What
is Fantasy Football?
by Ted Carlson
Before you
continue reading on, the realm of fantasy football requires
the following: ex-tensive amounts of free time, nerdy-looking
glasses, a high-powered calculator, all three "Lord of the
Rings" movies (extended versions), an aversion to the sun,
video tapes of every Super Bowl, and a PhD in mathematics,
statistics, or economics, preferably from are putable University.
Okay, we're
joking. Among the general public, fantasy sports tend to carry
a certain geeky or cultish reputation. Trust us, it does.
Every editor at Fanball has stories of the odd (or dis-dainful)
looks they receive from people who don't understand or like
the concept of fantasy football.
However,
we have also had many experiences in which we explain the
basics of fantasy football to these cynics, and the response
is something along the lines of, "Oh, I thought it was much
more complex than that." It's not. Put away your 12-sided
die and slide rule, and let's introduce you to this growing
activity.
What is fantasy
football and why do people participate in it? First off, people
who play in fantasy leagues usually begin with a general fondness
and understanding of the sport. In the case of football, if
you like watching an occasional NFL game and comprehend the
fact that one team is trying to get the ball into the end
zone (or kick the ball through the up-rights), you have enough
knowledge to play fantasy football.
That's just
the "football" side, though. The "fantasy" angle is the fun
add-on. Think of it as drinking Bass instead of Miller Lite,
eating a home-grilled hamburger versus the fast-food version,
or watching a movie in a theater with a Dolby Digital Surround
EX system instead of on a 15-inch Magnavox in your living
room. The latter options will still get the job done, but
the former choices enhance the experiences.
Fantasy football
allows us non-billionaires to manage a team of real football
players and augment the enjoyment of the NFL season. You select
players for your squad, decide who to start and who to bench,
and cheer on your boys every Sunday and Monday as you play
against another team in your league.
What? Who?
Where? How? Yes, we know you have a lot of questions after
that vague overview. Let's start with a more detailed look
at a typical fantasy football roster.
Rosters
Fantasy teams are made up of actual NFL players, and just
as on a real team, these men fill certain position spots on
your fantasy roster. A typical roster will look as follows:
- Quarterback
- Running Back
- Running Back
- Wide Receiver
- Wide Receiver
- Tight End
- Kicker
- Team Defense
- Bench (any position)
- Bench (any position)
- Bench (any position)
- Bench (any position)
- Bench (any position)
The first
eight positions form your fantasy "starting lineup," and the
five bench spots arereserve players that you can swap in each
week if you so choose. The 12 individuals and one team defense
need not have any real-life affiliation. In other words, your
fantasy squadis not simply made up of 12 Dallas Cowboy players
and the Cowboys' defense. Rather, you mix and match the best
players to form the best possible fantasy squad. Thus, a fantasy
team might look like this:
- QB: Peyton Manning, Colts
- RB: LaDainian Tomlinson, Chargers
- RB: Clinton Portis, Redskins
- WR: Marques Colston, Saints
- WR: Torry Holt, Rams
- TE: Tony Gonzalez, Chiefs
- K: Adam Vinatieri, Colts
- TD: Carolina Panthers
- BN: Donovan McNabb, Eagles (QB)
- BN: Jamal Lewis, Browns (RB)
- BN: Chester Taylor, Vikings (RB)
- BN: Hines Ward, Steelers (WR)
- BN: Reggie Wayne, Colts (WR)
In this sample
case, you've chosen to "start" Manning instead of McNabb,
Colston over Ward and Wayne, etc. However, for any given week
of the NFL season, you can swap in your bench players for
one of your starters. And unlike in real life, using a backup
player over a starter won't actually hurt anyone's feelings.
You select
these players for your team at the beginning of the season
in one of two ways; a Draft or an Auction. We'll discuss that
process in detail later on. First, though, let's discuss what
it actually means to have these players on your team.
Scoring
Every time players like Packers' quarterback Brett Favre,
Steelers' running back Willie Parker, and Patriots' wide receiver
Randy Moss take the field, they generate stats—passing
yards, rushing yards, receiving yards, and touchdowns. These
numbers are often highlight-ed throughout NFL telecasts, and
even casual football fans are used to seeing or hearing lines
like "Favre has thrown for 235 yards and two touchdowns today."
In fantasy
football, those stats translate into points. Okay, we admit,
there's a little bit of math involved at this point in the
discussion, but it's so easy that even a caveman could do
it. All right, a smart caveman.
The most
basic fantasy scoring systems only award points for touchdowns
and are aptly labeled "touchdown-only" leagues. In those formats,
every touchdown an NFL player throws, runs in, catches, returns,
or otherwise scores translates into X-amount of points fora
fantasy team. Touchdown-only formats often stick to six points
for every touchdown, but that "X" amount varies by league.
Using the
line above, if Favre throws for 235 yards and two touchdowns
in a game, he would be worth 12 fantasy points (6 per score)
in most touchdown-only leagues. If Parker visited the end
zone once that Sunday, he'd score six points for a fantasy
club. If Moss failed to find paydirt, then he'd net a big,
fat zero.
Now, let's
move on to a second, slightly more complex type of scoring
system known as "performance" leagues. These formats account
not only for touchdowns but also factor in yardage. In a typical
performance system, fantasy owners might receive one point
for every25 passing yards and one point for every 10 rushing
or receiving yards.
We'll once
again employ Favre, Parker and Moss for examples. We have
Favre down for 235 yards and two scores, and let's add 63
rushing yards to Parker's one touchdown and 122 yards to Moss'
scoreless day. Here's how a performance league scoring chart
might look on that Sunday:
Favre: 235 passing yards (9 points) + 2 touchdowns
(12 points) = 21 points
Parker: 63 rushing yards (6 points) + 1 touchdown (6 points)
= 12 points
Moss: 122 receiving yards (12 points) + 0 touchdowns (0 points)
= 12 points
Since every
25 passing yards accounts for one point, Favre scores 9 in
that category. He would have to reach 250 yards to tally a
10th point. Parker and Moss score an extra pointevery 10 yards
and would need to hit 70 and 130 yards, respectively, before
their totals would increase.
Like we said,
performance leagues are a slight step up from touchdown-only
leagues incomplexity, but you still don't need to be Stephen
Hawking to turn the raw NFL stats into fantasy points.
An astute
reader will chime in here and ask about kickers and team defense.
As in the ac-tual NFL, fantasy kickers are their own species.
In both touchdown-only and performanceleagues, kickers usually
score one point for every extra point and three per made field
goal.Many formats will also reward kickers for hitting longer
shots (e.g. four points for everyfield goal of 50-plus yards),
but in general, fantasy kickers tend to score in threes and
ones,just like real life.
In touchdown-only
formats, team defense fantasy scoring often only rewards points
whena team returns a fumble or interception for a touchdown
or registers a safety. Performance leagues usually add in
fantasy scoring for stats like points allowed, sacks, interceptions,and
fumbles. Basically, if the defense is creating havoc for the
offense, it's scoring good points for your fantasy team.
That's a
short overview of fantasy football scoring systems. As fantasy
football has grown, so have the variety of scoring methods
under the "performance league" umbrella, butin general, fantasy
football stats will involve only a little bit of addition
and multiplica-tion. The best part about it is that, no matter
how simple or complex your league's scor-ing system is, internet-based
computer programs such as Fanball Commissioner will doall
the dirty work for you. The smart cave man we mentioned earlier
doesn't even need to know mathematics; he or she just needs
to know how to point and click a computer mouse.Regardless,
we'll tackle some more complex scoring formats later, but
let's get you moving towards the history of the game and forming
or joining an actual league.
Short
History of Fantasy Football
By Christian Peterson
In today's
Information Age, when one is but a click of the mouse or remote
control away from highlights, box scores, and expert analysis,
it's tough to imagine that fantasy sports have their origins
in Ancient Greece.
The Greeks
developed an antiquated form of fantasy sports to honor the
Olympic Gamessometime in the eighth century B.C. The first
recorded fantasy draft took place in 776 B.C., and featured
Koroibos of Elis, a champion chariot racer and easily the
best five-tool pen-tathlete of his time, as the No. 1 overall
selection. The Romans adopted the practice shortly after Julius
Caesar completed the conquest of Gaul in 50 B.C. During gladiatorial
contests,the Roman elite chose fighters they thought could
avoid being mauled by tigers and bearsand which would destroy
their opponents. Points were awarded for gougings, beheadings,and
maimings, but the fantasy aspect of the sport never quite
caught on, likely becausemost of the first round draft picks
were dead by week three of the games.
After a hiatus
of about 1,500 years, fantasy sports sprung back to life in
the 1970s, whenthe growing influence of technology and television
gradually turned most Americans into couch potatoes. Nobody
is sure who started the first fantasy football league, but
it is gener-ally agreed upon that the 10 people involved had
far too much time on their hands, likelydid not have girlfriends,
and watched an unhealthy amount of football.
Not content
to simply vegetate in front of the TV and watch NFL games
each week, they de-sired to take their enjoyment of the game
up a notch. They said to themselves, "Hey, wouldn't it be
fun if, when my favorite quarterback throws for a touchdown,
I also experience the joy of 'throwing' for a touchdown as
well?" And thus, a phenomenon was born. Their rules were simple:
Each member of the league would select a certain number of
NFL players and ac-cumulate points based on the actual statistical
performance of those players. If their selected quarterback
threw a touchdown, their fantasy team scored six points, if
their running back rushed for 100 yards, they accumulated
points, and so forth. In a word: Brilliant!
The sport
has faced, and overcome, critical obstacles over the past
30 years. The inepti-tude of the Tampa Bay Buccaneers nearly
caused the cessation of all fantasy proceedings in 1976. In
the 90s, the worthless careers of Rick Mirer, Heath Shuler,
and Ki-Jana Carter shook the faith of fantasy footballers
from East to West. Fantasy geeks have persevered however,
even through the frightening career of Ryan Leaf between 1998
and 2001, a period now commonly known as the Dark Ages. Even
the dumbing-down of audiences by television analysts like
Joe Theismann and Dan Dierdorf has not held the fantasy commu-nity
at bay.
Fantasy games
did not truly hit it big, however, until the days of keeping
track of statistics by hand (a complicated process that involved
something called "mathematics.") ended withthe invention of
the Internet by Al Gore in the early 90s. At one time just
a sport played by number-crunchers and superfans, fantasy
football has now gone mainstream and is played by nearly every
football fan who has a television, a computer, and a competitive
gene. Numerous companies offer corporate fantasy football
leagues for their employees, sports media outlets and fantasy
websites provide thousands of dollars in prizes for fantasy
con-tests, and millions of die-hard fans find the time every
weekend from September to Januaryto sit on the couch, eat
greasy food, don their favorite NFL jersey, and cheer on (or
curse) their fantasy players for 10 hours every Sunday.
Sounds like
fun, huh? So, what are you waiting for?
Fantasy
Football Etiquette
by John Tuvey
To the casual
observer, fantasy football and etiquette go together like
Marv Albert and black fishnet panties, but the truth of the
matter is that there are indeed guidelines to be fol-lowed
to ensure maximum enjoyment for all parties involved.
Before you
embark on your journey into the wonderful world of fantasy
football, here are afew etiquette tips to help make that trip
more pleasurable.
• Stay
activeIf you commit to playing in a league, you're obligated
to actively participate—and thatincludes paying any
necessary entry and/or transaction fees stipulated by your
league. Howwould you feel if someone in your league didn't
like their draft and decided to quit? You may start with a
bad hand, but that doesn't mean you can't pick up a few cards
along the way and turn it into a winner. You wouldn't walk
away if you were holding all aces, would you? Same goes for
a slow start. If you lose your first six games, don't stop
setting a lineup or making roster moves. By mailing it in,
you're giving a freebie to your opponent, whichtips your league's
competitive balance. Again, put yourself in someone else's
shoes: what if you're a game out of first and need your rival
to lose—but their upcoming opponent hasn't set their
lineup in five weeks and is starting three players out with
injury? The old saying, "Quitters never win," certainly applies
here. Moreover, quitters don't get invited back to play next
year, either.
• Friendship
is one thing, collusion another
A big part of the joy of fantasy football is the camaraderie
and competition amongst friends. However, no matter how tight
you are with another league member and no matter how close
they are to a championship, under no circumstances should
you join forces. This includes intentionally trading your
best players to your buddy in exchange for a bunch ofstiffs,
holding your studs out of the lineup, or dropping key players
so your pal can pick them up. Collusion is the cardinal sin
of fantasy football and will earn you a one-way ticketout
of your league faster than Terrell Owens can renege on a contract.
• Follow
the letter AND the spirit of the rules
Your league will have a commissioner and a set of rules to
govern play. In many cases, these rules are relatively basic
and might not specifically cover each and every situation
ofan NFL season. Your commissioner, who is undoubtedly undercompensated
for the service they're providing to your league, will do
his or her best to make sure things run smoothly. It's up
to you to follow the rules that are stated; further, if the
written rules don't specifi- interpret the spirit of the rules.
Are there corrupt commissioners? Certainly, but they're in
the minority and usually winnowed out early in the process.
Unless you're in a big-moneyleague (in which case a trustworthy
and impartial commissioner is imperative), your fan-tasy football
league is about fun. Nobody is out to screw you, so there's
no need for you to try to screw the system.
• Trading
We've already touched on the collusion end of trading, but
there are some other etiquette factors to be aware of. Don't
ignore trade offers, even if they're awful; a counter-offer
is usually the best way to get the ball rolling in the right
direction, or a simple "thanks butno thanks" if you're not
interested. When making offers, you don't have to provide
every scrap of information—like the guy you're unloading
is about to lose his starting job orwill be nursing a knee
injury the rest of the season—but keep in mind that
if you make onebad sale you'll be labeled as a peddler of
damaged goods. And while there's no need to disclose all information,
you do have an obligation to at least not flat-out lie. Speculation,as
in "Moss could get traded," is fine, but direct deceit is
not the direction you want to go.And once you've agreed on
a trade, don't back out between the time you hang up with
your trading partner and the time you inform your commissioner
about the deal. All sales should be final. Again, if you're
branded as a bad trading partner it's a tough scarlet letter
to shed.
• Talk a good
game
Trash talk is a major part of the game, especially since you
can't literally take the field against your opponent. A little
razzing is all in the spirit of the game, but some might not
take it as well as others. While there's nothing more enjoyable
than planting a burr under someone's saddle, keep in mind
that the worm could easily turn and the shoe be on the other
foot. Be creative, be competitive, but in the end remain civil.
It's a game, after all.
• Have fun
And that brings us to our final point. Fantasy football is
all about bringing more enjoyment to a great game. If you're
having fun, you're probably playing it right. If you're not
enjoy-ing yourself, get out. Try a new league, or a new sport,
or maybe even a new hobby. Fan-tasy football is supposed to
be fun, and there's no reason to play if it's not.
Setting
up a League
by Chris Bracke
If you're
more intrigued about starting up a fantasy football league
than the sisterhood is by their traveling pants (or so we're
told), let us help you out. After all, we feel there are very
few things in life that provide as much enjoyment as a well
organized, well-executed, and thoroughly fulfilling fantasy
league. Even if you lack the genius of Alex Smith, the sense
of humor of Will Ferrell, or the obsessive organizational
skills of Howard Hughes, all you need to do is follow the
guidelines below to get your league up and running.
Owners and
Logistics
The first step is to assemble your curious, pigskin-loving
masses yearning to breathe fan-tasy football. Before you send
out the request for owners, think about how many teams you
want and what type of personality you want your league to
take on. What is more impor-tant, competitiveness, having
fun, or a fine blend of the two? Also consider that the num-ber
of teams will greatly affect the depth of your rosters. If
your league consists mostly of beginners, it is wise to limit
the number of teams until everyone is more comfortable with
all the aspects of the league.
Once you
have settled on owners, you can worry about breaking them
into divisions and coming up with a schedule. If you are lost
for division names, look to the Fantasy Schedules section
near the back of Fantasy Football 101 for some inspiration
on both how to divide into divisions, how to creatively name
those divisions, and a default schedule for your league. The
main thing to consider on schedules is whether you want to
be playing during week 17 of the season, when many of the
playoff teams will be resting their stud players in preparation
for the postseason. As your fantasy football lead counsel,
we strenuously object to playing fantasy football in week
17. However, if you are willing to accept that possibility,
carry on, but don't say we didn't warn you.
Pick a Commissioner
Even the most organized league will need a commissioner to
guide it through the season. The commissioner makes sure that
the events leading up to and during the season run smoothly,
assuming a solid set of rules is in place. The commissioner
should be someone who can be objective and fair to all owners
while addressing any needs to that come up be-fore or during
the season. Consider a fine mix of Benito Mussolini, Chris
Farley, and Marc Summers (minus Double Dare's one-ton human
hamster wheel or the burrito surprise).
Scoring System
The biggest decision to be made is how your league will be
scored. Will it be of the head-to-head or total points variety?
Both league formats depend upon a prearranged point system,
but there is a difference in how those point totals translate
into winners and losers. Head-to-head is the most common form
of fantasy football leagues. It parallels the NFL because
you have one opponent each week, with the weekly point totals
of your team and your opponent determining wins and losses.
Total point leagues are decided by the points accumulated
by players in your lineup each week, with the total points
at the end of theseason determining the winner. This formatting
decision will determine how people pre-pare for your league
draft or auction.
Draft or
Auction?
Fantasy leagues have two options for how players are dispersed
and team rosters are built.A draft is often preferred by beginners
and it does the job, but with every owner having their favorite
players, why not offer them the chance to outbid other owners
in an auction to get him on their roster? Then, when you are
ready to take your league to the next level, you can consider
keeper/dynasty leagues. These leagues reward owners for their
shrewd drafting or bidding by allowing them to retain players
from year to year. These are just a few of the many twists
you can add to your league format and we encourage you to
explore all of them.
Money Matters
Whether your league winners are rewarded by pride or money,
finances will come into play. The entry and transaction fees
can be pooled into prize money, and you'll need to determine
how that is divvied up. You'll also need to allocate a portion
of your league fees to pay for a commissioner/stat service.
You already know where to find Fanball, so why not run your
league using Fanball Commissioner? Your league owners will
be giddier than Lance Bass at a San Francisco bathhouse when
they see the personalized league and team pages that offer
you an online draft room, customizing of your rules, live
scoring updates, integrated content from the largest full-time
staff of fantasy experts in the industry, and much more. If
nothing else, using Fanball Commissioner will greatly reduce
the possibility that your league commissioner is found jogging
naked, babbling nonsense about Rex Grossman's completion percentage
and Terrell Owens' dropped balls.
Transactions
Whether it's free agent pickups or weaseling your competition
into trades, both require some thought as to how your league
will handle them. If you use Fan-ball Commissioner, your headaches
in facilitating these moves will be far less pronounced. For
picking up free agents, you can allow players to select players
off the free agent list or teams can bid for players. Trades
are often one of the more enjoyable aspects of fantasy leagues
post-draft/auction and you should encourage owners to not
be scared of making them. When it comes down to it, a league
without transactions isn't really a league.
A fantasy
football league can provide a tremendous amount of enjoyment
while causing family members to question your mental state
when they find you screaming at the TV for the sixteenth straight
Sunday. Consult some of the other articles in "Fantasy Football
101" about league types, drafts versus auction styles, and
commissioner responsibilities, to name just a few. They will
get into the proper detail to help you make further decisions
on how to make the necessary decisions that will shape your
league.
Types
of Fantasy Leagues
by Court E. Mann
There are
countless types of leagues that you may choose from. While
your league may vary in terms of size and scoring, the most
basic league type distributes players prior to the season,
and at the end of the year, all players become free agents
to be distributed again the following year. However, to promote
long-term involvement by your league's participants, there
are other types of leagues that you can build to keep owners
invested not only for the current season, but for years down
the line.
Keeper Leagues
A keeper league is one in which a player or players remain
on an owner's roster for more than one season. There are several
ways in which this can work; most simply, you might choose
to allow each team to keep one player of its choosing for
the next season. Depending on how you want to structure this,
the owner could keep this player for many years to come, or
you could choose to restrict the number of years for which
an owner can keep that specific player.
Dynasty Leagues
Dynasty leagues are specific types of keeper leagues in which
owners keep a player or players for an extended period of
time, or even for the duration of their careers. Obviously,
this type of league dramatically affects the way you view
players on draft day, as longevity becomes a critical factor.
Salary Caps
and Player Contracts
Leagues that employ salary caps are designed to force owners
to consider the relative and comparative value of players.
Most often, salary cap leagues distribute players with an
auction instead of a draft, giving owners the ability to pay
a player whatever value he or she believes is appropriate.
Salary caps and player contracts are also often employed in
keeper leagues in order to combat the rising value of players
over time. For example, an owner might want to keep Peyton
Manning for as many years as your league allows, but if he
has to pay him a significant and increasing salary over time,
he or she will have to consider the ramifications of that
contract on the rest of his team.
Total Points
Leagues
In Total Points leagues, owners do not play head-to-head weekly
match-ups. Rather, their weekly point totals are continuously
aggregated over the course of the season in a traditional
rotisserie-style scoring system.
Picking
a Commissioner
by Court E. Mann
You can pick
your friends. You can pick your nose. But you can't pick your
friends' Commish's nose. Or something like that.
While it
may seem like a frivolous step in the process, picking a Commissioner
for your fantasy football league is serious business. A quality
Commissioner requires ambition, initiative, work ethic, objectivity,
enthusiasm, responsibility, leadership, knowledge, com-munication
skills, and technical saavy. The fact that you've taken active
steps to educate yourself in this Fantasy Football 101 tutorial
inherently makes you a solid candidate.
The Commish's
first and most important responsibility will be to set up
your league—a task that includes selecting the appropriate
software (Fanball Commissioner reigns su-preme, just ask us),
establishing the scoring format and league rules, and identifying
theappropriate time, venue, and method for distributing players.
Throughout
the season, the Commish will also be responsible for administering
transac-tions, overseeing trades, and settling league disputes
(these tasks will require a significantdegree of objectivity,
as the Commish has to avoid playing favorites and his own
team may be directly impacted by such issues). Therefore,
it is critical that you select a trustworthy individual who
is committed to upholding the sanctity of the league itself
above all else,including his own team's fortunes.
If there
is still a degree of doubt as to who you should pick to run
your league, the next stepis simple. Show all the candidates
the list of responsibilities described above, ask them toreview
this entire tutorial in detail, and provide a 250-word essay
on their candidacy. We guarantee that will separate the pretenders
from the contenders.
Commissioner's
Duties
by Jason Powell
Who is that
guy that everyone keeps calling "commish" and why is everyone
sucking up tohim? Unless you happen to be watching a copy
of the newly released DVD of the old tail on "The Shield,"
that's probably the commissioner of your fantasy football
league.
The reason
the other members of the league are being so nice to the commissioner
is be-cause he/she is the master of your fantasy football
universe. Much like NFL head-cheese Roger Goodell, a fantasy
football commissioner typically serves as the chief decisionmaker
for his individual league.
However,
you should feel no obligation to suck up to your commissioner.
Some of your rival owners might do it in hopes of getting
in his good graces. Yet while some commis-sioners abuse their
power to such a degree that even the Emperor from the Star
Wars saga would blush, a good commissioner is more concerned
with making sure the game takesplace on an even playing field
for all owners.
Inevitably,
every league has an owner, we'll call him John, who takes
great pride in search-ing for loopholes in the rulebook that
can be exploited to help his team win. Were it not for people
like John, a commissioner probably wouldn't be called on more
than once or twice each year. Yet because there are people
like John out there, it's important that a commis-sioner is
chosen to represent your league.
Ideally,
a commissioner is someone who has nothing at stake in the
league that he (no of-fense ladies, but we're sticking with
he/his/him from here on out because we're alreadytired of
writing his/her) governs. In other words, the ideal commissioner
doesn't have a team entered in the league.
A commissioner
who doesn't have a horse in the race is always a plus, but
it's also unreal-istic to assume that you'll find someone
who has nothing better to do than to rule over yourleague
for little or no compensation. After all, listening to fantasy
football owners bicker over rules violations and bad trades
probably isn't what anyone would consider an ideal pastime.
Plus, the
last thing you want is for an owner like John to govern the
league, as he will befree to exploit all of those rules while
answering to no one but himself. So if you can't find a non-owner
to govern your league, the members should elect one owner
to serve as the commissioner.
The commissioner's
power can be as vast as league owners choose. His duties might
include overturning lopsided trades, creating schedules and
divisions, devising the scoringformat, determining how free
agency claims are made, etc.
And just
in case the other owners don't recognize John for the snake
that he is and elect s generally a good idea to create a rule
that prevents him from having too much power. Really, it can
be as simple as affording each owner the right to challenge
a ruling. In this case, each owner (or a panel of knowledgeable,
veteran owners) is allowedvote on an issue, and if the majority
votes against the commissioner, his ruling is over-turned.
Above all
else (at least in our opinion), the commissioner should be
responsible for makingsure the fridge is stocked with beer
on draft night. He doesn't necessarily have to make the beer
run or pay for it out of his own pocket, but he should at
least delegate these tasks toother owners to ensure that the
supply doesn't run dry before the last player is picked. It's
a dirty job, but someone has to do it.
Selecting
Players: The Draft
by Jason Powell
Welcome to
what most fantasy football players consider as the best day
of the season. It's a day when fantasy owners gather to consume
large volumes of alcohol, talk trash, and select their fantasy
teams for the coming season.
A fantasy
draft follows the same basic rules of the NFL rookie draft
that takes place every April. If you're joining a new league,
the draft order will likely be determined by a randomsystem
such as drawing numbers out of a hat or by allowing a computer
system to dictatewhere each owner will select. If you're taking
control of a preexisting team, your draftorder might be predetermined
based on how the team you've inherited performed the yea rbefore.
There are
a few differences between the NFL rookie draft and a fantasy
draft. For starters, the NFL draft only involves rookie players,
whereas fantasy owners select from the entire pool of NFL
talent.
Another key
difference is that most fantasy leagues use the serpentine
system, which re-verses the draft order after each round throughout
the duration of the process. For instance,if you hold the
No. 10 pick in the first round, you'll hold the first overall
pick in the secondround, the 10th overall pick in the third
round, the first overall pick in the fourth round, etc.The
purpose of the serpentine system is to help even out the process
for owners who picklate in the first round.
DON'T OVEREMPHASIZE
LAST YEAR'S STATS
Draft day arrives and you're on the clock with your first
selection. You look over the stats from last season and decide
to select the player who scored the most touchdowns. Stop!
Just because
a player performed well last season doesn't mean he's a lock
to produce simi-lar numbers this season. Any number of things
can change during the offseason to help or hurt a player's
standing. The player you've set your sights on might have
been traded to a new team, as is the case with Thomas Jones
this year. Or maybe you're focused on a quarterback such as
Matt Hasselbeck who lost his best weapon during the offseason.
Perhaps the
player's team used the rookie draft to select a player who
might bump your guy out of the starting lineup (see Chester
Taylor). There is also the possibility that your player is
threatening to hold out if his team doesn't cave into his
contract demands (hello Larry Johnson)? Or maybe your player's
coaching staff was overhauled dramatically during the offseason,
which might lead to the team rushing more than usual or visa-versa.
CHEAT SHEETS
Don't feel too overwhelmed by the various player scenarios
detailed in the previous sec-ball fans to keep up on. If you
happen to be one of those fans, great. If you just don't have
the time or energy to keep tabs on such information, then
let the experts do the work for you by checking out our various
online cheat sheets.
Using a cheat
sheet is the equivalent of allowing a staff of experts to
do all of the prep work for you. We'll even rank each player
based on their fantasy value. Just be sure to check the date
on any cheat sheet you obtain to ensure that the rankings
are based on themost current information available.
Even if you
prefer to use your own knowledge, we suggest that you use
a cheat sheet to help you follow along during the draft by
simply crossing out a player's name as he is se-lected. Your
fellow fantasy owners may eventually forgive you for shouting
out the name of one player who's already been picked, but
you'll make them angrier than Tony Siragusa showing up five
minutes late for all you can eat clam night at the Old Country
Buffet.
MAKING YOUR
PICK
So you've either done your homework, purchased a cheat sheet,
or both. You are officially on the clock and have to decide
which player to select with your first overall pick. The de-cision
should come down to choosing between the best quarterback,
running back, or widereceiver available.
If you decide
to use a cheat sheet, you could simply select the best players
available earlyin the draft. As the draft unfolds, however,
you'll need to pay close attention to make sure that you are
spreading your talent throughout the various positions.
For instance,
let's say you take a quarterback with your first pick. When
it's time to make your second pick, your cheat sheet or personal
rankings might show that the best avail-able player is a quarterback.
Most leagues only allow owners to start one quarterback eachweek,
so there's no point in selecting another signal caller until
you have you've filled your starting running backs, wide receivers,
and tight end.
DRAFT STRATEGY
Some fantasy owners insist on selecting a pair of rushers
with their first two picks becausethey consider the running
back position to be the most in important fantasy football.
This is arguably the oldest, most common, and generally safest
of all draft ploys.
If we've
learned anything from New Kids on the Block domination of
the Billboard charts back in the eighties, it's that popularity
isn't always synonymous with talent. Likewise, while the two
running back strategy is the most popular, it's not always
the most successful.
Because the
two-back approach became so popular, some owners elected to
buck the sys-tem by taking the opposite approach to drafting.
The basic strategy behind this approach is that while other
owners are fighting over the running backs, you select the
best players atother positions. Later, while the other owners
are scrambling to pick up their quarterbacks and wide receivers,
you'll have your pick of the sleeper running backs.
SLEEPERS
AND ROOKIES
Most owners enter draft day with a list of sleepers they intend
to target at some point dur-ing the draft. The fatal mistake
some owners make is getting too attached to their sleepers
and selecting them long before they need to. This is no different
than the Vikings reaching for Tarvaris Jackson in the 2006
draft even though he probably would have been available two
or even three rounds later.
Once again,
cheat sheets are helpful because they should give you some
indication of thetrue values of your fantasy sleepers. Yes,
there is a chance that another owner will select one of your
sleepers two rounds sooner than your cheat sheet predicted.
But rest assuredthat this rival owner reached for that player,
and you'll now have a chance to select a player who otherwise
would not have been available.
If you follow
college football or watch the NFL draft, chances are there
are a few rookie players who have piqued your interest. That's
great, but there are a few things that you need to remember
about rookies. For starters, first-year quarterbacks and wide
receiversrarely produce great numbers during the rookie seasons.
Running backs
generally have more success than other rookies, but don't
make the mistake of selecting first-year backs earlier than
you should. For every LaDainian Tomlinson who thrives during
his rookie year, there is a bust like William Green. In other
words, selecting rookies earlier than they appear in cheat
sheet rankings can be a risky proposition.
HAVE FUN
Draft day is usually the one time of year that all league
members are gather in one place, somake the most of it. Remember,
all records are equal on draft day, so don't be afraid to
talk trash to your fellow owners no matter how much experience
they have compared to you.Stock the fridge full of beer, order
pizzas, and treat the draft like the memorable event that
it should be.
Draft
Strategy: Do the Opposite
by Paul Charchian
I've touched
on this topic before, both online at Fanball.com and in the
pages of our printpublication Fantasy Football Weekly,
but the idea deserves expanded communication.
What would
you do if I told you that I've got a sure-fire way to finish
the first three roundwith three elite players. In most drafts,
it can be done. But you'll have to be brave. And you'll have
to be George Costanza.
There are
many classic episodes of "Seinfeld," but few resonate more
than an episodecalled "The Opposite" in which Costanza tried
to change his luck by doing the opposite ofhis usual decisions.
By the end of the episode, he had found a girlfriend, moved
out of hisparents' house, and gotten a job with the Yankees.
Not bad.
Using Costanza
as a model for any kind of decision-making is highly unwise.
After all, we're talking about a guy that once said, "Yeah,
I'm a great quitter. It's one of the few things I do well.
I come from a long line of quitters. My father was a quitter;
my grandfa-ther was a quitter. I was raised to give up."
But "do the
opposite" has some validity in the world of fantasy football.
After all, how many times have you left a draft thinking that
a particular team was terrible, only to have itwin a championship.
How many times have you left a draft convinced that your team
wasgreat, only have your team display more holes than the
studio audience of "The View"? Thought so. It might not hurt
to upend your thinking.
| Round |
Typical Draft |
Opposite Draft |
|
| One |
Running back |
Wide receiver |
| Two |
Running back |
Wide receiver |
| Three |
Wide receiver |
Quarterback |
| Four |
Wide receiver |
Running back |
| Five |
Quarterback |
Running back |
| Six |
Wide receiver |
Running back |
| Seven |
Running back/Wide receiver |
Running back |
| Eight+ |
Best available |
Best available |
Typical Draft
The Typical Draft should look very familiar to you. In fantasy
circles, almost everyone drafts off an age-old adage: you've
got to have running backs. So the Typical Draft starts -ry
running backs and receivers are squared away, so many teams
will fill the gap at quarter-back before building some depth
at wide receiver and running back.
I'm not saying
every team in every league shakes out exactly this way. But
in my various duties I talk to thousands of fantasy footballers,
and I'm absolutely certain that the Typical Draft—and
minor variations thereof—are exceedingly common.
The Typical
Draft gets you one elite runner, a quality runner, some decent
wide receivers, an okay quarterback, and very little depth,
especially at running back—the position thatsuffers
the most injuries and has the least depth. It's not a terrible
strategy—but it puts an emphasis on luck. If your runners
stay healthy, you'll probably be competitive. If either of
your two main guys goes down, you're probably in trouble.
Opposite Draft
The Opposite Draft goes like this: while everyone is busy
taking running backs early, you'll take two of the best receivers.
If your league is really running back heavy, you could come
out of round two with the two best wide receivers. In round
three, you'll likely findthat only a couple of quarterbacks
have been taken. It's certainly possible you may find that
a top-five quarterback has slipped to the third round. Now
it's time to take a series of run-ning backs, figuring that
one or two will stick.
The tricky
part of the Opposite Draft is the necessity to unearth sleeper
running backs.They're out there, but finding them will test
your fantasy football insight, skill, and strat-egy. Here
are some tactics for finding serviceable backs in the middle
rounds:
- Try taking both parts of a running back combo platter
(Julius Jones/Marion Barber; DeAngelo Williams/DeShaun Foster),
and hope that one guy shakes out as the leader, or that
injury sidelines one of them.
- Gamble on guys coming off bad years or on the decline
(Warrick Dunn), while insulating the pick by taking his
backup (Jerious Norwood) at the end of the draft.
- You can eschew yards, and just select potential goal-line
backs like TJ Duckett
- Often, good backs on low-profile teams will slide. Look
for guys like Cleveland's Jamal Lewis or Tampa Bay's Cadillac
Williams to be available in the fourth round or fifth round.
How the Opposite
Draft can dominate
Through three rounds, the Opposite Draft team can easily net
your team three elite players.Comparatively, through three
rounds, the Typical Draft team has just one elite player,
the running back taken in the first round. Now, if you employ
the Opposite Draft strategy and can get okay play from the
running back position, your dominant quarterbacks and widereceivers
should do enough to win many of your games. Even betterges
as a stud, well, you'll steamroll your league.
Is the Opposite
Draft right for
you?If you're a novice fantasy football player, you're probably
not ready for the Opposite Draft. Stick to the Typical Draft
because and leave the duty of finding running back sleepers
to the veterans.
If you're
a veteran, but you can't tolerate the notion of letting three
rounds pass before get-ting your first running back, cling
to your Kotex and stick to the Typical Draft. The rest of
us will take it from here.
The
Auction: How and Why
by Bo Mitchell
The inability
to perform simple addition or cope with addition's tricky
friend, subtraction, is one of only two reasonable excuses
for fantasy football leagues not employing the auc-tion as
their player-selection vehicle.
The other
excuse is the inability to find a single date during the summer
calendar in whichall league owners can gather in one place
for a three-hour chunk of time. Of course, anyleague that
faces such insurmountable scheduling bugaboos ought to seriously
look at dis-banding in light of the obviously questionable
commitment of all involved.
Assuming your
league can somehow find a day that works for owners to gather
in the samelocation and that everyone has at least a third-grade
education, the auction is and alwayshas been the Fanball.com-endorsed
preference over the draft. Why do leagues continue to insist
on settling for an inherently unfair system of distributing
players via a draft? The mystery is more confounding than
Donald Trump's hair.
"It's just
the way we've always done it" isn't a good reason. It's just
a bad excuse offered up by those who still play eight track
tapes, don't have email addresses, and have never heard of
TiVo. "But it's just an office league and everyone is new
to fantasy football and an auction is so complicated and takes
more time." We understand the need to keep it simple for those
just dipping their toes in the roaring waters of fantasy football,
but time-consum-ing and complicated are both auction misconceptions.
Auctions are not at all confusing and (when done properly)
use no more clock than a draft.
A serpentine
draft (1-10, 10-1, 1-10) is unfair because if you have any
pick other than the first overall selection, you have no chance
of getting the player you most want to build your team around.
And that's the point, isn't it? In fantasy football, shouldn't
you be able to get the one player you really want more than
anyone else? Having a system that does not allowyou to do
so, only subtracts from the fun. The auction permits you to
go after any player. It is a far more equitable way of distributing
the talent, involves more strategy, and believe it or not,
it's more fun.
A draft compensates
those owners who don't do their homework. Simply pick up Fantasy
Football Weekly's three offseason issues over the course of
the summer, bring them with on draft day, and remain just
sober enough to avoid vomiting on your cheat sheets and you'll
be okay. This is especially true if you are fortunate enough
to draw a card that posi-tions your team in a favorable draft
slot. Good luck and lack of preparation are two thingsthat
should be downplayed as much as possible in fantasy football,
not rewarded. Those who don't prepare won't be able to hang
with those that do at an auction.
Drafts also
tend to be tedious and can get pretty boring while you sit
and wait betweenpicks. In an auction, owners can be involved
in the bidding on every single player as longas they have
the money and roster space available. You have to think quickly
and change strategies on the fly. And yes, you still have
time to drink and eat. Just don't try belting out a bid with
pizza in your mouth…it's not pretty.
Now that
I've extolled the virtues of an auction for the umpteenth
time, hopefully convincing the unwashed masses to make the
switch, a basic "How to Auction" lesson seems appropriate.
How to Run
an Auction
Once you have completed the very fundamental duty of choosing
an auction date, the nextjob is to locate a venue in which
to hold said auction. Any place will do, but preferable amenities
include: chairs, a nearby refrigerator fully stocked with
beer, and close access to a bathroom.
Step three
is finding an auctioneer. You'll need someone who has mastered
the addition and subtraction skills mentioned above. A quick
warning: designating one of the owners in your league to be
auctioneer works about as well as hiring Michael Vick to dogsit
for the weekend. Not a good idea. Instead, just convince a
friend to handle the duties by offer-ing free food and booze.
He or she doesn't need to own a gavel to be auctioneer-eligible,
although it wouldn't hurt.
Auction rules
then need to be made clear. The first decision is how much
mythical money each team will have to bid upon players. $100
is a nice, round number to use for those thatmay have killed
a few too many brain cells back in their beer bong days. Bidding
is alwaysdone in whole-dollar increments. You will need to
set aside a week for the auction if you allowed bidding by
the penny.
At all times
during the auction, owners must have at least one dollar for
every remainingopen spot on their roster. If you need three
more players to fill out your squad, you need to have three
bucks left in your auction budget. Thus, the auctioneer (or
better yet, more than one person) needs to constantly track
how much bid money each team has left. When a player is purchased,
subtract the amount that was spent from that owner's auction
budget. This is where that always-tricky subtraction stuff
comes into play. To make things handy, post every team's remaining
budget on a white board, tag board, or pieces of paper where
everyone in the room can easily see it.
You are now
ready to auction. Each owner takes turns putting players up
for bid so deter-mine an easy order to remember. It doesn't
matter who goes first; unlike the draft, there's no advantage
to going first, sixth, or 10th. Just pick an order: go around
the roomstarting just to the left of the refrigerator for
instance.
Bidding is
simple. Let's say Jose has the first turn. He decides to offer
up "$11 on LaDai-nian Tomlinson." Any owner can then increase
the bid on Tomlinson by any whole dollar amount. For instance,
Charlie can yell out "16 dollars!" only to immediately have
his bidupped to "19 bucks!" by Tom, who has a thing about
bidding in prime number increments. . goes to Jose. In the
extremely likely event that he goes for more than $11, Tomlinson
remains available until the bidding slows and finally stops
with a "going once, going twice, sold!" from your all-powerful
auctioneer. Owners can jump in and out of the bidding at any
time, so there's room for quite a bit of gamesmanship. It's
important to remember, however, that an owner may not bid
on a player or even offer up a player for to be bid upon if
his roster is full at that player's position. After the auctioneer
closes out the bidding on one player, the next owner in line
puts up another player for bid. And so the process continues
until all the rosters are full. That's all there is to it.
Who said auctions were difficult?
Auction Strategy
Just as you would plan for a draft by ranking players at each
position and then conductingmock drafts to simulate multiple
scenarios, so too must you prepare for your auction. The planning
is different, though. Mocking won't be possible. Unless you
are afflicted with multiple personality disorder and have
the ability to arrange for 10 or 12 of your personasto bid
against each other at a predetermined time, you'll need to
forgo holding your own mock auction.
Auctions
are much more unpredictable than drafts, however, so doing
a mock auction may be of limited value. In a draft, the best
players go first. In an auction, many of the topplayers will
invariably be sold early, but some of the best players might
not be submitted for bidding until late in the proceedings
when budgets are running low, thus affecting the dollar amount
the player sells for.
The complexities
involved in forecasting player values should not drive you
to calculatingnumerous auction algorithms to account for roster
spot and salary cap differentials. To even contemplate doing
so gives me the type of headache I only thought possible from
havinga sinus infection and a hangover while listening to
Ryan Seacrest and eating ice cream too fast.
Keep it simple.
Rank players as you would for a draft and then assign them
auction valuesfor what you think they will go for in your
league if they are brought up for bid early on.If you need
some help in this regard, we've done much of the work for
you on our cheatsheets, which each come equipped with auction
values. You're welcome.
Have a Budget
Now that you have established some baseline player values
predicated on your league's size and each team's auction salary
cap, it's time to create your team's budget and your team's
player values. In other words: who do you absolutely need
on your team, who do you want on your team, who would you
be okay with on your team…and how much wouldyou be willing
to pay for them?
For the sake
of simplicity, we'll assume your league uses the very standard
$100 auction day salary cap and a 13-player roster: two quarterbacks,
four running backs, four widereceivers, a tight end, a kicker,
and a team defense. Begin with a blank 13-man roster and .
Then start filling in the dollar amounts you'll be willing
to pay for each. It will soon become clear that there are
countless ways to assemble a roster via the auction.That's
the point. Make a plan A and a plan B. Then go ahead and make
a plan C, D, E, and F. Each of these "plans" will be potential
rosters, with players you need, like, and don't mind spread
among the 13 positions and adding up to $100.
The ability
to even do such an exercise underscores one important way
in which an auc-tion is superior to a draft—if there
are one or two players you absolutely must have on yourteam,
you can get them as long as you are willing to pay the price.
The same cannot be said of a draft, in which the luck of the
draw might leave you with the 10th pick. But again, Iam not
really here to extol the virtues of the auction for the trillionth
time.
There are
two general budget strategies that most owners employ—the
pyramid and the silo. A "pyramid" (or "studs and scrubs")
approach is one in which you spend big on one or two players—perhaps
as much as $80—and then fill in the rest of your roster
with cheap talent, including several"one dollar wonders."
The "silo" approach is where you don't spend big money, but
also aren't forced to scavenge for $1-talent at the end of
the proceedings. The silo budget meta-phor indicates that
you spread your money evenly throughout your roster—you
might havea $20 player or two, and several in the $5-to-$15
range.
One factor
to keep in mind when planning your budget: don't be afraid
to go the extra buck or two where the talent pool is thinnest.
In other words, if you feel that there are onlythree quarterbacks
you'd be happy leaving the auction with as your starter, you
might need to turn a few of those $5 and $3 roster spots into
$2 and $1 spots and beef up the pot ofmoney you have set aside
for purchasing one of those top signal callers.
Which type
budget you use will be based in part on the answer to the
first question asked:who do you absolutely need on your team?
If the answer is Steven Jackson or Peyton Man-ning (or both)
you're going with the pyramid approach, like it or not. If
you feel uneasyabout putting all your eggs in one or two baskets,
the silo approach is the way to go. Bothhave proven to be
successful so it really just comes down to which tactic you
feel morecomfortable with.
In-Auction
Strategy
It should be a given that you will need to monitor your own
roster, your remaining money, and the maximum amount you have
left to bid at any given point during the auction. Butyou
will also need to keep track of the other teams. You need
to know how much money has been spent by the other owners
and which positions they have filled. will have this information
prominently displayed for all to see at the auction venue,
but beprepared just in case the festivities are poorly planned
or the white board with all the perti-nent details is tough
to see from across the room after six beers. Knowing which
positionshave been filled by each team tells you which positions
they can't bid on and which posi-tions they have yet to fill.
Combining positions left to fill with the amount of money
theyhave spent also tells you the maximum bid of each owner.
This crucial information will come in handy during the second
half of the auction.
Spending
The most powerful position to be in on auction day is to have
the most money left in yourcoffers. Part of your spending
strategy should be landing some of the guys you want, while
the other should be saving your money for the second half
of the auction. Knowing howlong to hold your cash is something
that comes with experience, but in general, if you areamong
the owners with the most left at around the half-way point,
you will be in goodshape. Such a position will afford you
the opportunity to buy nearly any player that you re-ally
want over the second half of the auction.
Spending
too much money too soon might land you a few great players,
but it will alsoforce you to sit out the bidding until many
of the other owners spend themselves down toyour level. The
result is a couple top players and a whole bunch of leftovers.
Conversely, holding onto your money too long nets you a team
filled with average players, forces youto over-spend on players
at the end when you could have bought much better players
at the same price 45 minutes earlier, and in some cases it
leaves you with money left over—the cardinal sin of
auctions.
Bidding
Bidding is at once the most difficult, most important, and
most enjoyable part of the auc-tion. It can empty your opponents'
wallets, stick them with players they don't want, and land
you end-game bargains. An owner with the most precise and
polished rankings can be easily out-done at an auction by
someone who's a better bidder.
Let's start
with offering players up for bid. Auction newbies will tend
to throw out a player they want when it's their turn. Bad
idea! ding, you have many strategies to consider. If you only
offer up players you want when it's your turn, even the most
inebriated of your opponents will figure you out within two
or three rounds. What does that accomplish? Less money in
your bank—and in most cases a lot less money because
other owners will "bid you up" knowing that you will pay more
toget the guy you submitted.
The object
of bidding is to waste other owners' money, not yours. The
less they have to spend, the better position you will be in.
It's pretty basic stuff.
Thus, it often
makes more sense to throw players out for bid that you don't
want on your team. But you can't just toss out "Ron Dayne
for one dollar" and expect other owners to get all lathered
up like they were checking out an Eva Longoria spread in Maxim.
Toss out a dud, and you'll be stuck with him. The ideal strategy
is to throw out the name of a star player that, for whatever
reason, you don't want on your team. Then watch as the other
owners go after him in a bidding war that winds up taking
a huge bite out of someone's budget. All that being said,
you can't stick with this tactic every time it's your turn—or
else savvy owners will get a read on you. Mix it up. Toss
out a big name stud you don't want one time, followed by a
good player that you want, followed by someone that you don't.
Such a varied approach will make your intentions undecipherable.
Late in the proceedings,you can "freeze out" other owners
with opening bids that are just above their maximum,which
is why it is imperative to keep track of such things.
You also
need to alter your approach when it's not your turn to initiate
the bidding. Re-member, as long as you have money to spend
and an available roster spot, you can bid all you want. Don't
be obvious when bidding on guys you want. Some guys fold their
arms or adjust their glasses when they want a guy. For others,
it's a rapid-fire-up-the-bid-imme-diately-after-someone-else-raises-it
bidding approach that makes it so easy to get a "tell". You
don't want to be like that. Jump in on the bidding fast and
furious early on for guys you don't want, and then duck out.
Lay in the weeds for guys that you do want, only jump-ing
in at the end. Then, do the exact opposite. Again, you have
to vary the way you bid on players or else other owners will
figure you out.
This all
leads us to the trickiest bidding strategy, the aforementioned
"bidding up." It's a great weapon, but you can't over-use
it or you will suffer for it. "Bid up" means to raise the
bid on a player for the sole purpose of draining another's
bankroll. It's nasty, but it's the way to play the game. The
best time to bid someone up is early, when the owner you are
targeting has ample cap room to spend foolishly with. The
best tar, or the dude with the collection of Marvin Harrison
bobblehead dolls. If he says uno, you say i>dos,
if he says tres, you say catorce! It he says
$25, you go $30. Squeeze every dollar you can from him. It
doesn't mater if he's your brother; he'd do the same thing
to you.
The obvious
danger to bidding up is getting stuck with a guy you don't
want at a price well above book value. This happens when the
owner getting bid up, turns the tables and stops bidding.
You got served, you got clowned, you got whatever you want
to call it…but you also got a guy you don't want and a lot
less money. It's a beautiful thing when it happens to someone
else.
Make the
Switch
I once met a guy who said that his league tried an auction,
but didn't like it so they switched back. Note the word "once"
in the preceding sentence. Every other fantasy foot-ball player
I have ever spoken with that has been in a league that switched
from draft toauction has told me that they loved it and would
never go back.
Does your
league still use the draft? Start rallying league members
and badgering the com-missioner—show them this article
if you have to. It's never too late to switch to an auction.
Picking
a Name and Logo
by Chris Bracke
Above everything
else, fantasy sports is about having fun, and that should
resonate in yourteam name and logo. While it may be an afterthought
to some owners, the time spent creat-ing a unique team name
shows your competition you're serious about both having a
goodtime and building a team that will pummel your opponents
at all costs; after all, that's what the medic is for.
Finding the
right moniker for your team starts with figuring out what
inspires or motivatesyou. Wshows, current and past events,
name plays, alliteration, and family to be a few of the strongest
sources of ideas.
Movies
Mattress Police (from Fletch)
Machine Gun Jubblies (fromAustin Powers: The Spy Who Shagged
Me)
Chickens with Large Talons (from Napoleon Dynamite)
TV
Shows
Vandelay Industries (from Seinfeld0
The Red Menace (from Seinfeld)
Milkbone Underwear (from Cheers)
Current/Past
Events
The Ron Mexico Experience (thank you, Michael Vick)
Pat O'Brien's Harem (thank you, Betsy)
Name PlaysPaulverizers (from Paul Charchian)
CornBolio (from Bo Mitchell)
Alliteration
Millhouse Maulers
Apu's Armslingers
Flanders Flea Flickers
Family
Charlie's Angels (derived from an owner with multiple children)
At Your Cervix (from an owner whose wife was pregnant)
Cooperstown (from an owner with a son named Cooper)
Fewer leagues out there are encouraging teams to come up with
a team logo. However, more and more commissioner services are
accommodating team logos and as a result, theirpopularity is
growing. You may wonder where to start when it comes to a logo,
but it's not as difficult as you might think. A few solutions
to finding your ideal logo include:
- Pulling an image from the Internet - careful of the sites
you access at the office
- Digging up old pictures of Aunt Beatrice or Uncle Rico
- Grabbing that camera (digital or film) and remembering
the world is your canvas
- Bribing your artistic college roommate with as much beer
as it takes to get the job done
- Taking your child's first artwork from daycare or preschool
You'll get
some owners who shrug and roll their eyes when you mention
team names and negative STD test belonging to Ron Mexico,
they could be too stuffy for your league's own good. So in
between your preseason preparation and league draft or auction,
reservesome time to brainstorm a team name and corresponding
logo. If nothing else, it will showeveryone you're serious
about competing, yet prepared for gut-wrenching fun.
Making
Claims
by Christian Peterson
While drafting
a good team is obviously very important, equally important
is the abilityto effectively ditch underperforming players
on your own team for available players on the rise. Fantasy
football owners are constantly tinkering with their lineups
due to injuriesand/or ineffectiveness, and rarely will finish
the season with the same team they started with after the
draft.
That is why
one of the most important aspects of your league is to regulate
the distributionof free agents throughout the season. All
players not on any team's roster at a given point in time
are considered free agents.
Before talking
about the different ways of acquiring free agents, let's discuss
the waivers process. Waivers are used as a way to allow all
owners in your league equal access to free agents. Players
are on waivers if they weren't on anyone's roster at the beginning
of the -ers until a set time and date during each week (usually
Tuesday or Wednesday), at which time any claimed free agents
are awarded to the appropriate team based on the methodsdescribed
below.
There are
several commonly accepted ways of divvying up free agents:
1) First-come,
first-served: In this method of player distribution, players
are awarded to the first owner who is able to contact the
commissioner or pick up the player via theinternet. For example,
say one of my fellow league members' top running back, LaDainian
Tomlinson, goes down with a career-threatening knee injury
in the third quarter and No.1 Fantasy Football Addict Guy
is sitting there on the couch watching the game with his laptop
computer and the satellite television package that allows
him to watch 10 gamesat a time. Within 10 seconds, depending
on his connection speed, Addict Guy claims Tomilnson's backup,
Michael Turner, thereby preventing Tomlinson's owner, who
had the misfortune of being forced to do something with the
wife and kids instead of fallinginto a zombie-like football
trance all Sunday, from grabbing him. The advantage of this
method is that it rewards owners for paying attention to their
teams and to what happensaround the league. The disadvantage
is that not everyone in your league is sitting around watching
10 hours of football with their finger poised over the mouse
every Sunday, and those who have a computer and the satellite
television package that allows them towatch every single game
are rewarded for their fanaticism.
2) Pure ranking
system: Leaguthat use this method disallow all transactions
until sometime after the last game of the week has been played
(i.e. Tuesday or Wednesday). Each owner has time to peruse
the list of available players on Monday and Tuesday and enter
a claim for whichever players they want to add to their teams.
After a pre-selected deadline (say, Wednesday at 9:00 a.m.),
players are awarded to fantasy teams in the reverse order
of their current standings. For example, Team A has a record
of 2-6 and is in last place. Team B has a record of 7-1 and
is in first place. Both put in a claim for Michael Turner
(using the same example as above). Team A is awarded Turner
because he/she has a worse re-cord than Team B. The advantage
of this method is that all league members have a chance at
every player, rather than rewarding the computer/satellite
TV addict. The disadvantage is that this method rewards owners
who did not draft a good team – i.e. if you drafted
poorly enough to have the worst team, you have first dibs
on free agents. This can either be a good or a bad thing,
since it also promotes parity within your league.
3) Waiver
ranking system: A system using waiver rankings works in the
exact same way the pure ranking system does, except it is
only roughly based on how good or bad ateam's record is. In
a waiver system, all players are on waivers until Tuesday
or Wednes-day, but they are assigned based on a waiver ranking,
usually from 1-10. If two teams, (Team A, with a waiver ranking
of 1 and Team B, with a ranking of 5) each claim a play-er,
the team with the lowest ranking gets him (in this case, Team
A). Unlike a pure rank-ing system, Team A is then moved back
to the end of the line for their next claim (they now have
a waiver ranking of 10). If the No. 2-ranked team decides
not to make anyclaims that week, they move up to the No. 1
spot until they do make a claim, at whichpoint they move to
the end, and so on. This system is more effective in not rewarding
the worst teams in the league by automatically giving them
dibs on free agents.
4) Blind bidding:
This is generally considered the most fair, but most complex
and time consuming, way of distributing free agents. Leagues
that use this format assign all teams an imaginary budget
for making transactions for the entire year (usually $100).
Borrowing from the ranking method, all teams have until a
predetermined date and time to submit claims for the players
they desire. After that time, the commissioner (or Fanball's
Commissioner product) divvies up free agents to the owner
who bid the most free agent dollars on each player. For example,
Team A owns Tmlinson and is in dire need of picking up his
backup, Turner. Team A therefore bids a hefty $20 on Turner.
Team B also needs a running back, but bids only $15. Team
A is awarded Turner based on the higher bid. Once a team runs
out of their mythical $100 free agent budget, they can no
lon-ger make transactions. The only disadvantage of this system
is that it can be a lot of work for the commissioner of the
league, although products like the Fanball Fantasy Football
Commissioner offer an automated blind bidding service that
makes this method simple.
In all formats,
owners are generally allowed to pick up free agents on their
own (i.e. with-out bidding or claiming) after a pre-determined
date and time (usually Tuesday or Wednes-day after the players
who were claimed or bid on have been assigned to teams).
If this appears
confusing, don't worry; Fanball's Football Commissioner is
here to help. Fanball Commissioner allows leagues to set up
automated claims systems that do all thework for you –
including all of the different options described above.
Whatever option
you decide on, make sure the members of your league understand
ex-actly what the rules are and how the rules work at or before
your draft. Many owners havelearned the hard way that, if
there is a loophole in the rules related to the free agent/claim-ing
system, it will be exploited.
The
Typical Fantasy Football Week
by Rick Magnuson
Tuesday
The typical fantasy football week begins early Tuesday morning.
Rosters unlock for the up-coming week and the action begins.
You'll want to start the day by checking Fanball.com and other
media outlets for the latest news on injuries, bye weeks,
and favorable matchups.Based on the information you gather,
you should weigh the plusses and minuses to deter-mine your
best initial lineup and find any deficiencies in your roster.
Start combing the free agent pool for players who might fill
any gaps in your lineup.
Wednesday-Saturday
One of these days is typically dedicated to transactions,
at least free agent transactions. De-pending on your particular
day, you'll want to queue any claims before your league's
week-ly deadline. After the transaction deadline has passed,
transactions are normally processed based on standings, or
some other barometer your league uses. Trades are also processed
during this time. Once transactions are processed, the free
agent pool is opened to all own-ers until Sunday's first kickoff.
You'll want to browse the free agent list once more in the
likelihood that a desirable player is still available. Start
putting some more thought intoyour starting lineup.
Sunday
Make sure your lineup is set before your league's dedicated
cutoff time. Kick back in your recliner with a cold beverage
and some scorching hot buffalo wings. Fire up the TV and wait
for the crawler at the bottom of the screen to start rolling.
Boot up your computerand make sure the Internet connection
is available. Point your browser to Fanball.com andlog in
to your account. Go to your Fanball Commissioner league's
homepage and click on "Live Scoring." Let Fanball.com track
every pass, catch, run, touchdown, field goal, andextra point.
Monday
Hopefully, Sunday went so well Monday is irrelevant. If that's
the case, email the other own-ers and rub their faces in the
fact that Monday's game has no bearing on your team. Make
sure to remind them that your football IQ is high –
in fact, tell them you're a football genius. Otherwise, if
Sunday treated you like the 2004 San Francisco 49ers, you'll
have to endure a long night of Ron Jaworski and Tony Kornheiser
rubbing each other's ego. Bless your soul. Try to squeeze
in a few hours' sleep, because Tuesday the grind starts all
over again.
Performance
Leagues
By John Tuvey
Once you've
got the basics down, there are several variations of scoring
that can makeplaying fantasy football even more enjoyable.
One such wrinkle
is called Milestone Scoring. In addition to receiving points
for touch-downs, field goals, etc., players get bonus points
based on reaching certain performancemilestones—for
example, 100 rushing yards or 300 passing yards.
Obviously,
these bonus points reward players who have a big statistical
day regardless of whether or not they make their way into
the end zone. Of course, they also add anotherlevel of frustration:
the same anguish you feel when your player is pulled down
at the one-yard line can be felt when your player finishes
with 98 or 99 yards—or even worse, reachesthe century
mark only to be thrown for a loss on the following play and
finish below triple digits.
From milestone
scoring, it's a short jog to performance-based scoring. The
formats are similar in that points are awarded for statistical
production other than touchdowns, but inperformance leagues
there is no minimum performance or "milestone" that needs
to bereached. One common performance-based scoring system
awards one point for every 25 yards rush-ing and receiving
or 75 yards passing. This way touchdowns will carry the day
, but yard-age contributors are also recognized.
A guideline
to keep when structuring your performance-based league is
to not devalue touchdowns; after all, they're still what football
is all about. The points awarded for a touchdown should be
roughly equal or slightly greater than those awarded for 100
rushingor receiving yards or 250-300 passing yards.
Once you've
got your slide rule out to calculate performance points, the
next step is a hy-per-performance league. In a hyper-performance
league, points are doled out for just about every possible
stat measurement—yards, carries, catches, etc.
A common hyper-performance
league scoring system would award a point for every yard gained,
a point for every catch or carry, and 100 points for each
touchdown scored. Of course, you'll need John Nash or Raymond
Babbitt watching the game with you to keeptrack of your points,
as final scores in this format creep into the four-digit range.
You can tone
that down a bit—maybe bring it more in line with a typical
Suns-Mavs NBAtilt—by bringing a decimal point into the
equation. Yards would be worth 0.1 point, touch-downs 10 points,
etc.
If you're
givething out so many points, you may also want to consider
a little taketh awayas well. While many traditionalists frown
on the idea of negative fantasy points, a hyper-performance
league is the perfect place to include negative scoring for
foibles such asfumbles, interceptions, and missed field goals.
The advantage
to hyper-performance leagues is that everything your players
do earns you points. The problem is, it's nearly impossible
to track your weekly score while watching the game without
the help of a computer.
Weigh those
factors before adopting your league's scoring format. Depending
on the com-mitment level of your commissioner and your league
members, combined with the acces-sibility of a live scoring
engine (like that of Fanball's Football Commissioner) to track
.
After all,
the most important thing isn't how many points are scored—just
as long as you're the one with more.
Fanball Real
Leagues
by Rick Magnuson
Are you jonesin'
for a fantasy football fix that your friends can't feed? It
might be time to keep it real. Real Leagues are open leagues
filled with people just like yourself, peoplelooking to feed
a hungry beast.
The game doesn't
care whether you're a first-timer who's just dabbling or a
full-blown addict. Leagues are set up using one of two formats.
The first is a private league where you can join with your
friends, a sort of gateway league. The second, a public league,
is for us-ers who are beyond dabbling and ready to go head-to-head
with other hardcore users.
Since Real
Leagues inception in 1999 (it was previously known as Exit
42), players havereturned year after year not only to renew
rivalries from established leagues but also to cre-ate new
leagues with new fantasy football junkies. Leagues are available
in 8, 10, 12, and14-team formats, which include both keeper
and re-draft formats. In any case, you have theopportunity
to carry your league over from year-to-year.
After you've
chosen with whom you're rolling, you can get started on your
league's draft. If you can manage an intervention and bring
all your players together, Fanball offers a live t ready to
sit down for an afternoon and take their medicine, you can
stretch it out over a few days through email. And should another
conflict arise, no worries, because you can set up a draft
card that will automatically select players based onyour input.
Best of all,
if you're lucky enough to survive a season and come out on
top, your nextyear's fix is free!
The
Insanity League
Paul Charchian
It might
be the world's most complicated league. It's called, appropriately,
the Insanity League, and it began play in the Fanball offices
several years ago. This salary cap dynasty league features
player contracts, restricted free agency, franchise tags,
and a practice squad. And if your players out-perform their
contract, they'll actually hold out on you!
Here is the
full text of the Insanity League rules; feel free to steal
whatever you wish fromthem.
League format
The Insanity League is a dynasty league with a salary cap
and player contracts. Ownersretain each player until such
a time as the player is released or his contract expires.
Playervalues are determined by preseason and regular season
auctions.
Auction draft
The Insanity League uses an auction for player distribution.
Each team is awarded a mythi-cal $100, with bids accepted
in whole-dollar increments only. Teams will take turns bring-ing
a player up to bid with a bid of at least $1. The highest
bidder receives the playertime during the auction may a team
have fewer dollars than available roster spots. Teams may
not bid on players from positions that they cannot fill. Players
and monies cannot betraded, sold, or redistributed in any
manner during the auction. At no time can a team bid on a
player that cannot be placed on its roster. After the auction,
any remaining unspent salary cap money is retained by the
team and can be applied toward future use. Additional money
is not granted to teams later in the season.
Different
from most auction drafts, any monies remaining when a team's
roster is filled remains with the team for the purpose of
later use, such as bidding on free agents.
Player contractsPlayer
contracts run 1-5 years, at the owner's choosing. Contracts
always follow this format:
Year 1 =
100% of original auction value
Year 2 = 120%+$1
Year 3 = 140%+$1
Year 4 = 160%+$1
Year 5 = 180%+$1
Example:
Joe Blow is auctioned for $10 and signed to a five-year contract.
His values areas follows.
Year 1 =
$10
Year 2 = $13 ($10*1.2+1)
Year 3 = $15 ($10*1.4+1)
Year 4 = $17 ($10*1.6+1)
Year 5 = $19 ($10*1.8+1)
Note: All
fractional values always round up to next dollar.
Releasing
a player from his contract before the contract has expired
leaves a signing bonuspenalty of 10% of the contract value
in each future year. fractional values always round up to
next dollar.
Within three
days of the conclusion of an auction, owners must assign a
contract length to each newly acquired player. The decision
about how long to apply each person's salary is wholly up
to each owner. fractional values always round up to next dollar.
Trades cannot
be made that involve a player who does not have a contract
(for example, a player that has just been drafted, but not
yet signed to a contract). fractional values always round
up to next dollar.
Free agent
bidding
Before the first regular season game, players can make their
own transactions on the Insan-ity League web site. All players
acquired this way automatically have a contract consisting
of one year and $1. If you pick up a player that has previously
been on your roster, you'll pick up his original contract
amount. This avoids the following loophole: An owner could
drop a $5 guy for one minute, and then re-sign him to a $1
contract. That's bad. fractional values always round up to
next dollar.
During the
regular season, transactions are handled two ways. On Tuesdays,
teams can blind bid for any available player by using Fanball
Commissioner's Blind Bid Claim Sys-tem. Each Tuesday at 8:00pm,
the commissioner will process transactions. Your Tuesday bid
can include multiple requests as long as you indicate the
order of preference for yourselections. The commissioner will
make every effort to understand your bid request. If he cannot
do so, the commissioner is not responsible for the resulting
actions. fractional values always round up to next dollar.
Players are
awarded to the team with the highest total contract value
across all years of theproposed contract. fractional values
always round up to next dollar.
Example: three
sample bids for free agent Joe Blow.
Bid #1: "Three
year contract starting at $5" (Year 1=$5; Year 2=$7 (5*1.2+1);
Year 3=$8 (5*1.4+1); Total: $20)
Bid #2: "One year contract for $19" (Year 1=$19; Total: $19)
Bid #3: "Two year contract starting at $9" (Year 1: $9; Year
2: $12 (9*1.2+1); Total: $21) fractional values always round
up to next dollar.
Bid #3 wins
Joe Blow because it has the highest total contract value.
fractional values always round up to next dollar.
Then, beginning
Wednesday at 10:00am (CST), players make their own transactions
on the web site. All players acquired this way automatically
have a contract consisting of one year and $1. fractional
values always round up to next dollar.
DO NOT PICK
UPA PLAYER PRIOR TO WEDNESDAY10:00AM!
Any team that picks up a player prior to Wednesday at 10:00am
(CST), will face the fol-lowing punishment: The picked-up
player will be released for 24 hours, the released player
will remain released for 24 hours. fractional values always
round up to next dollar.
If you use
the waiver wire to reacquire a player you have dropped, he
maintains his previ-ous contract. This is waived if the player
is unclaimed for an entire NFL week (Sun – Sun). This
prevents low-ranking teams from using the waiver wire to unfairly
decrease the priceof their players. fractional values always
round up to next dollar.
Teams that
have been eliminated from the playoffs may still make roster
moves. fractional values always round up to next dollar.
Teams do not
receive additional salary cap room to deal with free agents.
There is not a separate pool of money for bidding on free
agents. Teams will need to remain under the $100 salary cap
while acquiring free agents. fractional values always round
up to next dollar.
Injured Reserve
Owners may place an unlimited number of players on injured
reserve, but only in the eventthat the player is actually
placed on his NFL team's injured reserve. fractional values
always round up to next dollar.
Franchise
Tag
During the offseason, a team may choose to retain one of its
free agent players by using an available franchise tag. If
the team chooses to do so, the player automatically signs
a three-year agreement with the player at the terms listed
below. fractional values always round up to next dollar.
Year 1: When
you franchise a player, you'll pay either the average of the
top-five players at his position, or his previous year salary
plus 20%, whichever is higher.
Year 2: Take Year 1's amount, add an additional 20% and $1.
Year 3: Take Year 1's amount, add an additional 40% and $1.
fractional values always round up to next dollar.
The decision
to apply the franchise tag must be made by March 31st.
Restricted
free agents
Prior to March 31st each offseason, upon dropping a player,
owners can designate ONE soon-to-be free agent to be a Restricted
Free Agent. The player will be released to the free agent
pool, but if this player is bid upon at the free agent auction,
the team holding theRFA's rights can match the highest auction
bid for that player and retain his services. Upon the conclusion
of bidding, the RFA rights-holder must immediately declare
his intention to match the auction price. The rights-holder
may not violate any rules (such as salary cap or roster requirements,
for example) in retaining the RFA. If the player is not bid
upon at the free agent auction, the RFA rights-holder relinquishes
any rights to the player. fractional values always round up
to next dollar.
The decision
to tag a player as an RFA must be made by March 31st. fractional
values always round up to next dollar.
Practice squad
players
Owners may designate one offensive and one defensive player
as being on his "practice squad." These players must have
a current-year salary of $1. come active (starter or bench)
if a rostered player moves onto injured reserve. fractional
values always round up to next dollar.
Teams may
not auction players onto their practice squad. Practice squad
players must be added after the auction as a free agent transaction.
fractional values always round up to next dollar.
Practice squad
players salary does apply to each team's salary cap. fractional
values always round up to next dollar.
The practice
squad is available after week one's games. fractional values
always round up to next dollar.
Players can
only come off the practice squad when:
A) a rostered player at the same position goes on injured
reserve due to an injury sustainedwhile on the owner's roster.
B) the practice squad player goes on injured reserve. fractional
values always round up to next dollar.
Holdouts
At the end of the regular season, any player whose end-of-year
stats place him in the top 10at his position is subject to
examination as a possible holdout candidate. If a top-10 playeris
making less than one-third of the average salary of his position's
top-10 highest paid players, he is deemed to be a "holdout"
player. Holdout players will demand a Year 1 salary equal
to the average salary of the top-10 highest paid players at
his position—not includingholdout players. If the owner
chooses to retain the services of the player at his new price,he
may extend the contract up to five years. fractional values
always round up to next dollar.
Owners who
choose not to pay the player at his new demand, can release
the player tothe free agent pool. In that event, the owner
cannot designate the player as a franchise orrestricted free
agent.
If a player
is deemed to be a holdout player, the team needs to decide
by March 31 if the player will be signed to a new contract
or released. fractional values always round up to next dollar.
Retirements
If a player retires from the NFL, his owner can choose to
either:
a) Immediately void his contract, eliminating all salary cap
burden for the player, and relin-quishing any future rights
to the player.
b) Immediately pay 10% (rounded up) of the player's current-year
contract to retain the rights to that player throughout the
length of the player's current contract. The 10% is applied
to the current year only, but the owner retains the rights
to the player for the dura-tion of the contract. Example:
Owner A has Player X under contract in 2003, 2004, and 2005.
During the 2003 season, Player X retires (quitter!), and Owner
A chooses to pay 10% (rounded up) of his current year contract,
and retains the right to obtain Player X in 2003-2005 should
that player choose to return to the NFL. If that occurs, the
player will returnunder his previous contract. fractional
values always round up to next dollar.
Salary Cap
Each team has a salary cap of $100. At no time may a team's
current-year roster exceed $100. fractional values always
round up to next dollar.
Roster
Starters
1 Quarterback
2 Running backs
2 Wide receivers
1 Tight end
1 Flex position: RB, WR, or TE
1 Kicker 3 Defensive linemen
3 Linebackers
3 Defensive backs
Backups
5 offensive backup players 5 defensive backup players
Practice
Squad 1 offensive practice squad player 1 defensive practice
squad player
Auction Draft
Dates
Around late-August, the league will hold a free agent auction.
Within 3 days
of the conclusion of an auction, owners must declare the length
of contract they are awarding to each player.
Season Changes
On April 1 of each year, the season advances, and teams must
now be in compliance with the new year's salary cap. In many
cases this will require teams to release players to the free
agent market.
Scoring System
Yardage
.1 per yard rushing receiving
.1 per 3 yards passing
Touchdowns
0-3 yards: 6 pts rush/rec, 3 pts pass
4-9 yards: 8 pts rush/rec, 4 pts pass
10-29 yards: 10 pts rush/rec, 5 pts pass
30-49 yards: 12 pts rush/rec, 6 pts pass
50-69 yards: 14 pts rush/rec, 7 pts pass
70-90 yards: 16 pts rush/rec, 8 pts pass
91-96 yards: 18 pts rush/rec, 9 pts pass
97-100 yards: 20 pts rush/rec, 10 pts pass
Field
Goals
0-29 yards: 1 pt
40-44 yards: 4 pts
45-49 yards: 5 pts
50-54 yards: 6
pts55-60 yards: 7 pts
60+ yards: 8 pts
Extra
Points
All PATs: 1 pt
Defensive
Players
Sack = 5 points
Interception = 10 points
Tackle = 1 point
Miscues
Interception thrown = -2 points
Fumbles lost = -4 points
Field goals missed from 29 yards and less = -1 point
Extra points missed = -1 point
Conversions
All parts of a 2-point conversion is worth 1 point.
Trades
Teams are allowed to make any trade that does not violate
the team's roster restrictions or current-year salary cap.
Trades that violate future year salary caps are valid. In
that event, owners will need to reconcile their roster during
the offseason.
Trades cannot
be made that involve a player that does not have a contract
(for example, a player that has just been drafted, but not
yet signed to a contract).
Trades are
allowed from April 1 to kickoff of week 12.
Lineups
Lineups are due 5 minutes before each player'Night Football
quarterbacks can wait until Monday night to make a lineup
decision.
Deadlines
Trading deadline begins at kickoff on Sunday of week 12. There
is no free-agent transac-tion deadline.
Ties
Games: This league recognizes a tie. There is no tiebreaker
format, except in the playoffs. In the event of a tie in the
playoffs, total yards (not including kicker and defense) is
used as the tiebreaker.
Team Ranking:
Regular season team success is ranked by winning percentage,
followed by season-to-date points, followed by points against,
followed by head-to-head (between twoteams), followed by the
team with the most recent win(s), followed by coin flip.
Transaction
Costs
This league charges $0.25 for each free agent pickup and $0.25
for each owner involved in a consummated trade. At the end
of the season, all owners are responsible for remunerat-ing
the league any balance due within 14 days from the end of
the season. Failure to do soresults in a one-year cap penalty
equal to the unpaid balance.
Free For All
In week 17, each team can choose any player to construct a
lineup consisting of the samestarting positions used during
the season. The highest scoring team wins the weekly prize.
Playoff format
Playoff weeks are 14, 15, and 16. At the end of week 13, the
top three teams (as determined by the Team Rank criteria outlined
in the Ties section) in each division advance to the playoffs,
plus the next two teams with the most points, regardless of
division standings. In the event that two have the same number
of points, the Team Rank criteria (see Ties section) is used.
Timeline –
Important
datesFebruary 1st: Holdout players declared by commissionerMarch
31st: Franchise players must be declared by ownersMarch 31st:
RFA players must be declared by ownersApril 1st: New season's
salary cap implemented. Teams must be under the $100 cap.On
or about late-August, the league will hold a free agent auction.
Franchise
Costs
The annual entry fee to this league is $X. First year owners
must also pay a 50% down-payment on the next year's entry
fee. This is because inactive owners will be jettisoned, and
the commissioner may be forced to sell your crappy team at
a discount. In that event, ifthe commissioner is able to sell
you team for more than 50%, the difference will be re-turned
to you.
Rounding
Any contract value that calculates to a non-whole number is
rounded up. This means that a contract that would calculate
to $5.20 is treated like $6.
Disclaimer
The commissioner has made every effort to provide comprehensive
and fair rules. How-ever, due to the unusual level of complexity
in this league, the commissioner will make changes to the
rules on the fly if needed. If you have concerns about the
commissioner's ability to fairly administer such changes,
don't join the league.
Fantasy
Schedule
16-week Season
17 week Season