League

Name
S.T.I.F.F. - A.R.M.
League ID
71169
Guest URL
https://www.rtsports.com/fantasy-football-league/71169
Service
Full Season - Gold
Subscription
Not Paid
Commissioner
Pat Mantell
pat.mantell@outlook.com

By-Laws

Additional Rules:
S
S.T.I.F.F. – A.R.M.

“Staying Together in Fantasy Football – Always Remembering Maxwell”


Official Rules


I. Franchise Ownership

a. The league will consist of 12 franchises.
b. Each franchise agrees to remit a $50.00 franchise fee prior to the current season’s draft to explicitly cover costs of prizes and other administrative expenses that the owner’s deem necessary prior to the season (web pages, reports, etc.)
c. Checks will be made out to Patrick Mantell and mailed to or hand carried to 2343 Sansone Rd, Montgomery, AL 36116. Paypal will be available for the 2003 season. 
d. Any owner that ceases to operate the said franchise in the reasonable judgment of the STIFF-ARM owners will be considered a dead-beat owner and his or her team will be considered abandoned and reclaimed by the STIFF-ARM. Owners are required to pay their entry fees 4 weeks prior to the draft. This allows time to find new owners in the case of a dead-beat owner.

1. Any franchise abandoned during a STIFF-ARM keeper league season will continue to participate in the weekly games per the regular season schedule.
o The STIFF-ARM owners will control the line-up and roster of abandoned franchises in effort to maintain the highest level of competition.
o All abandoned franchises will be operated by STIFF-ARM exactly as any independently owned franchise with the remaining owners acting as the owner of the abandoned franchise.
2. Abandonment during the off-season (i.e. failure to pay yearly franchise fee) will result in replacing the said franchise with new ownership or operation as an abandoned franchise when necessary. New ownership will agree to accept all responsibilities and obligations relative to the acquired franchise (saved players, draft pick, etc.)



II. Saving Players

a. The following rules govern saving players from the current season’s active roster to the next season. 
1. Franchise Players:

A. No player that was a first, second, or third round draft pick may be designated as a Franchise Player. 
NOTE: This also includes players with a draft status of rounds 1-3.
B. A player may be designated as a Franchise Player for a maximum of 3 seasons.
C. A Franchise Player’s status transfers with that player in a trade. (I.e. A player may be held from the draft for a maximum of 3 years no matter what team’s roster the player is on)
D. Designating a Franchise Player will cost the owner a draft pick one round higher than the round the player was drafted in. This status will change each year the player s kept. (I.e. If the player is a 5th round pick, it will cost a 4th round to keep him in year 2, a 3rd round pick in year 3. The player won’t be able to be kept in year 4 because the player is considered a 3rd round pick, and 1st to 3rd round picks are ineligible for Franchise Player designation. The owner also can’t designate the player as a Supplemental Player because the player has already been held for 1 year.) 
1. If two players have the same draft status, one will take the place of the next higher draft pick, but will retain its same draft status. (I.e. if two players have the value of a 5th round draft pick, it will cost a 4th round and a 3rd round pick the following year to keep the players; however, they will still be considered 5th round draft picks for trade purposes, etc.)
E. Players that went undrafted will assume a draft status of Round 10. 
F. An owner can designate a maximum of 3 Franchise Players.
G. An owner can designate a maximum of 2 players from any position. (Franchise and Supplemental are combined)
H. During the off-season (January 1st-August 1st):
    1. Franchise Players may be traded for another owner’s Franchise Player.
    2. Franchise Players may be traded for another owner’s Supplemental Player.
    3. Franchise Player may be traded for another owner’s draft picks in the following or subsequent year’s drafts.
I. During the preseason (August 1st-Draft)
    1. Franchise Players may be traded for another owner’s Franchise Player.
    2. Franchise Players may be traded for another owner’s Supplemental Player.
    3. Franchise Players may be traded for another owner’s draft picks in the following or subsequent year’s drafts.
J. During the owners meetings (Dec 1st-Feb 1st)
    1. Franchise Player’s designations can be made.
    2. Franchise Player’s designations have to be completed by Feb1st or Super Bowl Sunday (whichever comes last).
        a. All teams MUST designate 3 players.
        b. If no players are designated, the top QB, RB, and WR (that were not drafted in rounds 1-3) will be
            automatically designated                      
    3. Supplemental Players
       a. No players drafted in the first round may be designated as a Supplemental Player.
       b. A player may be designated as a Supplemental Player for a maximum of 1 season.
       c. A Supplemental Player’s status transfers with that player in a trade. (I.e. A player may be held from the draft for a
           maximum of 1 year no matter what team’s roster the player is on)
       d. Designating a Supplemental Player will cost the owner a draft pick one round higher than the round the player was
           drafted in.
       e. An owner can designate a maximum of 1 Supplemental Player.
       f. An owner can designate a maximum of 2 players from any position. (Franchise and Supplemental are combined)
       g. Players that went un-drafted will assume a draft status of Round 10. 
       h. During the off-season (January 1st-August 1st):
            1. Supplemental Players may be traded for another owner’s Supplemental Player.
            2. Supplemental Players may be traded for another owner’s Franchise Player.
            3. Supplemental Players may be traded for another owner’s draft picks in the following or subsequent year’s drafts.
I. During the preseason (August 1st-Draft)
    1. Supplemental Players may be traded for another owner’s Supplemental Player.
    2. Supplemental Players may be traded for another owner’s Franchise Player.
    3. Supplemental Players may be traded for another owner’s draft picks in the following or subsequent year’s drafts.
    4. Supplemental Players may be added back into the draft pool.
J. During the owners meetings (Dec 1st-Feb 1st)
    1. Supplemental Player’s designations can be made. 
    2. Supplemental Player designations have to be completed by Feb 1st or Super Bowl Sunday (whichever comes last).
    3. An owner is NOT REQUIRED to designate a Supplemental player.



III. Drafts

A. Each year a preseason draft is conducted. This will take place on the final weekend before the regular season commences (schedule permitting).
B. Each team will draft and/or designate 17 players, including at least one of each of the following:
· Quarterback (QB)
· Running Back (RB)
· Wide Receiver (WR)
· Tight End (TE)
· Kicker (K)
· Defense/Special Teams (D)
· Head Coach (HC)
C. NFL players are drafted and/or acquired only at their predominant NFL position. (If a question arises about a player’s predominant decision, a majority vote from the owners will decide the position. If there’s a 5-5 vote, the Commissioner will decide.) No player will be drafted or acquired at more than 1 position. Each player will continue to remain at that position throughout the season, no matter if the players position changes.
D. Franchise draft order will be random drawing for the first season only. Ensuing seasons draft order will be determined by the final league standings:
Pick 1: 7th Place
Pick 2: 8th Place
Pick 3: 9th Place
Pick 4: 10th Place
Pick 5: 11th Place
Pick 6: 12th Place
Pick 7: 6th Place
Pick 8: 5th Place
Pick 9: 4th Place
Pick 10: 3rd Place
Pick 11: 2nd Place
Pick 12: 1st Place
E. The draft will take place in the “rollercoaster” or “serpentine” format. (I.e. the team with the first pick will pick last in the 2nd round, 1st in the 3rd round, last in the 4th round, etc.)
F. The draft will take place at the house of the Commissioner for the first season on the 25th of August at 1500 EST. The following season’s drafts will take place online at an area to be determined.





IV. Lineups: Submittal Times and Methods


A. Franchises will compete each week with a starting lineup consisting of the following:
· 1 – Quarterback (QB)
· 2 – Running Backs (RB)
· 2 – Wide Receivers (WR)
· 1 – Tight End (TE)
· 1 – Kicker (K)
· 1 – Defense/Special Teams (D)
· 1 – Head Coach (HC)
· 1 – Utility (RB, WR, or TE)
B. Lineups:
    1. E-mail requests must contain an adequate description to identify all players involved (Name, Position, and NFL team).
    2. E-mail requests must contain the name of the franchise and name of league.
    3. An effort will be made to correct incomplete lineup requests before kickoff, but if not possible, the franchise will play
        with the lineup submitted.
    4. Lineup requests with too many players listed as “starting” will be remedied before kickoff if possible, but if they cannot,
        the Commissioner will start the first player listed at each position. The Utility player will be the 3rd RB, 3rd WR, or the
        2nd TE listed, whichever comes first. If there is one, unless there is a specific Utility player listed. The Commissioner’s
        decision is FINAL.
C. Each team may submit lineup changes, any time when desired, until kickoff of the first game each week. If the first game is
     on Thursday or Saturday, the entire lineup must be submitted before the first kickoff of the week, whether or not the
     franchise has players playing in the Thursday or Saturday game.
    1. The preferred method of lineup submission is e-mail. The e-mail will be sent to the Commissioner, with a courtesy copy
        sent to the opponent. This may be changed with the development of a league web page.
D. Any franchise not submitting a lineup will compete in the current week using the lineup from the previous week. 
    1. If there is a bye week for one of the players from the previous week, the franchise will have to play a player short.
        NOTE: If this happens twice in a row and the player is no longer on a bye week, the franchise still plays a player short
        because they fall back to the previous week’s lineup.
    2. If the franchise fails to turn in a lineup for the first week, Franchise and Supplemental players will start, and then the
        remaining lineup will be completed with the first player drafted at each position is used. The utility player will be the first
        RB, WR, or TE drafted after the position is full. 


V. League Formatting

A. The STIFF-ARM will consist of 2 divisions. 
    · Maxwell Division
    · Gunter Division
B. The divisions will be drawn on draft day for the initial season.
C. The franchises in these divisions will rotate each season with all teams finishing in an odd position going into the Maxwell
     Division, and all teams finishing in an even position going into the Gunter Division. (I.e. a team finishing 1st or 7th will move
     into the Maxwell Division the following Season, and a team finishing 6th or 8th will move into the Gunter Division.



VI. Scheduling

A. STIFF-ARM competition comprises the first 16 weeks of the NFL regular season. Weeks 1-13 will be the STIFF-ARM regular season and weeks 14, 15, and 16 will be the STIFF-ARM playoffs.
B. Regular Season schedule will be developed on the league web page.

C. Playoffs and Championships:
    1. The top 6 franchises in the season will compete for the STIFF-ARM championship. The Maxwell and Gunter Division Champions will earn first round byes in the playoffs. The first round games will consist of the 3rd vs. 6th place teams and the 4th vs. 5th place teams. The division champion with the higher record will play the lowest seeded team that advances to the 2nd round. The other division winner will play the highest seed that advances to round 2. The two winners of round 2 will play for the championship. The two losers of round 2 will vie for 3rd place in a consolation game.
NOTE: Of the 2 first round losers, the team with the highest standing going into the playoffs will have finished 5th, with the other team will have finished 6th for the season.
    2. In the event of a tie in the regular season standings the following will be used as a tiebreaker:
        · Win/Loss Record
        · Total Points
        · Head to Head Competition
        · Total Points Against
        · Coin Flip 


VII. Transactions

A. How to submit roster change requests. (Waiver, Trades)
    1. All transaction requests will be sent to the Commissioner by e-mail. It is permissible to notify the Commissioner in person, but e-mail needs to accompany the verbal request.
B. Waivers/Free Agents
    1. Waiver-A player that has been dropped from an active roster that is not available to be added to another roster.
    2. Free Agent-A player that is currently not on any roster and is available for pickup. (A free agent request is needed)
    3. Active roster players can be placed on waivers and replacements can be selected from the available, non-drafted
        players (free agents). 
    4. Unlimited transactions are allowed during the regular season. 2 transactions are allowed each week in the playoffs. No
        player that was on any current team’s roster may be added during the playoffs.
    5. Free Agent requests are accepted until 2359:59 on the Friday before kickoff. If there are games on Thursday night, free
        agent requests are due by 1959:59 on Wednesday night prior to kickoff. Results will be posted as quickly as possible.
        · NOTE: Throughout the rules, times listed are EST.
    6. An owner submitting a transaction should list his potential free agents in the priority that he wishes to pick them up in case more that one owner desires the same player. 
    7. Multiple free agent requests involving the SAME player will be given to the team with the inferior record. Each team will get its first available choice. After all teams have had a chance to pick up a free agent, each team will get a second chance, once again going from bottom to top throughout the league. This will continue until all transactions are complete. 
    8. Waived players do not become free agents until the following week.
C. Regular Season Trades
    1. Each franchise is allowed to trade players directly from one franchise to another during the period beginning with the close of the draft and ending with the final lineup submittal time for week 12. 
    2. Trades are not limited in number.
    3. Multiple player trades are allowed, but if they are not for an even number of players, the franchises must adhere to the same rules as free agency to fill their rosters. Waived players do not become free agents until the following week.
    4. Trades that are deemed “grossly” unfair by the league owners can be overturned. It takes a “nay” vote by 8/10 of the remaining owners to veto a trade.
D. Off Season Trades
    1. Trades of Franchise and Supplemental players may cause teams to enter the draft with a different number of players on their roster. All rosters will be equal after the draft.
E. Injured Reserve 
    1. Each franchise may have a maximum of 2 IR players at any one time.
    2. Eligibility of IR will be based on the NFL injury reports. Players must be listed as doubtful or out to be eligible for IR. If their status improves a roster move must be made the following week to get the roster back to the legal number of players.
    3. IR is subject to the same conditions as free agency, except that the player does not need to be waived.

The Jeff George Rule: Any player that has been cut or is no longer on the roster of an NFL team will be considered “OUT” and thus be able to be kept as an IR if an only if the franchise had that player when they were active on an NFL team. When an NFL team picks up the player, he must be taken off of IR after the next weekend’s games. A player that is not active on an NFL team may be picked up as a free agent, but cannot be considered an IR.

VIII. Tie Breakers

A. Ties are allowed during the regular season
B. If there is a tie in the playoffs, the franchise with the highest scoring player out of all starters wins the contest. If the highest scorer is the same on both teams, it moves to the 2nd highest. If all starters have the same score, the game will be settled with a coin toss.

IX. Scoring

a. Head Coach
· Coach’s Team Wins 5 Points
· Coach’s Team Loses 0 Points
b. Kickers
· Extra Point 1 Point
· Field Goal 0-39 Yards 3 Points
· Field Goal 40-49 Yards 4 Points
· Field Goal 50-59 Yards 5 Points
· Field Goal 60+ Yards 6 Points
NOTE: Kickers also receive the same Passing, Rushing, Receiving stats as Running Backs
c. Quarterbacks
· Passing TD 0-19 Yards 6 Points
· Passing TD 20-39 Yards 8 Points
· Passing TD 40-59 Yards 10 Points
· Passing TD 60+ Yards 12 Points
· Rushing/Receiving TD 0-19 Yards 6 Points
· Rushing/Receiving TD 20-39 Yards 8 Points
· Rushing/Receiving TD 40-59 Yards 10 Points
· Rushing/Receiving TD 60+ Yards 12 Points
· Every 25 Yards Passing 1 Point
NOTE: The NFL uses Net Passing Yards (Passing Yards minus Sack Yards) We will ignore sack yards and use total passing yards. 
· Every 10 Yards Rushing 1 Point
· Interception -2 Points
· 2-Point Conversion Rushing 2 Points
· 2-Point Conversion Passing 1 Point
· 2-Point Conversion Receiving 1 Point
d. Running Backs/Wide Receivers/Tight Ends
· Rushing/Receiving TD 0-19 Yards 6 Points
· Rushing/Receiving TD 20-39 Yards 8 Points
· Rushing/Receiving TD 40-59 Yards 10 Points
· Rushing/Receiving TD 60+ Yards 12 Points
· Passing TD 0-19 Yards 6 Points
· Passing TD 20-39 Yards 8 Points
· Passing TD 40-59 Yards 10 Points
· Passing TD 60+ Yards 12 Points
· Every 10 Yards Rushing 1 Point
· Every 10 Yards Receiving 1 Point
· Every 10 Yards Passing 1 Point
· 2-Point Conversion Rushing 2 Points
· 2-Point Conversion Passing 1 Point
· 2-Point Conversion Receiving 1 Point
NOTE: Rushing and Receiving Yards are tabulated separately.
e. Defense/Special Teams
· TD 0-19 Yards 6 Points
· TD 20-39 Yards 8 Points
· TD 40-59 Yards 10 Points
· TD 60+ Yards 12 Points
· Interception 2 Points
· Fumble Recovery 2 Points
· Sack 1 Point
· Safety 2 Points
· 0 Points Allowed 10 Points
· 2-10 Points Allowed 5 Points
· 11-16 Points Allowed 3 Points
NOTE: Points scored by kick returns will be awarded to the defensive team, they will NOT also be awarded to individual player (i.e. Your Wide Receiver returns a kick for a TD, the points are awarded to your wide receiver’s team’s defense, not the receiver.

The Pete Rule: If the league uses some kind of system to tabulate the scoring, and at any time that system is found to be scoring in error, the scoring rules listed above will be used, and the system will be updated. All scoring errors will be changed, whether or not they affect the outcome of any prior contests. If the error is found after the Monday Night game of week 10 has completed, no changes will be made.

X. Prize Money

a. Total Prize Money $600 
· Maxwell Division Champion $70
· Gunter Division Champion $70
· 3rd Place Regular Season $50
· 4th Place Regular Season $40
· 5th Place Regular Season $30 
· 6th Place Regular Season $20
· Super Bowl Champion $120
· Super Bowl Runner Up $60
· Consolation Game Winner $25
· Consolation Game Runner Up $11
· Weekly High Scorer $8 x 13 = $104



XI. League History (Maxwell Fantasy Football League)
2001 Super Bowl Champions The Zook (Pat Mantell)
Super Bowl Runners-Up Fuzzy Melons (Drew Small)
Third Place Spurrier’s Saints (Pete Hamilton)
Regular Season Champions Fuzzy Melons (Drew Small)
Regular Season Runners-Up Spurrier’s Saints (Pete Hamilton)
Regular Season Third Place The Zook (Pat Mantell)

2000 Super Bowl Champions Bull Freak N’ Dawgs (Andy McKendree)
Super Bowl Runners-Up Head Hunters (Ken Siler)
Third Place Spurrier’s Saints (Pete Hamilton)
Regular Season Champions Spurrier’s Saints (Pete Hamilton) 
Regular Season Runners-Up The Zook (Pat Mantell)
Regular Season Third Place Fuzzy Melons (Drew Small)

1999 Super Bowl Champions Smokin’ Joes (Joe Carenza)
Super Bowl Runners-Up The Zook (Pat Mantell)
Third Place Renegades (Marcus Martin)
Regular Season Champions The Zook (Pat Mantell)
Regular Season Runners-Up Smokin’ Joes (Joe Carenza) 


XII. League Franchises

Franchise Name Owner Phone Number E-Mail
Bull Freak N’ Dawgs Andy McKendree (334) 356-5834 amckendree@knology.net
Clubnbabyseals Chris Gage (727) 857-1294 chris.gage@verizon.com
Fuzzy Melons Drew Small (334) 277-2495 winniedrew@charter.net
G.N.C. Jerry Mendicino (334) 285-9362 mendojt@bellsouth.net
Gridiron Geeks Rich Smith (334) 953-6622 merichy@yahoo.com
Rat Bastages Doug McCaslin mccaslind@yahoo.com
Smokin’ Joes Joe Carenza (334) 567-1977 joseph.carenza@maxwell.af.mil
Sooners Ty Wilson (334) 264-3284 otis.Wilson@maxwell.af.mil
Stone Cold Stunners Shae Hancock (334) 290-0183 larry.hancock@maxwell.af.mil
The Zook Pat Mantell (334) 395-7363 patmantell@knology.net
Wet Groins Nathan Yokobosky (334) 538-1292 raw@punkass.com
Wildcats Rob Marlow (937) 475-4623 marlowrobb@hotmail.com



History:
This is the Fifth year for STIFF-ARM... Champions 2002 - Tallywhackers 2003 - Renegades 2004 - Gridiron Geeks 2005 - Who Dat?

Season

Regular Season
NFL Week 1 thru NFL Week 14
Post Season
NFL Week 15 thru NFL Week 17

Standings

Standings
Head-to-Head

Tie Breakers
  1. Total Points Scored in Games
  2. Divisional Record
  3. Head-to-Head
  4. None
Game Tie Breakers
None
Playoffs
Your commissioner will manually establish all playoff games

Rosters

Roster Size
17
Roster Limits
MinMax
Quarterback19
Running Back29
Wide Receiver29
Tight End19
Head Coach19
Kicker19
Defense/Sp Team19

Def/Special Teams
Combined as one unit
Injured Reserve
Up to 4 players may be placed on injured reserve
Team owners may place any player on I/R at anytime
Taxi Squad
League does not use taxi squad

Lineups

Starters
10
Lineup Limits
Quarterback1to1
Running Back2to3
Wide Receiver2to3
Tight End1to2
Kicker1to1
Defense/Sp Team1to1
Head Coach1to1
Deadlines
Week 1Fri Mar 1 12:00am ETthruMon Sep 9 11:59pm ET
Week 2Tue Sep 10 7:00am ETthruMon Sep 16 11:59pm ET
Week 3Tue Sep 17 7:00am ETthruMon Sep 23 11:59pm ET
Week 4Tue Sep 24 7:00am ETthruMon Sep 30 11:59pm ET
Week 5Tue Oct 1 7:00am ETthruMon Oct 7 11:59pm ET
Week 6Tue Oct 8 7:00am ETthruMon Oct 14 11:59pm ET
Week 7Tue Oct 15 7:00am ETthruMon Oct 21 11:59pm ET
Week 8Tue Oct 22 7:00am ETthruMon Oct 28 11:59pm ET
Week 9Tue Oct 29 7:00am ETthruMon Nov 4 11:59pm ET
Week 10Tue Nov 5 7:00am ETthruMon Nov 11 11:59pm ET
Week 11Tue Nov 12 7:00am ETthruMon Nov 18 11:59pm ET
Week 12Tue Nov 19 7:00am ETthruMon Nov 25 11:59pm ET
Week 13Tue Nov 26 7:00am ETthruMon Dec 2 11:59pm ET
Week 14Tue Dec 3 7:00am ETthruMon Dec 9 11:59pm ET
Playoff Week 1Tue Dec 10 7:00am ETthruMon Dec 16 11:59pm ET
Playoff Week 2Tue Dec 17 7:00am ETthruMon Dec 23 11:59pm ET
Playoff Week 3Tue Dec 24 7:00am ETthruSun Dec 29 11:59pm ET

Online Draft

Draft Rules
Not Established
Draft Order
Not Established

Free Agents

Player Adds
League uses a waiver wire to add free agents to a team
League allows free-for-all free agent adds after the waiver wire
Waiver Wire
Players awarded Worst to First by Standings
Teams may acquire as many players as they wish per waiver wire

Teams may not acquire players after their game has started
Teams may not drop bench players after their game has started
Preseason Waivers
Your commissioner does not permit preseason waivers
Week 1 Waivers
Submission deadlines: Thu @ 7:30am ET
Players awarded by reverse draft order
In-Season Waivers
Submission deadlines: Thu @ 7:30am ET
Free for All
Week 1Thu Sep 5 11:30am ETthruMon Sep 9 9:00pm ET
Week 2Thu Sep 12 11:30am ETthruMon Sep 16 8:30pm ET
Week 3Thu Sep 19 11:30am ETthruMon Sep 23 8:30pm ET
Week 4Thu Sep 26 11:30am ETthruMon Sep 30 8:30pm ET
Week 5Thu Oct 3 11:30am ETthruMon Oct 7 8:30pm ET
Week 6Thu Oct 10 11:30am ETthruMon Oct 14 8:30pm ET
Week 7Thu Oct 17 11:30am ETthruMon Oct 21 8:30pm ET
Week 8Thu Oct 24 11:30am ETthruMon Oct 28 8:30pm ET
Week 9Thu Oct 31 11:30am ETthruMon Nov 4 8:30pm ET
Week 10Thu Nov 7 11:30am ETthruMon Nov 11 8:30pm ET
Week 11Thu Nov 14 11:30am ETthruMon Nov 18 8:30pm ET
Week 12Thu Nov 21 11:30am ETthruMon Nov 25 8:30pm ET
Week 13Thu Nov 28 11:30am ETthruMon Dec 2 8:30pm ET
Week 14Thu Dec 5 11:30am ETthruMon Dec 9 8:30pm ET
Playoff Week 1Thu Dec 12 11:30am ETthruMon Dec 16 8:30pm ET
Playoff Week 2Thu Dec 19 11:30am ETthruMon Dec 23 8:30pm ET
Playoff Week 3Thu Dec 26 11:30am ETthruSun Dec 29 8:30pm ET
OffseasonThu Jan 2 11:30am ETthruSat Mar 1 12:00am ET

Teams may not add players after their game has started
Teams may not drop bench players after their game has started
Protected Free Agents
Players dropped will be protected free agents until Next Fantasy Week
Transaction Limits
Unlimited free agent adds by a team per week
Unlimited free agent adds by a team for the year

Trades

Trading
Team owners may trade, but commissioner approval is required
Trading is suspended after Fantasy Week 12
Future Draft Picks
Team owners may trade future draft picks
Deadlines
Week 1Fri Mar 1 12:00am ETthruSun Sep 8 1:00pm ET
Week 2Tue Sep 10 7:00am ETthruSun Sep 15 1:00pm ET
Week 3Tue Sep 17 7:00am ETthruSun Sep 22 1:00pm ET
Week 4Tue Sep 24 7:00am ETthruSun Sep 29 1:00pm ET
Week 5Tue Oct 1 7:00am ETthruSun Oct 6 1:00pm ET
Week 6Tue Oct 8 7:00am ETthruSun Oct 13 1:00pm ET
Week 7Tue Oct 15 7:00am ETthruSun Oct 20 1:00pm ET
Week 8Tue Oct 22 7:00am ETthruSun Oct 27 1:00pm ET
Week 9Tue Oct 29 7:00am ETthruSun Nov 3 1:00pm ET
Week 10Tue Nov 5 7:00am ETthruSun Nov 10 1:00pm ET
Week 11Tue Nov 12 7:00am ETthruSun Nov 17 1:00pm ET
Week 12Tue Nov 19 7:00am ETthruSun Nov 24 1:00pm ET
Notification
The league will be notified of completed trades

League Fees

Assessed Fees
General
League Entry$0
Wins and Losses
Losses$0
Ties$0
Wins Credit$0
Roster Moves
Each Player Acquired$0
Each Player Acquired via Waivers$0
Each Player Acquired via Free Agency$0
Each Player Released$0
Each Player Placed on I/R$0
Each Player Activated from I/R$0
Lineup Moves
Each Player Started$0
Each Player Benched$0
Trades
Each Trade$0
Each Player Traded Away$0
Each Player Traded For$0

Rushing Scoring

Rushing TDs
Not Used
Rushing 2XPs
2 pts for each rushing 2XP
QB RB WR TE K
Rushing Yds
1 pts for every 10 rushing yds beginning with 10 rushing yds
QB RB WR TE K
Rushing Atts
Not Used
Yds Per Rush
Not Used
Rushing First Downs
Not Used
Yd TD Rush
6 pts for 0 to 19 yd TD rush
QB RB WR TE K
8 pts for 20 to 39 yd TD rush
10 pts for 40 to 59 yd TD rush
12 pts for 60 to 110 yd TD rush
Fumbles Lost
Not Used
Fumbles
Not Used

Passing Scoring

Passing TDs
Not Used
Passing 2XPs
1 pts for each passing 2XP
QB RB WR TE K
Passing Yds
1 pts for every 25 passing yds beginning with 25 passing yds
QB RB WR TE K
Passing Atts
Not Used
Yds Per Attempt
Not Used
Completions
Not Used
Yds Per Completion
Not Used
% Completion Rate
Not Used
Passer Rating
Not Used
Passing First Downs
Not Used
Yd TD Pass
6 pts for 0 to 19 yd TD pass
QB RB WR TE K
8 pts for 20 to 39 yd TD pass
10 pts for 40 to 59 yd TD pass
12 pts for 60 to 110 yd TD pass
Interceptions Thrown
-2 pts for each interception thrown
QB RB WR TE K
Pick 6s
Not Used
Incompletions
Not Used
Times Sacked
Not Used

Receiving Scoring

Receiving TDs
Not Used
Receiving 2XP
1 pts for each receiving 2XP
QB RB WR TE K
Receiving Yds
1 pts for every 10 receiving yds beginning with 10 receiving yds
QB RB WR TE K
Receptions
Not Used
Yds Per Reception
Not Used
Targets
Not Used
Rec First Downs
Not Used
Yd TD Reception
6 pts for 0 to 19 yd TD reception
QB RB WR TE K
8 pts for 20 to 39 yd TD reception
10 pts for 40 to 59 yd TD reception
12 pts for 60 to 110 yd TD reception

Combined Yardage Scoring

Rush And Rec Yds
Not Used
Rush And Pass Yds
Not Used
Rush, Pass, And Rec Yds
Not Used

Kicking Scoring

Made FGs
Not Used
Yd FG
3 pts for 0 to 39 yd FG
QB RB WR TE K
4 pts for 40 to 49 yd FG
5 pts for 50 to 59 yd FG
6 pts for 60 to 110 yd FG
Made PATs
1 pts for each made PAT
K
Missed FGs
Not Used
Yd Missed FG
Not Used
Missed XPs
Not Used

Offensive Scoring

Home Win
5 pts for each home win
HC
Road Win
5 pts for each road win
HC
Home Tie
Not Used
Road Tie
Not Used
Home Loss
Not Used
Road Loss
Not Used
Pts Scored
Not Used
Margin Of Victory
Not Used
First Downs
Not Used
Mins Of Possession
Not Used

Defensive Scoring

Fumble Return TDs
Not Used
Yd Fumble Return TD
6 pts for 0 to 19 yd fumble return TD
D/ST
8 pts for 20 to 39 yd fumble return TD
10 pts for 40 to 59 yd fumble return TD
12 pts for 60 to 110 yd fumble return TD
Int Return TDs
Not Used
Yd Int Return TD
6 pts for 0 to 19 yd int return TD
D/ST
8 pts for 20 to 39 yd int return TD
10 pts for 40 to 59 yd int return TD
12 pts for 60 to 110 yd int return TD
Safety
2 pts for each safety
D/ST
Defensive ST TDs
Not Used
Yd Defensive ST TD
6 pts for 0 to 19 yd defensive ST TD
D/ST
8 pts for 20 to 39 yd defensive ST TD
10 pts for 40 to 59 yd defensive ST TD
12 pts for 60 to 110 yd defensive ST TD
Defensive ST Safety
Not Used
Pts Allowed
10 pts for 0 pts allowed
D/ST
5 pts for 2 to 10 pts allowed
3 pts for 11 to 16 pts allowed
D/ST Pts Allowed
Not Used
Yds Allowed
Not Used
Rushing Yds Allowed
Not Used
Passing Yds Allowed
Not Used
Sacks
1 pts for each sack
D/ST
Sack Yds
Not Used
Fumbles Forced
Not Used
Fumbles Recovered
2 pts for each fumble recovered
D/ST
Fumble Return Yds
Not Used
Interceptions
2 pts for each interception
D/ST
Int Return Yds
Not Used
Turnovers
Not Used
Turnover Return Yds
Not Used
Over On Downs
Not Used
Blocked FGs
Not Used
Blocked XPs
Not Used
Blocked Punts
Not Used
Tackles
Not Used
Tackles For Loss
Not Used
Assists
Not Used
Passes Defensed
Not Used

Special Teams Scoring

Kickoff Return TDs
Not Used
Yd Kickoff Return TD
6 pts for 0 to 19 yd kickoff return TD
D/ST
8 pts for 20 to 39 yd kickoff return TD
10 pts for 40 to 59 yd kickoff return TD
12 pts for 60 to 110 yd kickoff return TD
Kickoff Return Yds
Not Used
Punt Return TDs
Not Used
Yd Punt Return TD
6 pts for 0 to 19 yd punt return TD
D/ST
8 pts for 20 to 39 yd punt return TD
10 pts for 40 to 59 yd punt return TD
12 pts for 60 to 110 yd punt return TD
Punt Return Yds
Not Used
Return Yds
Not Used
Punts Inside20
Not Used
XP Returns
Not Used
XP Safetys
Not Used
2XP Stops
Not Used
ST Fumbles Lost
Not Used
ST Fumbles
Not Used