|
Reigning
Wolf Bowl Champion -
"One woMan Short of a Full Roster"
League Rules
New rules / clarifications for
2004 are in Red
League | Rosters/Starters |
Benching/Tanking/Deadbeatism | Draft
| Ties | Trades/Acquisitions/Injured
Reserve | Schedule/Playoffs | Finances
| Scoring
League makeup:
The league will consist of 10
teams, split into two divisions:
the Dude Division, and the Y'all Division. Although geographic location will play a part
in the division you will compete in, the league
reserves the right to place teams into either division in order to even out
the number of teams.
Rosters
/ Starting Lineups:
Team Makeup /
Starting Requirements:
Teams consist of 16
positions. This includes defense/special teams. Each
week, each team chooses an 8 position starting lineup from their 16 player
team.
The
starting lineup must contain 1 QB, 2 RBs, 1 Kicker, plus one
defense/special team. In addition, 3 receivers
must be started. They may consist of any combination of WR's and TE's. However,
the TE is a required position on each team and a TE must be started at
least 5 times during the FFL regular season.
Starting
two or more TE's in a single week still counts as one TE start. By year
end, if the number of games remaining in the FFL
regular season equal the number of TE starts you
still must accomplish, the commissioners will not *automatically* start a
TE for you.. If you are required to start a TE, and you submit a lineup
without a one, we will drop the WR submitted in your starting lineup that
was drafted in the latest draft round, or, the last FA WR picked up, and
your lineup will consist of 7 players. This will count as a TE
start, and the owner given one "DOH!" (See payouts for
significance).
A player's position is determined by the official NFL designations
as listed on NFL.COM.
Players listed with more than one position may play in any of those positions for a given
week. At no point may a team be over the roster limit. A team may be under the limit.
Lineman may be played as TE. Defensive backs are
WR. Linebackers may be played as RB. (if you really want
to?)
Starting Lineup
Deadlines:
Rosters are due 30 minutes before the start
of the first Sunday's game's published time. Failure to submit a roster by the deadline will result in
the use of the previous week's roster, and the owner
given one "DOH!" (See payouts for significance). For the first week of the season, the default
roster will be determined by order players were drafted. filling
each required starter position in order. If a TE was drafted before the
3rd WR, the TE will start. Lineups contain
timestamps, and there is no flexibility to the :30 minute rule - please submit your roster on
time.
Deadlines for rosters are by day. For a non-Sunday
game(s), a preliminary roster must be
submitted 30 minutes before the first non-Sunday game. At this time, the start/bench status of all players
from the NFL teams that
are involved in that
day's non-Sunday game(s) are fixed. Players from teams
not playing on that non-Sunday can be
benched or started until the deadline of the
following non-Sunday game(s), if applicable, or Sunday. You are also responsible for
"unstarting" a player that is involved in a non-Sunday game,
if you do not wish them to be on your starting roster that week. This
obviously only applies if they were on your starting roster for the
previous week, and therefore eligible as a "rollover starter".
Failure to submit a
roster by the above deadlines will result in the
previous week's roster being used for those players in
the non-Sunday game(s). Other players in your previous Sunday lineup that are not involved in the
non-Sunday game(s) may still be benched or started for a
following day(s) non-Sunday game that week (if applicable) or the Sunday
games. The goal of this provision is to
remove some of the luck involved in predicting injury/starting status of Sunday's games on
Wednesday. A
"DOH" will be given for any rollover that results in a previous
weeks player playing on them on-Sunday
game.
Intentional
Benching / Tanking / Deadbeatism
- Owners are required to field a full starting
lineup of non-bye-week players from your roster.
- If, due to bye weeks, an owner has an
insufficient number of players in a position to field a sufficient
starters, he/she must acquire sufficient players through
trade/free agent pickup.
- Make sure you allow for enough
contingency picks - again, the you must make an
acquisition.
- There shall be no intentional
benching of a starting position if the team has an eligible player or
defense to fill the starting slot.
- Penalties for not fielding a full lineup:
- If the team has an eligible player to
start (injured or no) on their roster - rollover of the previous
week(s) lineup to fill that position only, and one "DOH!"
given (See payouts for significance).
- If the team does not have an eligible
player to start (no acquisition made through trade/free agent
pickup) - full rollover of previous week's lineup, and one "DOH!"
given (See payouts for significance). This rollover lineup
will apply, regardless if it results in any of the rolled over
players being on bye.
Notes:
- If you are carrying an injured player, you may
start this player at no penalty if it fills the starting requirement.
Example:
- You are carrying 2 QB's. Your 1st QB goes
on bye in week 4, and your second QB will not come back off a knee
injury until week 6. You may start the injured QB in week 4 with
no penalty - again, only "required to field a full starting
lineup of non-bye-week players from your roster."
- A full rollover lineup (blowing off submitting
starters for a week) shall not benefit from any of the Intentional
Benching rules for filling a bye slot with an active player.
There shall be no intentional Tanking of any
game. Tanking is defined as not putting forth your best team / effort in
winning a given game. Reasons for tanking include improving your own
standings in the Waiver Wire Order, or assisting /allowing another team to
win. If there appears to be any question of Tanking, the commissioners
will contact the owner for their reasoning for the starters submitted, and
will render a decision at that time. Examples of possible Tanking include:
starting an injured player where such an oversight is not likely; allowing
a rollover lineup to occur when the owner or the opponent has much to
gain.
As this is the only in-season subjective rule in the league, the commissioners
may, but are not necessarily bound to, consult with other owners in the
league that would not be affected or involved in the tank. The
commissioners collective decision is final.
Deadbeatism:
Owners ending the year with three (3) or more "DOH"s (playoff
weeks inclusive) will be reviewed in the offseason by the commissioners
for Deadbeatism and are subject to exclusion from the league for the
following season.
This is an off season subjective rule. The commissioners
may, but are not necessarily bound to, consult with other owners in the
league that would not be affected or involved in the tank. The
commissioners collective decision is final.
Competition:
The competition will be head to head.
Ties
Tie breaker for overall standings
are determined by:
- Record
- Head to Head
- Total Points
- Head to Head Points
- Division Record
Ties during the early part of the season that
fall all the way through #5 are resolved by the subsequent weeks results.
Trades/Acquisitions/Injured Reserve:
- Any NFL player not
listed on the roster of a team is considered a free agent.
- Unlimited roster
moves allowed through first 10 weeks of season, after which your rosters are locked.
- Once a player has
been traded away or dropped from a team, that team cannot acquire that player again.
- Trades between teams must be requested by all
the owners of the involved teams. This is the only way the
Commissioner(s) can know that all teams involved
want the transaction.. The League
Commissioner(s) must approve the trade. The trade will be disapproved if it appears unfair
or if there is an appearance of "collusion" between the two teams to make one
team unfairly strong at the expense of the other. (The basic "Dont ruin it for
the rest of us if you suck" rule.) The commissioner's denial of a trade may be appealed
by the remaining
owners and can be overruled by a 75% vote. The commissioner's
approval of a trade may be appealed by any other owner and can be overruled by a 75% vote
of all owners. Trades
involving a commissioner will be approved/disapproved by the other commissioner.
Trades between commissioners shall be approved by
the majority made up of the first and last place owners of each
division. If the commissioners hold any of these, they shall not be
allowed to vote. Ties will be solved by including the 2nd and
next-to-last place owners to vote.
- One player must be
waived for each free agent signed, unless
below the roster limit of 16..Waived players become eligible free agents the
following week.
- Free agent requests, trades, and waived players are due to a commissioner by
Wednesday, midnight, local time of owner's permanent
residence, even if the owner is temporarily in a different time zone.
- The League
Commissioner(s) will communicate, via this web page and/or email, awarding of waived
players and requests for free agents.
- If two more owners request the same waived player or
free agent, the league uses a "Worst
Record" criteria for deciding who gets the player. The process
may seem complicated, but it is objective in that it removes
any decision making from the process, and it is fair in that
creates parity in the league. Please make the effort to understand how
it works, and ask a commissioner if you have any questions.
- Teams are ranked from worst record to
best. Ties for "worst
record" are settled by the "negative" of the league tie criteria - i.e.
worst head to head record, etc.
- The team with the "worst record"
receives the player.
- If you desire more than one transaction in
a week, your team may only use its "worst
record" status on one trade per week. (unless you're involved in
8.4
below). You then become
"best record" (behind the
real best record in league) in subsequent decisions for players that
other teams want. This is the proverbial "Just cause you
suck, you don't get all the first picks!" clause.
- If two (or more) teams involved in a
decision have already used their
"worst record" status, and are attempting a pickup
of the same player, the "worst record" status is
reinstated for deciding that transaction only.
- In the rare event that two teams have
identical tie breaker status (this may happen in week 1 or 2) the
"transaction only" tie breakers will be -
- From last years final league
standings, last place to first place.
- If one or both of the teams were not in the league
the previous year,
reverse first round draft order. (10th team prevails over 9th
team, etc.)
- The "transaction only" tie
breakers are for transaction decisions only and are not to be
applied to season standings - see Ties section
for early season tie info.
- When requesting trades / acquisitions, be sure to include additional contingency picks (if desired)
in case you are not awarded a player.
Be sure to request your players in order of desire (or somehow
indicate the priority of your picks) in case of "worst
record" decisions.
An example:
|
drop |
pick up |
priority for using
"Worst Record" status |
Notes |
|
WR Jones |
WR Smith |
1 |
|
if not |
|
WR Brown |
|
no priority given - by default 3 (order) |
if not |
|
WR Green |
|
no priority given - by default 4 (order) |
|
RB Green |
QB King |
2 |
|
It is assumed that if you do not include contingency
picks, that you want to drop your player only if you can get the player you are going for
- and if not then no other action.
You might end up getting creative and send a novel of "if this happens then
this" that's really confusing. As long as it is received by Wednesday
Midnight, it can clarified
with you on Thursday before they're processed
- NFL players on the
rosters of fantasy teams that do not make the playoffs, may not be waived, or in any way made
available to playoff fantasy teams.
- Injured Reserve - Should your man go down due to
injury, you have the option to keep him on your roster, trade him to another team, or drop
him and pick up a free agent.
-
Week 10 through Week 13 - Any player listed during
weeks 10-13 as
"OUT" for the remainder of the NFL season or placed on NFL IR (Injured Reserve)
during weeks 10-13 may be dropped and a free agent picked up
in his place. This drop pickup must be position for position. ie. RB for RB. The
intent of this rule is to allow you to replace a permanently injured player, rather than
pickup that great new kicker that was brought in from Costa Rica. (unless, of course, your
injured player is a kicker, then fill your boots.) The normal
request deadline (Wednesday, midnight) applies.
-
Rosters may not be modified in anyway
after week 13 (the playoffs), injuries or no.
Schedule
/ Playoffs:
Schedule is to be determined and published by draft day. The FFL Regular Season is Weeks 1 - 13 of the
NFL Season. The FFL Playoffs are weeks 14-16 of the NFL Season.
The top 3 teams from each division will make the playoffs.
The division champion will receive a first round bye. Seeding for the remaining two teams will be the
second and third place in the division, based record. The tie
breaker formula will be used to determine seeding, in the event of identical season
records.
1. Best record (Division
Champion)
2. 2nd best record
3. 3rd best record
Play off bracket:
Each round of the playoffs will pit the best
against the worst in one game, and the two middle teams in another.
In the event of a tie in the playoffs, the
seed with the lower number will advance. This is a home field advantage. To obtain
home field advantage, you must have the better season ending
record within your division than your opponents, during the "seeding" process at
the end of the regular season.
Example:
DUDE Division: Round 1 Playoffs: Seed 2
has home field advantage
Round 2 Playoffs: The LOWEST seed (by number) has home field advantage.
WOLF BOWL: The team with the LOWEST seed (by number) has
the home field advantage. In the event that both teams carry the same seed number
from their divisions, the tie breaker format will be used to determine home field
advantage.
During Week 14 (first playoff round) the bottom
two teams (worst records, regardless of division) will play, winner to
determine first draft pick in following years draft. The better record of
the two will have home field advantage. Standard tie breaking
rules will apply.
The
Draft:
The draft will go like this:
- The draft shall consist of 16 rounds. With
the exception of the draft minimum requirements, teams may be made up of any combination
of positions, but keep in mind your weekly starting position requirements. Each franchise
must draft the following minimums: 1 quarterback, 2 wide receivers, 1
tight end, 2 running backs, 1
kicker, and 1 team defenses/special teams. This keeps any one team from "loading
up" on a particular position to use as trade bait later. Each
player and team defenses/special teams may be taken only once. (two teams may not have the
same player.)
- Draft order for round
1 will be reverse order of
2002 2003
finish for returning owners. New
owners will follow the highest finishing returning owner. (exact order
below) All subsequent rounds
will be serpentine order of the first round's order.
- The draft will be centered (the actual software
being run) at the co-commissioners house in
FL at
a date to be determined.
- All teams will have 60 seconds to make
a selection. Any team that exceeds the time limit will be skipped until the following team
has made a selection. The team that was skipped will then have 30 seconds to make a
selection. This will repeat until the team that was skipped makes a selection. A team that
has two consecutive picks will receive the full allotment of time for each pick (60
seconds per pick - two total minutes.)
- Any time spent by either of the Commissioners operating or assisting
in operating the software (if needed) shall not count. (The Commissioner
operating the draft software will have no time limit to evaluate / make his/her selection.)
- There must be no kibitzing or advising the availability / non
availability of players.
- All teams must participate in the draft. If you
personally cannot be at the draft at either commissioners homes, you
must do one of the following:
- Designate an individual to draft for you.
This person should not be another owner, unless that owner
explicitly agrees. There is plenty to do on draft day and each
owners time is valuable. Under no circumstances
shall a commissioner be responsible to draft for another owner.
- Use "Instant
Messenger" (link on home page), and participate online.
- If you Blow off the draft. This will place your team in
the "assignment draft". The assignment draft will be done after the
regular draft is completed. The remaining team(s) in
the "assignment draft" will be assigned the highest rated
players remaining based on last year's performance under our 2003-2004
scoring format.
(This means rookies cannot be assigned, as they had no scores to rank them from
last year) Each
team will be assigned - 2 QB's, 4 RB's 4 WR's, 2 TE's, 2 K's, & 2 D's.
Once assignment draft positions are filled (i.e. 2 QB's), a team may not be
assigned any other players in that position until all other assignment draft positions are
filled. If two or more teams do not participate, their assignment order will be
determined by random order. Random order will be determined by dice, straws, or card cut
performed by other teams owners. This will take place at the END of the regular
draft, at CaComm's residence on draft party day. Teams will be assigned players in
order, i.e. team 1, team 2, team 3, etc. before being assigned their next player.
You should note that if you fall to this type of
draft your team will undoubtedly be the definitive definition of
"suck". You can pretty much count on feeding the kitty the
$2.00 a week. You'd be disgruntled by week 3, and pretty much not really
want to try anymore. You'd be considered a "bye" by your
opponents each week, a pain in the collective commissioners' asses, and
pretty much distained by all. Don't be this owner!!!
It is truly in your teams best interest to participate in the draft. Please mark you
calendar now!
2004 Draft Order: |
2003 Draft order (for
reference) |
- Kenito's Krunch
- Schmensters
- Marv's Martians
- Hefeweizens
- The Squids
- Short Line
- Singing Bananas
- One Man Short of a Full Roster
- DriftWoodies
- Rumblin' & Bumblin'
|
- DriftWoodies
- Kenito's Krunch
- Schmensters
- One Man Short of a Full Roster
- Singing Bananas
- The Squids
- Hefeweizens
- Marv's Martians
- Ronnie Cooks
- Short Line
|
League fees:
Purchase of a team is $25.00
This is used to purchase the FFL
Software we use to run the league and for the weekly and year end payouts.
(Our cost this year is still $40.00, as we are repeat
customers.) Team purchase fees must be paid prior to the draft, or you forfeit
your first round pick. After the initial fee, a "kitty" will
be kept to keep track of each teams account. The Kitty must be reconciled
after week 10 of the season, per the following schedule:
After week 10
the kitty pay threshold is $5.00.
For the purposes of definition, a football week starts on Tuesday, and
ends the following Monday.
-
If you
owe the Kitty $6.00 or more, you are required to pay the kitty during
weeks 11-13.
-
You will only be required to pay this once
in the final 3 weeks.
-
There is
a grace period during weeks 11 and 12. If you feel there is the
possibility of receiving the High Point Award during these weeks,
which would take you to the $5.00 or less threshold, you may elect to
hold off paying in. If you still owe $6.00+ at end of week 12,
you must pay in at that time. You may not wait through week
13 (final regular FFL week). This is to make sure any playoff
qualifying owner is not disqualified for not getting payment in in
time.
-
All teams
must be paid up by Thursday of week 13. Teams not
reconciled with the league by the this day will not
be allowed to participate in the playoffs. The Thursday day allows
time to notify the new qualifying owner, and allow him to prepare his
starters.
-
The
ittybitty pay in exception: If you are already mathematically
eliminated from the playoffs after week 12, you may elect to wait
through the end of week 13 to pay in. This exception is allowed in
case you incur the low point fee in the final week.
-
Once
reconciled with the Kitty, you will not have to pay in again, regardless if you incur
more debt to the league during weeks 11-13 that would take you over
the $6.00. You will only have to
settle up once - either at the end of the season as champion, or
-
-
At FFL
regular
season end if you are
mathematically eliminated from the playoffs, or when you are
eliminated from the playoffs.
-
If you owe $5.00 or less at week 10,
you will not have to pay in, regardless if you incur
more debt to the league during weeks 11-13 that would take you over
the $6.00. You will only have to
settle up once - either at the end of the season as champion, or
-
-
At FFL
regular
season end if you are
mathematically eliminated from the playoffs, or when you are
eliminated from the playoffs.
-
Teams
that are owed money by the league after week 10 may elect (if desired)
to keep what is coming to them in the kitty.
All of the league monies will be dispersed at year end.
Transaction Fees
Acquisitions of players, after the draft, will be $1.00 per player
acquired, regardless of method of acquisition (free agent or trade).
Dropping players from your roster is free.
Example:
Team A has Smith and Jones. Team B has Brown and Green. The Teams have
agreed to the following trade:
Team A to send Smith and Jones to Team
B. Team B - $2.00
Team B to send Green to Team
A.
Team A - $1.00
Team A to pickup one Free
Agent.
Team A - $1.00
Team B to drop
Brown.
Team B - Free
Weekly / Year End Payouts / Fees
Weekly:
- $5.00 Paid to team with highest score for that week. In the event of a
tie, the team with the worst record will be awarded. First week tie
payouts determined on 2nd or subsequent week that tie is broken using
"negative" tie breaker criteria.
- $2.00 Charged to team with lowest score for that week. In the event of
a tie, the team with the best record will be charged. First week tie
payouts determined on 2nd or subsequent week that tie is broken using
tie breaker criteria.
Year end:
- Wolf Bowl Winner - $65.00 + 40% of
remaining Kitty
- Wolf Bowl Runner up - $45.00 + 30% of
remaining Kitty
- Consolation Bowl winner - $25.00 + 15% of
remaining Kitty.
- Consolation Bowl Runner up - $15.00 + 15%
of remaining Kitty.
Division Winner / First Round Loser Award (DWFRL)*
- $25.00
- High Point Award (Highest weekly score of the regular
season (through week 13) ) - $15.00
- Slaughter Award (Highest point differential of regular
season (through week 13) ) - $15.00
- I Blow Chunk's Award ** (Worst regular season
(through week 13) record, with weekly lineups) -
$10.00
- I Didn't Win Dick Award ** *** (Team with worst payout regular
season (through week 13) record) -
$10.00
* The Division Winner / First Round Loser Award (DWFRL)
rewards the Division Champion who fails to reach the second round.- by
making it to the second round of the playoffs, owners can do no worse than
Consolation Bowl Runner up, effectively in the money. This award does
not trickle down - if the Division Winner advances to the second
round, the money goes into the kitty (making the percentage payouts
richer...).
In the interest of distributing the wealth, each
team may receive only one award. Awards will be distributed, in order, to
the team eligible for the award. Examples:
- Your 86-12 blowout in week 5 may be good enough to win the High
Point and the Slaughter award - you receive the High Point.
- You rule the season, taking the Wolf Bowl and qualifying for
virtually every other award, - you receive the $65.00 for winning the
Bowl.
- You had a pathetic season, starting the 5 minutes before the
draft. You easily qualify for both the Chunks and Dick awards - you get
Chunks. The next eligible owner will get Dick.
** To be eligible for the non
playoff awards - High Point, Slaughter, Blow Chunks and Didn't Win Dick Awards,
you must be an active owner. This means you must not miss any more than 3 starting
lineup submissions, and must demonstrate an attentiveness to the lineups (submitting
"same as last week" when one of your players is on bye week will not
cut it!). Failures in this regard will be
considered "DOH's". Three "DOH's"
during the regular season will disqualify you from the playoffs. If the
third "DOH" occurs during the playoffs, you lose qualification
for monetary awards. Three "DOH'S" disqualifies you for High Point, Slaughter, Chunks and Dick Awards. DOH'S will be counted through
the playoffs. Ties for these two awards will go to the
team with the fewest "DOH's", then to worst record, using negative tie
breaker criteria. "DOH's" will be
tracked and posted each week along with the TE starts.
*** The Didn't Win Dick Award is for lowest total payouts
only. The weekly low point fee is not factored in to determine the winner
of this award. For example: two weekly high point wins ($10.00), but was lowest
weekly points for 4 different weeks (-$8.00) your payouts for the
year are $10.00 not $2.00 ($10.00- $8.00).
Scoring:
Official source for stats used to determine
scores is the FFL Software. No exceptions.
Position |
Category |
Every |
Score |
Quarterback,
Runningback,
Wide Receiver,
Tight End,
Kicker |
Number
of Passing TDs |
1 TDs |
3 |
|
Passing
Yardage |
25
Yds |
1 |
|
Pass
Interception (thrown) |
1 Qty |
-2 |
|
Fumble
Lost |
1 Qty |
-2 |
|
Number
of Rushing TDs |
1 TDs |
6 |
|
Rushing
Yardage |
25 Yds |
1 |
|
Number
of Receiving TDs |
1 TDs |
6 |
|
Receiving
Yardage |
25 Yds |
1 |
|
Number
of Receptions |
Qty
1 |
1 |
|
2 Pt
Conversion (Pass) |
1 Qty |
1 |
|
2 Pt
Conversion (Rush) |
1 Qty |
2 |
|
2 Pt
Conversion (Receive) |
1 Qty |
2 |
|
Field
Goal |
1 Qty |
3 |
|
Field
Goals of 40-49 Yards |
1 Qty |
4 |
|
Field
Goals of 50 59 Yards |
1 Qty |
5 |
|
Field
Goals of 60+ Yards |
1 Qty |
6 |
|
Miss
Field Goal 0-29 Yards |
1
Qty |
-2 |
|
Miss
Field Goal 30-39 Yards |
1
Qty |
-1 |
|
Make an
Extra Point |
1 Qty |
1 |
|
Miss an
Extra Point |
1
Qty |
-1 |
|
Number
of Punt Return TDs |
1 TDs |
6 |
|
Number
of Kickoff Return TDs |
1 TDs |
6 |
Team
Defense/Special Teams |
Fumble
Recovery |
1 Qty |
2 |
|
Interception
(by Defense) |
1 Qty |
2 |
|
Number
of Interception Return |
1 TDs |
6 |
|
Number
of Blocked Punts |
1 Qty |
3 |
|
Number
of Punt Return TDs |
1 TDs |
6 |
|
Number
of Blocked FGs |
1 Qty |
3 |
|
Number
of Kickoff Return TDs |
1 TDs |
6 |
|
Number
of Fumble Recovery TDs |
1 TDs |
6 |
|
Number
of Blocked FG TDs |
1 TDs |
6 |
|
Number
of Blocked Punt TDs |
1 TDs |
6 |
|
Number
of Sacks |
1 |
1 |
|
Safety |
1 Qty |
4 |
|
Net Yards Allowed (Net
Passing + Net Rushing) |
100
or less Yds |
9 |
|
Net Yards Allowed (Net
Passing + Net Rushing) |
101 - 125 |
8 |
|
Net Yards Allowed (Net
Passing + Net Rushing) |
126-150 |
7 |
|
Net Yards Allowed (Net
Passing + Net Rushing) |
151 - 175 |
6 |
|
Net Yards Allowed (Net
Passing + Net Rushing) |
176 - 200 |
5 |
|
Net Yards Allowed (Net
Passing + Net Rushing) |
201 - 225 |
4 |
|
Net Yards Allowed (Net
Passing + Net Rushing) |
226 - 250 |
3 |
|
Net Yards Allowed (Net
Passing + Net Rushing) |
251 - 275 |
2 |
|
Net Yards Allowed (Net
Passing + Net Rushing) |
276 - 300 |
1 |
|
Net Yards Allowed (Net
Passing + Net Rushing) |
301 - 350 |
0 |
|
Net Yards Allowed (Net
Passing + Net Rushing) |
351 - 400 |
-1 |
|
Net Yards Allowed (Net
Passing + Net Rushing) |
401 - 450 |
-2 |
|
Net Yards Allowed (Net
Passing + Net Rushing) |
451 - 500 |
-3 |
|
Net Yards Allowed (Net
Passing + Net Rushing) |
501 + |
-4 |
So you pick a guy, he does something
above, you get the points. Add up your points against the other guy your playing. You have
more points you win. |