2003 Rules

All times referred to within this document are Eastern Time (ET), even if not marked explicitly as such. Remember this when considering deadlines. 

Rules Last Modified August 22, 2003


Rules Index

All Pro Honors
Board of Governors
Draft Info
Free Agency
Free Agency Fees
Franchise Dues
Keeper Option Rules
Injured Reserve
Playoff Details
Roster Rules
Scoring Rules
Scoring Discrepencies
Schedule
Starting Line-Up Formations
Starting Line-Up Submission
Trade Deadline
Trade Fees
Trade Rules
Transaction Payment Rules
Waivers
Web Site Location

1. The League

The league is known as the Niagara Frontier - Fantasy Football League a.k.a. The Commissioner of the league is Mike SantaLucia.  The was founded in 1994 by Mike SantaLucia and Patrick Hultgren. The emphasis of this league is pure fun, with the prize money distributed in multiple ways so that everybody has a shot at winning something. 

2. # of Franchises

The league will consist of twelve (12) teams in 2003, although 14 will be sought out again for 2004 and beyond.

3. The Divisions

There will be 2 divisions comprised of 6 teams a piece.  The divisions will be named for 2 former Buffalo Bills, namely Jim Kelly & Thurman Thomas.

4. WebSite:

The league website is located at: http://www.nf-ffl.predatorsfootball.com

5. Draft

The LIVE Draft will be held Friday, August 22nd at 6pm ET at the home of Mike SantaLucia (call or e-mail Mike @ 716 481-8823 if you need directions).   Several teams will be drafting on-line via AOL Instant Messenger.  Please be online at or before 6pm ET and you will be invited into the group chat.  An e-mail portion of the draft will begin on Monday August 18th at 12:00 AM.  Each Team will e-mail their selections to the commissioner (mike@predatorsfootball.com) who will subsequently e-mail the pick to the entire league AND post the picks on the message board in the league chat section.  Teams will have 12 hours from the time of the previous pick to make a selection in the e-mail portion of the draft.

The Draft Order for the 2003 season was determined by the order of finish the previous season.  The draft is conducted in a serpentine fashion, with the 12th pick from the 1st round selecting 1st in the 2nd round and so on.

Teams will draft in a serpentine method in the following order:

1 Williamsville Koltraines 7 Valencia Absolut
2 Tonawanda Maraudersx 8 Central Florida Peanuts
3 Starin Steelers 9 Midwest Maulers
4 Amherst Snobs 10 Southtowns Stallions
5 Indiana Inbreds 11 Jersey Toxic Waste
6 West Seneca Wolverines 12 Parkwood Predators

The uses the Reverse Order Serpentine Drafting Method.  Therefore Picks 1-12 in the first round will pick 12-1 in the second round,     1-14 in the 3rd etc.

Each team will select from the following positions: Quarterback (QB), Running Back (RB), Wide Receiver (WR), Tight End / Fullback (TE/FB), Kicker (K), Special Teams (ST), and Defense (D).  Although there is NO MIMIMUM amount of players you must select at each position, please keep in mind that some positions (such as QB, K, ST, and D) have limited players available.  Remember, the bye weeks could leave you short handed at certain positions.  Do not cut yourself short.  The Draft will last 20 rounds.

You will have 60 Seconds to make your selection each round.  If you are not ready to draft within the allotted time frame, the teams after you will be allowed to draft until you are ready with your pick.  You may request an extension only if you have worked out a trade with another team, PRIOR to your original time allotment expiring.  In this case, the team moving up will have 60 Seconds to make their pick.  The Commissioner will have an additional 30 Seconds (90 Seconds Total) to make his pick since he will be conducting the draft and will be unable to focus on his team until it is his pick.  

5a. Keeper Option Rules

NOTE: Keepers have been voted out for the 2004 season.  The rules below apply only to the 2003 season, the final season of keepers.

The league voted in favor of instituting a 3 player keeper system based prior to the 2001 draft.  Beginning with the 2002 draft, teams will have the option of keeping anywhere from 0-3 players each season, in exchange they will forfeit a draft pick 3 rounds earlier than the player they are keeping was drafted (or 3 rounds prior to the round a keeper was kept in the previous season).  Players drafted in the 1st 3 rounds of the draft CANNOT be kept.  This rule applies to players drafted from round 4 and up. /

The keeper lists will be based on your roster at the end of the REGULAR season in week 13 (not the playoffs, even though waivers and free agency is allowed through the playoffs this season).  If a drafted player is traded to another team, or acquired via Waivers or Free Agency, the team that has the player at the end of week 13 will be able to keep that player (based on where he was originally drafted) in exchange for a pick 3 rounds earlier in the next draft (assuming the player was drafted after round 4).

For example, in 2000, Tiki Barber was drafted in the 14th round.  Parkwood traded him to Coastal Carolina.  Had this rule been in effect this year, Coastal Carolina could have kept Barber this season for an 11th round pick.  Make sense?

Teams DO NOT have to keep any players, they have the option of keeping anywhere from 0 to 3 players.  If a team doesn’t return the following season, the replacement owner will take over the leaving owners roster and will have the same option as anyone else.

In subsequent years, you can keep a player again, however he will cost you 3 rounds earlier than the pick you forfeited the previous year, therefore if you kept a guy from round 7 this year, he’d cost you a 4th round pick next year, and a 1st round pick the year after if you so chose, however, if you kept a guy from say the 5th round this year, he would cost you a 2nd rounder next year, and you would be unable to keep him the following season since he would be considered a pick within the top 3 rounds.

If a team has acquired 2 players from the same round that they’d like to keep that were not drafted in rounds 1-3, they will forfeit a pick 3 rounds earlier for the 1st player, and 4 rounds earlier for the 2nd player.  In these situations, the player originally drafted by the team will be kept for 3 rounds earlier, while the player acquired via/trade or free agency will be 4 rounds earlier.  In cases of 3 or more, the same rules shall apply, however the 3rd player will cost an additional round earlier pick, which would make him cost a pick 5 rounds earlier (we will use last years draft position to determine which player costs 4 and which costs 5 with the player drafted later costing 4 and the other 5).

Un-drafted players MAY NOT BE KEPT.

Players drafted in the 10th round or later CANNOT be kept unless they spend 10 out of the 13 weeks of "our" regular season on an ACTIVE roster.  If more than 3 weeks are spent on Injured Reserve or as a Free Agent, a player CANNOT be kept unless he was drafted in rounds 1-9.  This is to keep teams from stashing players for the following season in exchange for late round draft picks.

This system should make things a bit more interesting without over complicating things, and at the same time keeping the premier players available to draft each season.

REMINDER: Keepers have been voted out for the 2004 season.  The rules above apply only to the 2003 season, the final season of keepers.

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6. Rosters

6 (a) Composition

Each team will have a maximum of twenty (20) roster slots, plus 3 slots for injured reserve. All slots need not be filled. These slots may be filled by players in any of the following positions: Quarterback (QB), Running Back (RB), Wide Receiver (WR), Tight-End / Fullback (TE/FB), Place Kicker (K), Special Teams (ST), and Defense (Def).

Each team must carry a minimum of 16 players on its roster at all times during the season. Of this 16, there must be a minimum of any legal lineup formation.  Any roster composition that satisfies all of the preceding requirements is acceptable.

6 (b) Starting Lineup Formations

Each team will start one of the following formations for a total of ten (10) starters. 

Pro-Set

1QB, 2 RB, 3 WR, 1 TE/FB, 1 K, 1 ST, 1 DT

 

1st & Goal

1QB, 2 RB, 2 WR, 2 TE/FB, 1 K, 1 ST, 1 DT

 

3rd and 5

1QB, 1 RB, 3 WR, 2 TE/FB, 1 K, 1 ST, 1 DT

 

Run & Shoot

1QB, 1 RB, 4 WR, 1 TE/FB, 1 K, 1 ST, 1 DT

 

6 (c) Starting Line-Up Submission Rules:

The weekly deadline for submitting complete starting lineups is Sundays at 12:59pm Eastern. Starting Lineups must be submitted via the Starting Lineups link on each TEAM webpage (click here for a sample lineups link)By using the Lineups link on each team page, your lineup will automatically be e-mailed to your opponent, the commissioner, and yourself.  Your lineup e-mail will automatically be time-stamp by the website server.  This timestamp will be used as 'proof' of timely submission. 

If no starters are named for any given week, your team will be penalized 20 points, further, the previous week's starters will be used (regardless if the players are active that week or not).  Further, teams will be FINED $5 for failure to submit a lineup.  Any player(s) listed in an invalid position, invalid team, or illegal formation will be lost in the lineup that week.  No substitutions can be made in such cases, the team in error will be short the player(s) involved that week.  The LAST LINEUP submitted prior to 1pm Sunday will be your official lineup, so make sure it is accurate, valid, and complete.  Also, USE THE VERIFY LINEUP BUTTON at the bottom of the Submit Lineup page to make sure you don't have an error.  Finally, double check your e-mails to make sure you did indeed start who you intended.   Please indicate that you are changing your starters in the message section of the lineup submission form.

To ensure competitiveness throughout the season, teams will be FINED $5 anytime they start a player on a bye and fail to win their game that week.  The same applies for starting injured players listed as OUT or players not on an NFL roster.  If the violating team somehow pulls out a win, no fine will be assessed, however if a loss occurs, the team in violation will be fined $5 for EACH violation on any given week.  Fines will NOT be imposed when a player is scratched at the last moment by their NFL team, or is injured in a game.  The idea here is to ensure that EVERYONE faces a competitive lineup each week.  This should encourage teams to USE waivers, free agency or trades to fill in for byes and injuries rather than giving their opponent an unfair advantage that others failed to have.

In weeks in which Thursday/Saturday games are played, ALL TEAMS must indicate if they intend to start any players involved in the Thursday/Saturday game(s) PRIOR to the start of the said game(s).  Affected teams may submit the remainder of their starting line-up anytime prior to the Sunday games that week.  If a team fails to indicate that they wanted to start a player(s) in a Thursday/Saturday game prior to the Thursday/Saturday game time... any affected players will be ineligible to start that week.

6 (d) Player Eligibility

Players must be listed on an NFL roster at one of the positions listed under 6 (a) Players are eligible to score for any offensive play regardless of where they are listed in your line-up.  Players DO NOT earn points for yards earned on Special Teams play, those points go to the Special Teams position, however they will earn a 3pt bonus for any TD they score while playing Special Teams.

EXAMPLE 1: Torry Holt is listed as a WR, but he can also score points on a rushing play.

EXAMPLE 2: Jermaine Lewis returns a punt 60 yards for a Touchdown.  Baltimore Special Teams earn 6 points for the TD, plus the 3 points for the yards, for a total of 9 points on that 1 play.  Jermaine Lewis earns 3 points for the play (the TD Bonus) at the WR position.

6 (e) Starting Position

Players can only be inserted into a starting line-up at a position for which they are listed on their NFL teams depth chart.

EXAMPLE: Tony Richardson is listed as a FB by the Kansas City Chiefs and can only be started in the FB/TE position. 

Due to the extreme variation in the role of Fullback, the Board of Governors will rule on any questionable situations, for example, although Jerome Bettis is built like a Fullback, he cannot be started in that slot.  An official Fullback list has been posted to the website and can be reached by clicking here.  The Board reserves the right to change the official position of RB's used as FB's and FB's used more as RB's at ANY time under the following scenerio: the player is a free agent or on waivers.  This will not be done without evidence that the player involved is indeed playing a role more fitting to the other position.

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7.  Player Trades

  If two or more franchise owners wish to trade players, they may do so up until 10pm ET Saturday, November 22, 2003 Trade Deadline (the night before the start of the week 12 games).  After the deadline, NO trades will be allowed.  A trade will not be official until all parties involved have notified the commissioner and verified the terms of the deal. There will be no fee for trades. 

7 (a) Trade Restrictions & Deadlines

Players traded to another team may only be re-acquired through free agency or through a different team uninvolved in the original trade for the player(s).  This means that if Team A trades Emmitt Smith to Team B, Team A may only re-acquire Smith through free agency, or through another team (say Team C, D, etc.). Smith may not be traded back to Team A from Team B in any circumstance  

Player(s) cannot be traded for cash (players must be exchanged by all sides).

Trades between teams are unlimited with the above exceptions. However, if evidence of collusion (an obvious effort to help one team win at the expense of another) is suspected, the league owners may ask the Board of Governors to review the transaction. The Board of Governors can overrule a trade only by unanimous vote.  The Board of Governors ruling may only be overturned by unanimous vote of the rest of the league (excluding involved teams).

A trade will NOT be disallowed just because some owners deem it a "bad" deal for one side or the other.  If at least 2 owners suspect collusion, and formerly petition the Board of Governors,  the involved teams will be asked to explain to the board how the trade is beneficial to each party and why the deal was made.  The Board will then meet and issue a ruling.  If a trade is challenged, involved teams may NOT back out of a deal because they "see the light" and realize they made a mistake.  Trades will be final unless the board overturns them due to suspected collusion.

ALL teams involved in a trade must either post the terms of the deal in the Trading Block Forum of the league message board (with each team involved confirming) OR e-mail/phone the COMMISSIONER of the terms of the deal ASAP in order for it to become OFFICIAL.  Failure of one team to e-mail/phone the terms of the deal, and/or confirm it on the message board will invalidate the trade.  Once the commissioner receives terms of the trade from all parties a trade will be OFFICIAL and cannot be reversed by any party unless challenged as collusion.  Once a trade is official (and paid in full) teams will be able to start the involved players.

Completed trades will be posted (by the commissioner) on the Trading Block Forum and will remain there throughout the season.

The weekly trade deadline is Sunday at 12:59pm (although you cannot trade players started in Thursday or Saturday games until the following week).   The deadline for all trades is 10pm ET Saturday, November 22, 2003.

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8. Free Agency and Waivers

The Waiver Wire:   If a player isn’t on any franchise roster, he shall be considered a “Free Agent”  available on the waivers.  Each week, teams may participate in Waivers or Free Agency.  Players picked up off waivers or free agency are available to start immediately.   

Waivers: Teams will select players in a reverse order draft of interested teams with the worst record(s) picking first.  Ties will be solved by overall record, head to head record, and fewest overall points (loser picks first).  Interested teams may only lay claims (on up to 3 players, ordered by priority) via the Waiver Wire Forum link on the website.  Each week, the commissioner will start a thread titled, Week x Waiver Wire Claims  for that weeks waiver claims.  All waiver claims must be posted in the current weeks thread to keep things more organized.  The Waivers Wire will close weekly on Tuesdays at 10pm.  Claims must be made between 1:00pm Sunday and 10:00pm Tuesday.  Teams interested in making waiver claim must submit a player to be cut for each player they’d like to add.  The cut list should be ordered by priority.  The worst teams will have first shot at one player per round.  If your player is not selected when you come up, you will receive your pick.  Claims posted before or after the above transaction hours will be in-valid.  There will be a $3 fee for each player received off Waivers. 

Free Agency: Teams will be allowed to make Free Agency claims between 8:00pm Wednesday and 12:59pm Sunday for any remaining player on a first come first served basis (with no move limitations).  Players involved in Thursday or Saturday games on any given week may not be claimed until the following week once the Thursday or Saturday games have started.  Free Agency claims must be submitted through the Free Agency Forum link.  Claims posted before or after the above transaction hours will be in-valid.   There will be a NO fee for players picked up off Free Agency.   

Released (Waived) Players: Teams may waive players at anytime without penalty as long as they retain at least 16 players on their roster.  Once you cut a player you cannot pick him back up until he has cleared Waivers (the following week after the cut) and therefore been exposed to each team in the league, however, released players are available for pickup immediately by any other team.   

Transaction Fees:  There will be a $3 fee for each player picked up off Waivers (1:00pm Sundays through 10:00pm Tuesdays), and a NO fee or players picked up off Free Agency (8:00pm Wednesdays through 12:59pm Sundays). 

Unlike trades, players may be picked up off waivers or via free agency throughout the season AND the playoffs.

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9. Injured Reserve

Each team has a maximum of three (3) injured reserve slots.  For a player to be put on IR he must be listed as QUESTIONABLE, DOUBTFUL, OUT, INACTIVE (ex. suspended), or PHYSICALLY UNABLE TO PERFORM on any NFL.com or USA Today official NFL injury report (usually released on Wednesdays & Fridays), or by other reputable news sources like ESPN.com, TSN.com, or cbs.sportsline.com.  Players SUSPENDED by the NFL or their teams may also be placed on IR while they serve their suspension.  

Any player placed on IR must remain on IR for a minimum of two (2) weeks (effectively the player will miss 2 games).  There will be a NO fee to place a player on IR, or to take players off IR.  If a player is placed on IR, the team can pick up another player (either through waivers, free agency, or trade).  After a player is taken off IR the team will have to release a player (unless they have less than 20 players on their roster).  It is a LEGAL move to acquire a player via waivers, free agency, or trade and place him immediately on Injured Reserve without making a cut as long as you don't exceed your 3 IR slots.

If you wish to place a player on injured reserve or take one off of injured reserve you must do so via the Injured Reserve Forum link on the website.  This board will log all Injured Reserve moves throughout the season and will NOT be cleared weekly.

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10. League Schedule

A schedule will be created each season by the league software package.  In a 14 team league there will be 1 division with each team playing every other team in the league once.

In a 12 team league we will play 16 games over 13 weeks in a 2 divisions format of 6 teams each.  Each team will play the other teams within their division teams twice (10 games), and the teams in the other division once (6 games) with the non-division games being played as double headers on weeks that are not impacted by byes, specifically weeks 1, 2, and 11. 

10 (a) Regular Season

The regular season will last thirteen (13) weeks, the first thirteen weeks of the NFL season, although we will play 16 games over that time span as described above.

10 (b) Playoff Schedule

The playoffs begin on week fourteen (14) of the NFL season. The playoffs conclude on week sixteen (16) with the SuperBowl.  Week 17 will be an Ultimate Bowl with all 12 teams competing against each other.  The top 2 scoring teams will receive prize money.

The Moustis Toilet Bowl tournament will also begin on week fourteen (14) of the NFL season. The Moustis Toilet Bowl tournament will conclude on week sixteen (16) with the Moustis Toilet Bowl.

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11. Playoffs

11 (a) Qualifying

A total of six (6) teams will qualify for the playoffs. The 2 division winners will earn 1st round byes.  The 2nd best team in each division will be guaranteed a playoff spot, although they will be seeded according to record amongst all 6 playoff teams.  Finally there will be 2 At-Large playoff berths awarded to the top 2 remaining teams who do not already have a playoff berth regardless of division.  The division winners will be seeded 1 and 2 with the team having the best record getting the higher seed.  The remaining playoff teams will be seeded 3-6 based on win/loss record The number 1 and 2 seeds will be granted a bye until the 2nd round. 

11 (b) Seeding

The division winners will be seeded 1 and 2 with the team having the best record getting the higher seed.  The remaining playoff teams will be seeded 3-6 based on win/loss record The number 1 and 2 seeds will be granted a bye until the 2nd round. 

 

1. Division Winner w/Best Overall Record
2. other Division Winner

3. 3rd Best Record (could be an At-Large playoff team or a the playoff teams that finish 2nd in their divisions depending on overall record and tiebreakers)

4. 4th Best Record (could be an At-Large playoff team or a the playoff teams that finish 2nd in their divisions depending on overall record and tiebreakers)

5. 5th Best Record (could be an At-Large playoff team or a the playoff teams that finish 2nd in their divisions depending on overall record and tiebreakers)

6. 6th Best Record (could be an At-Large playoff team or a the playoff teams that finish 2nd in their divisions depending on overall record and tiebreakers)

11 (c) Moustis Toilet Bowl

Moustis Toilet Bowl:  The remaining 6 teams that don't qualify for the Superbowl tourney will be seeded 1-6 (based on the best win/loss record down to the worst) in the Moustis Toilet Bowl bracket.  The number 1 and 2 seeds will be granted a bye until the 2nd round. The overall winner of the Moustis Toilet Bowl bracket will win prize money.

11 (d) Qualifying/Seeding Tie-Breaker

The Leagues tie-breaking system for play-off qualification and seeding is as follows:

Ties between 2 Teams for an AT-LARGE PLAYOFF SPOT

1. Head-to-head record

2. Total Overall Points

3. Best Points For/Against Differential

4. Coin Toss

 

Ties between 3 or more Teams for an AT-LARGE PLAYOFF SPOT

1. Total Head-to-head record against the other teams involved in the tie

2. Total Overall Points

3. Best Points For/Against Differential

4. Coin Toss

Once weeded down to just 2 teams, we will revert to the 2 Team tie-breaker system above

 

Ties between 2 Teams for a DIVISIONAL PLAYOFF SPOT

1. Head-to-head record

2. Overall Division record

3. Total Overall Points

4. Best Points For/Against Differential

5. Coin Toss

 

Ties between 3 or more Teams for a DIVISIONAL PLAYOFF SPOT

1. Total Head-to-head record against the other teams involved in the tie

2. Overall Division record
3. Total Overall Points

4. Best Points For/Against Differential

5. Coin Toss

Once weeded down to just 2 teams, we will revert to the 2 Team tie-breaker system above

11 (e) Playoff Home Field Advantage

The team with the higher seed in each game in the first 2 rounds of the playoffs (the Quarter-Finals and Semi-Finals) will receive a 10 Point Home Field Advantage, as well as a win in the event of a tie.  There will be NO Home Field advantage in  the Super Bowl and Toilet Bowl games since they are considered to be played at neutral sites.  In the unlikely event of a tie in either bowl game, the win will be granted to the higher seed.

11 (f) Playoff Ties (Game Day)

Tie games during the playoff rounds will be determined by home-field advantage. The team with the highest seed is given the home field and will be awarded the win in case of a tie.

11 (g) Playoff Schedule

Superbowl Playoffs

Quarter-Finals (NFL wk 14): The 1st and 2nd seeds will receive a first round playoff bye. The 6th seed will face the 3rd seed, the 5th seed will face the 4th seed.  Note... the higher seed will have home field advantage in each game.

Semi-Finals (NFL wk 15): The winners of the 2 Quarter-Finals games will be reseeded, with the lowest remaining seed facing the #1 seed, and the other  team squaring off against the #2 seed.  The higher seed in each game will have a 10 point Home Field advantage.

SuperBowl (NFL wk 16): The winners of the Semi-Finals will meet each other for the League Championship with the higher seed winning in the unlikely event of a tie but otherwise having no Home Field advantage.

ToiletBowl Playoffs

Quarter-Finals (NFL wk 14): The 1st and 2nd seeds will receive a first round playoff bye. The 6th seed will face the 3rd seed, the 5th seed will face the 4th seed.  Note... the higher seed will have home field advantage in each game.

Semi-Finals (NFL wk 15): The winners of the 2 Quarter-Finals games will be reseeded, with the lowest remaining seed facing the #1 seed, and the other  team squaring off against the #2 seed.  The higher seed in each game will have a 10 point Home Field advantage.

ToiletBowl (NFL wk 16): The winners of the Semi-Finals will meet each other for the League Championship with the higher seed winning in the unlikely event of a tie but otherwise having no Home Field advantage.

UltimateBowl 

UltimateBowl (NFL wk 17): All 12 teams will submit a starting line-up and compete against each other with the top 2 teams winning prize money.  Their will be NO home field advantage in the Ultimate Bowl.

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12. Scoring Breakdown

Quarterback Scoring

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Number of Passing TDs: Every 1 TDs = 4.00 Pts

Number of Rushing TDs: Every 1 TDs = 6.00 Pts

Number of Receiving TDs: Every 1 TDs = 6.00 Pts

 

 

Passing Yardage: Every 1 Yds = 0.05 Pts

Rushing Yardage: Every 1 Yds = 0.10 Pts 

Receiving Yardage: Every 1 Yds = 0.20 Pts

 

Number of Rushing Carries: Every 1 Qty  = 0.25 Pts

Number of Receptions: Every 1 Qty = 0.50 Pts

 

Pass Attempts/Completions: 

Each Attempt = 0.10 Pts

Each Completion = 0.15 Pts

 

Pass Interception (thrown): Every 1 Qty = -1.00 Pts

Fumble Lost: Every 1 Qty = -1.00 Pts

QB Sacked: Every 1 Qty = -0.10 Pts

 

2 Pt Conversion (Pass): Every 1 Qty = 2.00 Pts

2 Pt Conversion (Rush): Every 1 Qty = 2.00 Pts

2 Pt Conversion (Receive): Every 1 Qty = 2.00 Pts

 

Special Teams TD Scored = 3 Pt Bonus

 

 

Running Backs & Wide Receivers

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Number of Passing TDs: Every 1 TDs = 4.00 Pts

Number of Rushing TDs: Every 1 TDs = 6.00 Pts

Number of Receiving TDs: Every 1 TDs = 6.00 Pts

 

Passing Yardage: Every 1 Yds = 0.05 Pts

Rushing Yardage: Every 1 Yds = 0.10 Pts

Receiving Yardage: Every 1 Yds = 0.10 Pts

 

Pass Attempts/Completions: 

Each Attempt = 0.10 Pts

Each Completion = 0.15 Pts

 

Number of Rushing Carries: Every 1 Qty  = 0.25 Pts

Number of Receptions: Every 1 Qty = 0.50 Pts

 

Pass Interception (thrown): Every 1 Qty = -1.00 Pts

Fumble Lost: Every 1 Qty = -1.00 Pts

 

2 Pt Conversion (Pass): Every 1 Qty = 2.00 Pts

2 Pt Conversion (Rush): Every 1 Qty = 2.00 Pts

2 Pt Conversion (Receive): Every 1 Qty = 2.00 Pts

 

Special Teams TD Scored = 3 Pt Bonus

 

 

Tight Ends / Fullbacks

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Number of Passing TDs: Every 1 TDs = 4.00 Pts

Number of Rushing TDs: Every 1 TDs = 6.00 Pts

Number of Receiving TDs: Every 1 TDs = 6.00 Pts

 

Passing Yardage: Every 1 Yds = 0.05 Pts

Rushing Yardage: Every 1 Yds = 0.10 Pts

Pass Attempts/Completions: 

Each Attempt = 0.10 Pts

Each Completion = 0.15 Pts

 

Number of Rushing Carries: Every 1 Qty  = 0.25 Pts

Number of Receptions: Every 1 Qty = 0.50 Pts

 

Receiving Yardage:

Every yard from 1-25  = 0.20 Pts/yard

Every yard from 26-45  = 0.15 Pts/yard

Every yard from 46 and higher  = 0.10 Pts/yard

 

Pass Interception (thrown): Every 1 Qty = -1.00 Pts

Fumble Lost: Every 1 Qty = -1.00 Pts

 

2 Pt Conversion (Pass): Every 1 Qty = 2.00 Pts

2 Pt Conversion (Rush): Every 1 Qty = 2.00 Pts

2 Pt Conversion (Receive): Every 1 Qty = 2.00 Pts

Special Teams TD Scored = 3 Pt Bonus

 

 

Kickers

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Field Goal Distance: 

Yds Pts

 0-30 = 3.00

each additional yard above 30 = + .10

 

Make an Extra Point: Every 1 Qty = 1.00 Pts

 

Number of Passing TDs: Every 1 TDs = 5.00 Pts

Number of Rushing TDs: Every 1 TDs = 6.00 Pts

Number of Receiving TDs: Every 1 TDs = 6.00 Pts

 

Passing Yardage: Every 1 Yds = 0.05 Pts

Rushing Yardage: Every 1 Yds = 0.10 Pts 

Receiving Yardage: Every 1 Yds = 0.10 Pts

 

Pass Attempts/Completions: 

Each Attempt = 0.10 Pts

Each Completion = 0.15 Pts

 

Number of Rushing Carries: Every 1 Qty  = 0.25 Pts

Number of Receptions: Every 1 Qty = 0.50 Pts

 

Pass Interception (thrown): Every 1 Qty = -1.00 Pts

Fumble Lost: Every 1 Qty = -1.00 Pts

QB Sacked: Every 1 Qty = -0.10 Pts

 

2 Pt Conversion (Pass): Every 1 Qty = 2.00 Pts

2 Pt Conversion (Rush): Every 1 Qty = 2.00 Pts

2 Pt Conversion (Receive): Every 1 Qty = 2.00 Pts

 

Special Teams TD Scored = 3 Pt Bonus

 

 

Special Teams

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Please NOTE... once the ball leaves the kickers foot a Special Teams play has occurred, however, anything prior to that point is an offensive/defensive play.  Therefore, in the event of a safety the TEAM DEFENSE will be awarded the points, the same goes for a fake or botched punt / field goal that never leaves the kickers foot.  An Interception thrown or Fumble lost by a Kicker/Punter will also be scored as an offensive/defensive play since essentially the kicker becomes a QB the minute he throws or fumbles the ball.  

 

Again it doesn't become a Special Teams play until the instant the ball leaves the kickers foot.  Therefore, muffed punts and kickoffs, and fumbles on returns which occur when the ST units are on the field and AFTER the ball leaves the kickers foot, indicate that a Special Teams play definitely has commenced with the kick, thus those situations will be awarded to the Special Teams on the field, not the defense.  The same goes for blocked kicks, again the minute the ball leaves the kickers foot it becomes a special teams play.

 

Number of Punt Return TDs: Every 1 TDs = 6.00 Pts

Number of Kickoff Return TDs: Every 1 TDs = 6.00 Pts

Number of Blocked FG TDs: Every 1 TDs = 6.00 Pts

Number of Blocked Punt TDs: Every 1 TDs = 6.00 Pts

Any other TD that is scored (ex. fumble recovery) while Special Teams Units (punting, kick-off, or field goal teams) are on the Field AND the ball has left the kickers foot = 6.0 Pts 

 

Fumble Recovery while Special Teams Units (punting, kick-off, or field goal teams) are on the Field AND the ball has left the kickers foot = 2.0 Pts 

 

Punt Return Yardage: Every 1 Yds = 0.05 Pts

 

Punts inside the 20 yardline = 1.0 Pts each

 

Average Yards per Punt (a minimum of 3 punts per game is required to establish an average)

0-44.9 yard average = 0.00pts

45.0 yard average = 1.0pts

each additional yard average = .02pts

up to a maximum of 5 total points for a 65yard average or higher

 

Kickoff Return Yardage: Every 1 Yds = 0.05 Pts

 

Number of Blocked FGs: Every 1 Qty = 3.00 Pts

Number of Blocked Punts: Every 1 Qty = 3.00 Pts

 

 

 

Team Defense

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Number of Fumble Recovery TDs:Every 1 TDs = 6.00 Pts

Number of Intercept Return TDsEvery 1 TDs = 6.00 Pts

Safety: Every 1 Qty = 4.00 Pts (Safeties must be scored by Defense, can't happen on a special teams play i.e. Blocked Punt)

 

Fumble Recovery: Every 1 Qty = 2.00 Pts (defensive unit must be on field, cannot be a special teams play)

Fumble Recovery Yardage: Every 1 Qty = 0.02 Pts (defensive unit must be on field, cannot be a special teams play)

 

Interception Return: Every 1 Qty = 2.00 Pts

Interception Return Yardage: Every 1 Qty = 0.02 Pts

 

Sack (by Defense): Every 1 Qty = 1.00 Pt

 

Points Allowed: 

The Following types of Scoring WILL NOT COUNT as points scored against Defenses:

Punt Return TDs, Kickoff Return TDs, Blocked FG TDs, Blocked Punt TDs, Fumble Recovery TDs, & Safeties

0 = 12

2-5 = 9

6-10 = 6

11-15 = 3

16-20 = 2

21-25 = 1

26-30 = 0

31-35 = -1

36-40 = -2

41-45 = -3

46-50 = -4

51+ = -5

 

Total Yards Against: 

Yds           Pts

100 or less = 7

101-150 = 5

151-200 = 3

201-250 = 2

251-300 = 1

301-350 = 0

351-400 = -1

401-450 = -2

451-500 = -3

501 and higher = -4

 

12 (a) Scoring Discrepancies:  

If you notice a discrepancy in scoring, it must be brought to the attention of the Board of Governors by the Starting Lineup Deadline for the next weeks upcoming games.  Disputes will be reviewed and ruled upon by the Board of Governors in a timely manner, with a simple majority vote needed to enact any changes.  Failure to bring scoring discrepancies to the Board of Governors within the above mentioned time allotment will result in no review, and no change in scoring.

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13. Weekly Results

Weekly results will be compiled by the commissioner and posted to the league website on Tuesday afternoon or evening.

14. Game-Day Ties

Ties are allowed during the regular season.  During the playoffs, the team with the higher seeding will be awarded a win n the unlikely event of a tie.

15. Disputes

Owners should notify the commissioner of any scoring errors immediately upon the error being discovered. The commissioner will resolve any disputes in scoring. Any discrepancies which are not drawn to the commissioner's attention by the following weekend will stand as is.

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16. Rule Changes & Enforcement

16 (a) Board of Governors

In order to maintain a reasonable sense of order we need to adhere to the constructs set up by the league rules. The Board of Governors has been formed to assist the Commissioner in the general operation of the league. They have been given the authority to penalize owners and/or teams that do not adhere to the accepted rules of the league. These penalties may come in the form of fines and/or other sanctions as deemed necessary.

16 (b) Board of Governors Composition

The Board of Governors will consist of the Chairman (a permanent position to league founder Mike SantaLucia) and two (2) league owners appointed by the Chairman prior to each season.  Each member of the Board will be asked to serve a minimum of two (2) years. In the event an issue involves a member of the committee, that member will be temporarily replaced by an alternate chosen by the Chairman until such time as the issue is resolved.  In the event of a tie during any vote, the Chairman's vote will be the tie-breaker.  Any Governor involved in a dispute will be excused from the voting process, with a temporary replacement voted in by the remaining Governors. 

16 (c) Current Board of Governors

The current members of the Board of Governors are as follows:

Commissioner/Treasurer Mike SantaLucia (Parkwood Predators)

2nd Governor Jamie Dewald (Starin Steelers)

3rd Governor: Brett Findley (California High Sierras)

 16 (d) Rules Interpretation/Oversight

The Board of Governors will also interpret rules and make necessary adjustments to the existing rules as needed.

16 (e) Major Rules Changes

After installment of the final version of the league rules, major changes to the rules can only be made through a league-wide vote. Any member club can propose a change to the rules by calling for a vote from the entire league during the off-season ONLY. Simply write up something that can be answered with a yes or no, and if eight (8) clubs vote yes, the rules will be changed accordingly. Any rules changes after the start of the draft through the conclusion of the season must be agreed upon by the entire league unanimously.

16 (f) Expulsion

In the event it becomes necessary, the Board of Governors may expel a franchise owner from the league. Any decision to expel an owner requires an unanimous vote of all three Governors. Such action must be justified, usually due to prolonged absence, malfeasance, and/or repeated rules infractions. While the Commissioner cannot expel an owner alone, he may suggest that the Board make such a move. The Chairman may also veto the Board of Governor's decision to expel any owner.

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17. Franchise 

All teams (including the commissioner’s team) shall pay franchise dues of $150.00 for 2003 and each subsequent season.  Therefore EACH TEAM IS REQUIRED TO pay $150 prior to draft day. 

17 (a). Franchise Names

Franchise Names must begin with a geographic region (i.e. city, county, state, street, region, etc.) and be followed by a clear, concise nickname with a professional sound to it.  If you don't think you'd get it approved in the NFL, heck even the Arena Football League, then you can expect the Board to deny it.  Cartoonish, playful and violent names are discouraged.  ALL FRANCHISE NAMES must be approved by the Commissioner.  The Commissioner has the right to deny names for any reason and impose alternates that fit the above structure if necessary.

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18 Transactions Fees    

There will be a a $3 fee to pick players up off Waivers (1:00pm Sundays through 10:00pm Tuesdays), and NO FEE to pick up players off Free Agency (8:00pm Wednesdays through 12:59pm Sundays).  ALL FEES MUST BE PAID WITHIN 5 DAYS OF THE ACQUISITION OR THE PLAYER WILL BE RELEASED FROM YOUR ROSTER.   In addition A FINE OF $2 per transaction will be charged to your team AND you will still be responsible to pay for the transaction despite the fact that the player was released.

19. Trade Fees     

There will be NO FEE to acquire or trade away players from your team. 

20. Payment of Transaction Fees

These rules will be ACTIVELY enforced.  

If you do not have funds on deposit to cover future moves the league will impose a fine if unpaid within 5 days of $3 for each unpaid transaction, additionally the player(s) will be cut off your roster after the 5 days are up. You will still owe the money for the move(s) and fine(s), and any previously cut players will NOT be returned to your roster. ALSO YOU CANNOT START A PLAYER PICKED UP OFF WAIVERS, FREE AGENCY OR THROUGH TRADE IF YOU HAVE NOT PAID FOR THE TRANSACTION UP FRONT

In Summary, if you don't have funds on deposit to cover future moves you will 
a) not be allowed to start any players you acquire but haven't paid for upfront
b) will be fined by the league $3 per transaction if not paid within 5 days
c) any players picked up will be cut from your rosters after 5 days if payment isn't made
d) you will not regain the rights to any players that were cut in the original transactions
e) to re-acquire any players that are cut for lack of payment after 5 days you will have to re-claim the players and pay the fees a second time


In short it would be wise of each team to forward whatever they feel comfortable with ($10-40) to cover future transactions so the above rules and fines won't effect you.  

Send all monies to:

Mike SantaLucia

3456 Parkwood Common

Hamburg, NY  14075

 

or use Paypal by sending funds (with an additional 7% to cover paypal transaction costs) directly to mike@predatorsfootball.com 

21. All Pro Honors    

1st and 2nd team All Pro players will be named after the regular season.  1st Team All Pro Honors will be determined by creating a starting line-up consisting of the top players at each position based on points scored during the regular season (the line-up formation will depend on how the skill players... i.e. RB, WR, TE rank as a whole, with the formation inserting the highest starting points winning out).  2nd Team All Pro Honors will follow the same format as above.

22. Questions    

Questions about these rules should be addressed to the Commissioner, Mike SantaLucia mike@predatorsfootball.com.

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