The Pirates Code
The Official Rules of 32 HomARRRRRRs
League Rear Admiral - Duchess Jack and The Captain's Wench
League Captain - General Itals
League 1st Mate - nuke'em ttg
League Sergeant at Arms - Alchico
League Forum Lieutenant - nuke'em ttg
League Navigator - BIG JOHN
ARTICLE ONE: The Premise
32 HomARRRRs is the most swashbuckling homer BoTH league at the Huddle. It will consist of 32 scurvy buccaneers representing an actual NFL franchise. The format of the league will, whenever possible, mirror that of the NFL. This includes conferences, divisions, playoffs and regular season schedules.
ARTICLE TWO: Acquiring Players
1. Homers.
A. Each HomARRRR franchise is given full rights and ownership of their corresponding NFL team's kicker and defense/special teams.
B. Each HomARRR must have a minimum of six homer players on their team.
C. A player qualifies as a homer if they are signed to the homer team and are on the active roster, IR or PUP.
D. A team which loses a homer and falls below the minimum due to the player being cut or traded must replace him with another homer player at the earliest opportunity.
2. Phase 1: HomARRR Player Purchase Program
A. Each team will have $44 dollars to spend on players on their HomARRRR team.
B. You may buy as many players as you like from 1 up to 5 HomARRRRs but you cannot exceed your $44 budget. Remember you need 6 HomARRRRs on your team by the end of the regular draft.
C. If you pick up 5 HomARRRRs you will not have a pick in the Supplemental draft.
D. If you only take 1, 2, 3, or 4 HomARRRRs and you have enough money left over, you can pick up 1 (one) player in the supplemental draft
E. The values of players will be based on a formula derived by the commisioners of the league and the predicted stats of each player from The Huddle for the upcoming season.
3. Phase 2: Supplemental Draft
A. Any team that has money left over from Phase 1 (minimum of $5) and chose four or less HomARRRRRR players may select any 1 (one) player from The Huddle auction list that was not purchased by their respective HomARRRR team.
B. There will be a maximum dollar amount of $10 carried over into this round.
C. Draft order for this phase will be determined by the actual dollar values of the players purchased in the Phase 1 HomARRRR purchasing program divided by the number of players acquired. The order will then be set from those teams that have drafted the most players (i.e. 4 players - $25, 4 players - $23) to those who have purchased the fewest players (i.e. 3 players - $26, 3 players - $22, 2 players - $26, etc., etc.)
4. Phase 3 - Regular Draft
A. The regualar draft will be a snake draft based on the order of finish of each HomARRRRRR team the previous season, worse to first.
B. Time and Location. The exact start date for the draft will be determined at a later date. The league will use MFL.com to manage the process. All owners must have consistent and reliable internet access during this period. The league must be notified of any extended absence prior to its occurrence.
C. Since our league consists of 32 teams, we can expect the draft to last about a week. The time limits will only be enforced between Monday 9 AM and Friday 11 PM ET. This time limit takes into account owners residing on both coasts and should be sufficient if you have done your homework and are prepared. Pre-selections should be registered whenever possible. Each team will have 4 hours to make their selection, except for the first 2 rounds, which shall have an 8 hour limit.
D. If an owner has been skipped, they can jump in at any point in the draft and select any player not already on a team. They must contact the commissioner or any other league official capable of executing their pick.
E. At the end of the draft, each team must have a 15 player roster with a minimum of 6 HomARRRRRR players.
5. Phase 4 - Mid-season Plunder(to occur after Week 6)
A. Each team would be allowed to draft one player off of a fellow league mates roster.
B. Each team would be able to designate 3 players as "Hidden Treasure", thus protecting those players from being chosen in the Plunder Draft.
C. Each team could lose only a maximum of one player. After a player has been taken off of that roster, all other players would be off limits.
D. A team can be plundered only once, whether that plunder is successful or not.
E. A player that has been plundered once cannot be plundered a second time.
F. Teams will not reveal who their "Hidden Treasures" are. If a team attempts to plunder another team and chooses a protected player, they will not receive that player and their choice is forfeit. They will not receive a second choice.
G. The order of the plunder draft would be worst team to best team after Week Six.
H. A teams homer D and K would be off limits. Team QB would not be, however, if a Team QB is plundered, the plundering team would have to automatically give their Team QB back in return, essentially resulting in a forced trade.
I. A team may choose to forego plundering when their draft position comes around. The effect would be to freeze their entire roster from being plundered by any teams choosing after them.
6. Waivers
A. Waivers will open after the first week of the NFL season and proceed throughout week seventeen. All transactions are to be entered by teams on the MFL website.
B. Waivers will begin at 7 AM Tuesday mornings and be processed at noon on Thursdays. Waiver priority for each team will be determined by record followed by points scored going from worst team to best.
C. After waivers have processed on Thursday at noon, first come/ first serve free agency will open at 6 PM on Thursdays and proceed until the game start time for each player.
D. Players cut during the week will not be available for pickup until the following waiver period during the next week.
E. Each team is limited to three waiver/free agent pickups during a weekly period.
F. All waivers/free agent pick-ups are free.
7. Trades
A. Trades are allowed throughout the season up until the first game of week 12. All trades are free. Only players on team rosters may be traded.
B. All trades will be presumed valid unless collusion can be proven. A trade may be assumed to be collusive if it occurs between teams with a four or more game disparity in their win/loss records or between a team eliminated from the playoffs and a team still in playoff contention. These trades may be vetoed by a vote of 2/3 or more of the league members who vote.
C. Any member may call such a vote, but must do so within 48-hours of the trade being executed. Voting will be left open for a 48-hour period after which time any team not voting loses its right to vote on the disputed trade.
D. The commissioner cannot unilaterally veto a trade, or over-turn a veto.
E. The commissioner shall possess the ability to call an “emergency vote” on any trade where collusion or extreme stupidity is strongly suspected. However, if the commissioner chooses to call such a vote, he or she must abstain from voting and may not attempt to influence the outcome of the emergency vote. Again, a 2/3s majority of those teams voting shall be required to veto the trade.
F. The commissioner must process all trades through MFL before they take effect. It is strongly advised that teams execute all trades 48 hours before the game times of those players affected.
Article 3: Payout
A. $25 from 32 teams = $800 in league booty.
B. $69.95 between MFL and the pay pal fees (unless a league this big costs more) leaves us with $730
C. $350 for Superbowl Winner
$150 for Superbowl Loser
$50 for Conference Champ losers ($100 total)
$25 for Division/Wildcard Round Losers ($100 total)
$30 for High Scores on the High Seas contest
Article Four: League Play
A. General. The 32 HomARRRRs consists of 32 teams, divided into two conferences and eight divisions. The entire season lasts 1 weeks, with 12 weeks of regular season games, three weeks of playoffs, and one Fantasy Championship.
B. Regular Season. Regular Season lasts through week 12 and there will be double headers on weeks 1, 2, 10, 11, and 12 which will be in order of what the match-ups would have been weeks 13, 14, 15, 16 and 17.
C. Playoffs. Playoffs will be NFL style with 4 conference champs and 2 wildcards from each conference. Each week the lowest seeded plays the highest seeded with week 13 as a bye to the top 2 teams in each division. Superbowl is week 16.
D. Playoff Rankings. Division winners will be determined first by best record overall, second by total season points, third by head to head competition and fourth by coin toss. Wild cards will be determined first by overall record, second by total points, third by head to head competition and fourth by coin toss. It is therefore possible for one division to have both conference wildcards.
E. Total Season Points. Each team's total points will be determined by adding the weekly point totals of starting players. This total does not include those players who were clapped in irons.
F. Bye Weeks. Bye weeks correspond with the NFL schedule. When your NFL team is on bye, so are you.
G. Line-ups. HomARRRR lineups will consist of 1 TMQB, 1 RB, 2WR, 1TE , 1 Flex (1RB, WR or TE), 1 TMDEF and 1 TMK. HomARRRRs will load their lineups via the MFL website. Line-ups may be changed up to 5 minutes before each player's game.
Article Five: Scoring
A. Quarterbacks, Runnig Backs, Wide Receivers, and Tight Ends
Number of Passing TDs - 4 points each
Length of Passing TD 30-39 - 1
Length of Passing TD 40-49 - 2
Length of Passing TD 50-59 - 3
Length of Passing TD 60-79 - 4
Length of Passing TD 80-100 - 5
Passing Yards - .04 point for every 1
Pass Attempts - -.5 point for every 1
Pass Completions - 1 point for every 1
Pass Interceptions Thrown - -2 points each
Passing 2 Pointers - 2 points each
Number of Rushing TDs - 6 points each
Length of Rushing TD 20-34 - 1
Length of Rushing TD 35 - 49 - 2
Length of Rushing TD 50-64 - 3
Length of Rushing TD 65 -79 - 4
Length of Rushing TD 80-100 - 5
Rushing Yards - .1 point for every 1
Rushing 2 Pointers - 2 points each
Number of Receiving TDs - 6 points each
Length of Receiving TD 20-34 - 1
Length of Receiving TD 35-49 - 2
Length of Receiving TD 50-64 - 3
Length of Receiving TD 65-79 - 4
Length of Receiving TD 80-100 - 5
Receiving Yards - .1 point for every 1
Receiving 2 Pointers - 2 points each
Number of Field Goals Made - 3 points each
Length of Field Goal Made 40-49 - 1
Length of Field Goal Made 50-59 - 2
Length of Field Goal Made 60-69 - 3
Length of Field Goal Made 70-99 - 4
Extra Points - 1 point
Fumbles Lost on offense - 2 points each
B. Running Backs only
Receptions - .5 points each
C. Wide Receivers and Tight Ends only
Receptions - .75 points each
D. Quarterbacks and TMPK only
Receptions - 2 points each
E. Defense / Special Teams
Fumble Recoveries (from Opponent) - 2 points each
Interceptions Caught - 2 points each
Sacked a QB - 1 point each
Safeties - 4 points each
Total Points Allowed 0-2 - 10
Total Points Allowed 3-9 - 8
Total Points Allowed 10-16 - 5
Total Points Allowed 17-23 - 2
Total Points Allowed 24-99 - 0
Total Net Yards Allowed 0-99 - 10
Total Net Yards Allowed 100-149 - 8
Total Net Yards Allowed 150-199 - 6
Total Net Yards Allowed 200-249 - 4
Total Net Yards Allowed 250-299 - 2
Number of Defensive & Special Teams TDs - 6 points each
