Reports
League Rules
Full-Season Commissioner (Gold)
Westside Football Follies
Roster
13
Starters
9
Uses LeagueTreasurer
No
Standings
Total Points
Draft
Offline / Manual
Free Agents
Waivers
Trades
Disabled
League
- Name
- Westside Football Follies
- League ID
- 260366
- Guest URL
- https://www.rtsports.com/fantasy-football-league/260366
- Service
- Full Season - Gold
- Subscription
- Not Paid
- Commissioner
- Phil Feldman
phil4sports@aol.com
By-Laws
- Westside Football Follies — Rules Overview (assuming 14 teams)
Sep. 1, 2023- The Stuff That Doesn’t Need to be Said:
By participating in this league, you agree to compete with an attitude of fairness, fun, and sportsmanship. Collusion or any attempt to circumvent these rules is unacceptable. The commissioner reserves the right to make any ruling or adjustment he thinks is necessary to maintain the letter and spirit of these rules. He also vows to make the overall welfare of the league his highest priority. Any errors or omissions in this Rules Overview are inadvertent. - Weekly lineup:
Each week, you field a starting roster of 9 active players, comprised of:
1 Team QB
1 Team K
1 DEF played to win or lose
2 Running Backs
2 Receivers
2 Flex Players (either RB’s or REC’s)
Notes: There is no special category for Tight Ends. They are lumped into the category of Receivers along with the “regular” wide receivers. All position players are either a RB or REC when drafted and cannot change status during the season. - Auction/Draft:
On Draft Day, you will draft 13 slots. By the end of the 13 rounds, you must have a full lineup consisting of the 9 slots mentioned above. Your 4-slot reserve roster can be comprised of any 4 additional players/teams without regard to positional restrictions.
The first two rounds of the draft are done by a “real money” auction as explained forthwith.
The draft order for the first round is established by a series of 14 consecutive auctions. You are bidding real money (no limit) and so can spend as much or as little as you deem fit.
The bidding begins with all 14 teams “alive” as the auctioneer opens the bidding for the first pick. No player is mentioned; everyone is bidding to have the first pick. When a team finally wins this bid, they announce who they are taking and they have the “1-hole.” Next, the remaining 13 teams are alive for bidding for the second pick. When one team wins this auction, they announce who they are taking in the second position. These auctions continue until each team has a player. The 14th team must “bid” $1 to have the last pick.
The drafting positions established by this first round of auctions will be the pick order for all the odd-numbered rounds of the subsequent draft.
The second-round bidding then commences in auction format just like the first round. It is an independent bidding round. All 14 teams are alive again for the first pick of this second round. As before, when each team wins a bid, they name the player they are taking. This continues until every team has a second player.
The remaining 11 rounds are now drafted in a “conventional up and back “serpentine” draft in the order established by the first round. - Trading
None. - Free-Agents
There is no free-agency period between draft day and the first week of NFL games. You must live with who you draft for the first week. Starting in the second week, there is free-agent bidding twice a week on each Wednesday and Saturday throughout the season.
Free-agent bidding is done by an online “blind-bidding” auction on the website of our Stat Service. You are bidding real money in this process, There is a $10 minimum bid for any free-agent, no maximum.
For week 2, you must drop someone for each player that you pick up.
In anticipation of the NFL byes, there is a one-slot roster expansion in Week 4. (The NFL byes this season begin in Week 5). That is, you may pick someone up without dropping anyone. So, during the weeks of the NFL byes, your reserve roster can expand to 5 slots. When the bye weeks are over, everyone must drop one player/team to get down to the original 4 reserves.
Details of using our bidding system will be sent out before Week 2 bidding.
Notes: All bids must be made using the online bid system. No phone or email bidding. The commissioner btw cannot see or access the bids made by the other teams.
We will be using RTSports as our host site. - Competitions
You are simultaneously competing for monetary prizes in two distinct year-long contests: Performance (overall points based) and Head-to-Head (weekly match-ups with another team).
A) Performance: This is a simply a points-based contest running cumulatively throughout the season. The scoring algorithm is weighted heavily towards long-distance scoring plays as follows:
Passing TD’s: 1 point (1-20 yards); 2 points (21-40), 3 points (41-60), 4 points (61-80), 5 points (81+)
Rushing TD’s: 1 point (1-2 yards); 2 points (3-5), 3 points (6-10), 4 points (15-25), 5 points (26-50), 6 points (51+)
Receiving TD’s: 2 points (1-15 yards), 3 points (16-30), 4 points (31-45), 5 points (46-60), 6 points (61+)
Field Goals: 1 point (1-40 yards), 2 points (41-50), 3 points (51+) ==> This is a change from years previous
Defensive/Special Team: TD is 3 points (any distance), Safety is 2 points, Shutout 4 points, 2 points for 2-6 pts allowed, 1 point for 7-10 pts allowed; Sacks (1 pt for 3 sacks, 2 points for 4-6 sacks, 3 points for 7+ sacks), Interceptions (1 point for 2 INT, 2 points for 3 -4 INT, 3 points for 5+ INT), 2 points for a defensive score when other team attempts a 2-point conversion, 1 point for a successful two-point conversion.
Passing Bonuses: 1 point (250-299 yards), 2 points (300-349), 3 points (350-399), 4 points (400+)
Rushing/Receiving Combined Yardage Bonuses Per Player: 1 point (75-124 yards), 2 points (125-174), 3 points (175-199), 4 points (200+)
Each week, you get a team score which accumulates during the season. There is a (usually substantial!) monetary prize as explained later for the team with the highest score each week as well as overall prizes for the top finishers for the whole season.
B: Head-to-Head: Each week, you are also pitted against another team in a weekly H2H match. The winner of each game is determined by a “simple” scoring system mirroring that of an actual NFL game, namely:
6 points for any TD rush, TD catch, or DEF TD. (QB, RB, REC, or DEF)
4 points for a TD pass (QB, RB, or REC)
3 points for a FG (Team K)
2 points for a Safety (DEF)
2 points for a successful 2-point conversion (or returning defensive 2-point conversion)
1 point for a kicked extra point (Team K)
Our fantasy “regular season” takes place during the first 14 NFL weeks when you will be paired once against every other team. The top 8 teams in H2H qualifying will make our playoffs which run from weeks 15-17. See prize structure below. - Prize Structure and Entry Fees
Weekly Performance Prizes. The discretionary prize pool is funded by the voluntary auction expenses and free-agent bidding. At the end of the season, this prize pool is divided into 18 equal amounts which go to the 18 weekly winners of our Performance competition.
Overall Performance Prizes: There are prizes for the top 5 overall finishers.
Head-to-Head Prizes. The H2H regular season is divided into two halves, with the first half comprised of the first 7 weeks, and the second half the next 7 weeks. Teams are divided into two conferences, our “NFC” and “AFC.” Eight teams make our playoffs which are the first half winners and second half winners in each conference along with 4 “wildcard” teams. These 8 teams are seeded into a 3-week playoff structure using the H2H scoring which runs from Weeks 15-17. There is a prize for each team making the playoffs as well as the overall finishers.
Complete prize distributions and details on playoff structure will be published during the season. - Stat Service Considerations
Most notably, the interpretation of Team QB, Team DEF, and Team K will be done by the RT Sports software. Note this is not necessarily straightforward as there are several possible weird scenarios which seem to crop up every year (2 QB’s on the field at the same time, kicker throws a pass, position player plays QB, etc. etc.) So however they interpret such plays will be the determining factor (barring any obvious errors which they will correct anyway).
- Good luck during the season! Any questions or comments, give me a holler.
Your commissioner, —Phil
- The Stuff That Doesn’t Need to be Said:
Season
- Regular Season
- NFL Week 1 thru NFL Week 18
Standings
- Standings
- Total Points
Rosters
- Roster Size
- 13
- Roster Limits
Min Max Quarterback 1 4 Running Back 2 9 Wide Rec/TE 2 9 Kicker 1 3 Defense/Sp Team 1 3 - Wide Rec/TE
- Combined receiver position
- Def/Special Teams
- Combined as one unit
- Team Players
- Team Quarterback
- Team Kicker
- Injured Reserve
- League does not use injured reserve
- Taxi Squad
- League does not use taxi squad
Lineups
- Starters
- 9
- Lineup Limits
Quarterback 1 to 1 Running Back 2 to 2 Wide Rec/TE 2 to 2 Kicker 1 to 1 Defense/Sp Team 1 to 1 Flex ( RB WR/TE WR/TE ) 2 to 2
- Deadlines
- Teams may start or bench player up until the scheduled start of their game
Online Draft
- Online Draft
- Not Used
Free Agents
- Player Adds
- League uses a waiver wire to add free agents to a team
- Waiver Wire
- Players awarded Blind Bid Against FAAB
Season waiver budget $2000
Minimum waiver bid $10
Maximum waiver bid $2000
If bids are tied, the team with the fewest total points will be awarded the player
Teams may acquire a maximum of 10 players per waiver wire
Teams may not acquire players after their game has started
- Preseason Waivers
- Your commissioner does not permit preseason waivers
- Week 1 Waivers
- Submission deadlines: Sat @ 11:59pm ET
If bids are tied, the first bid submitted will be awarded the player.
- In-Season Waivers
- Submission deadlines: Wed Sat @ 11:59pm ET
Tue Wed Thu Fri Sat Week 1 Week 2 Week 3 Week 4 Week 5 Week 6 Week 7 Week 8 Week 9 Week 10 Week 11 Week 12 Week 13 Week 14 Week 15 Week 16 Week 17 Week 18
- Protected Free Agents
- Players dropped will be protected free agents until Next Fantasy Week
- Transaction Limits
- 10 free agent adds by a team per week
Unlimited free agent adds by a team for the year
Trades
- Trading
- Your commissioner does not permit trading between team owners
Rushing Scoring
- Rushing TDs
- Not Used
- Rushing 2XPs
- 1 pts for each rushing 2XPD/ST2023-09-06
- Rushing Yds
- Not Used
- Rushing Atts
- Not Used
- Yds Per Rush
- Not Used
- Yd Long Rush
- Not Used
- Rushing First Downs
- Not Used
- Yd TD Rush
- 1 pts for 0 to 2 yd TD rushQB RB WR TE2023-10-012 pts for 3 to 5 yd TD rush3 pts for 6 to 10 yd TD rush4 pts for 11 to 25 yd TD rush5 pts for 26 to 50 yd TD rush6 pts for 51 to 99 yd TD rush
- Fumbles Lost
- Not Used
- Fumbles
- Not Used
Passing Scoring
- Passing TDs
- Not Used
- Passing 2XPs
- Not Used
- Passing Yds
- 1 pts for 250 to 299 passing ydsQB RB WR TE2020-09-012 pts for 300 to 349 passing yds3 pts for 350 to 399 passing yds4 pts for 400 to 999 passing yds
- Passing Atts
- Not Used
- Yds Per Attempt
- Not Used
- Completions
- Not Used
- Yds Per Completion
- Not Used
- % Completion Rate
- Not Used
- Yd Long Pass
- Not Used
- Passer Rating
- Not Used
- Passing First Downs
- Not Used
- Yd TD Pass
- 1 pts for 1 to 19 yd TD passQB RB WR TE2020-08-302 pts for 20 to 39 yd TD pass3 pts for 40 to 59 yd TD pass4 pts for 60 to 79 yd TD pass5 pts for 80 to 99 yd TD pass
- Interceptions Thrown
- Not Used
- Pick 6s
- Not Used
- Incompletions
- Not Used
- Times Sacked
- Not Used
Receiving Scoring
- Receiving TDs
- Not Used
- Receiving 2XP
- 1 pts for each receiving 2XPD/ST2020-09-01
- Receiving Yds
- Not Used
- Receptions
- Not Used
- Yds Per Reception
- Not Used
- Yds After Catch
- Not Used
- Yd Long Reception
- Not Used
- Targets
- Not Used
- Rec First Downs
- Not Used
- Yd TD Reception
- 2 pts for 1 to 15 yd TD receptionQB RB WR TE2020-09-013 pts for 16 to 30 yd TD reception4 pts for 31 to 45 yd TD reception5 pts for 46 to 60 yd TD reception6 pts for 61 to 99 yd TD reception
Combined Yardage Scoring
- Rush And Rec Yds
- 1 pts for 75 to 124 rush and rec ydsQB RB WR TE2020-08-302 pts for 125 to 174 rush and rec yds3 pts for 175 to 199 rush and rec yds4 pts for 200 to 999 rush and rec yds
- Rush And Pass Yds
- Not Used
- Rush, Pass, And Rec Yds
- Not Used
Kicking Scoring
- Made FGs
- Not Used
- Yd FG
- 1 pts for 1 to 40 yd FGK2023-09-062 pts for 41 to 50 yd FG3 pts for 51 to 80 yd FG
- Made PATs
- Not Used
- Missed FGs
- Not Used
- Yd Missed FG
- Not Used
- Missed XPs
- Not Used
Defensive Scoring
- Fumble Return TDs
- 3 pts for each fumble return TDD/ST2020-08-30
- Yd Fumble Return TD
- Not Used
- Int Return TDs
- 3 pts for each int return TDD/ST2020-09-01
- Yd Int Return TD
- Not Used
- Safety
- 2 pts for each safetyD/ST2020-09-01
- Defensive ST TDs
- 3 pts for each defensive ST TDD/ST2020-08-30
- Yd Defensive ST TD
- Not Used
- Defensive ST Safety
- 2 pts for each defensive ST safetyD/ST2023-09-10
- Pts Allowed
- 4 pts for 0 pts allowedD/ST2020-09-012 pts for 2 to 6 pts allowed1 pts for 7 to 10 pts allowed
- D/ST Pts Allowed
- Not Used
- Yds Allowed
- Not Used
- Rushing Yds Allowed
- Not Used
- Passing Yds Allowed
- Not Used
- Sacks
- 1 pts for 3.0 sacksD/ST2023-09-062 pts for 4.0 to 6.0 sacks3 pts for 7.0 to 50.0 sacks
- Sack Yds
- Not Used
- Fumbles Forced
- Not Used
- Fumbles Recovered
- Not Used
- Fumble Return Yds
- Not Used
- Interceptions
- 1 pts for 2 interceptionsD/ST2023-09-062 pts for 3 to 5 interceptions3 pts for 6 to 50 interceptions
- Int Return Yds
- Not Used
- Turnovers
- Not Used
- Turnover Return Yds
- Not Used
- Over On Downs
- Not Used
- Blocked FGs
- Not Used
- Blocked XPs
- Not Used
- Blocked Punts
- Not Used
- Tackles
- Not Used
- Tackles For Loss
- Not Used
- Assists
- Not Used
- Passes Defensed
- Not Used
Special Teams Scoring
- Kickoff Return TDs
- 3 pts for each kickoff return TDD/ST2020-09-01
- Yd Kickoff Return TD
- Not Used
- Kickoff Return Yds
- Not Used
- Punt Return TDs
- 3 pts for each punt return TDD/ST2020-09-01
- Yd Punt Return TD
- Not Used
- Punt Return Yds
- Not Used
- Return Yds
- Not Used
- Punts Inside20
- Not Used
- XP Returns
- 2 pts for each XP returnD/ST2020-09-01
- XP Safetys
- Not Used
- 2XP Stops
- Not Used
- ST Fumbles Lost
- Not Used
- ST Fumbles
- Not Used
