POINTS PLUS League Rules
Updated: 5/27/2010
Please read the rules carefully. Each league has several variables, including number of teams, roster size, lineup requirement, scoring system, and entry fee.
- League Structure
- Draft
- LIVE Drafts
- SEMI-SLOW Drafts
- SLOW Drafts
- LIVE Auctions
- SLOW Auctions
- Roster Requirements
- Starting Lineups
- Scoring Systems
- Trades
- Free Agency and Waivers
- Eliminations (Playoffs)
- Entry Fees and Prize Money
- Leagues consist of 10, 12, or 14 teams
- There is no divisional separation of teams
- Initial Roster allocation will be via Draft (section II) or via Auction (section V)
- League play does not involve head to head matchups, but rather an accumulated point system to eliminate teams
- The top 8 cumulative scoring teams from weeks 1 through 10 advance to week 11, with the rest eliminated from competition and rosters frozen
- The top 4 scoring teams in weeks 11 and 12 advance to week 13, with the rest eliminated from competition and rosters frozen
- The top 2 scoring teams in weeks 13 and 14 advance to the weeks 15 and 16 Championship Pairing
- The bottom 2 scoring teams in weeks 13 and 14 advance to the weeks 15 and 16 Consolation Pairing
- The top scoring team in the weeks 15 and 16 Championship Pairing wins 1st Place, with the lower scoring team winning 2nd Place
- The top scoring team in the weeks 15 and 16 Consolation Pairing wins 3rd Place, with the lower scoring team winning 4th Place
- All 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 draft consists of enough rounds to fill each team's roster
- 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
- Auctions will be conducted using ESPN.com's software (located at: http://games.espn.go.com/frontpage/football)
- Each team has a fictitious salary cap of $200
- The minimum opening bid is $1 on a player
- Players will be bid on one at a time
- The bidding increment is $1
- Each bid placed extends the bidding time on that player for 10 seconds
- The bidding ends when no bid has been placed on a player for 10 seconds
- The next owner has 30 seconds to nominate a player, or else the computer will select a player for him
- Each team must have $1 in free cap space for every empty roster space
- Each owner must fill his roster during the auction
- Team owners may not cut players during the auction
- Players cannot be traded during the auction
- The auction concludes when all teams have filled their roster
- The commissioner will then load the rosters into the myfantasyleague.com league website
- After the conclusion of the auction, the salary cap is no longer in effect
- Auctions will be conducted using the myfantasyleauge.com website
- Each team has a fictitious salary cap of $200
- The minimum opening bid is $1 on a player
- Multiple players will be bid on at the same time
- Owners should nominate no more than 1 player per day. This is not enforced by the software, but will be enforced manually by the commissioner
- The bidding increment is $1
- Each bid placed extends the bidding time on that player for 24 hours
- The bidding ends when no bid has been placed on a player for 24 hours
- Each team must have $1 in free cap space for every empty roster space
- Each owner must fill his roster during the auction
- Team owners may not cut players during the auction
- Team owners may trade players during the auction
- The auction concludes when all teams have filled their roster
- After the conclusion of the auction, the salary cap is no longer in effect
- There is no roster minimum
- There are no injured reserve spots
- 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 |
10 or 12 |
IDP |
| 16 |
14 |
FLEX/NO-FLEX |
- 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 IDP starting lineup is: 1 QB, 2 RB, 3 WR, 1 TE, 1 K, 2 DL, 3 LB, and 3 DB
- The DEEP starting lineup is: 2 QB, 2 RB, 3 WR, 1 TE, 2 flex RB/WR/TE, 2 K, and 2 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
- 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. |
| IDP Scoring
|
| Offensive Players (QB, RB, WR, TE, K) |
| Passing TD |
5 Pts. |
| All Other TDs Scored |
6 Pts. |
| 2 Pt. Conversion |
2 Pts. |
| INT/Fumble Lost |
-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. |
| Defensive Players (DL, LB, DB) |
| Tackle |
1.5 Pts. |
| Assist |
0.5 Pts. |
| Sack |
4.5 Pts. |
| Forced Fumble |
2 Pts. |
| Interception |
6 Pts. |
| Pass Defensed |
1 Pt. |
| All Touchdown Types |
6 Pts. |
| Safety |
2 Pts. |
- Leagues are designated YES if they allow trading, and NO if they do not allow trading on the league schedule page. If YES, rules XI.B through XI.J 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 4
- 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
- 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 for all teams that have not been eliminated
- All players dropped after Sunday kickoff of week 12 (11/28/2010 at 1 PM Eastern) are locked for the remainder of the season and cannot be claimed by any teams, unless the player was picked up and dropped during the same FCFS period (again, to prevent owners from picking up and dropping multiple players just for the sake of locking them)
- 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 all of his players for the purposes of sabotaging the league
- The season is comprised of 4 periods of competition
- Period 1: Weeks 1 through 10
- Period 2: Weeks 11 and 12
- Period 3: Weeks 13 and 14
- Period 4 (Championship Pairing): Weeks 15 and 16
- Period 4 (Consolation Pairing): Weeks 15 and 16
- Number of teams advancing
- Period 1: The top 8 teams advance
- Period 2: The top 4 teams advance
- Period 3: The top 2 teams advance to the Period 4 Championship Pairing
- Period 3: The bottom 2 teams advance to the Period 4 Consolation Pairing
- Period 4 (Championship Pairing): The top team wins 1st Place
- Period 4 (Championship Pairing): The bottome team wins 2nd Place
- Period 4 (Consolation Pairing): The top team wins 3rd Place
- Standings are based on total points scored during the Period
- The scores are reset for each new period; no points carry over from a previous period
- Eliminated teams have their roster frozen
- There are no additional fees beyond the initial entry fee
- Prize Structure:
| Teams per League
| 10
|
| Entry Fee
| $50 |
$100 |
$200 |
$500 |
$1000 |
| 1st
| $200 |
$425 |
$900 |
$2,325 |
$4,700 |
| 2nd
| $120 |
$255 |
$540 |
$1,395 |
$2,820 |
| 3rd
| $80 |
$170 |
$360 |
$930 |
$1,880 |
| % Cash Prizes
| 80% |
85% |
90% |
93% |
94% |
|   |
  |
  |
  |
  |
  |
| Teams per League
| 12
|
| Entry Fee
| $50 |
$100 |
$200 |
$500 |
$1000 |
| 1st
| $240 |
$510 |
$1,080 |
$2,790 |
$5,640 |
| 2nd
| $144 |
$306 |
$648 |
$1,674 |
$3,384 |
| 3rd
| $96 |
$204 |
$432 |
$1,116 |
$2,256 |
| % Cash Prizes
| 80% |
85% |
90% |
93% |
94% |
|   |
  |
  |
  |
  |
  |
| Teams per League
| 14
|
| Entry Fee
| $50 |
$100 |
$200 |
$500 |
$1000 |
| 1st
| $280 |
$595 |
$1,260 |
$3,255 |
$6,580 |
| 2nd
| $168 |
$357 |
$756 |
$1,953 |
$3,948 |
| 3rd
| $112 |
$238 |
$504 |
$1,302 |
$2,632 |
| % Cash Prizes
| 80% |
85% |
90% |
93% |
94% |