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Battle-Tested

League Rules............

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Landry League Rules for 2005

 

TITLE I

 

OBJECTIVES OF THE GAME

 

1. Franchise football is a game using the actual statistical data of professional football games to determine game outcomes. The objective of each game is to win by scoring more total points (under these league rules) than the opposing club.

 

2. These league rules are in effect for the calendar year 2005.

 

TITLE II

 

MEMBERSHIP

 

1. Upon the receipt of an application for membership, the commissioner shall investigate the application, as he/she may deem appropriate, and shall confer with the league government for approval and/or a vote.

 

2. Membership may be terminated at any time through a majority of votes by the league government.

 

3. All transfers of ownership shall require the majority approval of the league government.

 

4. All other rule changes in relation to the league will be voted on by the entire league with the majority winning. In case of a tie, the rule stays the same because majority was not successfully acquired.

 

 

TITLE III

 

LEAGUE FINANCES

 

1. The commissioner shall enact a budget for each fiscal year, detailing all projected league expenditures for the upcoming fiscal year.

 

2. The commissioner shall have the duty to personally pay any league debts incurred in excess of an annual budget. However, he/she shall have the option of being reimbursed by the league for his debt assumption either from dues paid or, if the commissioner is a team owner himself, entry into future seasons free or at reduced dues until such time as the debts are reimbursed.

 

3. Each official Landry League owner shall be required to send a check or money order in the amount of fifty dollars ($50) to the commissioner no later than 1 April 2004. Failure to send yearly dues will result in expulsion from the league.

 

4. Ownership withdrawal is only refundable before the 1 August. In the event of ownership withdrawal after 1 August…see below:

 

a. The fee is non-refundable.

b. The franchise then becomes the property of the Landry League.

c. All trades and deals (after payment) are final.

d. If a replacement owner cannot be found, the league government shall control the franchise.

e. Any prizes awarded to the “ownerless” franchise are to be divided between the playoff teams for that year.

 

5. Non-compliance with league rules will result in banishment from the league and without a refund of any monies.

 

6. League payouts:

 

a. Ultimate Bowl winner gets 45% of the pot.

b. Ultimate Bowl loser gets 30% of the pot.

c. Third Place gets 15% of the pot.

d. Fourth place gets 10% of the pot.

 

TITLE IV

 

GOVERNMENT

 

1. The government shall consist of three members: the Commissioner and two (2) League Advisors.

 

a. Commissioner - S&S Express (aka Battle-Tested)

b. League Advisor - No Talent Ass Clowns (aka Miller_Time_21)

c. League Advisor - JetDoc's Schmeg (aka JetDoc)

 

2. Vacancies in the two (2) League Advisor spots shall be filled by an appointment made by the commissioner.

 

TITLE V

 

PLAYER SELECTION

 

1. The league commissioner shall conduct our annual draft, in which all owners in the league shall select players for the upcoming season. The league commissioner shall set-up the method of the draft. Each owner shall be entitled to participate in the draft, and may select any player available in the drafting pool (all rookies and free agents).

 

2. Our annual draft shall consist of four (4) rounds…1-12, 1-12, 1-12, 1-12 (not serpentine). The trading of draft picks are not only allowed, it is encouraged. In the event that an owner trades away a future year’s draft pick, each owner involved in said trade must pay one-half of the dues for the next year within two weeks of processed trade date. You may only trade one year ahead. Example: If we are in the 2005 season, then you may only trade away 2006 draft picks.

 

3. Drafting time limits will vary and be decided upon by the league government.

 

TITLE VI

 

LEAGUE SCORING SYSTEM

 

1. The commissioner shall adopt a league scoring system, which shall be used to determine the result of all regular season and playoff tournament contests of the league.

 

2. The scoring system will reflect the data sent forth from the online service that we use each year. In the event of a disagreement or a non-standard scoring situation, the league government will decide the scoring implications and will input the changes, if needed.

 

3. In the event a regular season game ends in a tie, the tiebreaker will be any selected player from an owner’s roster, which has to be declared when line-up is submitted.

 

4. The league commissioner shall review the league scoring system regularly. It shall be published each year and incorporated into these league rules.

 

5. See Attachment #1 for the actual scoring rules.

 

TITLE VII

 

LEAGUE PLAY

 

1. The commissioner shall schedule a minimum of twelve (12) regular season games for each owner, and must schedule an equal number of games for all owners.

 

2. The playoffs for the league shall be titled the "Ultimate Bowl". The commissioner shall administrate such games in a way where the top-seeded teams play the lowest-seeded teams throughout the playoffs with a bracket for a third place team.

 

3. The playoffs shall consist of the winner of each conference; in addition, the four (4) franchises with the next best records shall also participate in post-season play as wild card teams. The two (2) conference winners will be ranked one and two with the four (4) franchises with the next best records will be ranked three through six. The franchises shall be ranked based on the following tiebreakers.

 

4. To break a tie within a conference. If two or more teams in the same conference finish with identical records the following steps will be taken until a champion is determined.

 

a. Two teams:

 

i. Head-to-head record.

ii. Conference record.

iii. Total points.

iv. Best won-lost-tied percentage in common games, if applicable.

v. Best gross points in conference games.

vi. Coin toss.

 

b. Three or more teams: (Note: If two teams remain tied after third or other teams are eliminated during any step, tiebreaker reverts to step one of the two-team format.)

 

i. Head-to-head record (best won-lost-tied percentage in games played among the tied teams).

ii. Conference record.

iii. Total points.

iv. Best won-lost-tied percentage in common games.

v. Best gross points in conference games.

vi. Coin toss.

 

5. To break a tie for wild card teams. If it is necessary to break ties to determine the four wild card teams from each conference, the following steps will be taken:

 

6. If the tied clubs are from the same conference, apply conference tiebreaker.

 

7. If the tied clubs are from different

conferences, apply the following steps:

 

a. Two teams:

 

i. Head-to-head record.

ii. Total points.

iii. Best gross points in common games (only if equal number of games are played).

iv. Best gross touchdowns in all games.

v. Coin toss.

 

b. Three or more teams: (Note: If two teams remain tied after third or other clubs are eliminated, tiebreaker reverts to step one of applicable two-club format.)

 

i. Head-to-head sweep (Applicable only if one club has defeated each of the others or if one club has lost to each of the others).

ii. Total points.

iii. Best gross points in common games (only if equal number of games are played).

iv. Best gross touchdowns in all games.

v. Coin toss.

 

8. Tie-breaking procedure for our annual draft:

 

a. The Ultimate Bowl winner is last and the Ultimate Bowl loser is next-to-last.

 

b. Playoff teams involved in a tie shall be assigned priority within its segment below that of non-playoff teams and in the order that the playoff team exited from the playoffs. Thus, within a tied segment a playoff team that loses in the first round will have priority over a playoff team that loses in the second round, which in turn will have priority over a team that loses the Ultimate Bowl. If two tied teams exited the playoffs in the same round, the tie is broken by one of the applicable two team tiebreaks above.

 

c. Tied non-playoff teams will use one of the applicable tiebreaks above with the loser of the tiebreak getting the higher draft pick.

 

TITLE VIII

 

PLAYER TRANSACTION

 

1. The types of player transactions permitted in this league shall be the trade and the waiver wire (free agency).

 

2. Trading of players between owners are permitted up to the start of the 11th week of the season.

 

3. The waiver wire is a procedure by which a non-rostered player is available to all other teams in the league. A team may pickup any player not acquired during our annual draft or not on another teams roster.

 

4. The waiver wire will close at the beginning of week #16's Sunday's game, which is the end of our regular season. It will open directly after our annual draft with a first come…first serve (FCFS) priority until the first preseason game. At the time it will go to a "twice a week, one round" process. The two waiver days will be Wednesday and Friday at 5:00 pm (EST) and they will be processed automatically by our web-site. The priority order for this process will be reverse order of the prior years ending standings using tiebreakers outlined in Title VII with one hitch.......if you use the waiver wire you go to the bottom of the list.

 

5. Once the regular season starts, waiver wire priority is the inverse order of the current league standings utilizing the tiebreakers outlined in Title VII. The waiver wire will open on Tuesday’s at 8:00am (EST) and will close at 1:00 pm (EST) on Sunday's. We will have a "twice a week, two round" process. The two waiver days will be Wednesday and Friday at 5:00 pm (EST) and they will be processed automatically by our web-site. After "twice a week, two round" waiver wire process, we will go into a FCFS style of waivers starting immediately after the Friday nights processed round.

 

6. Additional waiver wire rules:

 

a. Early game players are exempt until the following week's (Wednesday's) waiver wire. Meaning once a player "plays" either on a Thursday, Friday or Saturday they cannot be picked-up or dropped until the following week's (Wednesday's) waiver wire.

 

b. Players dropped on Wednesday's..."ARE" elgible for pick-up on Friday's processed round and the weekends FCFS.

 

c. Players dropped on Friday's processed round and/or on the weekends FCFS..."ARE NOT" eligible for pick-up until the following week's (Wednesday's) waiver wire.

 

d. Churning rule: If you pick-up a player during the FCFS process...you cannot drop him until the following week's (Wednesday's) waiver wire.

 

e. In the event that an owner mistakenly (or cheatingly) picked-up an illegal player as stated in 6a or 6c....they forfiet said choice. The commish will reverse the transaction and that team owner "will not" get a do-over. Their mistake....their problem. Everyone must undertand and follow the rules.

 

7. Any owner may construct a deal in which picks or players are to be named later. Only if, all interested parties agree.

 

8. Injured reserve (IR):

 

a. Two (2) IR spots are allowed (meaning your roster size can be 24).

 

b. Players must be listed as officially "On Injured Reserve” to be placed on IR.

 

c. You "cannot" reactivate your IR players (meaning they are done for the year).

 

d. You can trade and/or drop IR'd players.

 

e. Once traded and/or dropped, the new team owner of said player must decide whether or not to IR his new player.......it isn't automatic.

 

 

TITLE IX

 

ROSTERS AND LINE-UPS

 

1. Each club has the ability to acquire up to 24 players through our annual draft, trades or through the waiver wire (after the draft). You can never go over 24 players at any time, which means you must trim your roster down “prior to” the annual draft. Example: If a team accumulated 6 draft picks via trades during the off-season; they must begin the draft with only 18 players or forfiet some of their picks. Each club must trim their rosters to 22 players (24 with IR) before kick-off time of week #3's Sunday's game.

 

2. There will be no limitations on which players a team's roster may have. For example, any team can carry 20 quarterbacks and/or 20 defenses, if they so desire.

 

3. Each owner must declare which players from its roster shall participate in their upcoming week's contest by gametime of each game. Example: If you have a decision to make about which guy to play on Monday night....you don't have to make that decision until Monday night. But once a game is started, those affected players for that week will be locked automatically. There is no going back.....no exceptions.

 

4. In the event our site goes down, each owner must submit their line-up by any means that shows an actual time stamp. For example: E-mail or our FFToday message board.

 

5. If an owner does not submit a proper weekly line-up, the commissioner shall utilize the team’s line-up from the previous week.

 

6. Each weekly lineup shall consist of at least: One (1) Quarterback, One (1) Running Back, One (1) Wide Receiver/Tight End, One (1) Kicker, One (1) Defensive Team and Three (3) Flex Players. Each weekly line-up cannot exceed more than: One (1) Quarterback, Three (3) Running Backs, Four (4) Wide Receivers/Tight Ends, One (1) Kicker and One (1) Defensive Team at any given time. Your weekly lineup must not be more than 8 players.

 

7. Owners “will” submit a competitive line-up every week. In the event the commissioner feels a game is being thrown, he/she will use current player rankings to change said line-up.

 

TITLE X

 

REGULAR SEASON SCHEDULING

 

1. The regular season scheduling of games shall be the responsibility of the commissioner, who shall distribute schedules to all team owners, as he/she may deem appropriate.

 

2. Each regular season schedule shall consist of a minimum of twelve games, and the commissioner shall insure that each club participates in an equal number of games during the regular season.

 

3. The commissioner may balance the regular season schedule in such a manner, as he/she may deem necessary.

 

TITLE XI

 

CONFERENCE ALIGNMENTS

 

1. There will twelve (12) teams.

 

2. The twelve (12) teams will be split into two (2) conferences consisting of six (6) teams each.

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ATTACHMENT #1

 

 

Scoring Rules for QB

 

Passing TD 1-10 4 points

Passing yardage 25-999 1 point every 25

Pass interceptions 1-99 -1 point

Rushing TD 1-10 6 points

Rushing yardage 10-999 1 point every 10

Receiving TD 1-10 6 points

Receiving yards 10-999 1 point every 10

Passing 2 pointers 1-99 2 points

Rushing 2 pointers 1-99 2 points

Receiving 2 pointers 1-99 2 points

Fumbles lost to opponent 1-99 -1 point

 

 

Scoring Rules for RB, WR & TE

 

Passing TD 1-10 6 points

Passing yardage 5-999 1 point every 5

Pass interceptions 1-99 -1 point

Rushing TD 1-10 6 points

Rushing yardage 10-999 1 point every 10

Receiving TD 1-10 6 points

Receiving yards 10-999 1 point every 10

Passing 2 pointers 1-99 2 points

Rushing 2 pointers 1-99 2 points

Receiving 2 pointers 1-99 2 points

Fumbles lost to opponent 1-99 -1 point

 

 

Rules for PK

 

Passing TD 1-10 6 point

Pass interceptions 1-99 -1 point

Rushing TD 1-10 6 points

Receiving TD 1-10 6 points

Passing 2 pointers 1-99 2 points

Rushing 2 pointers 1-99 2 points

Receiving 2 pointers 1-99 2 points

Field goals 17-49 yds 3 points

Field goals 50-99 yds 5 points

Field goals missed 17-99 yds -1 point

Extra points 1-99 1 point

Missed Extra points 1-99 -2 points

Fumbles lost to opponent 1-99 -1 point

 

 

Rules for DEF/ST

 

Punt return TD 1-10 6 points

Kick return TD 1-10 6 points

Def Fumble for TD 1-10 6 points

Fumble recoveries 1-99 2 points

Interceptions 1-99 2 points

Int for TD 1-10 6 points

Blocked field goal TD 1-10 6 points

Blocked punt TD 1-10 6 points

Sacks 1-20 1 point

Safeties 1-99 3 points

Opp Total points scored 0-0 7 points

Opp Total points scored 1-6 5 points

Opp Total points scored 7-13 3 points

Opp Total points scored 14-20 1 point

Opp Total points scored 21-100 -1 point every 7 (Starting at 21)

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