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Fantasy Football 101 www.fanball.com
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
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:
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
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 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 Friendship
is one thing, collusion another Follow
the letter AND the spirit of the rules Trading Talk a good
game Have fun
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 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 Scoring System Draft or
Auction? Money Matters
Transactions
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 Dynasty Leagues
Salary Caps
and Player Contracts Total Points
Leagues 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 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
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 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
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 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
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.
Typical Draft 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 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:
How the Opposite
Draft can dominate Is the Opposite
Draft right for 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 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 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 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 Spending 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 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 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
TV
Shows Current/Past
Events Alliteration
Family
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 Wednesday-Saturday Sunday Monday 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 Auction draft 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 Example: Joe Blow is auctioned for $10 and signed to a five-year contract. His values areas follows. Year 1 =
$10 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 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 #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! 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 Franchise
Tag 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. The decision to apply the franchise tag must be made by March 31st. Restricted
free agents 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 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: Holdouts 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 Salary Cap Roster Backups Practice Squad 1 offensive practice squad player 1 defensive practice squad player Auction Draft
Dates Within 3 days of the conclusion of an auction, owners must declare the length of contract they are awarding to each player. Season Changes Scoring System Touchdowns
Field
Goals Extra
Points Defensive
Players Miscues
Conversions
Trades 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 Deadlines Trading deadline begins at kickoff on Sunday of week 12. There is no free-agent transac-tion deadline. Ties 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 Free For All Playoff format Timeline –
Important Franchise
Costs Rounding Disclaimer
Fantasy
Schedule
16-week Season
17 week Season
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