Rulebook

DYNABOWL FANTASY FOOTBALL DYNASTY LEAGUE RULES

INDEX

1. ROSTER

2. STARTING LINE-UP

3. SCORING

4. ROOKIE DRAFT

5. CONTRACTS

5.3. Contract Structure

5.4. Contract Restructuring

5.5. Contract Extension

5.6. Rookie Contracts

6. SALARY CAP

7. FREE AGENCY

7.2. Blind Bidding and Waivers

7.3. Franchise Tags

8. TRADES

9. LEAGUE STRUCTURE

10. SANCTIONS

11. ANNUAL CALENDAR

12. TEAM NAMES

13. OWNERS’ ROLES AND RESPONSIBILITIES

14. CAVEATS

1. ROSTER

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1.1.  During the NFL season, the minimum roster size is 40 players and the maximum is 50 players.

1.2.  In addition, each team may place up to 15 players onto the injured reserve (IR) list during the NFL season.

1.2.1.   A player may only be put in IR if they are listed as IR by MFL

1.2.2.   The salary of all players on the IR will count towards the salary cap

1.2.3.   In the off-season, these players will return to the standard roster

1.2.4.   The IR will open again on August 1st, and players may be moved to the IR as soon as they are desginated as ‘IR’ on MFL.

1.3.  In addition, each team will have a 5-man taxi squad.

1.3.1.   The taxi squad is open to rookie players acquired before the beginning of the NFL season.

1.3.2.   The taxi squad will open from August 1st. Players may be added to the taxi squad until midnight on the Thursday before the first regular season game. Players may not be added to the taxi squad during the season.

1.3.3.   While players remain on the taxi squad their salaries will not count towards the salary cap. However, no guaranteed money may be assigned to a player on the taxi squad.

1.3.3.1. A player being added to the taxi squad may have the structure of their contract changed only if the contract structure prior to being assigned to the taxi squad had guaranteed money in year one. In these circumstances, the structure must be changed so that no guaranteed money is in year one, unless the player has a $1 contract.

1.3.4.   Players on a taxi squad may be claimed by a rival team at any time during the NFL season (i.e. any time after the kick off of the first game of the NFL regular season). In order to not surrender the player to the rival, the team which owns the player may choose to activate the player to their own roster instead. If they do not activate the player within 24 hours, he will transfer to the rival. The rival must place the player on their own active roster.

1.3.4.1 In order to claim a player from an opponent’s taxi squad, a GM must post a claim on the Taxi Squad forum and notify the current owner and the Commissioner. The Commissioner is exempt from the forum posting rule.

1.3.5.   In the off-season, all taxi-squad players will be returned to the main roster

1.3.6.   The taxi squad will re-open for usage from August 1st of the following year.

1.4. In the off-season the maximum roster size is increased to 80 players and must be reduced to 50 (or fewer) players according to the following schedule:

Before… Max Players On Roster Notes
Pre-Season Game 1 75 Active Players (exc Taxi Squad, IR)
Pre-Season Game 2 65 Active Players (exc Taxi Squad, IR)
Pre-Season Game 3 60 Active Players (exc Taxi Squad, IR)
Pre-Season Game 4 55 Active Players (exc Taxi Squad, IR)
Regular Season Kick Off 50 Active Players (soft limit to allow for taxi squad additions) (exc Taxi Squad, IR, must meet Salary Cap)

1.4.1.   If a squad is found to be over these limits, the Commissioner is within his rights to remove players to meet the limits. This will be done by releasing players on the smallest, shortest contracts first. Where contracts are equal in size and value the players will be released alphabetically.

2.    STARTING LINE-UP

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2.1. A team’s weekly starting line-up consists of 22 players, broken down as follows:

Offense (11 players total):

1 x Quarterback (QB)

2-3 x Running Back (RB)

3-4 x Wide Receiver (WR)

1-2 x Tight End (TE)

1 x Place Kicker (PK)

1 x Punter (PN)

Defense (11 players total):

1-2 x Defensive Tackle (DT)

2 x Defensive End (DE)

3-4 x Linebacker (LB)

2 x Cornerback (CB)

2 x Safety (S)

2.1.1.   Each team must submit it’s strongest possible line-up each week. While this is subjective, obvious attempts to submit under strength line-ups for the purpose of losing games to improve draft position is punishable by the commissioner by any means at his disposal, up to and including expulsion from the league (see Section 11).

2.2.  The starting line-up will be reviewed every season and may be adjusted according to the following rules:

2.2.1.   Changes to the starting line-up will only be made with the approval of at least 66% of teams (1 vote per team, not per GM)

2.2.2.   Changes will be agreed and announced at least 12 months before they are implemented unless there is 100% consensus within the league that they should be brought in sooner

2.3.  In the playoffs, except the final, the team seeded highest will have ‘Home Flex Advantage’. This means that the higher seed will determine the starting line-up requirements by designating the positions of the three flex spots (two offensive, one defensive).

2.3.1.   The higher seed should announce via one of the league’s messaging services (ideally the league’s forums) the roles to be played in the flex spots prior to the first game of the week, and must ensure that the opposing GM has seen the restrictions. Both teams must adhere to this line-up regardless of any injuries subsequently revealed.

2.3.2.    MFL doesn’t police this rule so owners are responsible for ensuring they submit a legal line-up

2.3.3.    Any breach of this rule must be brought to the attention of the commissioner by the opponent of the team breaching the rule before the start of the next game week. The commissioner will then dock the team in breach the number of points scored by the illegally fielded player(s).

3.    SCORING

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3.1.  Full details of the scoring can be found on the My Fantasy League website

3.2.  Scoring will be reviewed every off season and may be adjusted.

3.2.1.    Changes to the scoring will only be made with a minimum 66% approval from GMs.

3.2.2.    Changes will be agreed and announced at least 12 months in advance of the season which they are to affect unless there is a 100% consensus within the league that the changes should be brought in sooner.

3.3.  In the event of a regular season match finishing as a tie there will be no tie-break.

3.4.  In the event of a playoff game finishing as a tie, the playoff decider will be highest scoring bench player.

4.    ROOKIE DRAFT

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4.1. A rookie draft consisting of 7 rounds will take place every year four weeks after the NFL draft has taken place. (NB – proposal made that it be fixed to the late May bank holiday weekend)

4.2.  Any player considered a rookie by MFL will be deemed a rookie for fantasy draft purposes.

4.3. The first 6 picks will be taken by the teams who did not make the playoffs the previous season, in an order determined by regular season record, with the worst performer getting the highest pick and so on. The only exceptions being where these picks have been traded in advance of the draft or a team has been fined a draft pick.

4.4.  The last 4 picks will go to the teams which made the post-season, with the last pick going to the DynaBowl champion and the second to last pick going to the runner-up. Teams losing the playoff semi-finals will be assigned picks in reverse seed order.

4.5. Where a team’s position is tied with another, the tie-breakers described in rule 9.1.7. will be applied.

4.6.  The draft will be a slow draft. This is a draft that takes place over a period of days or weeks and allows for trading of draft picks during the draft. The proposed rules for the draft are as follows (though may change before the event takes place):

4.6.1.   Each team will have a 24 hour period to make each pick.

4.6.2.   When a team makes a pick the clock will start for the next team.

4.6.3.   Either in advance or when a team is ‘on the clock’ (OTC), they may trade their pick to other teams

4.6.3.1. If a trade is agreed for a pick that is OTC, the team moving up in the draft to the current spot OTC will NOT get a restarted clock. They will have to take their pick before the currently ongoing time elapses.

4.6.4.   If a team fails to make a pick in time they will still be able to take their pick. However, the following team(s) OTC may take their picks first. MFL can be set to auto-pick to prevent this eventuality.

4.6.4.1. If a team fails to make a pick within their draft slot they will still be responsible for the salary associated with the pick they should have taken. Any team that overtakes them in these circumstances will also only pay the salary associated with their draft slot.

4.6.5.   Teams may intentionally forfeit a draft pick if they do not wish to take a player for either talent or salary reasons.

4.6.6.   If a team forfeits a draft pick they may still take a pick in a later spot, assuming they have a pick remaining (or trade to get a pick).

4.7.  Rookie players picked in the draft will be given contracts according to the rookie scale outlined in section 5.6.

4.8. Draft picks for any future draft may be included in trades.

4.8.1. If a team trades a significant number of future draft picks or picks a significant number of seasons in advance they may be asked to pay league dues for future seasons. This is at the discretion of the Commissioner.

4.9. Discretionary Loser Ladder picks and picks won in side-games may be traded.

5.    CONTRACTS

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5.1. A proportion of any contract will be guaranteed. The team supplying the contract will be responsible for paying this money even if the player leaves their roster. The only exceptions are if the player is traded to another team, in which case the new team becomes responsible for the value of the contract, including the guaranteed money, or if a player retires and stays retired (see rule 6.10)

5.2.  The proportion of the contract that is guaranteed and the maximum length of the contract are determined by the rules in the following table:

Contract Type

Contract Value

Maximum Length

Guaranteed Money (rounded up)

Standard

$1

1 year

0%

Drafted Rookie

$1-3

See Rookie Contracts (Section 6.6)

0%

Drafted Rookie

$4+

See Rookie Contracts (Section 6.6)

25%

Standard

$1

3 years

Rolling $1 – if the player remains on the roster on 1 March (official start of the new season) the $1 becomes guaranteed

Standard

$2-$3

3 years

$1

Standard

$4-$12

4 years

25%

Standard

$13-$25

5 years

40%

Standard

$26-$50

5 years

60%

Standard

$51+

5 years

75%

5.2.1.    A player acquired via blind bidding may only receive a 1 year contract (see also rule 7.2.2.) but may receive a franchise tag extension per rule 7.3.

5.3.  Contract Structure

5.3.1.    A contract may be front or back loaded. This means that the guaranteed money can be distributed across the contract as the team sees fit. For example:

5.3.1.1.        A player is signed for $50 at auction and is given a 5 year contract. $30 of that contract, per year, is guaranteed – a total of $150 in guaranteed money. However, the team may distribute that money across the years however they choose. This may be evenly – $30 per year – or be stacked with larger amounts some years than others.

5.3.1.2         In the above example, the remaining $20 of the contract is the annual salary. This is paid every year that the player remains on the roster and cannot be restructured. However, if the player is dropped, this portion of the contract is no longer due.

5.3.2.   Any player signed via open bidding or traded in the off-season must have their contract structure confirmed within 2 weeks. If this is not received, their contract will be evenly distributed.

5.3.3.   Any player traded during the season must have their contract structured before the start of the next game week. If this is not received, the player’s contract will remain as it was structured at his previous team.

5.4.  Contract Restructuring

5.4.1.   A player on a 4- or 5-year contract may have the remains of their contract restructured in the off-season, before 1 August, after exactly two contract years have been completed.

5.4.2.   A player on a 3-year contract may have their contract restructured in the off-season, before 1 August, after one contract year has been completed.

5.4.3.    Players on a 1- or 2-year contract may not have their contracts restructured

5.4.4.    A contract may also be restructured if an extension is made (See 5.5).

5.4.5.    A contract may also be restructured directly after a player has been received as part of a trade.

5.5.  Contract Extension

5.5.1.    A contract may only be extended in the off-season when a player has 1 year left on his current contract. All extensions must be submitted by midnight July 31st to the Commissioner.

5.5.2.   If a player reaches August 1st with only 1 year left on his contract he will become a free agent at the end of the season (see Section 7 – Free Agency)

5.5.3.    A contract may be extended to a maximum of 5 years, adding 4 years to the length of the contract, in line with the maximum contract lengths listed in rule 5.2.

5.5.4.    To extend a contract, a GM must notify the commissioner that this is his intention, specifying the length of the extension.

5.5.5.    The cost of the extension will be based on the following scale:

Best Position Rank in Previous 3 Seasons

Average Contract Value of Players

Extension Fee

1-3 (1-5 for RBs, WRs, LBs) Top 3 highest paid players at position
(1-5 for RBs, WRs, LBs)
15% rounded up
4-8 (6-10 for RBs, WRs, LBs) 4th-8th highest paid players at position (6-10 for RBs, WRs, LBs) 10% rounded up
9-15 (11-20 for RBs, WRs, LBs) 9th-15th highest paid players at position (11-20 for RBs, WRs, LBs) 7% rounded up
16-25 (21-40 for RBs, WRs, LBs) 16th-25th highest paid players at position (21-40 for RBs, WRs, LBs) 5% rounded up
26+ (40+ for RBs, WRs, LBs) 26th+ highest paid players at position
(40+ for RBs, WRs, LBs)
3% rounded up

NB – Highest paid players calculation is based on annual average contract value not contract structure.

5.5.6.    The guaranteed money will mirror that laid out in 5.2.

5.5.7.   The value of the extension will only be valid for the additional years of the contract. The value of the final year of the existing contract will not be affected.

5.5.8.    After an extension has been agreed, all guaranteed money, from both the original contract and the extension, may be restructured.

5.5.9.  GMs may appeal a contract extension value by making a case on a league message board. The commissioner will give a ruling on the matter in a timely fashion on the message board.

5.5.10.  A top tier player will not accept a reduced contract. If the extension cost based on the rules set out in 5.5.5. is lower than the player’s current contract, the extension will be at a cost equal to the player’s current contract.

5.5.11. The extension costs will be calculated at the end of the season, based on the players’ positions for the previous season. If a player changes position according to MFL during the off-season, this will not alter the extension costs.

5.5.11.1. The contract costs used to calculate the value of extensions will be all active contracts for players contracted for week 16 of the previous season. However, if a player was subject to an extension in the previous off-season and so has just completed the final year of his previous contract and is about to start the first year on his new contract, the higher valued contract will be used to calculate the extension cost.

5.5.12. For extending players signed to the Waiver Franchise Tag see section 7.3.

5.6.  Rookie Contracts

5.6.1.    The value and length of a rookie contract is determined by the position they are taken in the draft, according to the following table:

Pick Round 1 Round 2 Round 3 Round 4 Round 5 Rounds 6&7
1 $20, 4 years $10, 3-4 years $6, 2-3 years $3, 1-3 years $2, 1-3 years $1, 1-3 years
2 $19, 4 years $10, 3-4 years $6, 2-3 years $3, 1-3 years $2, 1-3 years $1, 1-3 years
3 $18, 4 years $10, 3-4 years $6, 2-3 years $3, 1-3 years $2, 1-3 years $1, 1-3 years
4 $17, 4 years $9, 3-4 years $6, 2-3 years $3, 1-3 years $2, 1-3 years $1, 1-3 years
5 $16, 4 years $9, 3-4 years $5, 2-3 years $3, 1-3 years $2, 1-3 years $1, 1-3 years
6 $15, 4 years $9, 3-4 years $5, 2-3 years $3, 1-3 years $2, 1-3 years $1, 1-3 years
7 $14, 4 years $8, 3-4 years $5, 2-3 years $3, 1-3 years $2, 1-3 years $1, 1-3 years
8 $13, 4 years $8, 3-4 years $5, 2-3 years $3, 1-3 years $2, 1-3 years $1, 1-3 years
9 $12, 4 years $7, 3-4 years $4, 2-3 years $3, 1-3 years $2, 1-3 years $1, 1-3 years
10 $11, 4 years $7, 3-4 years $4, 2-3 years $3, 1-3 years $2, 1-3 years $1, 1-3 years
11 $11, 4 years $7, 3-4 years $4, 2-3 years $3, 1-3 years $2, 1-3 years $1, 1-3 years
12 $11, 4 years $7, 3-4 years $4, 2-3 years $3, 1-3 years  $2, 1-3 years $1, 1-3 years

NB – values in red are valid in event of league expansion to 12 teams or for compensatory picks slotted in to the end of a round

5.6.2.    All rookie contracts have 25% guaranteed, except those valued at $1-$3 which will have $0 guaranteed.

5.6.3.    A rookie taken in the draft may be dropped before the NFL season begins without the team being penalised guaranteed money.

5.6.4.    If a rookie taken in the draft is dropped before the NFL season begins and is then picked up again by the same team, again prior to the start of the season, the terms of the original contract will apply.

5.6.5.    The values of rookie contracts may be adjusted if the number of rookies picked is likely to be significantly lower or higher, or if the salary cap is increased.

5.6.6.    When drafting rookies, the structure and length of the contract should be communicated to the Commissioner by email within 2 weeks of the end of the draft or July 31st, whichever comes sooner. If this is not done the contract will be structured evenly and will be of the minimum length required by the draft slot.

6.    SALARY CAP

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6.1.  Each team will have a total salary cap of $600, though they may only spend a maximum of $500 at auction

6.2.  If a team has fewer than 50 players (excluding taxi squad but including injured reserve), it must have at least $1 available within its budget for each player fewer than 50 it has.

6.3.  The salary cap is a soft cap which means it can be breached but there will be penalties in future seasons for breaching it.

6.4.  In the event of breaching the salary cap a team will have at least 1 season spent with a hard cap and will also have their salary cap reduced according to the following table:

Offence Number Cap Reduction Hard Cap Period
Offense #1 1 x Overspend 1 Year
Offense #2 1.5 x Overspend 1 Year
Offense #3 2 x Overspend 1 Year
Offense #4 3 x Overspend 1 year
Offense #5 3 x Overspend 2 Year
Offense #6 Penalty according to result of league debate – maximum penalty possible expulsion from league

6.5.  One year spent within the soft cap limit will reset a team’s Offense # to zero.

6.6.  Penalties may be reduced in extenuating circumstances. A GM may petition the Commissioner if he feels he has a case for reducing the penalty given to his team. The Commissioner’s decision will be final.

6.7.  A team may breach its salary cap midweek, between the end of the Monday night game and the start of the Thursday night game, and in the off-season without penalty. They must be within the cap limit on all game weekends, or will be subject to the above penalties.

6.8.  MFL cannot monitor salaries in the way that the league requires. Therefore all contract and salary cap information will be recorded in an Excel spreadsheet available via league website, and through a GoogleDoc shared via the league website. The Excel spreadsheet will be the definitive record of salary cap information. It is up to the individual GMs to ensure the Commissioner has all of the information he needs to keep this information up-to-date and correct.

6.9.   Guaranteed money owed to a player who is cut will remain on a team’s payroll and count against the cap as dead money, even if they are subsequently picked up as a free agent by another team (or the same team).This dead money can be consolidated into the current league year or left as an annual payment for each remaining year on the contract. It may not be restructured in any other way.  

6.10.  If a player retires with years left on his contract, the only dead money the team is responsible for is money that had been ‘backloaded’ on his contract over and above the average guaranteed money per year figure.

6.10.1.    For example, a player on a $40 contract ($24 per year guaranteed) had his contract structured so that he was owed $30 guaranteed in each of his final 2 years, when he retires. In this case, the team who owned him would be responsible for $6 in dead money per year.

6.10.2.    This dead money can be consolidated into the first year or left as an annual payment for each remaining year on the contract. It may not be restructured in any other way.

6.11.              If a player pulls a ‘Favre’ and comes out of retirement, if he has been dropped he is a free agent and may be bid upon. If he has not been dropped, he remains at the team on the previous contract

6.12.              A retired player may only be dropped, he may not be moved between squads – ie he cannot be moved from the main roster to the IR list

6.13.              In the event of a team exceeding a hard cap limit, the commissioner will remove a player or players until the team meets the cap limit.

6.13.1.  The commissioner will attempt to release the fewest number of players possible in order to make the team hit the cap

6.13.1.1.      For example – a team is exceeding the hard cap limit by $30. The commissioner will attempt to release one player with a cap hit of $30, rather than several players with cap hits of smaller amounts. In the event of no player contributing a cap hit of the precise amount required, the commissioner will release a player with a greater cap hit, if possible.

6.13.2.  If the player to be released has guaranteed money, that money will still count towards the cap.

6.12.2.1.      For example – a team exceeding the hard cap limit by $15 has a (rookie) player with a cap hit of $22, $6 guaranteed and a player with a cap hit of $25, $10 guaranteed. In this case, the $25 player would be released as the space freed is exactly $15

6.13.3.  If the commissioner has to release more than one player, it will be down to his discretion which player combination should be released, while minimising the number of players to be released.

6.13.4.  The commissioner does not have to notify a manager in advance of making a hard cap player release.

6.13.5.  Players released due to a hard cap violation will be available in a blind bidding auction with a minimum bid equal to the previous contract. If no bids are made, the player will become available via standard free agent procedure (See Section 8 – Free Agency)

6.13.6.  The previous owner may bid for the player, as long as they create the cap space to fit the player onto their roster.

6.13.7.  If a team breaches the hard cap they will have a second consecutive season with a hard cap.

6.13.8.  Basically, make sure you don’t exceed a hard cap limit

 

6.14.  The salary cap may be increased between seasons, depending on development of the league

6.15.  All salary cap details will be available to all teams at all times

7.    FREE AGENCY

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7.1. If a player has 1 year remaining on his contract on August 1st of any season, he will become a Free Agent at the end of the season.

7.1.1.  The first period of bidding on Free Agents will begin on March 8 at 9am and will end at 10pm (current UK time) on the Sunday 2 weeks before the NFL draft. Bidding may continue on players currently under offer after this point, but no new players may be bid on. Any player not on a DynaBowl roster and not part of the rookie draft is eligible for nomination and bidding.

7.1.2.  To open bidding, a GM must place a bid on the league message board stating both value and contract years on offer

7.1.2.1.  A GM may increase the bid for the player by offering either more money or a longer contract (respecting the contract length rules set out in 5.2.)

7.1.2.2. A player will always take the highest $ contract. The length of the contract will be a secondary consideration – ie $35/1 year > $34/5 years > $34/3 years

7.1.3.  Bidding on a player will close when no higher bid is placed for 5 days (120 hours).

7.1.3.1. In the event that a GM is unavailable for a period during UFA bidding, he may register proxy bids with either a) the Commissioner or b) a Deputy Commissioner. This person will then log incremental bids up to the maximum specified.

7.1.4.  It is the responsibility of each GM to ensure they are up to date with all free agent bidding. A GM does not need to publicise a bid beyond registering it on the message board.

7.1.4.1. The Commissioner will not accept complaints of “But I didn’t realise that player was being bid on”. Everyone will have 5 days from the previous bid to catch-up and lodge their own bid. Ignorance is no defence.

7.1.5.  A second period of free agent bidding will run from two weeks after the completion of the DynaBowl rookie draft (beginning at 9am) until July 31st at 10pm (BST) with the same rules in place (though players eligible for the draft and not picked may now be bid on).

7.2.  Blind Bidding and Waivers
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7.2.1. Starting from 8pm (GMT) on the first Saturday after August 1st, the weekly free agent schedule will begin.

Day Time Event
Saturday 8pm (GMT) Previous blind bidding period ends, new blind bidding period opens
Sunday All day Blind bidding continues
Monday All day Blind bidding continues
Tuesday All day Blind bidding continues
Wednesday 8pm Previous blind bidding period ends, new blind bidding period opens
Thursday All day Blind bidding continues
Friday All day Blind bidding continues

7.2.2.  This will all be run via the MFL website and will occur automatically. All players taken in blind bidding will have a one year contract.

7.2.3.  In the event of two equal bids being highest, the earliest submitted bid will win the player.

7.2.4.  Blind bidding and waivers will end at 8pm (GMT) on the Saturday of week 16 of the NFL season – the final week of the DynaBowl season.

7.3.  Franchise Tags
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7.3.1. Each team will have the option of using up to 2 Waiver Franchise Tags. These must be used between January 1st and February 28th/29th.

7.3.2. The Waiver Franchise Tag may be applied by a team to any player they signed via blind bidding. As set out in rule 7.2.2. These players will only have a 1 year contract, expiring at the end of the league year.

7.3.3. By applying the Waiver Franchise Tag, the team may keep the player they signed via blind bidding for a further year. The cost of the Waiver Franchise Tag will be calculated in the same way as an extension, based on the previous 3 years of performance by the player.

7.3.4. To apply the Waiver Franchise Tag the GM should contact the Commissioner to notify the league of the intention to apply the tag in January or February. After this date the tag will no longer be available.

7.3.5. A player playing with the Waiver Franchise Tag may be offered an extension by the team who signed them originally any time before the start of week 9 of the NFL season. The extension will cost one tier higher than an extension ordinarily would. If the player would be due a tier 1 extension, the cost will be tier 1 + 10%. The length of extension available will be calculated in the normal way.

7.3.5.1. In addition to the previous three years of performance, the player’s performance in the current season will also be taken into account. For example, a player who was a rookie in year one when they were picked up via blind bidding and had a tier 3 value for the Waiver Franchise Tag would cost a tier 2 extension prior to the season beginning. However, if they performed as a top 3 player at their position in the opening weeks of the new season and then an extension was offered, the player would now cost tier 1 + 10% to extend.

7.3.6. Regardless of an extension being offered, the Waiver Franchise Tag cost will remain in place for the upcoming/ongoing season. The extension cost will only become active at the start of the following season.

7.3.7. The guaranteed money from a Waiver Franchise Tag may not be backloaded into an extension. The guaranteed money from the extension may not be brought forward into the Waiver Franchise Tag year.

7.3.8. When a team wishes to give a tagged player an extension, they should announce the extension in the Announcements Huddle and also make a new topic on the Waiver Tags Extensions forum.

8.    TRADES

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8.1.  The trading season will open on January 1st.

8.2.  Trades may be made any time up to 10pm on the Thursday of week 11 of the NFL season.

8.3.  Any player registered to a team may be traded, including those on the taxi squad or IR list. However, a traded player may not be moved into the taxi squad during the fantasy season.

8.4.  The team receiving the player takes on the remaining contract of a player.

8.5.  If a team trades for a player with 1 year left on their contract and it is 1 August or later, the contract may not be extended.

8.6.  My Fantasy League does not cater for three-(or more)-way trades. Should teams wish to conduct a three-(or more)-way trade, the teams should reach an agreement and alert the commissioner. The commissioner will make the moves or instruct the parties how to proceed.

8.7.  Trades may include future draft picks in any future draft.

8.7.1.  When conducting a trade involving draft picks in a future draft (ie not a trade involving picks in a currently ongoing draft), the team losing the draft pick(s) must pay league dues for each year in which draft picks have been traded. This is to avoid a situation where an owner trades away draft picks and then abandons a team, leaving an undesirable orphan. In this situation, the paid dues would enable a new manager to takeover the team for free. This rule will be applied with Commissioner discretion only.

8.8.  Trades may have conditions placed on them based on elements such as (but not limited to) total player points or team performance in the current or future seasons (eg a 2nd round pick in the next draft will also be traded ONLY if player X scores >150 points this season or ONLY if the team receiving player X reaches the DynaBowl Final)

8.9.  All trades involving any conditional element MUST be posted on a league message board and MUST include all conditions associated with the trade.
8.10. All trades will be allowed, except in exceptional circumstances, or where an owner contacts the Commissioner in a timely fashion to alert him to the fact that he accepted the trade in error. In either of these circumstances, the Commissioner has the right to veto and undo the trade.

8.10.1.  If a trade is protested by at least 3 league members it shall be reviewed by the commissioner.

8.10.2.  The commissioner will notify all league members the trade is subject to review and will deliver a verdict within 2 days (where possible/relevant this should occur before the kick off of the first game of the week)

8.10.3.  If the trade involves the commissioner, another league manager will be appointed as an independent review body and will deliver the verdict.

8.10.4.  If the trade is deemed to be collusive or to be so one-sided as to unfairly affect the competitive balance of the league, the players will be returned to the previous owners and any stats accrued for the new teams will be nullified and applied retroactively to the previous team, if necessary.

8.10.5.  If any owner is found guilty of two or more collusive trades in a season, that owner will be subject to sanctions and could be removed from the league (see section 10).

9.  LEAGUE STRUCTURE

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9.1. If there are 10 teams in the league:

9.1.1.  They will be split into 2 Divisions, Peter and Tim.

9.1.2.  Divisional alignment will be arranged by random draw, to be posted on youtube by the Commissioner

9.1.3.  Each team will play the 4 other teams in their division twice and the 5 teams in the opposing division once.

9.1.4.  The top 4 teams will go into the playoffs with a single week semi-final and a 2 week final.

9.1.5.  The top 4 teams will be the two division winners and the two teams with the best records, regardless of division

9.1.6.  To determine Divisional Winners the tie-breakers will be:

9.1.6.1. If two teams are tied at the top of a Division, the tie breakers will be as follows: head-to-head record; divisional record; all-play record; total points scored; potential points scored.

9.1.6.2. If more than two teams are tied at the top of a Division, the same tie-breakers will be used on an elimination basis.

9.1.6.3. For example – Teams A, B and C are tied for the lead in Peter with a 7-6 record. Teams A and B split their series 1-1 and both beat Team C twice. Team C is eliminated for the Division title. Team A has a better Divisional record than Team B so wins the Division regardless of Team C’s Divisional record.

9.1.7.  If two or more teams are tied for wildcard places, the following tie-breakers will be used: head-to-head record (see rule 9.1.7.1.); all-play record; total points scored; potential points scored.

9.1.7.1. Because the wildcard positions are cross-divisional, head-to-head records will only be used to determine allocations in the event of only two teams being tied by regular season record.

9.1.8.  The two Division winners will be seeded 1 and 2. If both teams have the same record, the winner of the regular season match-up will be seeded first.

9.1.9.  Seed 4 will play seed 1, seed 3 will play seed 2

9.1.10.  The bottom 6 teams will contest a loser ladder, with three draft picks available to be awarded. These picks may fall anywhere between the end of round 4 and the end of round 7.

9.1.10.1. The allocation of draft picks for teams on the loser ladder will be determined by the Commissioner, taking into account factors such as regular season record, total points scored and performance in loser ladder games.

9.1.10.2. The Commissioner’s decision in awarding these draft picks is final. The Commissioner is under no obligation to divulge the methodology used to determine the awards of these draft picks.

10.  SANCTIONS

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10.1. Poor sportsmanship or breaching of rules can, at the discretion of the commissioner, be punished by any of the following, or any other punishment deemed appropriate: salary cap fine; prospective point penalty; retrospective point penalty; forced player release; removal of draft pick(s) in the future draft(s); being ejected from the league.

10.2. For more minor offences, suspended penalties may be brought in with the threat that a repeat (or different) offence will activate the penalty.

  • 11.  ANNUAL CALENDAR

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Start Date End Date (if applicable) Event
End of Fantasy Football Season 28/29 February – 10pm League fees due; Waiver Franchise Tag Assignment
8 March, 9am Week 11 NFL Season Trade window opens
8 March, 9am Sunday before NFL Draft – 10pm Free Agent Open Bidding
Mid May – 4th Saturday after the NFL Draft DynaBowl Rookie Draft
2 Weeks after DynaBowl Rookie Draft, 9am  31 July – 10pm Free Agent Open Bidding
1 August Reduction of roster size program begins (see 1.4)
Opening of IR and taxi squads
First Saturday after 1 August Week 16 of NFL Season – Saturday 8pm Free Agent Blind Bidding weekly calendar (see 7.2)
August 31, 10pm July 31 Taxi squad closes for additions
Week 9 of NFL Season – Thursday 8pm Deadline for extensions for Waiver Franchise Tag players
Week 11 of NFL Season – Thursday 8pm (GMT) 1 January Trading Window Closed
End of Week 13 Beginning of Week 14 COTY voting etc
Week 16   DynaBowl Final
Awards Winners Announced
1 January Closing of IR and taxi squads, all players returned to main squad. Increase roster size to 80 players Trading window reopens.
  • 12. TEAM NAMES

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12.1. Each owner should submit a Franchise Name. This name will be permanent during their ownership and will be the name inscribed on the trophy, should the team win in any given year. This allows for continuity should a team win multiple titles.

12.1.1. In an ideal world, each team will have/develop a logo that is, in some way, based on their Franchise Name.

12.2. A team may also, each year, submit a Team Name. This team name will be used on the site, but will not be engraved on the trophy.

12.2.1. A team does not need to submit a Team Name – it may use the Franchise Name – but it will need a Franchise Name.

13. OWNERS’ ROLES AND RESPONSIBILITIES

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13.1. It is the responsibility of all owners to know the rules and the calendar.

13.1.1. All rules are listed here on a freely available website. Owners may ask the Commissioner for clarifications, but the Commissioner is not bound to answer those which he deems ‘stupid’ or ‘more than adequately explained in this rule set’.

 

13.1.2. The league will provide adequate notification of all league-wide events via the league’s Google Hangouts Notifications Huddle as well as timetabling them on this rules page and, where possible, in the calendar on this website. If GMs miss league events because they are unaware of the dates of these events, that will be deemed unfortunate and the GM will be permitted to have a sad. However, events will not be rolled back just because they don’t know their months of the year yet. Deadlines for individual events (e.g. to move a player to the main roster after a claim is made) may be brought up in passing but are not part of the league’s responsibility.

13.2. All GMs will be expected to be able to operate the MFL website. It’s not difficult and there’s an extensive help section as well as a mechanism to ask specific questions. I’ve asked specific (and stupid) questions of their team before. I am sure you are capable of doing this too. It is not the Commissioner’s job to make sure you can operate a website.

13.3. If you wish to suggest an amendment to the rules for the league, there is a page via which to do so. Please use the form embedded on this page.

14.  CAVEATS

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These rules are not expected to be exhaustive of all potential situations encountered across the seasons. The Commissioner may make any changes to the league that are in the league’s best interests without agreement from, or notification of, league members. The commissioner can adjust rules or add additional rules or sub-rules to clarify situations as they are encountered, should a member find an ‘exploit’.  Teams will not be punished for finding exploits, although if they continue to use them after a direct league ruling against the exploit, sanctions can be made.

This league is a friendly league. Common sense will govern rule challenges or disagreements and can override a strict letter-of-the-law approach where the latter could also be interpreted as ‘being a bit of a dick’.

All times quoted are either GMT or BST, dependent on which is in operation in the UK at the time of the event.