SORRELL'S FANTASY FOOTBALL SEASON XII

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RULES

Entry Fee $30
Schedule Week 1 thru 13: Regular Season
Weel 14 thru 16: Playoffs
Roster

Your team must have no more than 14 players.

You must draft:

1 - Quarterback
2 - Running Backs
3 - Wide Receivers/Tight Ends
1 - Kicker
1 - Team Defense

The remaining 6 players can be at any position

Scores
Standings
Schedule
Rosters
Transactions
Earnings
Rules
POW!
Message Board
Links
Trades Preseason trades are free.
Regular season trades cost $2
Temporary trades cost $1

The trading deadline is week 10. If your only kicker is Sebastian Janikowski, and in Week 12 he goes to jail for assault and battery, you're out of luck.

All teams will have an equal shot at all players come Tuesday. If two teams request the same player by 11:00pm Tuesday night, a coin flip will determine the winner. The 11:00 cutoff time is directly related to the commissioner's sleep schedule.

After 11:00pm Tuesday, all trades are first come, first serve.  E-mail me your trades, and I will check the timestamp.

No trading is allowed between the kickoff of the first Sunday game and the end of the Monday Night Football Game. Any trade request made during that time will be considered Tuesday trades, and the same rules will apply.

If you cannot field a team during any week due to one or more of your players being on byes, you may pick up a temporary (T) player for that week only. You are granted no rights to this player. As soon as that player is done for the week, he becomes a free agent. If at this point you decide you want to keep the temporary player, you must request a trade for him at an appropriate time, plus pay $2 like you would for a normal trade, in addition to the $1 you already spent to pick him up as a temporary. Of course, you can always trade for the player before the week begins instead of picking him up as a temporary.

Please be specific when requesting a trade if it is a temporary pickup. If you do not request so specifically, the trade will be treated as if it were permanent.

NOTE: If you cannot field a team due to injures, you may not pick up a temporary player.  For instance, if you have three running backs, and one is on a bye while one is injured, you may not pick up a temporary player. However, if two of your three running backs were on a bye, you could pick up a temporary.

Trades may be made between two teams.  Each person must pay $2 for the trade. You can trade as many players as you like, but you must end up with no more than 14 players when the dust settles. If you want to make a 2-for-1 trade, the team who picked up the 2 players must drop another from their roster so they wind up with 14 players. The team now short a player can either leave their team short of players, or pick up a free agent for $2.

In all the years this league has been running, no teams have been suspected of collusion.  All the same, if a trade appears to be lopsided, the comissioner will hold a vote open to the rest of the league.  If a majority of those available veto the trade, it will be nixed.

Gameday

Your lineup shall consist of:

1 - Quarterback
2 - Running Backs
3 - Wide Receivers/Tight Ends
1 - Kicker
1 - Team Defense

Your selections must be either e-mailed or called in to the commissioner. You should also give your picks to your opponent for that week as a courtesy. All picks must be made by 11:59 CST on Sunday otherwise you forfeit all scoring for undecided positions for that week. There will be no exceptions! If your internet connection isn't working Sunday morning, you all have phones, and I have voicemail.

The commissioner will e-mail his picks to all league members by 11:59 CST to ensure honesty.

If there are games being played before Sunday for a particular week (e.g. Thanksgiving), and you have players in that game you would like to pick, you must submit those players to the commissioner before kickoff. However, you need not submit the rest of your lineup until Sunday.

Scoring

Passing
3 pts = Touchdown
1 pts = Every 50 yards
1 pts = Two-point conversion

Rushing/Receiving
6 pts = Touchdown
2 pts = Two-point conversion
1 pts = Every 25 yds
**Rushing and receiving yards are combined for all players**

Special Teams
6 pts = Touchdown (Punt Return/Kickoff Return)

Kicking
6 pts = Field Goal 60+ yards
5 pts = Field Goal 50-59 yards
4 pts = Field Goal 40-49 yards
3 pts = Field Goal 39 yards or less
1 pts = Point After Touchdown

Defense
6 pts = Touchdown*
6 pts = Holding offense to 0 points
3 pts = Holding offense to 7 points or less
2 pts = Holding offense to 10 points or less
2 pts = Safety
1 pts = Sack
1 pts = Interception
1 pts = Fumble Recovery

*Defensive Touchdowns May Include:
Blocked field goals and punts returned for touchdowns
Fumble recoveries by special teams returned for touchdowns
Fumble recoveries by the offense/return team returned for touchdowns if possession changed during the play. For example, if Deion Sanders intercepts an errant Steve McNair throw, runs thirty yards, and then fumbles, and then Steve McNair picks it up and runs for the touchdown, it is a DEFENSIVE fumble recovery and touchdown. McNair would get no points himself.

*Defensive Touchdowns Do Not Include:
Punt and kickoff returns
Fumble recoveries by offense/return unit returned for touchdowns if possession never changed during the play

Tiebreakers Regular Season Games:
There will be no tiebreakers. Each owner's record will indicate a tied game.

High Score of the Week:
Owners who tie for high score of the week will split the winnings.

Season Standings:

2-way Tie

1st Tiebreak - The two owners compare their records in games played against each other -- the better record is awarded the higher standing.

2nd Tiebreak - The owner who has scored the most points is awarded the higher standing.

3rd Tiebreak - The owner who scored the most points in games played against each other is awarded the higher standing.

3-way Tie (or higher)

1st Tiebreak - Owners compare their winning percentages of all games played against the others involved in the tiebreak. The two highest percentages proceed with a two-way tiebreak and the others proceed with their own two-way tiebreak -- or if there is only one lower percentage remaining they accept the lowest standing of the tied group .

2nd Tiebreak - Standing is determined by the points scored for the season. The two highest scores proceed with a two-way tiebreak and the others proceed with their own two-way tiebreak -- or if there is only one lower scorer remaining they accept the lowest standing of the tied group.

Playoffs:

1st Tiebreak - If two teams tie, both teams go to their next highest scoring player on their bench to determine the winner. If a tie remains, then both teams go to their next highest scoring player on their bench and so on until a winner is determined.

2nd Tiebreak - The team with the best regular season record advances

3rd Tiebreak - Refer to tiebreakers for season standings

Playoffs Six teams advance to the playoffs.  The remaining two teams will play to avoid winning the toilet bowl!

Payouts $10 - High Score of the Week
$5 - Advancing to Second Round of Playoffs
$5 - Advancing to Super Bowl
$15 - Most points scored during regular season
$30 - Best Record (advance money for 1st round bye included)
$20 - Securing #2 Seed (advance money for 1st round bye included)
$10 - Securing #3 Seed
$5 - Securing #4 Seed
$15 - Super Bowl Winner (plus all trade money-a lot!)

And of course, the toilet bowl loser coughs up $5.

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