League

Name
Eternal Fantasy Football League
League ID
84434
Guest URL
https://www.rtsports.com/fantasy-football-league/84434
Service
Full Season - Gold
Subscription
Not Paid
Commissioner
John Galassie
jg8709@yahoo.com

By-Laws

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

  1. Has ALWAYS been, and will ALWAYS be, that BOWL games are played and decided during Week #17 (the NEXT to LAST week of the NFL Season).
  2. Therefore, ALL player performance results must be tabulated at the end of Week #17.              NO EXCEPTIONS.
  3. Players OFTEN miss portions, large and small, of any given game due to in-game injury (Lamar Jackson ruled OUT after the first series of his game 5 weeks ago) or other factors (teams choosing to sit starters at the end of the third quarter in a blowout - Jared Goff last week; teams not choosing to play starters at all - Tennessee Titans last week; etc.). THE term for such  occurrences, amongst less curse-free others, is “THAT’S a BAD BREAK!”
  4. BAD BREAKS happen FREQUENTLY – as in MOST weeks of EVERY FANTASY FOOTBALL SEASON.
  5. Last Monday Night’s Bills v Bengals game was a BAD BREAK for everyone involved – especially Damar Hamlin! LIFE Happens.  SHIT Happens, and players don’t play full games…                                FOR WHATEVER REASON.
  6. Now that its MOOT because the NFL just CANCELED the Bengals-Bills Game, it still needs to be said… “Make-up” games involve factors that are DIFFERENT than what would occur in whatever week they were SUPPOSED to be played (Week #17 this year).  For example, a “make -up” game played even just a week later COULD involve extra rest, or less rest, for certain key players; extra available players or fewer available players, different travel and weather conditions etc., therefore skewing what would have ACTUALLY happened in the week they were SUPPOSED to be played; therefore NEGATING their fair inclusion into the week’s calculations for when they were SUPPOSED to be played. 
  7. ALL THAT SAID, for 2022, because of the UNPRECEDENTED nature of this unfortunate occurrence, THOUGH THE BERSERKERS WON THE GAME, they will honor the BREW CREW by SPLITTING the TITLE. The BERSERKERS led by 50-ish points going into Monday night.  The BREW CREW’s 3 Bills played only a half of the First Quarter.  It is reasonable to assume; they would have had a CHANCE to score more than 50 points.  BUT they didn’t.  BAD BREAK.  Two EFFL Teams proposed to give the  BREW CREW either the Projected Points going into the game, or the Average points of the Players.  THAT idea assumes those players would have ACTUALLY scored those points.  Many players underperform their projections/averages (Saquon Barkly and Dalvin cook that very weekend), so to simply grant those players those points would be inherently unfair.  Especially in light of the BAD BREAK, “your players just didn’t get to play,” frequent occurrence.  Had the BREW CREW been AHEAD going into Monday Night’s Game, the BERSERKERS having no players in that game, the BREW CREW would have won outright.  But the BERSERKERS were ahead and there was no GUARANTEE the 3 CREW Bills would, or would not have, scored enough points to overcome the BERSERKERS lead.  I therefore see the fairest thing to do, in the FIRST EVER case, is to SPLIT the TITLE 67/33.
  8. ALL FUTURE EVENTS SUCH AS THIS WILL EMPLOY “THE BAD BREAK” PRINCIPLE, and the game result will be the game result. Won’t matter what coulda been.  “Game over, Man!”  

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). 

Season

Regular Season
NFL Week 1 thru NFL Week 13
Post Season
NFL Week 14 thru NFL Week 18

Standings

Standings
Head-to-Head

Tie Breakers
  1. Divisional Record
  2. Head-to-Head
  3. Total Points Scored in Games
  4. Points Scored Head-to-Head
Game Tie Breakers
Team owner selects 1 tie breaker players
Playoffs
Your commissioner will manually establish all playoff games

Rosters

Roster Size
21
Roster Limits
MinMax
Quarterback12
Running Back13
Wide Receiver25
Tight End13
Kicker12
Defensive Line12
Linebacker12
Defensive Back12
Defense/Sp Team22

Def/Special Teams
Combined as one unit
Injured Reserve
Up to 8 players may be placed on injured reserve
Team owners may place any player on I/R at anytime
Taxi Squad
Up to 4 individual players may be assigned to your taxi squad

Lineups

Starters
11
Offense Starters
7
Defense Starters
4
Lineup Limits
Quarterback1to1
Running Back1to2
Wide Receiver1to4
Tight End0to2
Kicker1to1
Defense/Sp Team1to1
Defensive Line1to1
Linebacker1to1
Defensive Back1to1
Deadlines
Week 1Fri Mar 1 12:00am ETthruMon Sep 9 8:15pm ET
Week 2Tue Sep 10 7:00am ETthruMon Sep 16 8:15pm ET
Week 3Tue Sep 17 7:00am ETthruMon Sep 23 8:15pm ET
Week 4Tue Sep 24 7:00am ETthruMon Sep 30 8:15pm ET
Week 5Tue Oct 1 7:00am ETthruMon Oct 7 8:15pm ET
Week 6Tue Oct 8 7:00am ETthruMon Oct 14 8:15pm ET
Week 7Tue Oct 15 7:00am ETthruMon Oct 21 8:15pm ET
Week 8Tue Oct 22 7:00am ETthruMon Oct 28 8:15pm ET
Week 9Tue Oct 29 7:00am ETthruMon Nov 4 8:15pm ET
Week 10Tue Nov 5 7:00am ETthruMon Nov 11 8:15pm ET
Week 11Tue Nov 12 7:00am ETthruMon Nov 18 8:15pm ET
Week 12Tue Nov 19 7:00am ETthruMon Nov 25 8:15pm ET
Week 13Tue Nov 26 7:00am ETthruMon Dec 2 8:15pm ET
Playoff Week 1Tue Dec 3 7:00am ETthruMon Dec 9 8:15pm ET
Playoff Week 2Tue Dec 10 7:00am ETthruMon Dec 16 8:15pm ET
Playoff Week 3Tue Dec 17 7:00am ETthruMon Dec 23 8:15pm ET
Playoff Week 4Tue Dec 24 7:00am ETthruSun Dec 29 8:15pm ET
Playoff Week 5Mon Dec 30 7:00am ETthruSun Jan 5 8:15pm ET

Online Draft

Online Draft
Not Used

Free Agents

Player Adds
League allows unrestricted free agent adds by teams
Waiver Wire
Not Used
Free for All
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
Playoff Week 1Tue Dec 3 7:00am ETthruMon Dec 9 11:59pm ET
Playoff Week 2Tue Dec 10 7:00am ETthruMon Dec 16 11:59pm ET
Playoff Week 3Tue Dec 17 7:00am ETthruMon Dec 23 11:59pm ET
Playoff Week 4Tue Dec 24 7:00am ETthruSun Dec 29 11:59pm ET
Playoff Week 5Tue Dec 31 7:00am ETthruSun Jan 5 11:59pm ET

Teams may add players even after their game has started
Protected Free Agents
Players dropped will be protected free agents for 1 day
Transaction Limits
All free agent transactions are suspended after Fantasy Playoff Week 5 / NFL Week 18
Unlimited free agent adds by a team per week
Unlimited free agent adds by a team for the year

Trades

Trading
Team owners may freely trade, no approvals required
Trading is suspended after Fantasy Week 12
Future Draft Picks
Not Available
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
Notification
The league is not notified when trades are completed

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
RB
4 pts for each rushing 2XP
K
3 pts for each rushing 2XP
QB WR TE DL LB DB
2015-09-05
Rushing Yds
0.13 pts for each rushing yd
QB
0.10 pts for each rushing yd
RB
0.20 pts for each rushing yd
WR TE K DL LB DB
2015-09-05
Rushing Atts
Not Used
Yds Per Rush
Not Used
Rushing First Downs
Not Used
Yd TD Rush
6 pts for 1 to 9 yd TD rush
RB
9 pts for 10 to 39 yd TD rush
12 pts for 40 to 100 yd TD rush
12 pts for 1 to 9 yd TD rush
K
18 pts for 10 to 39 yd TD rush
24 pts for 40 to 100 yd TD rush
9 pts for 1 to 9 yd TD rush
QB WR TE DL LB DB
2015-09-05
15 pts for 10 to 39 yd TD rush
21 pts for 40 to 100 yd TD rush
Fumbles Lost
Not Used
Fumbles
Not Used

Passing Scoring

Passing TDs
Not Used
Passing 2XPs
2 pts for each passing 2XP
QB
4 pts for each passing 2XP
RB WR TE K DL LB DB
2015-09-05
Passing Yds
0.05 pts for each passing yd
QB
0.20 pts for each passing yd
RB WR TE K DL LB DB
2015-09-05
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
4 pts for 1 to 9 yd TD pass
QB
7 pts for 10 to 39 yd TD pass
10 pts for 40 to 100 yd TD pass
12 pts for 1 to 9 yd TD pass
RB WR TE K DL LB DB
2015-09-05
18 pts for 10 to 39 yd TD pass
24 pts for 40 to 100 yd TD pass
Interceptions Thrown
Not Used
Pick 6s
Not Used
Incompletions
Not Used
Times Sacked
Not Used

Receiving Scoring

Receiving TDs
Not Used
Receiving 2XP
4 pts for each receiving 2XP
QB K
2 pts for each receiving 2XP
WR TE
3 pts for each receiving 2XP
RB DL LB DB
2015-09-05
Receiving Yds
0.20 pts for each receiving yd
QB K
0.10 pts for each receiving yd
WR
0.13 pts for each receiving yd
RB TE DL LB DB
2015-09-05
Receptions
1 pts for each reception
QB RB WR TE K DL LB DB
2015-09-05
Yds Per Reception
Not Used
Targets
Not Used
Rec First Downs
Not Used
Yd TD Reception
12 pts for 1 to 9 yd TD reception
QB K
18 pts for 10 to 39 yd TD reception
24 pts for 40 to 100 yd TD reception
6 pts for 1 to 9 yd TD reception
WR TE
9 pts for 10 to 39 yd TD reception
12 pts for 40 to 100 yd TD reception
9 pts for 1 to 9 yd TD reception
RB DL LB DB
2015-09-05
15 pts for 10 to 39 yd TD reception
21 pts for 40 to 100 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 10 to 30 yd FG
K
3.20 pts for 31 yd FG
3.40 pts for 32 yd FG
3.60 pts for 33 yd FG
3.80 pts for 34 yd FG
4 pts for 35 yd FG
4.20 pts for 36 yd FG
4.40 pts for 37 yd FG
4.60 pts for 38 yd FG
4.80 pts for 39 yd FG
5 pts for 40 yd FG
5.50 pts for 41 yd FG
6 pts for 42 yd FG
6.50 pts for 43 yd FG
7 pts for 44 yd FG
7.50 pts for 45 yd FG
8 pts for 46 yd FG
8.50 pts for 47 yd FG
9 pts for 48 yd FG
9.50 pts for 49 yd FG
10 pts for 50 yd FG
10.50 pts for 51 yd FG
11 pts for 52 yd FG
11.50 pts for 53 yd FG
12 pts for 54 yd FG
12.50 pts for 55 yd FG
13 pts for 56 yd FG
13.50 pts for 57 yd FG
14 pts for 58 yd FG
14.50 pts for 59 yd FG
15 pts for 60 yd FG
15.50 pts for 61 yd FG
16 pts for 62 yd FG
16.50 pts for 63 yd FG
17 pts for 64 yd FG
17.50 pts for 65 yd FG
18 pts for 66 yd FG
18.50 pts for 67 yd FG
19 pts for 68 yd FG
19.50 pts for 69 yd FG
20 pts for 70 yd FG
20.50 pts for 71 yd FG
21 pts for 72 yd FG
21.50 pts for 73 yd FG
22 pts for 74 yd FG
22.50 pts for 75 yd FG
23 pts for 76 yd FG
23.50 pts for 77 yd FG
24 pts for 78 yd FG
24.50 pts for 79 yd FG
25 pts for 80 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

Defensive Scoring

Fumble Return TDs
Not Used
Yd Fumble Return TD
2 pts for 1 to 9 yd fumble return TD
D/ST
4 pts for 10 to 39 yd fumble return TD
6 pts for 40 to 110 yd fumble return TD
6 pts for 1 to 9 yd fumble return TD
QB RB WR TE K DL LB DB
2015-09-05
9 pts for 10 to 39 yd fumble return TD
12 pts for 40 to 110 yd fumble return TD
Int Return TDs
Not Used
Yd Int Return TD
2 pts for 1 to 9 yd int return TD
D/ST
4 pts for 10 to 39 yd int return TD
6 pts for 40 to 110 yd int return TD
6 pts for 1 to 9 yd int return TD
QB RB WR TE K DL LB DB
2015-09-05
9 pts for 10 to 39 yd int return TD
12 pts for 40 to 110 yd int return TD
Safety
2 pts for each safety
D/ST
4 pts for each safety
DL LB DB
2015-09-05
Defensive ST TDs
Not Used
Yd Defensive ST TD
2 pts for 0 to 9 yd defensive ST TD
D/ST
4 pts for 10 to 39 yd defensive ST TD
6 pts for 40 to 110 yd defensive ST TD
6 pts for 0 to 9 yd defensive ST TD
QB RB WR TE K DL LB DB
2015-09-05
9 pts for 10 to 39 yd defensive ST TD
12 pts for 40 to 110 yd defensive ST TD
Defensive ST Safety
2 pts for each defensive ST safety
D/ST
2015-09-05
4 pts for each defensive ST safety
DL LB DB
2015-09-05
Pts Allowed
5 pts for 0 to 1 pts allowed
D/ST
4 pts for 2 to 3 pts allowed
3 pts for 4 to 6 pts allowed
2 pts for 7 to 8 pts allowed
1 pts for 9 to 10 pts allowed
D/ST Pts Allowed
Not Used
Yds Allowed
Not Used
Rushing Yds Allowed
5 pts for -30 to 30 rushing yds allowed
D/ST
4 pts for 31 to 60 rushing yds allowed
3 pts for 61 to 90 rushing yds allowed
2 pts for 91 to 120 rushing yds allowed
1 pts for 121 to 150 rushing yds allowed
Passing Yds Allowed
5 pts for -50 to 50 passing yds allowed
D/ST
4 pts for 51 to 100 passing yds allowed
3 pts for 101 to 150 passing yds allowed
2 pts for 151 to 200 passing yds allowed
1 pts for 201 to 250 passing yds allowed
Sacks
2 pts for each sack
D/ST
2 pts for every 0.5 sack beginning with 0.5 sack
QB RB WR TE K DL LB DB
2015-09-05
Sack Yds
0.10 pts for each sack yd
QB RB WR TE K DL LB DB
2015-09-05
Fumbles Forced
2 pts for each fumble forced
QB RB WR TE K DL LB DB
2015-09-05
Fumbles Recovered
2 pts for each fumble recovered
D/ST
4 pts for each fumble recovered
QB RB WR TE K DL LB DB
2015-09-05
Fumble Return Yds
0.10 pts for each fumble return yds
DL LB DB
Interceptions
2 pts for each interception
D/ST
4 pts for each interception
QB RB WR TE K DL LB DB
2015-09-05
Int Return Yds
0.10 pts for each int return yds
DL LB DB
Turnovers
Not Used
Turnover Return Yds
Not Used
Over On Downs
Not Used
Blocked FGs
2 pts for each blocked FG
D/ST
2015-09-05
4 pts for each blocked FG
DL LB DB
2015-09-05
Blocked XPs
4 pts for each blocked XP
DL LB DB
2015-09-05
2 pts for each blocked XP
D/ST
2015-09-05
Blocked Punts
2 pts for each blocked punt
D/ST
2015-09-05
4 pts for each blocked punt
DL LB DB
2015-09-05
Tackles
1.50 pts for each tackle
QB RB WR TE K DL LB DB
2015-09-05
Tackles For Loss
2.50 pts for each tackle for loss
QB RB WR TE K DL LB DB
2021-09-16
Assists
1 pts for each assist
QB RB WR TE K DL LB DB
2015-09-05
Passes Defensed
2 pts for each pass defensed
QB RB WR TE K DL LB DB
2015-09-05

Special Teams Scoring

Kickoff Return TDs
Not Used
Yd Kickoff Return TD
6 pts for 1 to 59 yd kickoff return TD
QB RB WR TE K
9 pts for 60 to 89 yd kickoff return TD
12 pts for 90 to 110 yd kickoff return TD
2 pts for 1 to 59 yd kickoff return TD
D/ST
4 pts for 60 to 89 yd kickoff return TD
6 pts for 90 to 110 yd kickoff return TD
6 pts for 1 to 9 yd kickoff return TD
DL LB DB
9 pts for 10 to 39 yd kickoff return TD
12 pts for 40 to 110 yd kickoff return TD
Kickoff Return Yds
0.05 pts for each kickoff return yds
QB RB WR TE K DL LB DB
Punt Return TDs
Not Used
Yd Punt Return TD
6 pts for 1 to 39 yd punt return TD
QB RB WR TE K DL LB DB
9 pts for 40 to 69 yd punt return TD
12 pts for 70 to 110 yd punt return TD
2 pts for 1 to 39 yd punt return TD
D/ST
4 pts for 40 to 69 yd punt return TD
6 pts for 70 to 110 yd punt return TD
Punt Return Yds
0.10 pts for each punt return yds
QB RB WR TE DL LB DB
Return Yds
Not Used
Punts Inside20
Not Used
XP Returns
3 pts for each XP return
D/ST
2015-09-05
6 pts for each XP return
DL LB DB
2015-09-05
XP Safetys
Not Used
2XP Stops
Not Used
ST Fumbles Lost
Not Used
ST Fumbles
Not Used