Rules & Scoring

Here is a breakdown of the lineup requirements, rules, and scoring system for the league. Points are based on the ESPN default, but have been customised to incorporate much of what the NFL had in place for previous seasons, as well as implement small QoL changes to improve the experience of the league.

Formation

POSITION
REQUIRED
MAXIMUM
Quarterback
1
3
Running Back
2
5
Wide Receiver
2
5
Tight End
1
3
Flex (RB/WR/TE)
1
1
Kicker
1
3
Defense/Special Team
1
3
Bench
7
7
IR
N/A
1

Rules

While fantasy football rules are largely similar across platforms, there are always some variations. Here are the ways ESPN differs from the NFL:

  • The Flex position can be used by Running Backs, Wide Receivers, or Tight Ends.
  • If a player in your squad is designated IR, you can move them into your sole IR slot, freeing up a place on your bench without losing your player. When the injured player returns, you must drop someone from your bench before you can bring them back out of IR.
  • Waivers cannot be submitted during the game week, meaning claims can only be made between Tuesday morning and kick-off on Thursday night. They still have the same 24hr waiting period. (This is the ESPN default and cannot be amended.)
  • This will be a Half PPR league, which means players receive a bonus 0.5 points for every successful reception, as well as the points for the yardage.
  • Fractional scoring is default, so 1 point per 10 yards means players receive 0.1 points per yard.
  • Tight Ends and Kickers have had their scoring adjusted slightly to make them more relevant and competitive with other positions.
  • Dual Position players will only receive points for their offensive performance. Their score is only affected by their defensive performance as well if the league allows drafting of individual D-line players. The Tinpot Trophy does not — we pick an overall D/ST, and the player’s score is not affected by the points earned by their team’s overall defense.
  • The trade deadline is now Week 14 — the end of the regular Fantasy season. No trades can take place during the Fantasy post-season.
  • Trades are subject to league approval and require a majority vote to veto. So, if two people are involved in the trade, five of the remaining eight players must vote against it to stop it happening.
  • Tied matches are decided by Bench points.
  • Tied playoff seed positioning is decided by Total Points For.

Draft Order

Draft positioning is determined by your finishing position the previous season. The main difference here is the winner of the consolation bracket is awarded first pick, not the team who finishes last. This means there is always something to play for.

FINAL STANDING (LAST SEASON)
DRAFT SPOT (NEXT SEASON)
1
10
2
9
3
8
4
7
5
6
6
5
7
1
8
2
9
3
10
4

Scoring

PASSING
TYPE
POINTS
Passing Yards
-
0.08 per yard
Total Passing Yards (300-399 yards)
Bonus
3
Total Passing Yards (400+)
Bonus
4
Touchdown Pass
-
6
Touchdown Pass (40-49 yards)
Bonus
4
Touchdown Pass (50+ yards)
Bonus
5
2pt Conversion Pass
-
2
QB Sack
-
-2
Intercepted Pass
-
-2
RUSHING
TYPE
POINTS
Rushing Yards
-
0.10 per yard
Total Rushing Yards (100-199 yards)
Bonus
4
Total Rushing Yards (200+)
Bonus
5
Touchdown Rush
-
6
Touchdown Rush (40-49 yards)
Bonus
4
Touchdown Rush (50+ yards)
Bonus
5
2pt Conversion Rush
-
2
RECEIVING
TYPE
POINTS
Receiving Yards — QB / RB / WR
-
0.10 per yard
Receiving Yards — TE
-
0.12 per yard
Completed Reception
Bonus
0.5
Total Receiving Yards (100-199 yards)
Bonus
3
Total Receiving Yards (200+)
Bonus
4
Touchdown Reception
-
6
Touchdown Reception (40-49 yards)
Bonus
4
Touchdown Reception (50+ yards)
Bonus
5
2pt Conversion Reception
-
2
KICKING
TYPE
POINTS
Point After Touchdown — Made
-
1
Point After Touchdown — Missed
-
-1
Field Goal — Made
-
0.10 per yard
DEFENSE / SPECIAL TEAM
TYPE
POINTS
Return Yards (All)
-
0.10 per yard
Touchdown (Any)
-
6
2pt Conversion (Any)
-
2
Sack / Block / Interception
-
2
POINTS ALLOWED
D/ST POINTS
YARDS ALLOWED
(0)
9
(1-99)
(1-6)
7
(100-199)
(7-13)
5
(200-299)
(14-17)
3
(300-349)
(18-21)
2
(350-399)
(22-27)
1
(400-449)
(28-34)
-1
(450-499)
(35-45)
-3
(500-549)
(46+)
-5
(550+)
MISC.
TYPE
POINTS
Fumble Forced
-
2
Fumble Recovery
-
2
Fumble Loss
-
-2
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