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DRAFT League Rules

Updated:  6/27/2008

 

Please read the rules carefully.  Each league has several variables, including number of teams, roster size, lineup requirement, scoring system, and entry fee.

 

RED text indicates rules changes from 2007 to 2008.

 

I.                     League Structure

a.        Leagues consist of 10, 12, or 14 teams. 

b.       League play is one head to head matchup per week

c.        There is no divisional separation of teams

d.       Regular Season Schedule is randomly determined by myfantasyleague.com

                                                               i.      10 team leagues – play 5 teams twice and other 4 teams once (14 total games)

                                                              ii.      12 team leagues – play 3 teams twice and other 8 teams once (14 total games)

                                                            iii.      14 team leagues – play other 13 teams once (13 total games)

II.                   Draft

a.        All drafts are serpentine style drafts, i.e. in the even rounds, the draft order will be reversed from the odd rounds

b.       The league software on myfantasyleague.com randomly determines the draft order

c.        Team owners can see the draft order on the league website at least 24 hours in advance of the draft start

d.       Team owners are required to have an internet connection to submit their draft picks

e.        Team owners may pre-draft players.  The league drafting software allows for the submission of a list of draft picks prior to a team’s turn to pick.  The software automatically selects the highest rated player on the submitted list when it is that team’s turn to pick.  Pre-drafting is encouraged as a backup plan in case of technical difficulties and to reduce the time it takes to draft.

f.         The draft consists of enough rounds to fill each team’s roster

g.       The draft is defined as either “Live”, “Semi-Slow”, or “Slow” and follows the rules set forth in sections III, IV, or V

III.                 LIVE Drafts

a.        Live drafts utilize the live draft chatroom on the league website

b.       The draft timer is set for 2 minutes per pick

c.        If the timer expires, the league software automatically selects a player

d.       At his discretion, the commissioner may pause the draft timer due to technical difficulties

IV.                SEMI-SLOW Drafts

a.        Semi-Slow Drafts picks are made via the league website

b.       The draft timer is set for 6 hours per pick

c.        The draft timer is turned off between 4 AM and 8 AM Eastern Time

d.       If the timer expires, the league software automatically selects a player

e.        At his discretion, the commissioner may pause the draft timer due to technical difficulties

V.                  SLOW Drafts

a.        Slow Drafts picks are made via the league website

b.       The draft timer is set for 18 hours per pick

c.        If the timer expires, the league software automatically selects a player

d.       At his discretion, the commissioner may pause the draft timer due to technical difficulties

VI.                Roster Requirements

a.        There is no roster minimum

b.       There are no injured reserve spots

c.        The roster maximum is set based on the number of teams in the league and the lineup type

Roster Maximum

# Teams

Lineup

24

10

DEEP

18

12

FLEX/NO-FLEX

32

12

IDP

16

14

FLEX/NO-FLEX

VII.              Starting Lineups

a.        The NO-FLEX starting lineup is: 1 QB, 2 RB, 3 WR, 1 TE, 1 K, and 1 D/ST

b.       The FLEX starting lineup is: 1 QB, 1 RB, 2 WR, 2 flex RB/WR/TE, 1 TE, 1 K, and 1 D/ST

c.        The IDP starting lineup is: 1 QB, 2 RB, 3 WR, 1 TE, 1 K, 2 DL, 3 LB, and 3 DB

d.       The DEEP starting lineup is: 2 QB, 2 RB, 3 WR, 1 TE, 2 flex RB/WR/TE, 1 K, and 2 D/ST

e.        The deadline for submitting a starting lineup is at kickoff of each player’s game 

f.         After kickoff of each game, players are locked into or out of the starting lineup

VIII.            Scoring Systems

a.        Decimal scoring is used to help prevent ties

b.       Individual players do not receive points for special teams TDs, nor do they lose points for fumbles on ST

c.        Individual defensive players do not receive points for kickoff or punt return TDs, but do receive points for other statistics accumulated on special teams plays.

d.       Defenses may score negative points if they give up excessive points and/or yards

e.        Individual players may score negative points for negative yardage

f.         Scoring may be corrected if the following 4 criteria are met:

                                                               i.      The NFL officially changes the statistics

                                                              ii.      The change is made on the myfantasyleague.com website

                                                            iii.      It is brought to the Commissioner’s attention

                                                            iv.      The change is made prior to kickoff of the week following the correction

g.       Scoring Systems:

Basic Scoring

Bonus Scoring

IDP Scoring

Passing TD

5 pts.

Passing TD

5 pts.

Offensive Players (QB, RB, WR, TE, K)

Rushing or Receiving TD

6 pts.

Rushing or Receiving TD

6 pts.

Passing TD

5 pts.

2 pt. Conversion

2 pts.

2 pt. Conversion

2 pts.

Rushing or Receiving TD

6 pts.

INT/Fumble Lost

-1 pt.

INT/Fumble Lost

-1 pt.

2 pt. Conversion

2 pts.

Passing yards

0.04 pts/yd

Passing yards

0.04 pts/yd

INT/Fumble Lost

-1 pt.

Rushing and Receiving yards

0.1 pts/yd

Rushing and Receiving yards

0.1 pts/yd

Passing yards

0.04 pts/yd

FG

3 pts.

Reception (non-Running Backs)

1 pt.

Rushing and Receiving yards

0.1 pts/yd

PAT

1 pt.

Reception (Running Backs)

0.5 pts.

Reception (non-Running Backs)

1 pt.

D/ST scoring:

300 yards passing in a game

4 pts.

Reception (Running Backs)

0.5 pts.

Points allowed (PA)

10 – (0.3 x PA)

Each additional 100 pass yards

4 pts.

FG (39 yards and under)

3 pts.

Yards allowed (YA)

10 – (0.03 x YA)

100 yards rushing or receiving

4 pts.

FG (40 to 49 yards)

4 pts.

TD

6 pts.

Each additional 100 ru/rec yards

4 pts.

FG (50 yards and over)

5 pts.

Safety

2 pts.

FG (39 yards and under)

3 pts.

PAT

1 pt.

Takeaways

2 pts.

FG (40 to 49 yards)

4 pts.

Defensive Players (DL, LB, DB)

Sacks

1 pt.

FG (50 yards and over)

5 pts.

Tackle

1.5 pts.

 

 

PAT

1 pt.

Assist

0.5 pts.

 

 

D/ST scoring:

Sack

4.5 pts.

 

 

Points allowed

10 – (0.3 x PA)

Forced Fumble

2 pts.

 

 

Yards allowed

10 – (0.03 x YA)

Fumble Recovery

2 pts.

 

 

TD

6 pts.

Interception

6 pts.

 

 

Safety

2 pts.

Pass Defended

1 pt.

 

 

Takeaways

2 pts.

Touchdown

6 pts.

 

 

Sacks

1 pt.

Safety

2 pts.

 

IX.                Trades

a.        Leagues are designated YES if they allow trading, and NO if they do not allow trading on the league schedule page.  If YES, rules IX.b through IX.i apply:

b.       Team owners may propose trades to other team owners via the league website

c.        The owner receiving the proposal may accept the trade via the league website

d.       The owner proposing the trade may revoke the proposal prior to the other owner accepting it

e.        Once the receiving owner accepts the trade, the league website will automatically update the rosters

f.         The commissioner has the right to veto trades only in the event that collusion is suspected

                                                               i.      For the purposes of the leagues, collusion is defined as “a trade in which one of the owners knowingly and purposefully aids another owner without benefit to his own team.”

                                                              ii.      Seemingly unbalanced trades are allowed provided collusion isn’t suspected

g.       Owners may protest a trade to the commissioner but the commissioner makes the sole decision on allowing or vetoing the trade

h.       The trading deadline is prior to kickoff of week 12 for 10 team and 12 team leagues

i.         The trading deadline is prior to kickoff of week 11 for 14 team leagues

X.                  Free Agency and Waivers

a.        Free agent pickups follow the weekly scheduled outlined below

b.       Worst to First Waivers (WTF): Team owners may make two waiver selections in the weekly waiver wire draft

                                                               i.      The weekly waiver wire draft is a two round draft

                                                              ii.      The waiver order is set from worst record to best record

                                                            iii.      The tiebreaker is fewest points scored 

                                                            iv.      Team owners may submit their selections between 1:15 PM Eastern Sunday and Midnight Eastern Wednesday

                                                             v.      The league software will automatically process the submitted picks shortly after Midnight Eastern Wednesday

c.        Blind Bidding Waivers (BB): Team owners bid for free agents

                                                               i.      Owners may submit bids on Free Agents between 1:15 PM Sunday and Midnight Eastern Wednesday

                                                              ii.      Each team is allotted 500 credits at the beginning of the season

                                                            iii.      No additional bidding credits will be allotted

                                                            iv.      Bids must be a minimum of 1 credit, and in increments of 0.1 credits above that

                                                             v.      The earliest submitted bid wins a tie-bid situation

                                                            vi.      Owners may submit conditional bids as the league website software allows

                                                          vii.      The league software will automatically process the bids shortly after Midnight Eastern Wednesday

d.       Waivers are either WTF or BB; never both

e.        Free Agent pickups are unlimited and first-come, first-serve (FCFS) between 12:15 AM Eastern Thursday and 1:00 PM Eastern Sunday starting the week prior to week 1

f.         There are no FCFS periods during the pre-season until the week prior to week 1 of the season

g.       Dropped Players are locked until 1:00 PM Eastern on Sunday.  This rule does not go into effect until 1 PM Eastern on Sunday of week 1.

h.       Players that are picked up and dropped during the same FCFS period may be unlocked with an owner’s request to the Commissioner.  This prevents owners from picking up and dropping a lot of players just to lock them from opponents.

i.         Any player in a game prior to 1:00 PM Eastern on Sunday will be locked from first-come, first-served waivers at kickoff of their game

j.         The waiver-wire, blind bidding, and/or free agency pickup periods are open throughout the entire season, including the playoffs

k.        A Monthly League Calendar is available on each league’s myfantasyleague.com website which outlines the dates and times that transactions may take place

l.         The commissioner has the right to freeze the roster of an owner that intentionally drops all of his players for the purposes of sabotaging the league

XI.                Playoffs and Tiebreakers

a.        Playoff berths and seeding are based on the following criteria and tiebreakers:

                                                               i.      Overall Record

                                                              ii.      Most Points Scored

                                                            iii.      Most Points Against

                                                            iv.      Head to Head record

b.       Playoffs in 10 team leagues:

                                                               i.      The top 4 teams make the playoffs

                                                              ii.      Week 15: Seed #1 plays Seed #4; Seed #2 plays Seed #3

                                                            iii.      Week 16: Winner of 1v4 plays winner of 2v3 for Championship

                                                            iv.      Week 16: Loser of 1v4 plays loser of 2v3 for 3rd place prize

c.        Playoffs in 12 team leagues:

                                                               i.      The top 4 teams make the playoffs

                                                              ii.      Week 15: Seed #1 plays Seed #4; Seed #2 plays Seed #3

                                                            iii.      Week 16: Winner of 1v4 plays winner of 2v3 for Championship

                                                            iv.      Week 16: Loser of 1v4 plays loser of 2v3 for 3rd place prize

d.       Playoffs in 14 team leagues:

                                                               i.      The top 6 teams make the playoffs

                                                              ii.      Week 14: Seed #3 plays Seed #6; Seed #4 plays Seed #5; Seed #1 and Seed #2 automatically advance to week 14

                                                            iii.      Week 15: Seed #1 plays highest numbered winning Seed; Seed #2 plays lowest numbered winning Seed