.2 – Teams eligible to protect six players but only hold four, will receive supplemental selections after the third and seventh rounds.
5.5.3 – Teams eligible to protect five players but only hold four, will receive a supplemental selection after the third round.
5.5.4 – All other selections will occur at the conclusion of the final draft round.
5.6 – Prospects
5.6.1 – A prospect is any roster player who was an FFL starter for 5 or fewer game days throughout the entire previous 17 week season.
5.6.2 – Note: Teams may trade players immediately after the protection deadline and may enter the draft with as many as 15 active and two inactive players or as few as zero players. Teams receiving any extra supplemental selections due to protecting less than the maximum allowable limit do not lose the extra picks due to transactions occurring before or during draft day. Supplemental selections may be traded.
5.7 – A protected player must be on an FFL roster continuously, from kickoff Week 11 through protection day. A protected player need not be on an NFL roster.
5.8 – Approximately seven days prior to each draft, all unprotected players will be dropped. Teams may trade before and after the protections are made.
5.9 – After protections are made, a DROPPED player is not available until the beginning of the draft. Any player DROPPED during the draft, may be ADDED immediately. Any player DROPPED after the draft, may not be ADDED until after kickoff Week 1.
5.10 – Protected players may be placed on inactive status beginning prior to the draft. Drafted players may be placed on inactive status during the draft. Extra player selections must be made draft day to fill required active roster spots.
5.11 – Each team must enter the draft with at least three selections in the first five rounds.
5.12 – Draft Procedures
5.12.1 – Time limit for each selection rounds one through four is one minute.
5.12.2 – Time limit for all remaining selections is 75 seconds.
5.12.3 – If time limit elapses, the original team may select at any time, however, the next team drafting may select before the original team.
5.12.4 – The web-based software the league used to manage the site (currently CBS Sports) is the reference guide for a player’s position. This applies to the draft, inseason player, and for player protection. However, any team may petition the committee for a position change of any player, any time. During the FFL season, player petitions for upcoming games will only be considered if they are received by the prior Tuesday 9 p.m. EST.
5.12.5 – For season ending player protection and draft purposes, the above guidelines will be used to determine the one position each NFL team most often utilized its player during the previous season.
5.13 – The league is not responsible for player selections. DO YOUR HOMEWORK! Remember each NFL team has one week off.
5.14 – Any person not in college may be drafted.
5.15 – During the FFL season, only players who are or have previously been on an NFL roster may be ADDED.
5.16 – TRADES are permitted during draft day.
5.17 – Draft Sequence
5.17.1 – Round 1 determined by draft lottery (see 5.3)
5.17.2 – All subsequent rounds = worst regular season record > top money won (see 4.2)
Section 6 – Transactions
6.1 – All transactions are made via the web-hosted league software. Unless otherwise specified within the rules, transactions can be made on any player(s) up to 5 minutes before game time of all players involved in the transaction. Any valid reported transaction is considered final when approved by the league manager (note the current web-hosted league software allows owners to rescind a transaction before it has been approved by the league manager). If an owner is unable to access the website, the transaction may be called or emailed to the league manager — but if called/emailed, the transaction is not considered final until the league manager enters it online.
6.1.1 – Any team(s) not paying their full league fee by kickoff week 3 will be prohibited from conducting any transaction until full payment is received;
6.1.2 – However, if after Week 3 a team falls into this category and a player on their I/R is no longer eligible to be on I/R, that player MUST either be DROPPED or ACTIVATED according to the current I/R eligibility rules; if the latter, then another roster player can and must be DROPPED.
6.2 – All transactions and position petitions are subject to the review and approval by a majority of a standing league committee consisting of three people. The committee may void transactions or implement sanctions if it feels that the integrity of the league is threatened. Generally, any attempt by teams to circumvent the rules in order to achieve financial gain will not be permitted. In the event that committee members are involved in transactions, alternate members will be appointed. League Review Committee: Nick, Ron, Trz. 1st alternate – Sam, 2nd alternate – Zilber. In the event that timely communication cannot be made with a committee member, the alternates will be contacted. Alternate committee members will serve when the topic of discussion involves one or more of the standing members.
6.3 – Drop/Add – Drop/add transaction deadlines are defined in the waiver procedures (See Rule 6.3.8). During open drop/add, and after the waivers period during individual weeks, a player may be dropped or added up to 5 minutes before his corresponding NFL team’s kickoff.
6.3.1 – D/A cost is $4. ($2 for the Drop and $2 for the ADD)
6.3.2 – A D/A is defined as a DROP and an ADD of 1 player to the active roster neither through a trade nor as a result of an I/R transaction.
6.3.3 – A player DROPPED may not be ADDED to any team until next weekly games have concluded.
6.3.4 – A player may not be ADDED back to the team that DROPPED him until Tuesday at 9:01 pm EST following the week when the player was DROPPED from the team. Note: Draft choices and trade acquisitions are not considered ADDS.
6.3.5 – During the FFL season, only players who are or have previously been on an NFL roster may be ADDED. Except for the draft, a player may not be ADDED directly to I/R.
6.3.6 – After protections are made, a DROPPED player is not available until the beginning of the draft. Any player DROPPED during the draft, may be ADDED immediately following the draft. Any player DROPPED after the draft, may not be ADDED until after kickoff Week 1.
6.3.7 – All ADDED players must remain on an active roster for one FFL week (until after the next weeks first NFL kickoff), even if the player is traded to other teams. This rule begins kickoff game 1.
6.3.8 – From kickoff week 3 through kickoff week 11, until Tuesday at 9:00pm EST, any player ADDED by multiple teams, will be awarded to the team with the lower record. All ADDS prior to kickoff week 3 or after kickoff week 11 are on a first come basis.
6.3.9 – No starting FFL player may be dropped until his corresponding NFL team has concluded its game for that week.
6.3.10 – A team gets one warning if starting a week with less than the minimum roster (14 players). A $10 fine per week will accrue for failure to maintain a minimum roster of players after the warning.
6.3.11 – When entering a drop/add transaction, alternate players should be noted under “special notes” section of transaction request in the event the player went to another team via the waivers process. If the request player is not available to add due to another team’s waiver request and an alternate was not indicated, the transaction will be rejected.
6.3.12 – Excluding trade acquisitions, only two roster ADDS are permitted until Tuesday at 9:00pm EST each week.
6.3.13 – DROP/ADD deadline for Running Backs and all Receivers is kickoff game 13.
6.3.14 – DROP/ADD deadline for Quarterbacks and Kickers is kickoff game 16.
126.96.36.199 – If you add a QB or K in weeks 14, 15 or 16, you must drop or place on IR a corresponding positional player (QB for a QB; K for a K). The only exception would be transactions involving taking players off IR. Any player can be dropped to activate a player coming off IR status.
6.4 – Trades
6.4.1 – $2 per team for each TRADE transaction.
6.4.2 – A TRADE transaction is receipt of one player or one draft choice. Nothing besides FFL players or draft choices can be included as compensation for any trade. Cash or any other compensation as part of a trade is strictly forbidden, this is a gentlemen’s league. During the FFL season, all components of the trade must be clearly specified and exchanged AT THE TIME OF THE TRANSACTION – (i.e. no, “player to be named later,” and no delaying movement of players until the end of a season. The exchange of player(s) and draft picks must be deemed as equitable at the time the trade occurs. Trades will be reviewed/approved by the Commissioner, and any team owner can refer questionable trades to the Transaction Committee for final review/approval.
6.4.3 – $4 per team for each MULTI TRADE transaction.
6.4.4 – A MULTI TRADE transaction is receipt of multiple players and/or draft choices, or a combination thereof. Note: A condition placed on a trade is considered part of a MULTI TRADE. A transaction may exist between multiple teams and may include elements of a TRADE and a MULTI TRADE.
6.4.5 – $2 total for ADDS due to a TRADE or MULTI TRADE in order to maintain required roster sizes. No fee for DROPS. [188.8.131.52] Note: A grace period, until the beginning of the next FFL game, will be given to ADD players to maintain required roster size because of an unequal trade. A $5 fine per day will be levied for violating roster size provision, thereafter. No grace period will be given for teams needing to drop players because of additions made through trades. FFL teams not dropping players immediately will automatically lose their last active FFL player(s) drafted (Teams will not lose FFL starting players if the trade happens just before kickoff).
6.4.6 – During the FFL season, only players on a current NFL roster may be TRADED.
6.4.7 – After kickoff, if a starting FFL player is traded, the transaction becomes official only after the corresponding NFL games of all starting FFL players’ who are involved in the trade are concluded.
6.4.8 – During the season and through five games of the following season, any player traded from Team A to Team B, may not be traded back to Team A by Team B unless said player has been involved in either a Drop/Add, the draft or another trade.
6.4.9 – TRADES prohibited from kickoff week 11 through kickoff week 17. Trading may be resumed at the conclusion of the NFL regular season. Note: Trading will be prohibited until after the expansion draft during expansion years.
6.4.10 – Excluding the upcoming draft, each future year that a team trades away a draft pick (in the first three rounds) requires a $50 league fee deposit.
Section 7 – Inactive Status
7.1 – $3 for each inactive status transaction.
7.2 – An inactive status transaction is defined as:
- 1 transfer from active to inactive, plus an active roster ADD.
- 1 drop from inactive roster only.
- 1 transfer from inactive to active, plus an active DROP.
7.3 – Every time a player is added or dropped from inactive status, a transaction has occurred for each player.
7.3.1 – Note: A direct roster switch of two players, between active and inactive, is two (2) transactions.
7.4 – A player may only be placed on INACTIVE STATUS if he is:
- A) suspended by the NFL for any reason;
- B) listed as “OUT” on the NFL Injury Report;
- C) on the NFL Injured Reserve (out for season or first 6 weeks) list; or
- D) is reported as “OUT” by confirmed team sources in the media, determined by the discretion of the league manager.
- NOTE: Players who are “holding out” or have other contract disputes are not eligible for FFL I/R.
7.4.1 – Note: The first NFL injury report is generally released on Wednesday each week during the season, and is updated daily. Additionally, individual teams release their final injury report a couple hours before game time. The reports are available on the NFL’s web site, EPSN’s web site and broadcasts, and many other sports and fantasy web sites. The frequency and timeliness of the reports vary from site to site.
7.5 – A player may not be placed on INACTIVE STATUS more than twice in a season.
7.6 – When a player on IR has a pass attempt, kick, kick return, catch, or carry, the FFL team must re-activate that player before the next week’s first NFL kickoff. If owner(s) fails to activate the player, the player will be dropped.
7.7 – A maximum of 2 players may be on inactive roster at any time.
7.8 – Teams may place protected players on the inactive roster before the upcoming draft. Extra draft picks must be taken draft day to fill required active roster size.
7.9 – Only inactive status (NFL and FFL) TRADED players may be placed directly on inactive roster. Inactive traded players may be placed on receiving teams active status but a $3.00 IR transaction fee will be incurred in addition to the trade fee.
7.10 – Inactive – ADD transaction deadline is kickoff game 14. No deadline on other inactive roster type transactions.
7.11 – At the conclusion of the season, all roster players will be considered active. In this case, it is possible for a team to exceed its maximum limit of active players until draft protection notification.