| Rimmers Fantasy Football League Rules & Regulations updated 2008-10-27 |
| I. FEES AND AWARDS I.A. The RFFL Entry fee as of the 2008 season is $100 per team. I.B. PAYOUTS RFFL Champion: $900 RFFL Runner-up: All Transaction Money (To Be Paid at following Draft) THIRD PLACE WINNER: $100 I.C. CHANGES TO PAYOUTS II.C.1. CHANGES TO FEE Any increase or decrease requires the support of 70% of the league. II.C.2. CHANGES TO DISTRIBUTION OF FUNDS Any change to the distribution requires a majority of owners. II. THE RFFL DRAFT II.A. Date The Preferred Date for the RFFL Draft is the second Saturday in August each year, providing all ten members can attend. II.B. DRAFT ORDER II.B.1. Natural Order Natural Order is based off the standings from the previous year using total points as a tiebreaker. There is no �Snaking� Natural draft order begins with the 5th pick of the first round (Pick 1.05) and will be as follows: 1. Worst Team in the League to miss the playoffs 2. 2nd Worst Team in the League to miss the playoffs 3. 3rd Worst Team in the League to miss the playoffs 4. 4th Worst Team in the League to miss the playoffs 5. Worst playoff team to not make the Rimmer Bowl based off regular season standings 6. 2nd Worst playoff team to not make the Rimmer Bowl based off regular season standings 7. 2nd Best playoff team to not make the Rimmer Bowl based off regular season standings 8. Best playoff team to not make the Rimmer Bowl based off regular season standings 9. Rimmerbowl Runner-Up 10. Rimmerbowl Champion II.B.1.a. Tied Teams Lottery Teams that finish with the same record will flip-flop their picks each round. Playoff Teams that finish with the same record AND are eliminated in the same round will flip-flop their picks each round. In both cases, the team with fewer total points will have the higher pick first. II.B.2. The Lottery The four teams to NOT MAKE THE PLAYOFFS the season before will enter a weighted lottery. The worst team will have four chances for the top pick. The best team to not make the playoffs will have one shot at it. The results will be in effect for the first round only, picks 1.01 to 1.04 II.C. Length The Draft will consist of 17 rounds of 10 picks per team. There is no limit to picks that a team may use or acquire. II.C.1. Teams Under the 20 Man Limit Teams who do not have 20 players on their roster at the conclusion of Seventeen Rounds will partake in a Supplemental Draft starting in Round 18. Each team will pick, in Natural Order, until they reach the minimum 20. There is no limit to supplemental round picks, other than that no team may pick after they reach 20 players. II.D.1. Post-Draft Rosters Teams who have more than 20 players at the end of the draft must be down to 20 Active Players by the end of the first Monday before the season begins. III. ROSTERS AND LINEUPS III. A. STARTING LINEUP All Rosters must include a starting line-up of: (Eight Active Spots, One Overtime) 1 Quarterback 2 Running Backs 2 Wide Receivers 1 Tight End 1 Kicker 1 Team Defense 1 Overtime Player in case of Tie. III.A.1 Overtime: Each Team is to submit one "Overtime" Player each week in the event of a tie. If two teams tie and one team did not submit an OT player, that team will loose. If neither team submits an Overtime player the game will result in a tie. III.B. BENCH A team�s bench is to contain 12 players, the makeup of the positions on each team�s bench is entirely at the discretion of the owner. There shall be no limits to the minimum or maximum position slots on any team�s bench. III.B.1. INJURED RESERVE. A player recognized as being on the NFL�s �IR� is eligible to be placed on Injured Reserve for the season, allowing the team to maintain that player�s rights in the off-season while opening up a roster spot. All IR moves are subject to waiver and/or trade procedures listed below. For all intents and purposes, IR will carry the same designation as �Drop� in regards to roster legality from heretofore III.C. LINEUP SUBMISSION It is strongly recommended that you're lineup be submitted via email to the Entire League. This includes any lineup changes. A lineup is considered to be submitted once the commissioner and/or your opponent have received it. III.C.1. LINEUP DEADLINE The Lineup Deadline is 13:00 Sunday for your full lineup (this includes all later-Sunday and/or Monday Night players) III.C.2. GAMES BEFORE 13:00 SUNDAY For all games that take place before 13:00 Sunday, including but not limited to Thursday and Saturday, any player participating in those games must be named prior to their respective kickoff. This includes overtime players. However, a full lineup is not due until Kickoff Sunday. III.C.3. EXTENSION OF KICKOFF SUNDAY TERMINOLOGY. For all intents and purposes relating to lineups, trades, waivers, acquisitions and any other applicable deadline, �Kickoff Sunday� includes the Kickoff for any player who partakes in a Thursday, Friday, or Saturday Game. From heretofore, any mention of �Kickoff Sunday� applies to any player under this umbrella. III.C.4. �SATURDAY ONLY� GAMES. In the event that the NFL is playing a Saturday only schedule (as they do when Xmas/New Year's falls on a Sunday), Saturday becomes the de facto Sunday and all lineups are due 12:00 (the usual Sat starting time) SATURDAY. The same Monday night rules are in effect. If "Monday Night Football" is played on Sunday, Sunday becomes the de facto Monday and all starters are to be named at the Saturday Deadline. III.C.5. LINEUP CHANGES Lineup Changes can be made up to the deadline. It is strongly recommended that they are submitted via email to the entire league. In the event that this is not possible, it is the owner�s duty to inform the commissioner and/or the opponent via telephone, face to face, or text message prior to kickoff. III.C.6. INCOMPLETE LINEUPS An incomplete lineup is considered a lineup that does not have 8 Starting Players that are not on bye. All incomplete lineups are subject to an 18 Pack fine to be paid at the following year�s draft for every position left incomplete. III.C.7. NO LINEUP A lineup that is not set is an automatic forfeit and subject to a fine of 2 (two) Thirty Packs at the following year�s draft. IV. TRADES AND WAIVERS IV.A. TRADES Trades for players and/or draft picks can be made between any two or more teams during any valid trading season. It is the responsibility of each team, upon completion of a trade, to see to it that their lineup does not exceed 20 active players. Failure to do so in a timely matter will result in a fine of an 18 Pack for the following draft. Failure to do so at the lineup deadline will also result in that fine. IV.A.1. TRADE DEADLINE The Trade Deadline is 13:00 Sunday of Week 10 each season. The deadline is kickoff for Thursday and/or Saturday games for any players participating in those games Week 10, if applicable. Trading can resume once the Rimmer Bowl is officially over, those trades will count as transactions for the upcoming season. IV.A.2. TRADING OF DRAFT PICKS The trading of future draft picks is legal and encouraged. However, it is the responsibility of both owners to verify that the picks in question are actually owned by the team�s surrendering them. In the event that the trade is consummated and a pick dealt was not owned by the team, the acquiring team will have the option to void the trade IF no game has taken place. If a game has taken place, the acquiring team will accept the same pick in the next available draft. IV.A.3. FEE Each trade will cost $2 per team if at least one player is involved. There is no charge for trades involving draft picks only. IV.B WAIVERS & PICKUPS The type of acquisition is dependent upon the time and day of the week. IV.B.1. KICKOFF SUNDAY TO 15:00 WEDNESDAY � TRADITIONAL WAIVERS Any claim made from Kickoff Sunday until 15:00 Wednesday will be subject to standard waivers which are based off the current standings from Tuesday morning of that week. These moves will not be approved until 15:00 Wednesday. IV.B.1.a. WAIVER PRIORITY. Waiver priority is based on the following criteria, in order: 1. Worse Record 2. Lower Total Points 3. Head To Head (when applicable) 4. Division Record (only for teams in-division) 5. Lower Scoring OT player from the previous week IV.B.1.b. WAIVER PROCESS The waivers will be processed once through with each team having an opportunity to make a selection, but only 1 selection. It is important to list the players you want to add in their appropriate order and a drop must accompany each claim. IV.B.1.c. SUBMITTING MORE THAN ONE TRANSACTION: All transactions that you submit will be based off the order in which they are sent to the commissioner, unless otherwise stated. So if you make 3 requests throughout the week, they�re going to be prioritized in the order that they came in. IV.B.1.d-GROUPED WAIVERS: In the event that you are looking for a certain position or group of players for one specific drop, you can submit a group from which you only want 1 player, and when you�re turn comes up, you will be given the best available from that group. You may then submit claims on other players. IV.B.1.e � ELIGIBILITY OF DROPPED PLAYERS. All players dropped in the waiver period are subject to the next waiver period and may not be part of any other transaction for the week. IV.B.2.d. � COST The cost of each waiver claim is $2.00 IV.B.3. 15:00 WEDNESDAY � 17:00 FRIDAY � Free For All After the waivers have processed, any team may submit an add-drop, via email, to the entire league without clearing the waiver process. Unlike other moves, these must be made via email only as they are first-come, first-serve. You may contact the commissioner, however it is not official until he is online. A drop must also be included for this to be official. IV.B.3.a. � COST The cost of each free-for-all claim is $2.00. IV.B.4. 17:00 FRIDAY � KICKOFF SUNDAY � EMERGENCY PICKUP An emergency pickup operates the same way as the Free for All (IV.B.3) in every regard to process. IV.B.4.a. � COST The cost of each Emergency Pickup is $10.00 IV.C POST SEASON TRANSACTIONS Waivers and Free-For All Pickups End with Kickoff Sunday Week 13. During the Playoffs, only Emergency Pickups are allowed. IV.C.1. PROTECTION No player acquired as a Post Season Emergency Pickup may be protected for the following year. IV.C.2. � COST The Cost of a Post-Season Emergency Pickup is $15 V. GAME SCORING V.A. Touchdowns All Touchdowns are worth 6 points V.B. Yardage For QB, RB, WR, TE: 1 point for every ten yards, rounded up. Rushing and Receiving Yards are separate entities, not combined. Example: 1-9 yards=1 point 10-19 yds=2pts 20-29 yds=3pts 30-39 yds=4pts, etc, V.C. Interceptions Thrown INTERCEPTIONS THROWN: A Cumulative Scale, increasing (-) 1 point for each one thrown. 1st INT=-1 2nd INT=-2 3rd INT=-3 4th INT=-4 V.D. Field Goals All Field Goals 49 yards and under will be worth three points. All Field Goals from 50 yards or more will be worth five points. V.E. Defensive Scoring DEFENSIVE SCORING Sacks=2 points Int.�s =3 points Fumble Recoveries=3 points Safety=5 points (PLUS THE SACK AS WELL IF APPLICABLE) Defensive Touchdowns/Kick & Punt Returns=6 (PLUS THE TURNOVER IF APPLICABLE) Shutout=10 points Opponent Held to 9 points or less =5 points Points given Up: -1 point for every point given up over 28 points. 29 points given up: -1 30 points given up: -2 31 points given up: -3 40 points given up: -12 V.E.1. Plays Considered �Defensive� V.E.1.a. ALL RECOVERIES AND TDS must be credited to the DEFENSIVE UNIT for the FANTASY DEFENSE to get credit V.E.1.b. FUMBLES LOST (for the opponent of a FANTASY D)" will remain the official stat we recognize for fumble recoveries. V.E.1.c. ANY RECOVERY OR TD ON SPECIAL TEAMS will be credited to the FANTASY DEFENSE V.E.1.d. All kick/punt returns are credited to a fantasy defense V.E.1.e. Any safety, including ones on penalties and changes of possession are credited to the FANTASY DEFENSE of the team awarded the 2 points V.E.1.f. ANY scoring resulting from a punting unit is credited to that defense, including fake punts that result in TDS (but no yardage or completions). V.E.1.g. NO scoring resulting from a fake or botched field goal will be rewarded to the kicking team, however, and individual starting fantasy kicker will receive points for yardage and scoring. This comes from the NFL principle that a Field Goal is an Offensive play and a punt is a defensive play. V.E.1.h. ANY fantasy INDIVIDUAL will get credit for any touchdowns. However, any starting offensive player would not be credited with a sack or interception If he should play defense. Likewise, no defensive player will receive credit for yards/TD scored on offense. VI. THE PROTECTION OF PLAYERS VI.A. Veteran Protection Each team will, by 23:59:59 on June 15th, submit to the Commissioner a list of Three Veterans to protect. No team may exceed this amount on June 15th. A Veteran is defined as a player who�s rookie eligibility has expired via service time on a roster, having been released in-season as stated below, or having never been drafted in the RFFL. VI.A. Exceeding the Deadline. Any team who exceeds the deadline for a submitting a veteran protection list will immediately be fined one Thirty Pack of beer. Their roster will also be frozen, prohibiting them from trading any of their players. Teams will begin to be fined draft picks starting with their 4th Round pick (or next earliest that they posses) and moving forward each day beginning at midnight June 17th. If a team has not submitted a list by the time they use each pick owned in the first four rounds, they will be fined a pick beginning with the 5th round and moving backwards from that point. VI.A.1. Trading Of Protected Veterans. All pre-draft rosters are set forth for the coming year at midnight June 16th. From that point any players on a roster may be traded to another team for players and/or draft picks. However, if a team surrenders a protected player without receiving one in return, they are not permitted to pick up an unprotected player from the free agent/draft-eligible list. Once a player is not protected at the deadline, he is a draft eligible player and no longer belongs to his most recent team. VI.B. Rookie Protection Any rookie drafted in the RFFL who continuously remains on a roster without being released in season remains the property of the team he finished the previous season with for two additional drafts following his initial drafting, totaling three seasons on an active roster. On June 15th following his third season on an active roster he must be protected as a Veteran or released as a draft-eligible free agent. VI.B.1. Drafting Qualification The player must have been drafted in the standard RFFL Draft, a rookie who is added as a waiver, free-for-all claim, Emergency Pickup or Post-Season Emergency Pickup does not qualify for rookie eligibility VI.B.2. Loss of Rookie Eligibility Rookie Eligibility is transferred from team to team in all trades. However, once a player is released from a team in-season, his eligibility is lost permanently. A player must be on an active Week One roster to maintain the eligibility. VI.B.2.a. Released Pre-Season Rookies. Any rookie released before Week One will maintain his eligibility if claimed by another team during the Waiver Period preceding Week One. Once the Week One waivers are performed, all players who previously had rookie eligibility and are not on an active roster have permanently lost that eligibility. Rookies claimed in Free-For-All or Emergency Pickups that week do not retain their eligibility. VII. THE POST-SEASON The Post-Season will begin Week Fourteen of Each Year and last Three Weeks. VII. A. Seeding The playoff seeding will be as follows: 1. Best Division Winner 2. Other Division Winner 3. Best Wild Card (Wild Card 1) 4. Wild Card 2 5. Wild Card 3 6. Wild Card 4 VII.A.1. Re-Seeding Round Two will be re-seeded so as the #1 Seed will play the Lowest Remaining Wild Card VII. B. Schedule The Schedule Will Run as Follows: VII.B.1. Week 14 Wild Card 1 v. Wild Card 4 Wild Card 2 v. Wild Card 3 VII.B.2. Week 15 Division Winner 1 v. Lowest remaining wild card Division Winner 2 v. Highest remaining wild card VII.B.3. Week 16 RIMMERBOWL: Week 15 Winners Consolation Game: Week 15 Losers VII.B.3.a. Consolation Game Consolation Game is an opportunity for one team to win their entry back. No results or statistics will be recorded as official. VII.C. Tiebreakers Please note that in situations in which there are 2 or more playoff spots and three or more teams tied, that once a team qualifies, the entire process is reset. So, if teams A, B, C, D are tied for the last two spots, and B wins the tiebreaker, refer back to step 1 and re-evaluate based on teams A, C, D. VIII.C.A. FOR DIVISION CHAMPION (Two Teams) 1. Head to Head records 2. Divisional Records 3. Total Points 4. Total Defense Points VIII.C.B. FOR DIVISION CHAMPION (Three or more Teams) 1. Highest Win Percentage of all teams tied 2. Division Records 3. Total Points 4. Total Defense Points VIII.C.C. FOR WILD CARD (Two Teams) 1. Head to Head 2. Total Points 3. Total Defense Points VIII.C.D. FOR WILD CARD (Three or more Teams) 1. The Highest Winning Percentage of All Tied. 2. Total Points 3. Total Active Defense Points VIII.D. Removal of Teams From Tiebreakers Once a tiebreaker among more than 2 teams is broken, the team that won the tiebreaker is removed from the equation and all remaining teams begin anew with the tiebreaking. VII.E. THE RFFL PRO BOWL The RFFL Pro-Bowl will be played on Week 17 each season, featuring a lineup of 8 Madden players against 8 Summerall Players and will follow all rules for a normal RFFL Game. VII.E.1. Selection of Teams Teams will be selected by the Division Champions of both divisions and will solely be at their discretion. VII.E.2. Roster Requirements Each team must be represented by at least one player in the Pro-Bowl lineup. There are no limitations to how many games have been played by any player, Division Champions have access to the full 20 Man Rosters of all 5 Teams in their division. |