Home

Football Home Page

Late Season Leagues

Join a Late Season League

Late Season Prizes

Club House

Players Shop

Chat Room

Photo Room

Hall of Fame

Hall of Records

Hall of Names

Contact Us

 

Late Season League Rules
for the 2000 Season:

Fantasytime Sports late Season Leagues are made up of 12 teams. You will draft your team in a live online draft. If you wish, you may submit a pre-rank list and we will do the rest for you. You will participate in a 10 week regular season league where you will compete head to head with the others in your league. The following information describes the league fee, prizes, scoring, draft options, and complete rules.

LEAGUE FEE:   $35.00
Transactions are Free

The league fee for the Late Season League is $35 per team. This is a flat fee and there are no other charges for trades or transactions. The league fee is due prior to the live draft

PRIZES:
* The Fantasytime Bowl Runner-up will win $60.
* The Fantasytime Bowl Champion will win $120.


SIGN ME UP

SCORING:
ALL POSITIONS:


KICK RETURN TD         (YARDS) (0-9)                       6pts
KICK RETURN TD         (YARDS) (10-39)                   9pts
KICK RETURN TD         (YARDS) (40-109)               12pts
PUNT RETURN TD         (YARDS) (0-9)                      6pts
PUNT RETURN TD         (YARDS) (10-39)                  9pts
PUNT RETURN TD         (YARDS) (40-109)              12pts
INT. RETURN TD            (YARDS) (0-9)                      6pts
INT. RETURN TD            (YARDS) (10-39)                  9pts
INT. RETURN TD            (YARDS) (40-109)              12pts
FUMBLE RETURN TD    (YARDS) (0-9)                      6pts
FUMBLE RETURN TD    (YARDS) (10-39)                  9pts
FUMBLE RETURN TD    (YARDS) (40-09)                12pts
SAFETY                                                                          4pts

INTERCEPTIONS THROWN                                       -1pt
INTERCEPTIONS CAUGHT                                          1pt
FUMBLES LOST                                                          - 1pt
FUMBLES RECOVERED                                               1pt
SACKS                                                                            1pt

DEFENSE/SPECIAL TEAMS:

POINTS ALLOWED        (0-0)                                     10pts
POINTS ALLOWED        (1-3)                                       7pts
POINTS ALLOWED        (4-6)                                       4pts
POINTS ALLOWED        (7-10)                                     1pt
POINTS ALLOWED        (11+)                                      0pt

KICKERS:

RUSHING TD                  (YARDS) (0-9)                     12pts
RUSHING TD                  (YARDS) (10-39)                 18pts
RUSHING TD                  (YARDS) (40-109)               24pts
PASSING TD                   (YARDS) (0-9)                     12pts
PASSING TD                   (YARDS) (10-39)                 18pts
PASSING TD                   (YARDS) (40-109)               24pts
RECEIVING TD               (YARDS) (0-9)                    12pts
RECEIVING TD               (YARDS) (10-39)                18pts
RECEIVING TD               (YARDS) (40-109)              24pts
TWO POINT RUN                                                         4pts
TWO POINT PASS                                                        4pts
TWO POINT RECEIVING                                             4pts
FIELD GOAL                   (YARDS) (10-39)                   3pts
FIELD GOAL                   (YARDS) (40-49)                   5pts
FIELD GOAL                   (YARDS) (50-99)                 10pts


RUNNING BACKS:

RUSHING TD                  (YARDS) (0-9)                       6pts
RUSHING TD                  (YARDS) (10-39)                   9pts
RUSHING TD                  (YARDS) (40-109)               12pts
PASSING TD                   (YARDS) (0-9)                     12pts
PASSING TD                   (YARDS) (10-39)                 18pts
PASSING TD                   (YARDS) (40-109)               24pts
RECEIVING TD               (YARDS) (0-9)                    12pts
RECEIVING TD               (YARDS) (10-39)                18pts
RECEIVING TD               (YARDS) (40-109)              24pts
TWO POINT RUN                                                         2pts
TWO POINT PASS                                                        4pts
TWO POINT RECEIVING                                             4pts
RUSHING YARDS GAINED         (100 - 109)             10pts
RUSHING YARDS GAINED       (+EVERY 10)            1pt
PASSING YARDS GAINED          (50 - 59)                  5pts
PASSING YARDS GAINED        (+EVERY 10)            1pt
RECEIVING YARDS GAINED      (50 - 59)                  5pts
RECEIVING YARDS GAINED    (+EVERY 10)            1pt

WIDE RECEIVERS:

RUSHING TD                  (YARDS) (0-9)                     12pts
RUSHING TD                  (YARDS) (10-39)                 18pts
RUSHING TD                  (YARDS) (40-109)               24pts
PASSING TD                   (YARDS) (0-9)                     12pts
PASSING TD                   (YARDS) (10-39)                 18pts
PASSING TD                   (YARDS) (40-109)               24pts
RECEIVING TD               (YARDS) (0-9)                      6pts
RECEIVING TD               (YARDS) (10-39)                  9pts
RECEIVING TD               (YARDS) (40-109)              12pts
TWO POINT RUN                                                         4pts
TWO POINT PASS                                                        4pts
TWO POINT RECEIVING                                             2pts
RUSHING YARDS GAINED           (50 - 59)                 5pts
RUSHING YARDS GAINED        (+EVERY 10)            1pt
PASSING YARDS GAINED            (50 - 59)                 5pts
PASSING YARDS GAINED         (+EVERY 10)            1pt
RECEIVING YARDS GAINED       (100-109)              10pts
RECEIVING YARDS GAINED     (+EVERY 10)            1pt

TIGHT ENDS:

RUSHING TD                  (YARDS) (0-9)                     12pts
RUSHING TD                  (YARDS) (10-39)                 18pts
RUSHING TD                  (YARDS) (40-109)               24pts
PASSING TD                   (YARDS) (0-9)                     12pts
PASSING TD                   (YARDS) (10-39)                 18pts
PASSING TD                   (YARDS) (40-109)               24pts
RECEIVING TD               (YARDS) (0-9)                      6pts
RECEIVING TD               (YARDS) (10-39)                  9pts
RECEIVING TD               (YARDS) (40-109)              12pts
TWO POINT RUN                                                         4pts
TWO POINT PASS                                                        4pts
TWO POINT RECEIVING                                             2pts
RUSHING YARDS GAINED           (50 - 59)                 5pts
RUSHING YARDS GAINED       (+EVERY 10)            1pt
PASSING YARDS GAINED            (50 - 59)                5pts
PASSING YARDS GAINED        (+EVERY 10)            1pt
RECEIVING YARDS GAINED        (50 - 59)                5pts
RECEIVING YARDS GAINED    (+EVERY 10)            1pt

QUARTERBACKS:

RUSHING TD                  (YARDS) (0-9)                     12pts
RUSHING TD                  (YARDS) (10-39)                 18pts
RUSHING TD                  (YARDS) (40-109)               24pts
PASSING TD                   (YARDS) (0-9)                       6pts
PASSING TD                   (YARDS) (10-39)                   9pts
PASSING TD                   (YARDS) (40-109)               12pts
RECEIVING TD               (YARDS) (0-9)                     12pts
RECEIVING TD               (YARDS) (10-39)                 18pts
RECEIVING TD               (YARDS) (40-109)               24pts
TWO POINT RUN                                                          4pts
TWO POINT PASS                                                         2pts
TWO POINT RECEIVING                                              4pts
RUSHING YARDS GAINED            (50 - 59)                5pts
RUSHING YARDS GAINED        (+EVERY 10)            1pt
PASSING YARDS GAINED           (250 - 259)              5pts
PASSING YARDS GAINED         (+EVERY 10)            1pt
RECEIVING YARDS GAINED        (50 - 59)                 5pts
RECEIVING YARDS GAINED     (+EVERY 10)            1pt
TIMES SACKED                                                            -1pt

TEAM NAME:
When you enter a team, you must submit a team name.  Team names cannot be duplicated.  Once you create a name, that name is yours for life.  When making your team name, be creative and remember that the names will reflect you.  You may only use the same team name once in each of our sports leagues.  If you have 2 or more teams in one of our sports leagues, please make different names for each of them.  You are encouraged to use the same team names year after year and maybe you might find yourself in the Fantasytime Sports HALL of FAME.  For multiple entries, you may use a Roman Numeral after your name.  This is recommended for the Fantasytime Playoff Challenge only.  We have no affiliation to the NFL and official NFL team names will not be allowed.  Try to avoid team names that may be offensive to other owners.  We reserve the right to reject obscene names.

SIGN UP HERE

DEADLINES:
Deadlines outlined in the following rules are all  listed in
Eastern Standard Time (EST).  All deadlines will be strictly enforced.

TEAM ROSTER:
Team rosters will be made up of 16 positions.
Each team's roster must include the following:
2 Quarterbacks
4 Running Backs
4 Wide Receivers
2 Tight Ends
2 Kickers
2 Defensive Teams

STARTING ROSTERS:
Your starting roster will be made up of 8 positions and may include one Alternate player.  Your weekly starting roster to be turned in must include:
1 Quarterback
2 Running Backs
2 Wide Receivers
1 Tight End
1 Kicker
1 Defensive Team

1 Alternate Player (optional)

All starting rosters must be submitted by 10:30 PM EST Saturdays. 
NO EXCEPTIONS!

Starting rosters will be posted on the Reports Page before 11:00 AM EST on Sunday.  Starting rosters for a Thursday Night game must be submitted by 3:00 PM EST that day.  Roster players can still be changed on a starting roster until the 10:30 PM EST deadline on Saturday.  This excludes any player that was on the Thursday night NFL team and those players are now frozen until Tuesday at 9:00 AM EST.  Players assigned for the Thursday Night game cannot be changed.  Any roster not updated by the due date and time will result in the previous week's roster.  This includes any player that plays Thursday or Saturday. The Integrity Rule will also be enforced. 
UPDATE YOUR TEAM ON TIME!

Starting rosters for the Thanksgiving Day weekend games, must be submitted by 3:00 PM EST Wednesday of that week.  No further changes can be made for this week.

INTEGRITY RULE:
Our leagues are all about fun.  The Integrity Rule has been created to keep it that way. The issue is by weeks and season ending injuries. By weeks are part of the game, so be careful when drafting your team. Injuries are also a part of the game, but they are uncontrollable. The point here is that there is nothing worse than coming down the stretch and a team that has fallen out of the playoffs race does not update their lineup. This is not in the best interest of the game and will not be tolerated. The following rule will help to aid the teams that forget or lose interest in their team as well as keep all the leagues competitive.

INTEGRITY RULE:  If a team does not submit , or submits a lineup containing a player (s) on a bye week, the Fantasytime Sports commissioner will replace that player (s) with an active player in their place.  This will be done prior to the posting of the starting rosters.  The player that will be replacing the bye week player will be the highest scoring player at that position on that teams bench.  The following week, the Commissioner's substitution will automatically go back to the previous roster entry by that team.  The same will be done for a player that has experienced a season ending injury or is listed on the injured reserve list.  Only a player listed on injured reserve will be substituted.  Injuries are part of the game. The alternate player covers a player that may be questionable or worse.  This rule will keep the leagues more competitive and guard against teams from have incomplete rosters.  Some teams may not have a player available at a position due to injury and or the bye week.  In this case the spot cannot be changed by the league.  

ABANDONMENT:
Any team that is not updated after a period of three weeks will be considered abandon.  If a team is abandon, the league will find a new owner to run the team for the remainder of the season.

ALTERNATE PLAYER:
The Alternate Player is used to backup one of your starting players.  When you submit your starting roster, you may add one alternate player from your bench.  This alternate can only sub for one identified player.  Make sure to identify which player he will be the alternate for.  If you do not identify the player and position, the alternate will not count.  The alternate score will only be in effect if the positional player does not play.  If your selected starting player is in the game for one snap of the ball, his points will count as the official score.  The alternate player score would not count in this case.  This rule should help the teams who have a questionable player on Friday.

TRANSACTIONS:
Dropping one player on your roster for another player not on a roster.  Each team will be limited to only two transactions per week.  Each add/drop move counts as one transaction.  That means only two players can be acquired per week per team.  Weekly from 9:00 AM EST on Tuesday until 9:00 PM EST on Wednesday is the waiver period and Thursday between 6:00 AM EST and 9:00 PM EST is first come first serve.  On Thursday all transactions must be E-mailed to the entire league.  The following rules must be followed.

TRANSACTION PERIOD:
September 5 at 9:00 AM EST through November 23 at 3:00 PM EST. Weekly from 9:00 AM EST on Tuesday until 9:00 PM EST on Wednesday is the waiver period and Thursday between 6:00 AM EST and 9:00 PM EST is first come first serve.  On Thursday all transactions must be E-mailed to the entire league if possible.  This will help you to communicate with your league.

All transaction requests must be E-mailed to the Commissioner. You must include your name, your team name, player being dropped, and the player being picked up. You may also wish to include more than one player just in case another team requests the same player.  Please rank the order of your selections as the pick up rule will be used.  Thanksgiving weekend all transactions are due in and are final at 3:00 PM EST on Wednesday of that week. 

PICK UP RULE:
Starts each week from 9:00 AM EST on Tuesday until 9:00 PM EST on Wednesday is the waiver period and Thursday between 6:00 AM EST and 9:00 PM EST is first come first serve.  On Thursday all transactions must be E-mailed to the entire league.   Non-roster players can be acquired.  Any players wanted by two or more teams during this time frame, will go to the lower seeded team. Once a team has selected a player, that team will become the lower seeded team for that week.  This means that the lowest seeded team will have the first opportunity to pick up a player.  If they add a player, they will now drop to the 13th selection giving everyone else the opportunity to add a player.  This will be the rule for all 12 teams each week during the transaction period.

WAIVERS:
A player must clear waivers before he can be picked up by another team.  A transaction report will be posted to the Reports Page.  It will be updated weekly after the 6:00 PM EST deadline on Thursday.  This is the first place you should look Tuesday mornings before picking up free agents.  It will include all the  players released from the previous week including any trades that were made.  A player cannot be picked up in the same week that he was dropped. Waivers are from Tuesday at 9:00 AM EST until 9:00 PM EST on Wednesday. On Thursday between between 6:00 AM EST and 9:00 PM EST is first come first serve.  On Thursday all transactions must be E-mailed to the entire league.

TRADING:
Trading one player on your roster for another player on an active roster.  There will be no extra charges for trades.  Teams can trade players weekly, Tuesday at 9:00 am through Thursday at 9:00 PM EST.

TRADING PERIOD:
Trades can be made after the completion of the draft through October 26 at 9:00 PM EST.  Weekly trading can be made from Tuesday at 9:00 AM EST through Thursday at 9:00 PM EST.  All trade requests must be E-mailed to the Commissioner.  You must include your name, your team name, player (s) being traded, team name that you are trading with, and the player (s) being acquired.  Rosters must be complete at all times.  

TRADE APPROVAL:
Trades will be submitted to the entire league for approval.  After a trade has been submitted, the trade will be sent to the entire league.  The league will have until 9:00 PM Friday to respond to the trade.  If a trade seems to be to one-sided for one team, the owners should vote No on the trade.  All E-mail votes should be sent to the commissioner.   If six teams reject the proposal, the trade will be vetoed.  The commissioner will hold the right to cast up to two votes per trade.  He will cast his votes if he does not receive more than 6 replies from the league.  The commissioner will not overturn any decision made by the league if there are at least 6 votes submitted.  The commission may also include comments on the trade to the league prior to them voting on the deal.  It is the responsibility of the the commissioner to inform but not restrict trading.  Each trade will be handled quickly.  After the trade has been approved or rejected, the Commissioner will E-mail both parties involved.  If the proposal is passed, the players are now available for your starting roster.  Any trades that are passed, will be posted on the Reports Page under Transactions.

INJURED RESERVE  (IR):
Placing an active player on injured reserve is free.  In order to place a player on the IR, he must be listed as doubtful or worse. You will only be allowed to have a maximum of two players on the IR.  Any IR player can be reactivated at any time.  A player that is on your IR list and plays for one snap of the ball must be reactivated the following week.  Remember, if you reactivate a player, you will need to drop another player at that same position.  If the IR player is not reactivated, he will become a free agent.  All IR moves will be posted on the Reports Page in the transaction reports.  A player can be put on IR from Tuesday at 9:00 AM EST until 9:00 PM EST on Thursday.  Same rules apply for IR moves as in transactions.  Players will be picked up in the same way as the Free Agents.  Please check out Transactions for the pick up rules.  IR moves can be made as soon as the first week of the season has been completed.  The final day to put a player on IR is November 23 at 6:00 PM EST.  A player on IR can be reactivated anytime.  This does include the playoffs.  Thanksgiving week all IR moves must be submitted before 3:00 PM EST Wednesday of that week.   

DRAFT and DRAFT SELECTION:
The draft will be held live at a specified league chat room.  The date and time will be posted as the leagues are formed.  The draft order will be determined by dice rolls at Irony.com.  Each team will be asked to roll the dice.  The highest roll will win the first pick in the draft.  The draft order will be from the highest total dice roll to lowest to complete the draft order.  The draft will be in serpentine order.  (1 -12, then 12 - 1)  The draft will be 16 rounds long.  Each team will draft 16 players to fill all their roster spots.  

The time limit for the draft picks are as follows:
Rounds   1 -   5,    30 seconds
Rounds   6 - 10,    45 seconds
Rounds 11 - 16,    60 seconds

Preparation is the key to a good draft.  Time limits will be observed.

All teams must be paid in full prior to the live draft.

DRAFT PROCEDURES & OPTIONS:
After the draft selection has taken place, each team will receive the draft order.  All teams will be required to fill out a list of pre-ranked players.  This must be done so you are prepared to draft your team.  Time limits for the draft will be enforced.  Your list must include the following:
24 QB's
48 RB's
48 WR's
24 TE's
24 Kickers
24 Defensive Teams


IF YOU CAN NOT MAKE THE LIVE DRAFT:
If you will not be able to make the live draft, you will need to do the following:

Submit your desired draft order.
  Since you will know what pick you have in all the rounds, you will need to identify what position you want each round.
EXAMPLE: Round 1 RB, Round 2 QB, Round 3 RB, and so on.  Make sure to have picked 2 QB's, 4 RB's, 4 WR's, 2 TE's 2 K's, 2 Def's.

All lists must be E-mailed or mailed to the Commissioner prior to the live draft
.

THE LEAGUE CAN DRAFT FOR YOU:  
If you do not want to participate in the live draft, you may have the league draft the team for you.  This option is similar to the option above, but we do all the work for you.

STANDINGS AND UPDATES:
Standings and League updates will be posted before 8:00 pm on Tuesday nights.  Weekly unofficial updates will be posted on Mondays before the NFL Monday Night Football game.  This will allow you to figure out what your players will need to do during the game.

LEAGUE & DIVISIONS:

FANTASYTIME SPORTS

League Name:  All leagues will be given their own name.  If you are submitting a 12 team league, you can create your own name.  League names should be unique.  The league names will remain the same each year.  Owners wishing to compete in the same league year after year will have first rights to that league. Rivalries will be created and friends will be made.  

Leagues:  Each league will be made up of 12 teams.

Divisions:  Each league will have two divisions made up of 6 teams.  The Division will be decided by the draft order.  Teams that pick 1, 3, 5, 7, 9, and 11 in the first round will be in one division,  and the teams that pick 2, 4, 6, 8, 10, and 12 in the first round will be in the other division. 

SCHEDULE:
Each team will play a 13 game schedule.  Each team will play two games against each team in their own division and three games against the other division. You will not play everyone in the league.  The schedules will be posted after the draft order has been selected.

PLAYOFFS:
The playoffs will consist of 8 teams.  The top team in each division will receive the #1 and #2 seeds in the playoffs with best record of the two receiving the #1 seed.  The next 6 best records in the league will make the playoffs and be seeded 3 - 8 respectively.

The playoff Brackets will look like this:
Bracket #1 ((#1 vs. #8) winner vs. winner (#4 vs.#5))
 vs. Bracket #2 ((#2 vs. #7) winner vs. winner (#3 vs. #6))

The teams in Bracket #1 and #2 will play in weeks 14 and 15 until one team is left in each bracket.  The winner from Bracket #1 will  meet the winner from Bracket #2 in the FANTASYTIME BOWL  the winner will be crowned the Fantasytime Bowl Champion.

GAME TIE-BREAKERS:
A tie (excluding the FANTASYTIME BOWL) will be decided by the following:
The total bench points including the alternate if he is not the starter.  If the tie is still not broken, then it will be the highest starting QB's score.  If not then, it will continue with the starting RB's, WR's, TE, K, Def, and then the same with the bench.  If this does not settle it, coin flip.  Home team has heads.

Summary in order: Total Bench, Starting QB, RBS, WR'S, TE, K, DEF, the same with the bench, coin flip.

STANDING TIE-BREAKERS:
A tie in the standings will be decided by the following:

  1. Division Record.
  2. Head to Head Record.
  3. Non-Division Record.
  4. Total Points.
  5. Division Points.
  6. Coin Flip.

FANTASYTIME BOWL TIE-BREAKERS:
The FANTASYTIME BOWL will be held in week 16.  If there is a tie, the game will be played again in week 17 to decide the winner.  If another tie occurs, the normal tie-breaker rules will be followed.

POSITION ELIGIBILITY:
Player position eligibility will be based on what position the player is listed at the http://www.nfl.com, the official web site of the NFL. The position a player is drafted, is the position he will remain for the season.  If nfl.com lists a player at multiple positions, you can determine his permanent position when you draft or claim the player through a transaction.

PROTESTS:
Any owner having a protest, must file the protest with the Commissioner. The protest will be determined by the league rules and the Commissioner's judgment.  If the Commissioner feels the protest is unclear, he will ask the league to vote on the issue.  If the protest involves scoring, three forms of proof should be provided to support your claim.  All protests must be submitted before the next week's games begin.

SPECIAL TEAMS & DEFENSIVE TEAM:
Are one in the same.  It is possible that a individual player and a defensive team could both be awarded points for the same score. Successful 1 and 2 point conversions will be considered offensive scoring, not special team
s.

REFUNDS:
Just in case an untimely event should occur, refunds will only be available prior to a teams draft.  No refunds will be given after your team has drafted its players.

SIGN ME UP

If you are joining a league with friends, please let us know when you are enrolling in a league.  Please make a reference to this in the comments section on the entry page.


Good Luck and enjoy the season

Home | Regular Season Leagues | Keeper Leagues
Late Season Leagues | Playoff Challenges | Grand Prize