1. OFFICIAL RESOURCES OF THE EFFL
A) For scoring (especially) and every other matter when multiple sources may be saying multiple things, the OFFICIAL PRIMARY RESOURCE of the EFFL is NFL.com. For anything NOT refrenceable to NFL.com (primarily PD - passes defensed), CNNSI.com will serve as the SECONDARY RESOURCE.
B) When FANBALL.COM does not agree with either source, those sources will take precedence, which, for scoring purposes, requires a post-game commissioner overide to bring into alignment with the OFFICIAL SOURCES.
C) It is each individual team's responsibility to double-check FanBall.com scoring vs NFL.com and CNNSI.com. Differences that affect the outcomes of games should be reported to the commissioner for confirmation. Upon confirmation, the commissioner will, upon completion of the game, manually edit the effected team's score to adjust to NFL.com's/CNNSI.com's OFFICIAL stats.
2. LINEUP/ROSTER RULES:
A) Each team must submit a COMPLETE and LEGAL LINEUP every week.
UPDATE 2021: ALL penalties listed below were necessary to enforce compliance BEFORE 2021 because the EFFL had Owners who were either lazy or did not care enough to compete EVERY week - THAT is no longer the case. The EFFL will immediately recognize MISTAKES (because we ALL make them) in terms of IMPROPER LINEUPS for new (less than a full year in the League) players (as long as the same mistake is not made TWICE), and BYES (as long as there was an option to start a NON-BYE player on the Roster at Kickoff Sunday). In both cases the following penalties will NOT be applied. Injured player status is NEGOTIABLE (if the Owner legitimately didn't know). For all OTHER instances, the penalties below WILL continue to be enforced.
1) Failing to submit a COMPLETE, LEGAL LINEUP: (i.e. no INACTIVE PLAYER(S) - i.e. player(s) ON A BYE, or who are obviously NOT GOING TO PLAY DUE TO INJURY (reported via ANY medium as to be "OUT" for the the upcoming game) is the most heinous of crimes against the EFFL as doing so demonstrates an owner's lack of caring/interest/commitment/engagement to our league. THE EXORCISM of this evil is therefore, intended to be the harshest of punishments. It is THREE-FOLD.
a) FOR THE SEASON: Any team that starts INACTIVE PLAYERS, for any reason, immediately goes on "PROBATION," meaning that any future
failures to submit a COMPLETE AND LEGAL LINE-UP within the same calander NFL/EFFL season is grounds for immediate consideration for dismissal from the league at season's end.
b) FOR THAT WEEK:
IF AND ONLY IF the team that started the INACTIVE PLAYERS somehow manages to win, ALL starters who did actually play (those who did NOT play will remain in the started-lineup as ZEROS) will be subbed-out
for any active bench player (within the parameters of the lowest-possible-scoring legal formation) who scored LESS - this will assure the LOWEST POSSIBLE SCORE for the offending team, and virtually guarantee a loss (the website provides neither the option to forfeit games, THE true intention of this rule, or "zero-out" player scores, which I wouldn't want to do anyway as it would compromise ALL of the league's statistical measurements). The reason this rule applies only if the team wins is that the offending team might otherwise be benefitted in the Waiver Wire Process (with a higher claim order due to fewer points scored) for the remainder of the season, which is counter to the intention of the penalty!
. . . HOWEVER (see "c" below) . . .
c) FOR THE PLAYOFFS: If two teams are tied for Playoff Qualification requiring the 4th and/or 5th overall tiebreakers (4: Most points Scored for the season - 5: Points scored head to head), and one or both of them had started an INACTIVE PLAYER during the season but had lost that game so its lineup was not substituted out, A PENALTY OF THE DIFFERENCE (only if negative) BETWEEN THE INCOMPLETE, STARTED LINEUP FOR THE COMPLETE SUBSTITUTED LINEUP will be applied to their Point totals.
2) The penalty for submitting a COMPLETE, ILLEGAL lineup: is substitution of the lowest scoring combination of active (either started or not) RBs/WRs/TEs that form one of "THE FIVE" LEGAL formations for whatever abomination (illegal lineup) actually started. By submitting a COMPLETE lineup, an owner demonstrates proper commitment and care to the league, but by not paying attention to detail and employing an illegal (ANYTHING other than one of "THE FIVE") lineup, a severe penalty (which may change the outcome of a game) must be imposed; therefore, said owner will keep his started QB, K, DT, DL, LB & DL points, but will receive points for the lowest possible LEGAL RB/WR/TE combination.
3) Attempting to circumvent "BYE PROBLEMS" (i.e. one cannot start a complete and legal lineup due to byes - an easily confirm-able
situation) by starting a COMPLETE BUT ILLEGAL lineup will be treated as failing to submit a COMPLETE lineup. As an offense, this is even more
heinous as, at the very least, it is disingenuous if not outright dishonest, as it PURPOSEFULLY attempts to circumvent (i.e. cheat) rule 2-A. As the EFFL operates on the honor system, the two cannot co-exist. This offense, committed even once, is grounds for immediate dismissal
from the league.
B) A COMPLETE AND LEGAL LINEUP consists of the following ACTIVE players: 1QB, 1K, 1DT, 1DL, 1LB, 1DB AND ONE of "THE FIVE" following LEGAL FORMATIONS:
A) "Pro-Set" or "21 Personel" (2RBs/1TE) - 2RBs, 2WRs, 1TE
B) "Trips" or "11 Personel" (1RB/1TE) ... a.k.a. "3 Wides" - 1RB, 3WRs, 1TE
C) "Red Gun" or "10 Personel" (1RB/0TE) - 1 RB, 4WRs
D) "Double Tight" or "12 Personel" (1RB/2TEs) ... a.k.a. "2TE"- 1RB, 2WRs, 2TEs
E) "Goaline" or "22 Personel" (2RBs/2TEs) - 2RBs, 1WR, 2TEs
These formations exist in the EFFL because at some point one or more NFL teams used these formations as their BASE OFFENSE (i.e. THE offensive formation they used for the MAJORITY of EVERY GAME ALL YEAR). Future lineup additions to these five would therefore need be preceded by an NFL team employing said formation as their BASE OFFENSE for an entire
year.
C) STARTED PLAYERS may be RELEASED/TRADED; however, doing so before their game ends will result in losing their points. If released or traded AFTER their game ends, their points will be retained. To RELEASE or TRADE a STARTED PLAYER, one must POST a message on the message board describing the transaction, and the transaction MUST be completed Tuesday MORNING.
D) "I CAN'T GET ON THE INTERNET" ACCOMMODATIONS:
With enough warning, and with the Commissioner's ability to access the internet, teams may phone/email/voicemail last second line-up changes
to the commissioner - but ONLY if team owner(s) are absolutely unable to execute said changes themselves (computer crash/internet crash/fool
player hurt after team owner leaves computer behind for the weekend). There is NO guarantee here however. Teams leaving no warning (Commish NOT RESPONSIBLE for timely "pick up" of email/voicemail messages), or the Commissioner being unable to access the internet means YOU WILL GET NO SATISFACTION. Best to set one's default lineups as early as possible. When beseeching the Commissioner to change one's lineups, teams must be EXACT in their instructions on who to start - any request for commissioner opinion/judgment/decision will result in NO action being taken.
E) Teams may have EITHER 1) 2 active RBs 5 active WRs, and 2 Active TEs, 2) 2 Active RBs 4 Active WRs, and 3 Active TEs, 3) 3 active RBs 4 active WRs, and 2 Active TEs, or 4) 3 Active RBs 3 Active WRs and 3 Active TEs. If one runs a lot of 4 WR, one will probably want to emply option #1. If one runs a lot of 2 RB, one will probably employ option #2. Either way, 2/5/2, 3/4/2, 2/4/3, or 3/3/3, the total is 9, and teams may use ONLY these four ratios.
F) Teams may NOT have MORE than 2 ACTIVE QBs, 3 ACTIVE RBs (see "D" above), 5 ACTIVE WRs (see "D" above), 3 ACTIVE TEs (see "D" above), 2 ACTIVE Ks, 2 ACTIVE DTs, 2 ACTIVE DLs, 2 ACTIVE LBs, and 2 ACTIVE DBs. THERE ARE NO MINIMUMS FOR ANY POSITION
G) DURING THE PLAYOFFS, Teams will select ONE, NON-Starting Player to be their TIE-BREAKER GUY. Any player may be chosen EXCLUDING DTs
3. TRADING RULES:
A) The "Trade Back Rule" - Once the regular season begins, any player traded may not return to the roster he was traded FROM, from the team that he was traded TO, for a minimum of 2 games. The sole exception to this rule is if the player is traded back to his former team BEFORE the completion (before the game is "PROCESSED" Tuesday morning) of his first game for his new team and only if he was NOT started by his new team (this protects teams from taking a player and being forced to keep him if he gets hurt, sick etc. before the completion of that first game - remember though, it is always on the negotiating owners to agree - i.e "write language into the trade" etc. - on parameters in case of such events). Once the player plays his first game with his new team, he may not return to his old team, from the team that he was traded TO, until AFTER his second game is completed.
B) It is the SOLE responsibility of any owner(s) involved in a trade, whether it be between two or more clubs, to enact and execute all TERMS and TIMINGS of the transaction(S) to the mutual benefit and satisfaction of the trading parties. In NO way, shape, or form will the Commissioner become involved (as neither judge, jury, executioner, nor errand boy) in the internal precedings between trading teams. The commissioner has NO obligation to contact teams to either confirm a trade or quicken trade procedings; indeed, it is soley the trading teams' RESPONSIBILITY to complete every facet of their transaction.
C) HOWEVER, if, due to "COMPUTER PENALTY" potentialities (a team or teams involved in a trade having NO access or hope of access to their computer(s) before kickoff of the first Sunday game), the Commissioner will, upon Phone/EMail/Voicemail confirmation FROM ALL parties involved in said transaction(s), employ the EFFL Commissioner tools to FACILITATE the ENDGAME of a trade (i.e. move the mutually agreed upon players to their mutually agreed upon destinations). Again, it is not the commissioner's obligation to seek out or track down confirmations. If teams want to execute the trade, teams will contact the commissioner - not the other way around.
D) Ultimately, a trade is not OFFICIALLY complete until it is executed on the web site by either A) the involved teams, or, B) upon RECEIVED confirmation from all teams involved, the commissioner (see "C' above).
E) Players MAY be traded from IR of one team DIRECTLY to IR of another.
F) THE TRADING DEADLINE was kickoff (10AM PST) of the early Sunday game - of the NEXT to the last weekend of the EFFL regular season (NFL week #12 now that we have a NFL 17 game schedule), BUT the website will not allow me to set the Deadline DURING a week's games, only AFTER, SO, THE TRADING DEADLINE IS AFTER the Completion of WEEK#12.
4. WAIVER WIRE RULES:
A) A team can NOT put in a waiver wire claim for a player they have just waived. In order to re-sign a waived player that player must first CLEAR WAIVERS, which is defined as either:
1) 24hrs later (pre-season-week #1), or
2) being DROPPED FROM/BY the WAIVER POOL (weeks #2-#17).
B) As the WAIVER WIRE is dependent upon won-loss records for prioritization (TB#1: inverse order of record, TB#2: season standings (if in the same Divisions/Conference), TB#3: season pts for, TB#4 last week's pts for, TB#6 virtual coin flip), The WAIVER WIRE goes into effect AFTER week#1 has been processed. Until that time, waivers are treated as free agents - first come, first served.
C) As per vote 2/25/12 - Waiver claims to ACTIVE ROSTER SLOTS take precedence over ALL Waiver Claims made to PRACTICE ROSTER SLOTS (i.e. no matter the records or tie-breakers). As a matter of expediency, the transition period of Season 2012 of using this rule as a PRIORITIZATION OF claims to ACTIVE ROSTER slots OVER PRACTICE ROSTER slots is continued indefinitely, superseding the "2013 going forward" practice of "no player may be claimed to a Practice Roster slot" - THAT is imply extra work for the Commissioner, who needs NO extra work!
D) A VALID Claim on a Player must be posted on the public message board and contain information as to HOW that player will fit on that team's ACTIVE Roster (i.e. "I put in a claim on ___, will waive ___ in order to open active roster slot" or "I put in a claim on ___. I already have an open Active Roster Slot"). Only the team that gets the player must make the roster moves necessary to place him on their active roster. Teams NOT getting the player do NOT have to make the moves they said they would because they did NOT get the player.
5. INJURED RESERVE RULES
A) A player may be put on IR before his game ONLY if he is listed as "OUT" or as definitely going to "miss the upcoming game." In borderline cases, teams may be asked to refer the commissioner (for confirmation) to the site/publication they learned of their players demise.
B) A player not listed as "OUT" or not predicted definitively to "miss the upcoming game" may be placed on IR if
1) during his game, he has been deactivated,
2) the owning team notices said deactivation and posts a message on the message board DURING the player's game that said player is inactive and is being placed on IR. If the owning team misses this gametime window of opportunity, he will not be able to put the player on IR until said player is listed as "out" or definitively declared "not going to play" in the upcoming game (as per "A") 3) he is literally ON his NFL Team's IR (obviously).
C) Players do not have to come off of IR until they play a play during a game (no matter how they have been listed on the NFL injury report); whence, they MUST come off IR IMMEDIATELY.
D) If a team has started the player they intend to waive once IR-player comes off IR, and IR-player plays his first play during inteded-to-waive-guy's game, the team has two choices:
1) waive somebody else, or
2) waive intended-guy and lose his starters points (commissioner will retroactively change the score).
Note: when the commissioner notices IR players playing, he is obligated to call IR-guys' teams to ascertain their activation plans for IR-guy. This is a real-time event-decision, date-time stamped when the commissioner calls - when you pick up the message or text is IRRELEVANT.
E) Tuesday AM thru Sunday AM teams must use the SET LINEUP option to keep their INJURED RESERVE LISTS up to date.
F) Team IN-GAME INJURED RESERVE LISTS are tracked on the message board within the single, continuously updated reply each team makes to the message "IN-GAME" INJURED RESERVE AND TAXI SQUAD. Owners MUST list their IR players that occur "in-game" as the the website will not allow changes to status on the SET LINEUP menu once games have started on Sunday until games have rolled over Tuesday morning. Once the rollover occurs teams MUST IMMEDIATELY correct their rosters with the SET LINEUP option. As it inconveniences the league, repeated (more than once) failures to
immediately update one's roster with the SET LINEUP option WILL lead to
league penalties.
G) Suspended players may NOT be placed on Injured Reserve - because they are not INJURED, they're suspended. Suspended players must be carried in active or practice roster slots.
6. PRACTICE (TAXI) ROSTER RULES:
A) Players can NOT be started from a Practice Roster (Taxi).
B) Players can NOT be placed on Injured Reserve from a Practice (TAXI) roster.
C) Active Players may NOT be placed directly onto a Practice (Taxi) Roster. Active Players must be: 1) waived, 2) CLEAR waivers (the waiving team may NOT put in a waiver wire claim for the player they just waived), 3) resigned to the Practice (Taxi) Roster.
D) Players on Practice Rosters are considered INACTIVE and are, therefore, subject to be signed to other teams Active Rosters as per the "Challenge" rules.
E) Teams possess the "right-of-first-refusal" to fill an OPEN active roster slot in order to retain the rights to a practice player (see "Challenge" rules)
F) Any INDIVIDUAL player is eligible to be on a practice roster - note: defensive TEAMS are not.
G) Teams do not have to employ practices rosters, but if they do, practice rosters are limited to a maximum of 2 players.
H) Tuesday AM thru Sunday AM Teams must use the SET LINEUP option to keep their Practice (TAXI) Roster up to date.
I) Team IN-GAME Practice Rosters Changes are tracked on the message board with a single, continuously UPDATED reply to the message "IN-GAME INJURED RESERVE AND TAXI SQUAD." Owners MUST list
the TAXI players they pick up "in-game" in this reply as the the website will not allow
changes to status on the SET LINEUP menu once games have started on
Sunday until games have rolled over Tuesday morning. Once the rollover
occurs teams MUST IMMEDIATELY correct their rosters with the SET LINEUP
option. As it inconveniences the league, repeated (more than once) failures to immediately update one's roster with the SET LINEUP option WILL lead to league penalties.
7. "CHALLENGE" RULES
A) To issue an official challenge, one must FIRST CREATE an OPEN ACTIVE ROSTER slot at a position you could legally fill with the player being challenged for by either:
1) placing a player on IR,
2) waiving a player,* or
3) trading away a player.
*NOTE: You CANNOT waive a Player you have STARTED because the computer LOCKS STARTERS INTO PLACE and an OFFICIAL CHALLENGE does NOT OCCUR until the Open Active Roster Slot has been OPENED ON THE WEBSITE (see "B" below). However, when RESPONDING to a Challenge, you may choose to waive a player you have STARTED, but like the rules for Players coming OFF IR, if that player's game is NOT ENDED when you waive him, you LOSE his points. If the Player-To-Be-Waived's game IS ENDED, you KEEP his points. In either case, that starting player is LOCKED by the system until THAT WEEKEND'S GAMES are PROCESSED. POST A NOTE ON THE MESSAGE BOARD indicating you WILL BE waiving the Starting Player in order to ACTIVATE the CHALLENGED for player - this will END the CHALLENGE PROCESS. Once THE WEEK ROLL'S OVER at 4AM on Tuesday, that starting player will physically be waived and the PR player will be physically activated. The Waived Player's Waiver Wire Period will commence IMMEDIATELY once the message is posted that he will be waived in order to activate the Challenged-For Player! Any team wanting to make a claim on the waived player must post a message on the message board indicating said claim and HOW they will make Room for said player - all Waiver Wire Rules apply.
B) ONLY AFTER THE SLOT HAS BEEN OPENED ON THE WEBSITE may a challenge be issued. At a minimum, the challenge must be issued on the website (so it is date-time stamped). A Challenge is NOT "OFFICIAL" until it has been issued on the website as a (new rtsports website rule) MESSAGE POSTED ON THE PUBLIC MESSAGE BOARD, informing The League the challenge has been issued, and indicating how the position-appropriate active roster slot has been opened (i.e. by either waiving, placing on IR, or trading away). ... Formerly (fanball website), the procedure was to issue a TRADE with no compensation using the terminology of "I have created an open roster slot at (fill in position) by (waiving/placing on IR), and I am challenging you for (fill in the name)," but the RTSports website will not allow a trade to be offered without compensation.
C) Once an official challenge has been issued, the receiving team is "locked-in" and may execute only one of three actions:
1) allow the player to be signed by the challenging team (by accepting the proposed trade without compensation),
2) create their own open active roster slot (IR or Waiving only) and activate the player from PR (therefore declining the proposed trade without compensation - explain how you are able to decline it in message at bottom of declination), or
3) enter into trade negotiations with the challenging team. Trade negotiations do NOT extend the "clock" beyond the 24 hours the challenged team has to either let the player go or activate the player.
D) The challenge, once received, MUST be answered in a timely manner. As responses are limited to the three above, it is the challenging team's option as to response time-frame (i.e. from a hostile "not interested in negotiating, decide immediately," to a more cordial "not interested in a trade - please, decide by (fill in the blank)," to entering into trade negoatiations).
E) Multiple simultaneous challenges CANNOT be made to the SAME team. Each individual challenge must be executed before the next one can be made. Multiple simultaneous challenges CAN be made to different teams IF initiated by creating more than ONE Active Roster slot (i.e. only ONE challenge may be initiated PER Active Open roster Slot). Each CHALLENGE process (on an Active roster Slot) must be completed before a NEW Challenge can be initiated (for that Active Roster Slot).
F) As tradition (before the EFFL went internet) had(s) been to issue and answer challenges verbally, the executioners were immediately aware of the results and could act upon them. In the case of early season challenges - before the waiver wire goes into effect (post game one) - that included(s) the right to claim/sign a waived player. Therefore, until the waiver wire goes into effect, challengeing teams have a 12 hour (from the moment the player is waived as date-time stamped on the website) right-of-first-refusal to claim/sign waived players.
G) The "right-of-first-refusal" can be protected by many means (posting a message announcing the challenge to the league, copying the commissioner on the challenge, calling the commissioner "to expedite" if you are unable to access your computer within the 12 hours, etc), but, as we are a "gentle"manly league of high honesty, integrity, and respect for people, teams will, the commissioner's office believes, refrain from trying to "Screw" the challenging team by somehow circumventing that team's access to the waived player.
H) See Rule 16 below. It supercedes all other rules for CHALLENGES where conflicts in rules apply. All above is left for historical purposes.
8. FRANCHISE PLAYER RULES:
A) Each team will designate TWO Franchise Players FROM THEIR FINAL YEAR'S ROSTER who they will retain exclusive rights for heading into the next EFFL Draft. These players may be of ANY position (offensive and/or defensive) with the exception of Defensive Team. These players are LOCKED, as all other players are considered "released" into the draft pool for the next year's EFFL draft.
B) The DEADLINE TO FRANCHISE players is KICKOFF of the 1st NFL Playoff Game that season (generally Saturday, 10AM PST following the EFFL's final games NFL week #17). Failure to submit your players by the deadline will result in either A) losing ONE Franchise Player and/or B) Being expelled from the league - see Rule #12, the "Lackadaisical Larry Rule."
C) If an EVENT occurs DURING the NFL's "Business" Season and/or NFL Pre-Season (i.e. AFTER the player is Franchised) which MAY affect a FANTASY TEAM'S PROJECTED 16-game performance for the upcoming season, that team may go back to its FINAL YEAR'S ROSTER and select a different player to Franchise. All changes must be approved by the COMMISSIONER. Circumstances that would qualify include, but are not limited to:
1) Player's Head Coach changes
2) Player's Offensive Coordinator Changes (or defensive coordinator for a IDP)
3) Player gets traded
4) Player signs with a different team
5) Player gets suspended or comes OFF of Suspension
6) Player gets injured
7) Player has offseason surgery
8) A New Player is added (Trade, Draft, returning from injury) that MAY negatively impact FP
D) The deadline (last allowable FULL DAY) for exchanging Franchise Players is July 31st of any given year for events occurring before July 31st (to give teams ample time to plan (mock) for the upcoming draft). For events occurring within less than 1 week prior to the deadline or any event occurring after the deadline (generally injury during training camp or pre-season) a 1 week exception will be granted from the time of the EVENT (not the owner noticing the event).
E) No player may be Franchised that is returned to a roster he once played for (in any given full EFFL year) if returned via trade during the DEADWEEK (Deadweek currently canceled).
9. COMPUTER ACCESS and "BUTTON-MISTAKE" RULES:
1) AS PER RULE 2C above, if one CANNOT legitimately access the internet or get the website to do something for them, said team can call or text the commisioner, and IF ABLE, the commissioner will execute said legal move on said team's behalf.
2) In the event one inadvertantly executes an undesired transaction (especially, but not imited to, waiving someone one really didn't want to waive) because of a COMPUTER REASON (unfamiliarty with the system, spasmodic finger by the ENTER button etc) one may correct the mistake by:
A) IMMEDIATELY posting (and emailing to the ENTIRE league) a message on the message board, describing the mistake and what one's true intention was
B) IMMEDIATELY calling the commissioner to inform him of the mistake. Once informed, the commissioner will confirm the message on the message board and use the COMMISSIONER TOOLS to reverse the inadvertant transaction.
C) "IMMEDIATE" is defined as seconds to (knowing it might take a little bit of time to realize one's mistake) hours. Too quick? Too bad. Double check all your transactions and check the website OFTEN. Too much time passed lends appearances of BUYER'S/SELLER'S REMORSE, which does not fall under this rule. THAT you get to suck down with a big plate of crow.
10. WEEK #12 FLEX SCHEDULING
A) Purpose
1. The intention of EFFL Flex Scheduling is to give our league a unique and dynamic schedule that takes into account BOTH the PREVIOUS year's finish (standings), AND how teams are doing in the CURRENT year.
2. At the conclusion of week #6, week 12 will be scheduled based on
A) Won-loss records,
B) Points Scored FOR (PF), and
C) Re-match Avoidance (so that each team gets the opportunity to play as many other teams as possible during any given year).
B) METHODOLOGY
1. Flex Scheduling occurs against the "other" conference's division one does not play in its entirety (scheduled to play ONLY the like place team from the previous year from this division). These divisions are paired for week #12 in the HOPES that they will pull an opponent not already on their week #1-#11 schedule.
2. To schedule:
STEP ONE is to pair EQUIVALENT place teams in each division against each other (1vs1, 2vs2, 3vs3) ... UNLESS THERE IS A REMATCH, in which case
STEP TWO becomes necessary - In this instance, the Teams in REMATCH(ES) will be paired against the next closest team of like rankings in the opposite Division until pairings that DO NOT result in REMATCHES are achieved. If two or more teams in the SAME division have the SAME RECORD, for the purpose of scheduling like strength teams against one another, POINTS FOR may, if necessary, determine the "standings" for scheduling week #12 purposes (i.e the higher scoring team will be considered the higher seed and the lower scoring team will be considered the lower seed).
IF there is absolutely NO WAY to avoid a REMATCH(ES), though not desired, it/they will be played, as it/they reflect both the intention and spirit of the dynamic nature of the league (in this case, consistency of team quality from the previous year's finish through week #6 of the current year).
11. DETERMINING THE DRAFT ORDER (2006-)
Unlike most every other Fantasy Football League in existence, the EFFL strives to make each and every weekend of the 17-game NFL Regular Season a meaningful and intense experience for EVERY team. So, rather than determining draft order as most do, by inverse order of the previous year's record, which encourages teams with little to no chance of winning the championship to quit caring, or dare I say, even start throwing games, or trading away all of their quality players (for draft picks), in order to "achieve" a poorer record than everyone else thereby securing a higher draft slot the following year, WE EARN OUR DRAFT POSITION BY PLAYING FOR IT. If you want to draft high, ya have to win the most playoff games! If you quit on the season, you will draft towards the END, not the beginning, of the first round (beginning of the second, end of the third etc, as the draft "snakes" normally).
A) Beginning week #13, and ending week #17, each team's performance in wins-losses will determine the next year's draft order.
1. Weeks #13-#16, the Championship Playoffs culminating in Bowl Weekend, will determine week #17's D.O.A. (Draft Order Actualization) Bowl games.
2. During D.O.A., teams with similar won-loss records during the playoffs will be paired against each other and will play for the higher draft slot. The TIE-BREAKER for TEAMS WITH THE SAME RECORD IS "POINTS FOR" (SCORED) DURING THE PLAYOFFS.
3. The lone exception to this rule is that the GRAIL BOWL WINNER will be limited to playing the team with the worst playoff record for a maximum highest draft position of #11.
B) Playoff records are (USED TO BE) easily tracked by going to "STANDINGS" on the main drop down bar and scrolling down below the Regular Season Standings to "Playoff Standings" (OLD WEBSITE). PLAYOFF POINTS FOR IS easily tracked on the new website by going to LEAGUE>TOTAL POINTS>PLAYOFFS ONLY. TO TRACK PLAYOFF RECORDS on the RTS website, go to LEAGUE>SCHEDULE and scroll down to PLAYOFFS to count up the wins and losses.
C) By using this methodology, Teams are encouraged to build, rather than deplete, their rosters at year's end, stay engaged for the entirety of the EFFL Season, and try their damnedest to win each and every game they play; otherwise, they are delegating themselves to the wheel of mediocrity as they lose games, draft late, which causes more lost games, which equates to a low draft slot, which leads to lost games, which equates to a low draft slot etc . . . ad NAUSEA (kinda makes us want to puke)!
12. TIE-BREAKERS
DIVISIONAL: 1) Head to Head Record, 2) Divisional Record, 3) Points for (Season)
CONFERENCE (to QUALIFY for the playoffs): 1) Head to Head Record, 2) Points for (Season)
PLAYOFF SEEDING: 1) Head to Head, 2) Points for (Season)
13. THE PLAYOFFS
A) NFL WEEK #13: WILDCARD WEEKEND
1) THE CRUSADER BOWL - the NFC #1 Seed plays the AFC #1 Seed
2) THE WILDCARD GAMES!
NFC GAME #1: NFC #2 Seed plays the NFC #5 Seed
NFC GAME #2: NFC #3 Seed plays the NFC #4 Seed
AFC GAME #1: AFC #2 Seed plays the AFC #5 Seed
AFC GAME #2: AFC #3 Seed plays the AFC #4 Seed
* 3 TEAMS ADVANCE FROM BOTH CONFERENCES: The 2 WINNERS and the HIGHEST SCORING LOSING TEAM
3) THE DUNG BOWL - The NFC #6 Seed plays the AFC #6 Seed
B) NFL WEEK #14: CONFERENCE SEMI-FINALS - WINNERS' PLAYOFF BRACKETS ESTABLISHED
NFC GAME #1: NFC #1 Seed plays LOWEST SURVIVING NFC Seed
NFC GAME #2: The Two surviving middle NFC Seeds play
AFC GAME #1: AFC #1 Seed plays LOWEST SURVIVING AFC Seed
AFC GAME #2: The Two surviving middle AFC Seeds play
C) LOSERS' BRACKETS ESTABLISHED
1) NFC #6 Seed plays NFC's LOWEST SCORING LOSING TEAM from WILD CARD GAMES
2) AFC #6 Seed plays AFC's LOWEST SCORING LOSING TEAM from WILD CARD GAMES
D) NFL WEEK #15: CONFERENCE CHAMPIONSHIPS
As teams fall out of the winners bracket, they fall into the losers bracket for their respective conference
E) NFL WEEK #16: BOWL WEEKEND
1) THE GRAIL BOWL - FOR FIRST PLACE
2) THE CRIMSON BOWL - for third place
3) THE JADE BOWL- for fifth place
4) THE OBSIDIAN BOWL - for seventh place
5) THE IVORY BOWL - for ninth place
6) THE URINE BOWL - for eleventh place
14. THE (lackadaisical) LARRY (heynan) RULE
Teams which consistently flaunt league deadlines may be EXPELLED FROM THE LEAGUE at the commissioner's discretion. It's all based on being a pain in the commissioner's ASS - pains are expunged, "treatable" sores are not.
Ain't got the time nor the predilection to put up with bullshit (i.e. if ya really don't want to be here, errr, ya haven't even logged onto the website AT LEAST once in a week to at least CHECK on your lineup, then DON'T be here), eh!
15. THE RYAN (ferguson) RULE
Teams which have not paid their league dues (due AT the draft, and
penalized $5/week/each week late AFTER the draft) by the end of week
#17 (in the commissioner's hands), WILL BE EXPELLED FROM THE LEAGUE at the conclusion of week #17. Said teams may be invited to rejoin the league ONE YEAR later (or after) if
accumulated dues are paid in full and an opening exists.
16. THE (unreachable) MICHAEL (pyle) RULE
From the moment a challenge is OFFICIALLY ISSUED on the website (see CHALLENGE RULES), if the challenged team does not respond within 24 hours from the date-time stamp, the CHALLENGE AUTOMATICALLY resolves in favor of the CHALLENGING TEAM. HOWEVER, because of this rule, the CHALLENGED TEAM MUST BE SENT A TEXT OR A MESSAGE MUST BE LEFT ON A PHONE LINE RIGHT AFTER THE CHALLENGE IS POSTED ON THE PUBLIC MESSAGE BOARD WEBSITE. The same format as the public message posting MUST be used. If, FOR ANY REASON, the Challenging Team FILLS that Active Roster Slot BEFORE the Challenged Team Acts on their Challenge (up to 24 hours), the CHALLENGE IS RESCINDED (because the Challenging Team no longer has an Open Active Roster Slot with which to Challenge another Team).
17. THE EFFL OFFICIAL POLICY ON BOWL WEEKEND
18. NEED TO KNOW SYNOPSIS
1) SUSPENDED PLAYERS
Suspended Players may NOT be placed on IR - they are SUSPENDED, not Injured.
2) WAIVED PLAYERS
A) Waived Players MUST CLEAR WAIVERS, which last 24 Hours from the moment a player is waived, BEFORE he can be reclaimed by the Waiving Team.
B) Waived Players are Free Agents who are IMMEDIATELY Available to ALL other Teams EXCEPT the Team that Waived Them for the above mentioned 24 Hours.
C) Once Week 1's Games are Completed and Processed, The WAIVER WIRE will take effect, whence Teams MUST post a Message on the Message Board indicating they are putting in a claim for a player and how they will fit that player onto their team.
3) INJURED RESERVE
Players may be placed on IR ONLY if they are officially Ruled OUT of the NEXT, Upcoming GAME by their TEAM
4) THE "TRADE BACK RULE"
3: TRADING RULES
A) The "Trade Back Rule" - Once the regular season begins, any player traded may not return to the roster he was traded FROM, from the team that he was traded TO, for a minimum of 2 games. The sole exception to this rule is if the player is traded back to his former team BEFORE the completion (before the game is "PROCESSED" Tuesday morning) of his first game for his new team and only if he was NOT started by his new team (this protects teams from taking a player and being forced to keep him if he gets hurt, sick etc. before the completion of that first game - remember though, it is always on the negotiating owners to agree - i.e "write language into the trade" etc. - on parameters in case of such events). Once the player plays his first game with his new team, he may not return to his old team, from the team that he was traded TO, until AFTER his second game is completed.
16. THE (unreachable) MICHAEL (pyle) RULE
From the moment a challenge is OFFICIALLY ISSUED on the website (see CHALLENGE RULES), if the challenged team does not respond within 24 hours from the date-time stamp, the CHALLENGE AUTOMATICALLY resolves in favor of the CHALLENGING TEAM. HOWEVER, because of this rule, the CHALLENGED TEAM MUST BE SENT A TEXT OR A MESSAGE MUST BE LEFT ON A PHONE LINE RIGHT AFTER THE CHALLENGE IS POSTED ON THE PUBLIC MESSAGE BOARD WEBSITE. The same format as the public message posting MUST be used. If, FOR ANY REASON, the Challenging Team FILLS that Active Roster Slot BEFORE the Challenged Team Acts on their Challenge (up to 24 hours), the CHALLENGE IS RESCINDED (because the Challenging Team no longer has an Open Active Roster Slot with which to Challenge another Team).
Min | Max | |
---|---|---|
Quarterback | 1 | 2 |
Running Back | 1 | 3 |
Wide Receiver | 2 | 5 |
Tight End | 1 | 3 |
Kicker | 1 | 2 |
Defensive Line | 1 | 2 |
Linebacker | 1 | 2 |
Defensive Back | 1 | 2 |
Defense/Sp Team | 2 | 2 |
Quarterback | 1 | to | 1 |
Running Back | 1 | to | 2 |
Wide Receiver | 1 | to | 4 |
Tight End | 0 | to | 2 |
Kicker | 1 | to | 1 |
Defense/Sp Team | 1 | to | 1 |
Defensive Line | 1 | to | 1 |
Linebacker | 1 | to | 1 |
Defensive Back | 1 | to | 1 |
Week 1 | Fri Mar 1 12:00am ET | thru | Mon Sep 9 8:15pm ET |
Week 2 | Tue Sep 10 7:00am ET | thru | Mon Sep 16 8:15pm ET |
Week 3 | Tue Sep 17 7:00am ET | thru | Mon Sep 23 8:15pm ET |
Week 4 | Tue Sep 24 7:00am ET | thru | Mon Sep 30 8:15pm ET |
Week 5 | Tue Oct 1 7:00am ET | thru | Mon Oct 7 8:15pm ET |
Week 6 | Tue Oct 8 7:00am ET | thru | Mon Oct 14 8:15pm ET |
Week 7 | Tue Oct 15 7:00am ET | thru | Mon Oct 21 8:15pm ET |
Week 8 | Tue Oct 22 7:00am ET | thru | Mon Oct 28 8:15pm ET |
Week 9 | Tue Oct 29 7:00am ET | thru | Mon Nov 4 8:15pm ET |
Week 10 | Tue Nov 5 7:00am ET | thru | Mon Nov 11 8:15pm ET |
Week 11 | Tue Nov 12 7:00am ET | thru | Mon Nov 18 8:15pm ET |
Week 12 | Tue Nov 19 7:00am ET | thru | Mon Nov 25 8:15pm ET |
Week 13 | Tue Nov 26 7:00am ET | thru | Mon Dec 2 8:15pm ET |
Playoff Week 1 | Tue Dec 3 7:00am ET | thru | Mon Dec 9 8:15pm ET |
Playoff Week 2 | Tue Dec 10 7:00am ET | thru | Mon Dec 16 8:15pm ET |
Playoff Week 3 | Tue Dec 17 7:00am ET | thru | Mon Dec 23 8:15pm ET |
Playoff Week 4 | Tue Dec 24 7:00am ET | thru | Sun Dec 29 8:15pm ET |
Playoff Week 5 | Mon Dec 30 7:00am ET | thru | Sun Jan 5 8:15pm ET |
Week 1 | Fri Mar 1 12:00am ET | thru | Mon Sep 9 11:59pm ET |
Week 2 | Tue Sep 10 7:00am ET | thru | Mon Sep 16 11:59pm ET |
Week 3 | Tue Sep 17 7:00am ET | thru | Mon Sep 23 11:59pm ET |
Week 4 | Tue Sep 24 7:00am ET | thru | Mon Sep 30 11:59pm ET |
Week 5 | Tue Oct 1 7:00am ET | thru | Mon Oct 7 11:59pm ET |
Week 6 | Tue Oct 8 7:00am ET | thru | Mon Oct 14 11:59pm ET |
Week 7 | Tue Oct 15 7:00am ET | thru | Mon Oct 21 11:59pm ET |
Week 8 | Tue Oct 22 7:00am ET | thru | Mon Oct 28 11:59pm ET |
Week 9 | Tue Oct 29 7:00am ET | thru | Mon Nov 4 11:59pm ET |
Week 10 | Tue Nov 5 7:00am ET | thru | Mon Nov 11 11:59pm ET |
Week 11 | Tue Nov 12 7:00am ET | thru | Mon Nov 18 11:59pm ET |
Week 12 | Tue Nov 19 7:00am ET | thru | Mon Nov 25 11:59pm ET |
Week 13 | Tue Nov 26 7:00am ET | thru | Mon Dec 2 11:59pm ET |
Playoff Week 1 | Tue Dec 3 7:00am ET | thru | Mon Dec 9 11:59pm ET |
Playoff Week 2 | Tue Dec 10 7:00am ET | thru | Mon Dec 16 11:59pm ET |
Playoff Week 3 | Tue Dec 17 7:00am ET | thru | Mon Dec 23 11:59pm ET |
Playoff Week 4 | Tue Dec 24 7:00am ET | thru | Sun Dec 29 11:59pm ET |
Playoff Week 5 | Tue Dec 31 7:00am ET | thru | Sun Jan 5 11:59pm ET |
Week 1 | Fri Mar 1 12:00am ET | thru | Mon Sep 9 11:59pm ET |
Week 2 | Tue Sep 10 7:00am ET | thru | Mon Sep 16 11:59pm ET |
Week 3 | Tue Sep 17 7:00am ET | thru | Mon Sep 23 11:59pm ET |
Week 4 | Tue Sep 24 7:00am ET | thru | Mon Sep 30 11:59pm ET |
Week 5 | Tue Oct 1 7:00am ET | thru | Mon Oct 7 11:59pm ET |
Week 6 | Tue Oct 8 7:00am ET | thru | Mon Oct 14 11:59pm ET |
Week 7 | Tue Oct 15 7:00am ET | thru | Mon Oct 21 11:59pm ET |
Week 8 | Tue Oct 22 7:00am ET | thru | Mon Oct 28 11:59pm ET |
Week 9 | Tue Oct 29 7:00am ET | thru | Mon Nov 4 11:59pm ET |
Week 10 | Tue Nov 5 7:00am ET | thru | Mon Nov 11 11:59pm ET |
Week 11 | Tue Nov 12 7:00am ET | thru | Mon Nov 18 11:59pm ET |
Week 12 | Tue Nov 19 7:00am ET | thru | Mon Nov 25 11:59pm ET |
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 |