KEEPER Draft Leagues
Updated: 5/24/2010
Please read the rules carefully. Each league has several variables, including lineup requirements, scoring system, and entry fee.
- League Structure
- Initial Draft
- LIVE Drafts
- SEMI-SLOW Drafts
- SLOW Drafts
- Roster Requirements
- Starting Lineups
- Keepers
- Injured Reserve and Taxi Squad
- Annual Draft
- Scoring Systems
- Trades
- Free Agency and Waivers
- Playoffs and Tie-Breakers
- Entry Fees and Prize Money
- Deposit
- Leagues consist of 12 teams
- League play is one head to head matchup per week
- There is no divisional separation of teams
- Regular Season Schedule is randomly determined each season by myfantasyleague.com
- Each team plays 3 teams twice and other 8 teams once (14 total games)
- Initial Roster allocation will be via the Initial Draft in the first year of the league
- Initial drafts are serpentine style drafts, i.e. in the even rounds, the draft order will be reversed from the odd rounds
- The league software on myfantasyleague.com randomly determines the draft order
- Team owners can see the draft order on the league website at least 24 hours in advance of the draft start
- Team owners are required to have an Internet connection to submit their draft picks
- 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.
- The initial draft consists of 20 rounds. Due to the roster size limit being 18 players, owners must move 2 players to the Taxi Squad before their picks in rounds 19 and 20. These Taxi Squad players can be switched at any time prior to kickoff of week 1. The commissioner may assist with this during LIVE drafts.
- The draft is defined as either "Live", "Semi-Slow", or "Slow" and follows the rules set forth in sections III, IV, or V
- Live drafts utilize the live draft chatroom on the league website
- The draft timer is set for 2 minutes per pick
- If the timer expires, the league software automatically selects a player
- At his discretion, the commissioner may pause the draft timer due to technical difficulties
- Semi-Slow Drafts picks are made via the league website
- The draft timer is set for 6 hours per pick
- The draft timer is turned off between 3 AM and 9 AM Eastern Time
- If the timer expires, the league software automatically selects a player
- At his discretion, the commissioner may pause the draft timer due to technical difficulties
- Slow Drafts picks are made via the league website
- The draft timer is set for 18 hours per pick
- If the timer expires, the league software automatically selects a player
- At his discretion, the commissioner may pause the draft timer due to technical difficulties
- The roster maximum is 18 players
- There is no roster minimum
- There are 4 Injured Reserve (IR) spots
- There are 2 Taxi Squad (TAXI) spots
- The NO-FLEX starting lineup is: 1 QB, 2 RB, 3 WR, 1 TE, 1 K, and 1 D/ST
- The FLEX starting lineup is: 1 QB, 1 RB, 2 WR, 2 flex RB/WR/TE, 1 TE, 1 K, and 1 D/ST
- The deadline for submitting a starting lineup is at kickoff of each player's game
- After kickoff of each game, players are locked into or out of the starting lineup
- Intentionally submitting a less than optimal lineup (i.e. starting known injured players or benching star players) will result in a reduction in the number of players a team may keep for the following season
- Teams may keep 6 players from last season's roster, in addition to the 2 Taxi Squad players, for a total of 8 possible keepers
- Team owners are responsible for dropping all non-keepers from their roster 24 hours prior to the start of the Annual Draft. Failure to do so will result in the Commissioner deciding on the players to drop.
- Teams may not keep more than 2 players at any one position, excluding the taxi squad players
- There is no advantage to keeping fewer than 6 players or not keeping the 2 Taxi Squad players, as no extra draft picks are awarded
- To place a player on Injured Reserve (IR), the player's official Injury Status must be IR
- Players placed on IR are deactivated for the remaineder of the season, but may be reactived the following season as a keeper
- Teams may place up to 2 players on the Taxi Squad prior to the start of the season
- The deadline for making Taxi Squad moves is kickoff of the first game of the season
- Prior to the deadline, players may be moved on or off the Taxi Squad unlimited times
- After the deadline, players on the Taxi Squad must remain there for the duration of the season
- Players may be re-placed on the Taxi Squad in subsequent years at the owners choosing
- The Annual Draft is used re-allocate unrostered players in years following the initial roster allocation
- The draft is conducted on the myfantasyleague.com league website
- The draft will begin at 10 AM Eastern, 3 weeks prior to the start of the season
- All players not on a roster are eligible for the draft, including rookies
- The draft will consist of 12 rounds
- The draft order will be set based on the teams' prior year's record, using all standard tie-breakers (Section XIV.A)
- For teams that made the league playoffs, they will be ordered based on their finish in the playoffs
- The draft order will be from worst to first for ALL 12 rounds
- The draft timer is set for 18 hours per pick
- If the timer expires, the league software automatically selects a player
- At his discretion, the commissioner may pause the draft timer due to technical difficulties
- Trades may be made once the draft starts, provided the league allows trading
- Decimal scoring is used to help prevent ties
- Defenses may score negative points if they give up excessive points and/or yards
- Individual players may score negative points for negative yardage
- Stat changes are automatically processed by the league website as soon as they become available each week
- Scoring Systems:
| BASIC Scoring
|
| Passing TD |
5 Pts. |
| Rush, Rec., or Offensive TDs Scored |
6 Pts. |
| 2 Pt. Conversion |
2 Pts. |
| INT/Fumble Lost (while playing offense) |
-1 Pt. |
| Passing Yards |
0.04 Pts/Yard |
| Rushing and Receiving Yards |
0.10 Pts/Yard |
| FG Made |
3 Pts. |
| PAT |
1 Pt. |
| D/ST Scoring |
| Points Allowed (PA) |
10 - (0.3 x PA) |
| Yards Allowed (YA) |
10 - (0.03 x YA) |
| TD Return (Includes all types of D/ST returns) |
6 Pts. |
| Safety |
2 Pts. |
| Takeaways |
2 Pts. |
| Sacks |
1 Pt. |
| PPR Scoring
|
| Passing TD |
5 Pts. |
| Rush, Rec., or Offensive TDs Scored |
6 Pts. |
| 2 Pt. Conversion |
2 Pts. |
| INT/Fumble Lost (while playing offense) |
-1 Pt. |
| Passing Yards |
0.04 Pts/Yard |
| Rushing and Receiving Yards |
0.10 Pts/Yard |
| FG Made |
3 Pts. |
| FG Made Distance |
(Distance - 30 yds) x 0.1 pts. |
| PAT |
1 Pt. |
| Reception (Non-Running Back) |
1 Pt. |
| Reception (Running Back) |
0.50 Pts. |
| D/ST Scoring |
| Points Allowed (PA) |
10 - (0.3 x PA) |
| Yards Allowed (YA) |
10 - (0.03 x YA) |
| TD Return (Includes all types of D/ST returns) |
6 Pts. |
| Safety |
2 Pts. |
| Takeaways |
2 Pts. |
| Sacks |
1 Pt. |
| BONUS Scoring
|
| Passing TD |
5 Pts. |
| Rush, Rec., or Offensive TDs Scored |
6 Pts. |
| 2 Pt. Conversion |
2 Pts. |
| INT/Fumble Lost (while playing offense) |
-1 Pt. |
| Passing Yards |
0.04 Pts/Yard |
| 300, 400, 500 Yards Passing Benchmarks |
4 Pt. Bonus |
| Rushing and Receiving Yards |
0.10 Pts/Yard |
| 100, 200, 300 Yards Rushing Benchmarks |
4 Pt. Bonus |
| 100, 200, 300 Yards Receiving Benchmarks |
4 Pt. Bonus |
| FG Made |
3 Pts. |
| FG Made Distance |
(Distance - 30 yds) x 0.1 pts. |
| PAT |
1 Pt. |
| Reception (Non-Running Back) |
1 Pt. |
| Reception (Running Back) |
0.50 Pts. |
| D/ST Scoring |
| Points Allowed (PA) |
10 - (0.3 x PA) |
| Yards Allowed (YA) |
10 - (0.03 x YA) |
| TD Return (Includes all types of D/ST returns) |
6 Pts. |
| Safety |
2 Pts. |
| Takeaways |
2 Pts. |
| Sacks |
1 Pt. |
- Leagues are designated YES if they allow trading, and NO if they do not allow trading on the league schedule page. If YES, rules XII.B through XII.I apply:
- Team owners may propose trades to other team owners via the league website
- The owner receiving the proposal may accept the trade via the league website
- The owner proposing the trade may revoke the proposal prior to the other owner accepting it
- Once the receiving owner accepts the trade, the league website will automatically update the rosters. Be careful with trades made while games are being played - starting lineups will be affected!
- The commissioner has the right to veto trades in the event that collusion is suspected or that a trade is deemed competitively unbalanced.
- 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.
- Seemingly unbalanced trades may be allowed provided collusion isn't suspected, dependent upon Commissioner approval.
- Owners may protest a trade to the commissioner but the commissioner makes the sole decision on allowing or vetoing the trade
- The trading deadline is prior to kickoff of week 11 and trades may not be made until the following season's Annual Draft commences (thus, no trading of keepers in the off-season)
- Free agent pickups follow the weekly scheduled outlined below
- Worst to First Waivers (WTF): Team owners may make two waiver selections in the weekly waiver wire draft
- The weekly waiver wire draft is a two round draft
- The waiver order is set from worst record to best record
- The tiebreaker is fewest points scored
- Team owners may submit their selections between 1:15 PM Eastern Sunday and Midnight Eastern Wednesday
- The league software will automatically process the submitted picks shortly after Midnight Eastern Wednesday
- Prior to week 1, the waiver wire is a based on a rolling order. Each successful waiver claim bumps an owner to the bottom of the waiver order.
- Blind Bidding Waivers (BB): Team owners bid for free agents
- Owners may submit bids on Free Agents between 1:15 PM Sunday and Midnight Eastern Wednesday
- Each team is allotted 500 credits at the beginning of the season
- Unused credits do NOT carry over to the following season
- No additional bidding credits will be allotted
- Bids must be a minimum of 1 credit, and in increments of 0.1 credits above that
- The earliest submitted bid wins a tie-bid situation
- Owners may submit conditional bids as the league website software allows. Consult the Blind Bidding Help Page for helpful information on how Blind Bids are processed.
- The league software will automatically process the bids shortly after Midnight Eastern Wednesday
- Waivers are either WTF or BB; never both
- WTF or BB periods start the first Sunday after the draft in the pre-season.
- 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
- There are no FCFS periods during the pre-season until the week prior to week 1 of the season
- Players are locked during FCFS periods once their game has kicked off for the week
- Dropped Players are locked until 1:00 PM Eastern on Sunday.
- 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.
- The waiver-wire, blind bidding, and/or free agency pickup periods are open throughout the entire season, including the playoffs
- A Monthly League Calendar is available on each league's myfantasyleague.com website which outlines the dates and times that transactions may take place
- The commissioner has the right to freeze the roster of an owner that intentionally drops players for the purposes of sabotaging the league
- Playoff berths and seeding are based on the following criteria and tiebreakers:
- Overall Record
- Most Points Scored
- Most Points Against
- Head to Head Record
- Playoffs bracket:
- The top 4 teams make the playoffs
- Week 15: Seed #1 plays Seed #4; Seed #2 plays Seed #3
- Week 16: Winner of 1v4 plays winner of 2v3 for Championship
- Week 16: Loser of 1v4 plays loser of 2v3 for 3rd place prize
- Tiebreakers in playoff games:
- Highest Scoring Non-Starting Player
- 2nd Highest Scoring Non-Starting Player
- Next Highest Scoring Non-Starting Player, until the tie is broken
- Online Dice-roll simulation randomizer
- The "points leader" is the team the accumulates the most points from week 1 through week 16
- All team owners should continue to submit lineups through week 16 in an effort to win the "Points Leader" prize
- There are no additional fees during the season beyond the initial entry fees
- In subsequent years, entry fees must be paid 30 days prior to the start of the Annual Draft
- Team owners that are delinquent with entry fees may be replaced with new owners or have their teams placed under commissioner control
- Prize Structure:
| Teams per League
| 12
|
| Entry Fee
| $50 |
$100 |
$200 |
$500 |
$1000 |
| 1st
| $240 |
$510 |
$1,080 |
$2,790 |
$5,640 |
| 2nd
| $96 |
$204 |
$432 |
$1,116 |
$2,256 |
| 3rd
| $48 |
$102 |
$216 |
$558 |
$1,128 |
| Points Leader
| $96 |
$204 |
$432 |
$1,116 |
$2,256 |
| % Cash Prizes
| 80% |
85% |
90% |
93% |
94% |
- A refundable deposit equal to one year's worth of entry fees is required upon joining the league
- When an owner decides to leave the league, the deposit may be refunded, provided the
following criteria are met:
- The owner notifies the commissioner at least 30 days prior to the Annual Draft that he no longer wishes to participate in the league
- A replacement owner is found that is willing to pay entry fees and a deposit
- The refund amount shall equal the amount of entry fee the new owner is willing to pay