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Miller_Time_21

New League Rules!

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Shula league 2005

 

 

Teams: The League will be made up of 16 owners split into 4 divisions of 4. Divional Line-ups will be the same as last year and are shown on the myfantasyleague web site.

 

Entry Fee: $50 per team. This needs to be paid to the treasurer, Ralph Schaffer, by June 1, 2005.

 

Rosters: Each team will carry a maximum number of 18 players from the Friday before Week 2 of the regular season to the end of the fantasy season. Roster limits will be suspended until the draft. After the draft an extra 4 developmental spots may be carried from the end of the draft until the Friday before Week 2 (roster limit during that time is 22), at that date; all rosters must be cut down to the 18-player limit.

 

Keepers: Each owner must protect 5 keepers from their roster for the next season. Full rosters will be kept until declaration day, at that time; you will declare the 5 players you will carry into this year’s draft. Declaration day will be 1 full week prior to the start of the draft. An exact date will be given when a draft day is set. You will declare your keepers though one of two means: 1) post them on the FFToday forum; 2) e-mail them to the commissioner, Jeremy Miller.

 

The Draft: Each year, the annual draft will determine the rosters for each club. The draft will be 13 rounds, and selection order for the odd rounds will be determined by the reverse order of the prior years standings. The even number rounds will be done in serpentine fashion. The draft will be held on line, and will be a slow draft in which owners will have a 6-hour time limit to draft during 9 am and 11 pm EST. The timer will be turned off from 11 pm to 9 am. Final standing tie breakers for draft order purposes will be determined as follows: The Ultimate Bowl winner will select last, the runner up will select 2nd to last. The 3rd place winner will select 3rd to last, and 4th place will select 4th to last. The remaining playoff teams will be sorted by round defeated, if you were defeated in the same round, the following tiebreakers will be used:

1. Overall record

2. Total Points during regular season

3. Flip of a coin

After the playoff teams are sorted, all non-playoff teams will be sorted using the same criteria as above.

All NFL offensive players for the positions required will be eligible for the draft and all NFL defensive teams will be eligible to be selected as a team Defense.

 

Starting Line-ups:

Each owner will be required to submit a starting line-up each week consisting of the following:

· 1 QB

· 1 RB

· 2 WR/TE

· 2 WR/TE/RB

· 1 K

· 1 DT

Starting line-ups must be submitted as follows: Players are locked at scheduled kickoff of their game. Line-ups decisions must be submitted by the start of each players game. If any owner fails to submit a line-up, their line-up from last week will be used(players that were in the starting line-up last week will be locked at game time of their game that week). If an owner fails to submit a line-up for week 1 the commish will set if for them. In the event that an owner fails to submit a line-up for 3 weeks in a row, that team will be forfeited, no money will be returned, and the commish will find an immediate replacement owner. If you have any difficulties submitting a line-up, submit it on the FFToday forum, or feel free to email or call the commish.

 

Schedule: There will be a 13 game regular season. All teams will play a head to head match-up each of these weeks. Each team will play each team in their division 2 times during the regular season, and will play 7 teams from outside of their division. The exact schedule will be generated by our web site if possible, if not, a manual schedule will be made.

 

Playoffs: The 4 division winners and 4 wildcard teams will participate in the playoffs. The team with the best record in each division will be crowned the division winner and seeded 1-4, with the next best records will earn the wildcard births, and seeded 5-8. In the event there is a tie for the division title or wildcard spots, the following tiebreakers will be used:

Tie for the Division between 2 clubs:

1. Head to Head

2. Division Record

3. Total Points

4. Total Points in Divisional Games

5. Best won-lost-tied record in common games, minimum 4 games.

6. Strength of Victory (Winning % of teams defeated)

7. Flip of the coin

Tie For the Division between 3 or more clubs:

1. Head to head record of all clubs involved in tie.

2. Division Record

3. Total Points

4. Total Points in Divisional Games

5. Best won-lost-tied record in common games, minimum 4 games.

6. Strength of Victory (Winning % of teams defeated)

7. Flip of the coin

Tie for a wild card spot or playoff seeding between 2 clubs (different divisions):

· If teams are from same division, use division tiebreakers.

1. Head to Head

2. Total Points

3. Best won-lost-tied record in common games, minimum 4 games.

4. Strength of Victory (Winning % of teams defeated).

5. Flip of the coin

Tie for wild card spot or playoff seeding between 3 or more clubs:

1. Head to Head sweep, applicable only if one club has defeated each of the other clubs or if one club has lost to each of the other clubs.

2. Total Points

3. Best won-lost-tied record in common games, minimum 4 games.

4. Strength of Victory (Winning % of teams defeated).

5. Flip of the coin

 

 

The Playoffs will begin week 14 and go until the Ultimate Bowl in week 16. The seeds will determine the match-ups:

1. #1 vs #8

2. #4 vs #5

3. #3 vs #6

4. #2 vs #7

The winner of match-up 1 & 2 and 3 & 4 will play in the semi-finals with the winners playing in the Shula Bowl. The 2 semi-final losers will play in a consolation match for 3rd place in week 16.

 

Scoring: Each week, each of the players in your starting line-ups for that week will earn points based on actual statistics from the NFL games. Here is the scoring system we will use:

 

 

Rules for QB

Event Range (Low-High) Points Test?

Number of Passing TDs 1-10 4 points each Test

Passing Yards 0-24 0 Test

Passing Yards 25-999 1 point for every 25 Test

Pass Interceptions Thrown 1-99 -1 point each Test

Passing 2 Pointers 1-99 2 points each Test

Number of Rushing TDs 1-10 6 points each Test

Rushing Yards 0-9 0 Test

Rushing Yards 10-999 1 point for every 10 Test

Rushing 2 Pointers 1-99 2 points each Test

Number of Receiving TDs 1-10 6 points each Test

Receiving Yards 0-9 0 Test

Receiving Yards 10-999 1 point for every 10 Test

Receiving 2 Pointers 1-99 2 points each Test

Fumbles Lost (to Opponent) 1-99 -1 point each Test

 

Rules for RB

Event Range (Low-High) Points Test?

Number of Passing TDs 1-10 6 points each Test

Passing Yards 0-4 0 Test

Passing Yards 5-999 1 point for every 5 Test

Pass Interceptions Thrown 1-99 -1 point each Test

Passing 2 Pointers 1-99 2 points each Test

Number of Rushing TDs 1-10 6 points each Test

Rushing Yards 0-9 0 Test

Rushing Yards 10-999 1 point for every 10 Test

Rushing 2 Pointers 1-99 2 points each Test

Number of Receiving TDs 1-10 6 points each Test

Receiving Yards 0-9 0 Test

Receiving Yards 10-999 1 point for every 10 Test

Receiving 2 Pointers 1-99 2 points each Test

Fumbles Lost (to Opponent) 1-99 -1 point each Test

 

Rules for WR

Event Range (Low-High) Points Test?

Number of Passing TDs 1-10 6 points each Test

Passing Yards 0-4 0 Test

Passing Yards 5-999 1 point for every 5 Test

Pass Interceptions Thrown 1-99 -1 point each Test

Passing 2 Pointers 1-99 2 points each Test

Number of Rushing TDs 1-10 6 points each Test

Rushing Yards 0-9 0 Test

Rushing Yards 10-999 1 point for every 10 Test

Rushing 2 Pointers 1-99 2 points each Test

Number of Receiving TDs 1-10 6 points each Test

Receiving Yards 0-9 0 Test

Receiving Yards 10-999 1 point for every 10 Test

Receiving 2 Pointers 1-99 2 points each Test

Fumbles Lost (to Opponent) 1-99 -1 point each Test

 

Rules for TE

Event Range (Low-High) Points Test?

Number of Passing TDs 1-10 6 points each Test

Passing Yards 0-4 0 Test

Passing Yards 5-999 1 point for every 5 Test

Pass Interceptions Thrown 1-99 -1 point each Test

Passing 2 Pointers 1-99 2 points each Test

Number of Rushing TDs 1-10 6 points each Test

Rushing Yards 0-9 0 Test

Rushing Yards 10-999 1 point for every 10 Test

Rushing 2 Pointers 1-99 2 points each Test

Number of Receiving TDs 1-10 6 points each Test

Receiving Yards 0-9 0 Test

Receiving Yards 10-999 1 point for every 10 Test

Receiving 2 Pointers 1-99 2 points each Test

Fumbles Lost (to Opponent) 1-99 -1 point each Test

 

Rules for PK

Event Range (Low-High) Points Test?

Number of Passing TDs 1-10 6 points each Test

Pass Interceptions Thrown 1-99 -1 point each Test

Passing 2 Pointers 1-99 2 points each Test

Number of Rushing TDs 1-10 6 points each Test

Rushing 2 Pointers 1-99 2 points each Test

Number of Receiving TDs 1-10 6 points each Test

Receiving 2 Pointers 1-99 2 points each Test

Number of Field Goals Made 1-99 3 points each Test

Length of Field Goal Made 0-39 0 Test

Length of Field Goal Made 40-49 1 Test

Length of Field Goal Made 50-59 2 Test

Length of Field Goal Made 60-99 3 Test

Number of Field Goals Missed 1-99 -1 point each Test

Extra Points 1-99 1 point each Test

Extra Points Missed 1-99 -2 points each Test

Fumbles Lost (to Opponent) 1-99 -1 point each Test

 

Rules for Def

Event Range (Low-High) Points Test?

Opponent Total Points Scored 0-0 10

Opponent Total Points Scored 1-7 8

Opponent Total Points Scored 8-13 6

Opponent Total Points Scored 14-17 4

Opponent Total Points Scored 18-21 2

Opponent Total Points Scored 22-99 0

Number of Punt Return TDs 1-10 6 points each Test

Number of Kickoff Return TDs 1-10 6 points each Test

Number of Defensive Fumble Recovery TDs 1-10 6 points each Test

Fumble Recoveries (from Opponent) 1-99 2 points each Test

Number of Interception Return TDs 1-10 6 points each Test

Interceptions Caught 1-99 2 points each Test

Number of Blocked Field Goal TDs 1-10 6 points each Test

Number of Blocked Punt TDs 1-10 6 points each Test

Sacked a QB 1.0-20.0 2 points each Test

Safeties 1-99 3 points each Test

 

In the Event of a tie during the regular season, the highest selected player will break the tie. If the two players tie, it will remain tied.

 

In the case of a tie in the playoffs, the following tiebreakers will apply:

1. Selected Player

2. Highest Player in starting line-up

3. Total bench points for the week

4. Highest player on bench

5. Home filed advantage (highest seed)

 

Waivers: Owners from may pick up Free Agents after the draft through the start of week 16. From the end of the draft and the start of the regular season, waivers will be processed twice a week, once on Tuesday morning and once on Friday morning. Once the regular season starts the waiver process will be open for requests from Tuesday at 12:00 am EST to Wednesday at 6 am EST. They will then be processed sometime Wednesday morning. From the time the waivers are processed to the kickoff of the first game of the week waivers will be first come first served. Waives are closed from the start of week 16 to the end of the free agent draft. Max rounds for waivers will be 4 rounds.

 

Trades: In season trades between teams may be made from the end of the draft until the kickoff of week 11 of the NFL season. Off-season trades including trades involving draft picks may be made once the commish opens the off-season (will be notified by email). Trading of draft picks is always encouraged before and during the draft. All trades must be approved by the commish. The commish may veto any trades for any reason detrimental to the competitive balance of the league. In the instance that there is a dispute on a commish decision, the league government may be asked by the commish to vote on the matter.

 

*Any trade involving future draft picks of one draft ahead during the season or current are allowed, but the owners trading away these picks must pay 1/2 league fee for that season within 30 days.

 

Payout: The league winners will be paid from the league pot, which will be the total of all league dues minus the league web-site administration fee. The top 4 will be paid as follows:

1. Ultimate Bowl Champion – 50%

2. Runner-up – 25%

3. 3rd place – 15%

4. 4th place – 10%

 

Vacant Teams: In the event that a team expresses that they will not be returning from the past year at time of declaration of intent, that team will be placed awarded to a replacement owner selected from the FFToday community by the commish. In the event that more that 1 team does not return, those teams will be replaced in the same fashion, however, the players on all vacant teams will be placed into a pool and a supplemental draft will be held between the new owners only, and only the players and draft slots from the abandoned teams will be available. The draft order will be determined in a random fashion and a serpentine method will be used. No trades will be allowed during the supplemental draft and the draft will be run by the commish. The teams will have to draft a draft slot from the vacant slots in the supplemental draft as well. These can be drafted at anytime during the supplemental draft.

 

If a team becomes vacant after the off-season trading period has begun and before the draft, a replacement owner will be found for that team from the FFToday community when the vacancy occurs. They will take over that team as is with no supplemental draft. At no time will a current league member be allowed to trade in their team for a vacant team.

 

Rule Changes: Rules may be changed by a league vote; it will take a majority decision to change the rule unless it is determined to be a critical change by the commish, those will take 75% in favor to change. It will be the commish's decision if it is critical or not. Once the commish submits the rules for the year, it is each member’s responsibility to review these rules. At that time, they have the opportunity to nominate a potential change. If 2 other members support this nomination, the league will vote on it. Each member may submit no more that 2 initial nominations each year and may not support more than 2 additional nominations. This will be open for a period of 1 week; at that time we will vote on the issues that have enough support. No other changes will be made unless the commish or asst commish determine it is necessary to maintain the competitive balance of the league.

 

League Conduct: Members of the league are expected to act is a respectful way and display a high level of sportsmanship. Please remember at all times that this is a game and it is done in fun. At anytime, the commish or asst commish reserves the right to take any action to correct any conduct that is determined to be detrimental to the competitive balance of the league. If disruptive conduct is repeated by an owner that is considered to be detrimental to the league, the commish or asst commish may request a league vote to immediately remove the owner from the league without refund. The majority will rule in this instance and the accused member will not have a vote. If the owner is voted out, he will immediately be replaced by the commish or asst commish. Again, if an owner fails to submit a line-up for 3 straight weeks, their team ownership will be forfeited, and a replacement owner will be found. Any money that is won by a team that was replaced mid season will be given in half to the new owner and the other half will be divided evenly between the other 3 payout winners.

 

League Government:

The following league government will be used:

1. Commish: Jeremy Miller

2. League Assistant: Ralph Schaffer

3. League AdvisorL Ken Elia

4. League Advisor: David Degregorio

5. League Advisor: Jason Smith

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Hey Miller,

 

  Do return yards count as rushing yards?  :D

no

Ow well, so much for drafting Dante Hall.

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Hey Miller,

 

  Do return yards count as rushing yards?   :D

no

Ow well, so much for drafting Dante Hall.

:unsure: Hall had over 2000 combined yards last year, that would be quite the 13th round pick.

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Hey Miller,

 

  Do return yards count as rushing yards?  :lol:

no

Ow well, so much for drafting Dante Hall.

:lol: Hall had over 2000 combined yards last year, that would be quite the 13th round pick.

Exactly why I asked. :lol:

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