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Mike Krueger | Archive | Email |
Staff Writer


How To Play Fantasy Football
Originally published by Fantasy Sports Publications - Fantasy Football Draftbook
7/15/98

So you want to play some fantasy football, do ya? Well, you've come to the right place. We'll show you how to get your league started, choose a commissioner, establish rules for your league, and devise a scoring system. We will also give tell you how to keep your league running smoothly during the season and give you some ideas to spice up your fantasy football experience as the years go on. But first things first; you can't play fantasy football by yourself, so recruit 8, 10, or 12 of you closest buddies then sit back, relax and watch as all of you become geeks, glued to the TV set every Sunday during the fall. It's a wonderful thing!

The Commissioner

To get started, you need to choose a commissioner (head geek) for your league. He will have the responsibility of conducting the draft, setting up league rules, making out the schedule, settling league disputes, keeping stats for the league, and sending out a weekly report to league members. I have also found it beneficial to have a commissioner's assistant to help with the draft and score the games once the season begins. The assistant can also fill in if the commissioner gets sick or has some other type of emergency. The role of commissioner is an important one, so make sure you choose someone who will put in the time and be able to separate his own bias from his duties to the league. Nothing will kill a league quicker than having a commissioner who is not up to the task and realizes by Week 4 that he's in over his head. That being said, being the Commissioner of your league can also bring a lot of enjoyment and fun to the fantasy football experience.

The lifeblood of your league will be your weekly newsletter. It should be sent out by the commissioner on Tuesday morning to all the league members and should include the latest standings, transactions from last week, free agent pickup order, the schedule for upcoming games, and maybe even a some top performers from the previous weekend. This sheet should give every owner all the info he needs to get ready for the upcoming week. There are tons of software packages (to numerous to mention here) that will help you create reports, schedules, and make scoring easier for your league. Your newsletter can be as simple or fancy as you want, but make sure all the important information is there.

Formation

Next you will have to decide what kind of league you are going to form and what size your league will be. In general, there are two types of leagues. A Keeper League, in which each owner is allowed to keep a predetermined amount of players from one season to the next, or a Non-Keeper League, in which owners start with a clean roster each season and every NFL player is available to be selected. Both types of leagues have their merits, although if you are just starting out, I would suggest not making your league the keeper variety until you have established owners in your league. Once you have a corps of owners that will be in it for the long haul, the switch to a keeper league can be made very easy.

Leagues vary in size from 8-20 owners so choose what's right for your league. I am of the belief than 10 or 12 teams leagues offer the best competition. Any league with fewer than ten owners will diminish the importance of the draft while leagues with more than twelve owners will dilute the talent of everyone's roster. This is not to say that leagues with fewer than 10, or more than 12 owners can't be successful, because they can. However, I have found leagues composed of ten or twelve teams are ideal. It's also best if your league has an even number of teams... this will help make scheduling easier. Another note about schedules... try and conclude your league before Week 17 of the season so you can avoid the problem of NFL teams resting their star players the final week of the regular season before the playoffs begin. For this reason, it's best if your league's Superbowl is on Week 16.

Rules of the League

Now that we have a commissioner and some owners, your new league needs some rules. Rules should be spelled out as clearly as possible to everyone before a single player is drafted. And yes, they should be written down so everyone in your league can have a copy. I know this seems like common sense, but there have been some horror stories associated with leagues that did not have their rules on paper. Shame on them! Changes to league rules should be made during the off-season and not during the season. Adapt rules that the majority of the owners in your league agree with and stick to them. While you probably can't foresee every problem that will arise in your league, it's best that you prepare ahead of time and make the commissioner's job as easy as possible. Your rules should address issues like league structure (keeper or non-keeper), scoring method, roster size, free agent pickups, trades, and how/when to submit lineups. All of these points will be discussed as we go along.

Scoring Methods

There are basically three methods that are used for scoring with the first method (basic) being the easiest. Adjustments can be made as you wish.

1. Basic - The Basic method of scoring is probably the easiest method for beginners. All you need to keep track of how many TDs your team scored and how many field goals/extra points were made by your kicker. The scoring system looks like this:
  • 6 pts for a rushing TD
  • 6 pts for a receiving TD
  • 3 or 4 pts for a passing TD
  • 6 points for D/ST TD
  • 3 pts for a field goal
  • 1 pt for an extra point
  • 2 pts for a conversion

2. Performance - This method ignores TDs and focuses in on the amount of yardage a player gains. It rewards players who rack up the yards, even though they don't get in the endzone. A typical performance based league would give 1 pt for every 10 yards rushing, 1 pt for every 10 yards receiving, and 1 pt for every 25 yards passing. Bonuses could be awarded for 100+ yards rushing or receiving, 300+ yards passing, or any other yardage statistic that your league prefers.

3. Combination - This method allows points for both TDs and yardage and as the name implies is a combination of the Basic and Performance methods. Most leagues will use a variation of this method and believe me, the variations are endless. Here is a typical combination scoring system that a league might use:

  • 6 pts per rushing TD
  • 6 pts per receiving TD
  • 3 or 4 pts per passing TD
  • 6 pts per D/ST TD
  • 3 pts per field goal
  • 1 pt per extra point
  • 2 pts per safety
  • 2 pts per conversion
  • 1 pt per 10 yards rushing
  • 1 pt per 10 yards receiving
  • 1 pt per 25 yards passing

Don't feel that you have to use these exact numbers when scoring your league. There are a number of variations that you can inlcude. Some leagues give bonus points if your RB/WR gains over 100 yards or if your QB passes for more than 300 yards. You can also give bonus points for distance scoring. You could institute a rule that every rushing TD over 40 yards gets a bonus or 2 pts, or give 4 pts to a kicker who kicks a field goal longer than 50 yards. The possibilities are endless, so have fun with these kind of extras, it makes fantasy football that more enjoyable.

Rosters & Lineups

Roster size varies from league to league so choose a number that best fits your league. You want to have enough players on your roster to cover bye weeks and any injuries that may occur to your starters. Typical rosters usually include anywhere from 14-20 players. Rosters are made up of QBs, RBs, WRs, TEs, Defenses and Kickers. Individual defensive players may be used but for the beginner, it's easier to incorporate a team defense. This will make scoring easier and be less time consuming for the commissioner. Individual defensive and special team players can be added as you become more familiar with the game. Special teams may be combined with the defensive team if your league so desires.

Each week, every owner will submit a lineup of players to the commissioner. If an owner fails to call in his lineup for that week, his last weeks' lineup should be used. In your league rules, you need to spell out what formation a lineup should take. A typical lineup will include 1 QB, 2RBs, 2 WRs, 1 TE, 1 K, and 1 D/ST. You may want to give the owners an option to start any combination of WRs, RBs, and TEs. If you choose this flexible method, you should require that at least one RB and one WR be started but the other three positions may be filled up by any combination of RBs, WRs, or TEs. Again, this is up to you and your league. Whatever the formation of you league, lineups need to be called in every week by a certain time spelled out in your league rules. If the commissioner does not want (or can't) to be around the phone on the weekends then a Friday deadline for lineups may be used. However, a noon deadline on Sunday will allow everyone to hear late breaking injury news or "gametime decisions" that may affect their team. An answering machine with a time recorder is a great friend of the commissioner for the task of taking lineups. This will settle all problems regarding what time a lineup was actually called in and will not make the commissioner wait by the phone Sunday mornings.

The Draft

By far, this is the best part of fantasy football so make it an event. A twelve team league with an 16 round draft may take anywhere between 2 hours to all day, depending on your owners and how much beer is involved. I will note here, that it's wise for the commissioner not to partake in alcohol so at least someone will have a clear head throughout the proceedings. Make sure you choose a location that has plenty of space for everyone to spread out and get comfortable. Draw numbers out of a hat to determine the drafting order, and away you go! You will want to "snake" the draft to give every owner a fair shot at the best players. By "snake", we mean that the draft order reverses every round. The owner who drafts last in Round 1 will draft first in Round 2. You may want to impose a time limit on picks if you have time constraints. If the owners in your league are well prepared, a time limit might not be needed although their will undoubtedly be a few instances where owners mull over a pick for what seems like an eternity. If you're the commissioner, have patience and try and speed things along as best you can. Encourage every owner to come prepared for the draft by having a cheat sheet sorted by position. This will help speed up the process. The draft will conclude once everyone's roster is filled and then your ready to begin the season.

Run It Smooth

Once the season begins, lineups will have to be taken, free agents will be picked up, trades will be made and so on. It's the duty of the commissioner to keep track of the transactions and post them in the weekly newsletter. Free agents may be picked up each week by the owners in a specified order. Usually the owner with the worst record will get the first chance to pick up a free agent, then the owner with the second worst record gets his chance, and so on. For every free agent that an owner picks up, a player must be cut from their roster. Players that are cut should not be available to be picked up until the following week. This will give everyone an opportunity to pickup the player. It's wise to have a deadline for free agent pickups (Wednesday or Thursday night), so when Sunday rolls around your commissioner is not trying to keep track of free agent moves while taking everyone's lineup at the same time.

Trading players is a highlight of fantasy football. Notice I said trading players, not players for money or players to be named later. This is where the commissioner needs to keep his eye out for all of those shady friends of his who would like to undermine the league rules by making bogus trades. Occasionally you may get some collusion between owners and you'll end up with one friend (who's usually out of the playoff picture) trying to help his buddy win a championship. What usually follows is a lopsided trade at the end of the season like, Brett Farve for Dave Brown and Carlester Crumpler. For this reason, a trading deadline should be used in your league. Some leagues will halt trading after Week 8 but I like to keep trading open as long as possible, so Week 10 is an acceptable deadline for most leagues. The more faith you have in your owners, the later in the year the trading deadline can be extended.

As years go on in your league you will surely want to make some changes. Consider going to a keeper league, where every team can keeps up to three players from the previous year. Use individual defensive players instead of team defenses or add a coaching position to your lineup, allowing three points if the coach is victorious. Hand out weekly prizes for the highest point total or have a "toilet bowl" at the end of season for the two worst teams in your league. Consider turning your draft into an auction where every owner can bid on any player he wants. All of these enhancements will keep your league interesting as the years go on.

Keep it Fun

Remember that fantasy football is suppose to be fun so keep it that way. Make draft day a party. Send out off-season reports to your owners to keep them involved year round. Discuss rule changes and different types of league formations, because the options are endless. Throw a post-season party, so the Superbowl winner can talk smack and you can make excuses for why you picked Troy Davis in the second round. Create a league trophy that displays the past and present winners of your Superbowl. Fantasy Football is meant to be fun, so keep it fun. You'll be astonished at how much you can learn about your favorite teams and how much you can learn about the league in general. So get your league started... you'll be glad you did!