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Phenoms Fantasy Football and Sports

Dynasty Leagues

Updated: 05/18/2013

Join a Dynasty Phenoms Fantasy Football League

The dynasty fantasy football league rules and scoring systems for dynasty leagues run by Phenoms Fantasy Sports are detailed below. These leagues allocate players via draft at the start of the season. Team owners can retain all players from year to year. Each offseason, an annual draft allocates rookies and non-rostered players. Please read the rules carefully. Each league has several variables such as lineup, scoring system, and entry fee. BOLDED terms refer to abbreviations you will see in the table of leagues to join.

 

  1. Dynasty League Rules At a Glance
  2. League Structure
  3. Initial Draft
  4. Roster Requirements
  5. Starting Lineups
  6. Keeping Players
  7. Injured Reserve
  8. Annual Draft
  9. Scoring Systems
  10. Trades
  11. Free Agency and Waivers
  12. Playoffs and Tie-Breakers
  13. Entry Fees and Prize Money
  14. Deposit

 

  1. Dynasty League Rules At A Glance (Page Top)
  2. View our at-a-glance rules below and be sure to read through our rules in-detail (found below the chart.)

    Dynasty League Rules At a Glance
    League Formats Head to Head (H2H) or Victory Points (VIC) for league play
    League Size 10, 12, or 14 teams
    Draft Speed Live, Semi-Slow, or Slow
    Starting Lineup DEEP, IDP, No-Flex, 1-Flex, or 2-Flex
    Roster Size Dependant on League Size
    Scoring Systems See Table Below
    Trading YES or NO depending on league specifics
    Waiver System Worst-To-First (WTF) or Blind Bidding (BB)
    Entry Fee & Prizes $50 to $2500; Payouts 80% to 95%
    Duration Dynasty: continues indefinitely

    Join a Dynasty Fantasy Football League at Phenoms Today

    Complete Dynasty League Rules

    1. League Structure (Page Top)
      1. League size may consist of 10, 12, or 14 teams
      2. League play format is either Head to Head (H2H) or Victory Points (VIC)
        1. H2H consists of only one opponent per week per team, awarding one win to the highest scoring team in the matchup
        2. VIC consists of one opponent matchup per week per team, awarding 2 points to the highest scoring team in the matchup. (winner of normal head to head game) In addition, the top tier scoring teams receive 2 points, the middle tier scoring teams 1 point, and the bottom tier scoring teams 0 points. Teams in each tier vary by league size:
          1. 10 team league: 3 teams in top tier, 4 teams in middle tier, and 3 teams in bottom tier
          2. 12 team league: 4 teams in top tier, 4 teams in middle tier, and 4 teams in bottom tier
          3. 14 team league: 4 teams in top tier, 6 teams in middle tier, and 4 teams in bottom tier
        3. In the case of a tie crossing a tier boundary, the two tied teams both receive the higher point value.
      3. There is no divisional separation of teams
      4. Regular Season Schedule is randomly determined by myfantasyleague.com
        1. 10 team leagues play 5 teams twice and other 4 teams once (14 total games)
        2. 12 team leagues – play 3 teams twice and other 8 teams once (14 total games)
        3. 14 team leagues – play other 13 teams once (13 total games)
      5. Initial Roster allocation will be via the Initial Draft in the first year of the league

       

    2. Initial Draft (Page Top)
      1. Initial drafts are serpentine style drafts, i.e. in the even rounds, the draft order will be reversed from the odd rounds
      2. The league software on myfantasyleague.com randomly determines the draft order
      3. Team owners can see the draft order once the league website has been setup at myfantasyleague.com
      4. Team owners are required to have an Internet connection to submit their draft picks
      5. 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.
      6. The initial draft consists of enough rounds to fill out each team's roster
      7. The draft timer depends on the draft speed: LIVE: 90 seconds; SEMI-SLOW: 6 hours (paused from 1 AM to 7 AM Eastern); SLOW: 18 hours
      8. If the timer expires, the league software automatically selects a player, first choosing from the owner's "Work List" (if LIVE draft), then from any pre-ranking by the owner, and finally from the Average Draft Position list
      9. At his discretion, the commissioner may pause the draft timer due to technical difficulties
      10. At his discretion, the commissioner may undo and/or correct draft picks if an owner error has been made. If the error can reasonably be corrected without impacting the draft substantially, it may be corrected by the commissioner.

       

    3. Roster Requirements (Page Top)
      1. The roster minimum is a full starting lineup during the season (not necessarily upon completion of the Draft)
      2. There are four (4) injured reserve (IR) spots in addition to the maximums listed below
      3. The roster maximum is set based on the number of teams in the league and the lineup type:
        Roster Maximum # Teams Lineup
        28 10 DEEP
        22 12 1-FLEX, 2-FLEX, or NO-FLEX
        36 10 or 12 IDP
        20 14 1-FLEX, 2-FLEX, or NO-FLEX

       

    4. Starting Lineups (Page Top)
      1. The NO-FLEX starting lineup is: 1 QB, 2 RB, 3 WR, 1 TE, 1 K, and 1 D/ST
      2. The 1-FLEX starting lineup is: 1 QB, 2 RB, 3 WR, 1 flex RB/WR/TE, 1 TE, 1 K, and 1 D/ST
      3. The 2-FLEX starting lineup is: 1 QB, 1 RB, 2 WR, 2 flex RB/WR/TE, 1 TE, 1 K, and 1 D/ST
      4. The IDP starting lineup is: 1 QB, 2 RB, 3 WR, 1 TE, 1 K, 2 DL, 3 LB, and 3 DB
      5. The DEEP starting lineup is: 2 QB, 2 RB, 3 WR, 1 TE, 2 flex RB/WR/TE, 2 K, and 2 D/ST
      6. The deadline for submitting a starting lineup is at kickoff of each player's game
      7. After kickoff of each game, players are locked into or out of the starting lineup
      8. If no lineup is submitted, the lineup shall default to last week's submitted lineup, or the highest drafted or highest salaried players
      9. Intentionally submitting a less than optimal lineup (i.e. starting known injured players or benching star players) will result in a loss of draft picks in the Annual Draft, starting with round 1. Each incident results in one lost draft pick.
      10. All Initial Drafts taking place after September 5th, 2013 will NOT allow for retroactive starting of players from that game
      11. Owners must re-submit their lineup after making any transaction that removes a player from their previously submitted lineup, such as a trade or waiver move

       

    5. Keeping Players (Page Top)
      1. Teams may keep all players from last season's roster, as well as those that were placed on IR
      2. The roster maximum is not to be exceeded, thus owners may keep as many players as the roster allows
      3. Owners must declare keepers on the keeper page of the site at least 24 hours prior to the Annual Draft

       

    6. Injured Reserve (Page Top)
      1. To place a player on Injured Reserve (IR), the player's official Injury Status must be IR
      2. If a player is taken off IR by his NFL team, team owners must take the player off IR before submitting their weekly lineup
      3. Players that are no longer in IR the following season must be moved to the active roster to be kept, or else they will be dropped when keepers are declared
      4. Prior to the Annual Draft, if teams want to keep a player that is on IR for the upcoming season already, the owner must post on the league message board and then the commissioner will manually add that player to the roster and place him on IR after keepers have been declared. This method prevents owners from wasting a roster spot on a player that is on IR, and thus costing the owner a draft pick in the annual draft.

       

    7. Annual Draft (Page Top)
      1. The Annual Draft is used allocate rookie and non-rostered players in years following the initial roster allocation
      2. The draft is conducted on the myfantasyleague.com league website
      3. The draft will begin at 1 PM Eastern on Thursday, August 1st, 2013
      4. The draft will consist of enough rounds to fill out each team's roster
      5. The draft order will be set based on the teams' prior year's record (through the regular season), using all standard tie-breakers (Section XIV.A)
      6. For teams that made the league playoffs, they will be ordered based on their finish in the playoffs
      7. The draft order will be from worst to first for all rounds
      8. The draft timer is set for 6 hours per pick, but is paused between 1 AM and 7 AM Eastern
      9. If the timer expires, the league software automatically selects a player
      10. At his discretion, the commissioner may pause the draft timer due to technical difficulties
      11. Draft Picks may be traded up to two years in advance. The league rollover in the Spring signifies the start of the year, thus two years of future picks may be traded from that point.

       

    8. Scoring Systems (Page Top)
      1. Decimal scoring is used to help prevent ties
      2. Defenses may score negative points if they give up excessive points and/or yards
      3. Individual players may score negative points for negative yardage
      4. Stat changes are automatically processed by the league website as soon as they become available each week
      5. Scoring Systems:
        Non-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.
        PAT 1 Pt.
        D/ST Scoring
        Points Allowed by Offense & Special Teams (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.
        Blocked Punt 2 Pts.
        Blocked FG or PAT 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 by Offense & Special Teams (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.
        Blocked Punt 2 Pts.
        Blocked FG or PAT 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 by Offense & Special Teams (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.
        Blocked Punt 2 Pts.
        Blocked FG or PAT 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.
        Fumble Recovery (from opponent) 2 Pts.
        Interception 6 Pts.
        Pass Defensed 1 Pt.
        All Touchdown Types 6 Pts.
        Safety 2 Pts.

       

    9. Trades (Page Top)
      1. 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:
      2. Team owners may propose trades to other team owners via the league website
      3. The owner receiving the proposal may accept the trade via the league website
      4. The owner proposing the trade may revoke the proposal prior to the other owner accepting it
      5. Once the receiving owner accepts the trade, the league website will automatically update the rosters
      6. A player cannot be traded if his game has started for the week
      7. It is highly recommended that owners set the expiration date of trade offers to be at least 15 minutes before kickoff of any player's game so that lineup adjustments can be made if trade is accepted
      8. The commissioner will not manually correct lineups due to owner error in making trades that result in unwanted lineup
      9. The Commissioner has the right to veto trades in the event that collusion is suspected or that a trade is deemed competitively unbalanced.
      10. 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".
      11. Seemingly unbalanced trades may be allowed provided collusion isn't suspected, dependent upon Commissioner approval.
      12. Owners may protest a trade to the commissioner but the Commissioner makes the sole decision on allowing or vetoing the trade
      13. The trading deadline is prior to the Sunday kickoff of week 11 (11/17/2013)

       

    10. Free Agency and Waivers (Page Top)
      1. Free agent pickups follow the weekly scheduled outlined below
      2. Worst to First Waivers (WTF): Team owners may make four waiver selections in the weekly waiver wire draft
        1. The weekly waiver wire draft is a four round draft
        2. The waiver order is set from worst record to best record
        3. The tiebreaker is fewest points scored
        4. Prior to Week 1, team owners may submit their selections anytime prior to 10 PM Eastern Wednesday each week
        5. After Week 1, team owners may submit their selections between 10 PM Eastern Monday and 10 PM Eastern Wednesday each week
        6. The league software will automatically process the submitted picks shortly after 10 PM Eastern each Wednesday
        7. 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.
      3. Blind Bidding Waivers (BB): Team owners bid for free agents
        1. Prior to Week 1, team owners may submit their bids anytime prior to 10 PM Eastern Wednesday each week
        2. After Week 1, team owners may submit their bids between 10 PM Eastern Monday and 10 PM Eastern Wednesday each week
        3. The league software will automatically process the bids shortly after 10 PM Eastern each Wednesday
        4. Each team is allotted 500 credits at the beginning of the season
        5. No additional bidding credits will be allotted
        6. Unused credits do NOT carry over to the following season
        7. Bids must be a minimum of 1 credit, and in increments of 0.1 credits above that
        8. The earliest submitted bid wins a tie-bid situation
        9. Owners may submit conditional bids as the league website software allows
        10. Conditional bids means that each Group of bids is looked at as "First bid on player X, if that loses then bid on player Y, etc.
        11. Owners will only be awarded one (1) player per Group of bids. If you want to acquire multiple players, submit multiple Groups of bids.
        12. List your bids from high to low in each Group. The computer looks for the highest bid on everyone's top line of every Group, so if you bury a higher bid, it might not get seen by the computer.
        13. All Groups of bids are looked at simultaneously by the computer
        14. The Commissioner will not correct improperly placed bids after the bids have been processed, even if it's obvious as to the intentions.
        15. Consult the Blind Bidding Help Page for helpful information on how Blind Bids are processed.
      4. Waivers are either WTF or BB; never both
      5. WTF or BB periods start after the Draft concludes in the pre-season.
      6. Free Agent pickups are unlimited and first-come, first-serve (FCFS) between 10:15 PM Eastern Wednesday and 9:45 PM Eastern starting the week leading into Week 1 of the season
      7. There are no FCFS periods during the pre-season until the week leading into Week 1 of the season
      8. Players are locked during FCFS periods once their game has kicked off for the week
      9. Dropped Players are locked until 10 PM Eastern on Monday (until next week's BB or WTF period)
      10. 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.
      11. The waiver-wire, blind bidding, and/or free agency pickup periods are open throughout the entire season, including the playoffs, concluding in week 16
      12. A Monthly League Calendar is available on each league's myfantasyleague.com website which outlines the dates and times that transactions may take place
      13. The commissioner has the right to freeze the roster of an owner that intentionally drops players for the purposes of sabotaging the league

       

    11. Playoffs and Tiebreakers (Page Top)
      1. Playoff berths and seeding are based on the following criteria and tiebreakers:
        1. Win/Loss record in H2H leagues or Victory Points in VIC leagues
        2. Most Points Scored
        3. Most Points Against
        4. Head to Head record
      2. Playoffs in 10 Team Leagues
        1. The top 4 teams make the playoffs
        2. Week 15: Seed #1 plays Seed #4; Seed #2 plays Seed #3
        3. Week 16: Winner of 1v4 plays winner of 2v3 for Championship
        4. Week 16: Loser of 1v4 plays loser of 2v3 for 3rd place prize
      3. Playoffs in 12 team leagues:
        1. The top 4 teams make the playoffs
        2. Week 15: Seed #1 plays Seed #4; Seed #2 plays Seed #3
        3. Week 16: Winner of 1v4 plays winner of 2v3 for Championship
        4. Week 16: Loser of 1v4 plays loser of 2v3 for 3rd place prize
      4. Playoffs in 14 team leagues:
        1. The top 6 teams make the playoffs
        2. Week 14: Seed #3 plays Seed #6; Seed #4 plays Seed #5; Seed #1 and Seed #2 automatically advance to week 14
        3. Week 15: Seed #1 plays highest numbered winning Seed; Seed #2 plays lowest numbered winning Seed
        4. Week 16: Winner of 1vX plays winner of 2vY for Championship
        5. Week 16: Loser of 1vX plays loser of 2vY for 3rd place prize
      5. Tiebreakers in playoff games:
        1. Highest Scoring Non-Starting Player
        2. 2nd Highest Scoring Non-Starting Player
        3. Next Highest Scoring Non-Starting Player, until the tie is broken
        4. Online Dice-roll simulation randomizer

         

    12. Entry Fees and Prize Money (Page Top)
      1. The "points leader" is the team the accumulates the most points from week 1 through week 16
      2. All team owners should continue to submit lineups through week 16 in an effort to win the "Points Leader" prize
      3. There are no additional fees during the season beyond the initial entry fees
      4. In subsequent years, entry fees must be paid 14 days prior to the start of the Annual Draft
      5. Team owners that are delinquent with entry fees will have their teams sold as Orphaned teams
      6. Prize Structure:
        Teams per League 10
        Entry Fee $50 $100 $200 $500 $1,000 $2,500
        1st $180 $383 $810 $2,093 $4,230 $10,688
        2nd $100 $212 $450 $1,162 $2,350 $5,937
        3rd $40 $85 $180 $465 $940 $2,375
        Points Leader $80 $170 $360 $930 $1,880 $4,750
        % Cash Prizes 80% 85% 90% 93% 94% 95%
                     
        Teams per League 12
        Entry Fee $50 $100 $200 $500 $1,000 $2,500
        1st $216 $459 $972 $2,511 $5,076 $12,825
        2nd $120 $255 $540 $1,395 $2,820 $7,125
        3rd $48 $102 $216 $558 $1,128 $2,850
        Points Leader $96 $204 $432 $1,116 $2,256 $5,700
        % Cash Prizes 80% 85% 90% 93% 94% 95%
                     
        Teams per League 14
        Entry Fee $50 $100 $200 $500 $1,000 $2,500
        1st $250 $536 $1,134 $2,930 $5,922 $14,963
        2nd $140 $297 $630 $1,627 $3,290 $8,312
        3rd $56 $119 $252 $651 $1,316 $3,325
        Points Leader $112 $238 $504 $1,302 $2,632 $6,650
        % Cash Prizes 80% 85% 90% 93% 94% 95%

       

    13. Deposit (Page Top)
      1. A refundable deposit equal to one year's worth of entry fees is required upon joining the league
      2. When an owner decides to leave the league, the deposit may be refunded, provided the following criteria are met:
        1. The owner notifies the commissioner at least 14 days prior to the Annual Draft that he no longer wishes to participate in the league
        2. A replacement owner is found that is willing to pay entry fees and a deposit
        3. The refund amount shall equal the amount of entry fee the new owner is willing to pay