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keggerz
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If you are so inclined to try something different when it comes to IDP feel free to check out the rules for Full Impact IDP.

 

I took the original rule thread and re-posted it here with each section having its own post.

 

MFL link: 2014 site: http://www9.myfantasyleague.com/2014/home/40148#0

Full Impact IDP League Articles.

 

Table of Contents

1 League

1.1 League Size

1.1.1 League Time

1.2 League Sites

1.3 League Calendar

1.4 Conferences and Divisions

1.5 League Hierarchy

1.5.1 The League Commissioner

1.5.2 The Assistant League Commissioner

1.5.3 Treasurer

1.5.4 Player Commissioner

1.5.5 Scoring Adjustment Commissioner

1.5.6 Social Media Commisioner

1.6 League Rules

1.6.1 Rule Changes

1.6.2 Commissioner Rulings

1.7 League Costs / Payments

1.7.1 League Costs

1.7.2 League Payouts

1.7.3 League Owner Retention Fund

1.8 Inaugural Drafts

2 Franchise Ownership

2.1 General

2.2 Cost

2.3 Owner Replacement

2.4 Conduct Detrimental to the League

2.5 Team Abandonment

3 Franchise Management

3.1 FI-IDP Dollars

3.2 Rosters

3.2.1 In-Season

3.2.2 Final Roster Declaration

3.2.3 Off-Season

3.3 Developmental Taxi Squad (DTS)

3.3.1 Limits

3.3.2 Activation

3.3.3 Miscellaneous

3.4 Contracts

3.4.1 Contract Cap

3.4.2 Annual Adjustments

3.4.3 Dead Contract Years

3.4.4 Miscellaneous

3.5 Injured Reserve

3.5.1 Injured Reserve Designations

3.5.2 Limits

3.5.3 Dropping IR Players

3.5.4 Eligibility

3.5.5 PUP

3.5.6 Contract Implications

4 Roster Moves

4.1 Free Agency

4.1.1 Free Agency Types

4.1.2 Eligibility

4.1.3 FA Schedule

4.1.4 Blind Bid FA Process

4.1.5 First Come First Serve FA Process/Procedures

4.1.6 Tiebreakers

4.1.7 FA Contracts

4.2 Waivers

4.2.1 Contracts for Waived Players

4.2.2 Reclaiming Waived Players

4.2.3 Dead Contracts

4.3 Trading

4.3.1 Process

4.3.2 Deadlines

4.3.3 Trading and Contracts

4.3.4 Trading Draft Picks

4.3.5 Vetoing Trades

5 League Play

5.1 Schedule

5.2 Weekly Lineups

5.3 Lineup Submission

5.3.1 Starters

5.4 Scoring

5.4.1 "Full Impact" Scoring

5.5 Playoffs

6 Restricted Free Agency

6.1 Bidding Process

6.2 Bid Closing / Matching

6.3 Overbidding

6.4 Trading During RFA Period

6.5 Unbid RFAs

6.6 Franchise Tag

7 Rookie Draft

7.1 Draft

7.2 Eligibility

7.3 Timing

 

Section 1: League

 

1.1 League Size

The Full Impact IDP (FI-IDP) League will consist of 16 franchises with each owner maintaining the same team each year. No owner will be allowed to have more than one team in the league.

 

1.1.1 League Time

All league times are based on the Eastern time zone.

 

1.2 League Sites

 

The league will be maintained through www.myfantasyleague.com

The 2013 League Site is: http://www2.myfantas...13/home/11382#0

The FI-IDP league message board will be located at: http://forums.thehud...p?showforum=222

 

1.3 League Calendar

Inaugural Full Impact IDP Veteran Draft: TBD

Contracts Conclude: February 15th

Pre-Rookie Draft Blind Bid Free Agency Runs: 1st and 2nd Wednesday in March (This will not occur in year 1)

Rookie Draft: Will start immediately following the vet draft in year one...In subsequent years the rookie draft will start the 1st Monday in May.

FA Blind Bids: Begin the 1st Wed. after the completion of the rookie draft & will run every week until the Wed. before the FI-IDP Championship game

Roster Declaration/Cut Down Deadline: Sept. 4th, 2012 8 pm Eastern

 

1.4 Conferences and Divisions

The FI-IDP League will consist of 2 Conferences, each containing 2 Divisions. Each Division will consist of 4 teams.

 

The two conferences will be named 3-4 & 4-3

The divisions in 3-4 will be named Bud Wilkinson & Chuck Fairbanks

The divisions in 4-3 will be named Tom Landry & Buster Ramsey

 

1.5 League Hierarchy

 

1.5.1 The League Commissioner

Responsible for conducting league business, arbitrating league disputes, the running of all drafts, and ensuring correct weekly line-ups have been posted. The League Commissioner will be required to ensure that MFL is purchased with the early bird special price (currently $70). The League Commissioner will ensure that the Assistant Commissioner, Player Commissioners, and Scoring Commissioners all have the current MFL site password.

Keggerz is the League Commissioner

 

1.5.2 The Assistant League Commissioner

Responsible for communicating league concerns and business to the Commissioner and intervening in transactions that involve the league Commissioner. If the Commissioner is out of contact for any length of time, the Assistant Commissioner will to attend any matters requiring timely action. The Assistant Commissioner is required to be conversant with MFL. The Assistant Commissioner is directly responsible to the League Commissioner.

buddahj is the Assistant League Commissioner

 

1.5.3 Treasurer

The Treasurer will set up and maintain the league pay pal account, receive and record all league fees, and be responsible for league pay outs. The Treasurer is directly responsible to the League Commissioner.

Keggerz is the league treasurer

 

1.5.4 Player Commissioner

The Player Commissioner, and assistant player commissioner handle all roster transactions The Player Commissioners will be responsible for ensuring that bids do not violate roster or FI-IDP$ limits. The Player Commissioners will handle all trade transactions.The Player Commissioners are required to be conversant with the MFL Software and will maintain the proper areas of the MFL League Site. The Player Commissioners are directly responsible to the Assistant League Commissioner and ultimately to the League Commissioner. In the absence of the Player Commissioner, the Assistant Commissioner will handle the duties, and then if the Assistant League Commissioner is unavailable the duties will fall to the League Commissioner.

 

 

Bring Back Pat is the Player Commissioner

Buddahj is the Assistant Player Commissioner

 

 

1.5.5 Scoring Adjustment Commissioner

The Scoring Adjustment Commissioner is responsible for adjusting scores at MFL based on the type of defense an offense faced.

Keggerz and Buddahj are the league Scoring Adjustment Commissioners

 

 

1.5.6 Social Media Commissioner

The Social Media Commisioner is responsible for promoting the league concept via @FULLimpactIDP on twitter as well as any other social media outlets that they feel will benefit the league/concept.

Ross Miles of PFF is the league Social Media Commissioner

 

1.6 League Rules

 

1.6.1 Rule Changes

League Rules will be reviewed annually during the month of March. Major rule changes can only be made through a league-wide vote requiring 75% yes votes for passage with a minimum of 12 votes being cast. In-season votes, though discouraged, require 12 yes votes to pass.

 

Votes will normally be conducted at the forum site located at TheHuddle.com. Off-season votes are due within 7 days of posting at the forum. In-season votes are due within 48 hours of the time posted at the forum. During these time frames, if the required votes are not cast, the time frame will not be extended and the vote will be considered to have failed.

 

At present any LB or S can be started at their respective position. However, once MFL is able to list LBs & Ss by their true positions (MLB, WLB, SLB, ILB, OLB, SS & FS) you will then need to start the proper LBs/Ss for those positions. IE: if you start a 3-4 then you would have to start two actual ILBs and two OLBs, one FS and one SS, if starting a 4-3 you would have to start one WLB, one MLB, one SLB, one FS and one SS. Once MFL starts listing players properly we will implement the changes the following year, which will allow teams one year to adjust their lineups as they deem necessary to be in line with this rule.

 

1.6.2 Commissioner Rulings

Any decision made by The League Commissioner will be posted on the message board immediately and may be brought to a vote if 2 or more owners request a league wide vote. 9votes will be required to overturn a Commissioner ruling.

 

1.7 League Costs / Payments

 

1.7.1 League Costs

The cost of an FI-IDP franchise will be $75. The official league payment method will be one of three ways: Pay Pal, Money Order, or Check. Those using MO's or Checks must remit their payment to the League Treasurer 10 days prior the payment deadline to allow for clearance. The payment deadline each year will be midnight Eastern time on the last day of February. Non-payment within seven days will result in the owner being replaced.

Pay Pal account address is:

keggerzzz [at] gmail [dot] com

 

1.7.2 League Payouts

Pay out will be 100% of franchise fees, minus the cost of running the MFL.com software (currently $70). All pay outs will occur within 14 days of the week 16 Super Bowl. Each Regular Season weeks high score will receive $10.00, each Division Winner will receive $30, each WC team will receive $25, and the Regular Season Total Points Champ will receive $70, The top three playoff teams will divide the remaining pot, dollars being adjusted up or down in the case of a change in the MFL fee. First place pays $425 (35.4167%), Second place pays $225 (18.75%) and third place pays $110 (9.167%).

 

Regular Season Weekly High Score: $10 x 13 = $130

Regular Season Total Points Champion $70

Wild Card Winners $25 x 2 = $50

Division Winners $30 x 4 = $120

League Champion (First Place) $425

League Runner Up (Second Place) $225

League Second Runner Up (Third Place) $110

 

$1130 in prizes, $70 MFL. (subject to change in the event of a change in MFL cost)

 

1.7.3 League Owner Retention Fund

The treasurer will maintain a "League Owner Retention Fund" (LORF) that will be used to help retain owners that have financial issues that could cause them to have to leave the league. The league will be funded by donations and any discounts that the league may receive from MFL that brings the cost of their service below the $70 level listed in section 1.7.2 League Payouts. If an owner wants to request help with dues from the owner retention fund they can contact the Commissioner or Co-Commissioner via PM or email to request the funds. The commissioners will rule on if the owner should be allowed to utilize LORF for their dues. This will allow the owner that needs the help to remain anonymous so that they don't have to divulge their financial status to the entire league.

 

1.8 Inaugural Drafts

The Veteran Draft will be a serpentine draft and will be 55 rounds long. The Veteran Draft will be 43 rounds, however enough rounds will be added to allow for the eight round rookie draft to take place at a later date, and also four rounds for the four custom adjustment players to be added to every team. Both drafts will take place on MFL. A dice roll will be utilized to rank teams in the order that they will then select the draft position that they want for the Veteran Draft. The team with the highest dice roll will have 1st choice for the Veteran Draft position that they want. If teams tie in their dice roll those teams will re-roll after all teams have completed their roll. That re-roll will be to break the tie between those tied teams only. The 1st Rookie Draft will be a serpentine draft with the draft positions flipping from the Veteran Draft. IE: If you drafted 1.1 in the Vet Draft you will draft 1.16 in the rookie draft. In subsequent years the Rookie Draft will be based on reverse finish the previous year, as outlined in 7.1. Timing as described in section 7.3 TIMING will be in effect for the veteran draft.

 

Section 2: Franchise Ownership

 

2.1 General

An owner may not own more than one franchise. Owners will name their franchise with a geographical location and mascot style team name. However, no owner may use language considered obscene, offensive, or insensitive. The League Commissioner will have the final say on what is allowed and what is not.

 

2.2 Cost

The cost to own an FI-IDP franchise is $75.00. 100% of fees (minus cost of MFL.com) will be paid out. Payment is due by 11:59PM Eastern time on the last Friday in February each year. Failure to meet the deadline will result in a fine of 2 FI-IDP Dollars per day up to 7 days. If dues are not paid within 7 days, a new owner will be sought and the FI-IDP Dollar penalty will be lifted for the new owner.

 

Absent extreme circumstances, such as a medical emergency, no refunds of league fees will be given out. Paying league fees implies a commitment to run the team for the full season.

 

For the inaugural year, a date will be set at a later time and if payments are not received by that date then fines will be imposed as stated above.

 

2.3 Owner Replacement

 

If an owner chooses to leave the league or doesn't submit a lineup for two consecutive weeks during the season, or isn't heard from within 24 hours of the start of the RFA signing period, a replacement owner will be sought. Replacements will be recruited from persons known from The Huddle or Keggerz. (All replacement owner functions will be handled by private, league-wide, email and will not be discussed on the forum or at the MFL site.)

 

Once a confirmation has been received by the League Commissioner of a persons interest, a league-wide email will be sent for a "Replacement Owner Vote". A vote of 75% yes votes of ALL remaining league owners will be required to approve any replacement owner. If 75% is not reached, the search for a replacement owner will continue using the same format.

 

2.4 Conduct Detrimental to the League

Owners conducting themselves in a way perceived to be detrimental to the good of the league may be removed by a vote of 12 owners.

 

2.5 Team Abandonment

If an abandoned team is in the bottom half of the league a surrogate owner may be allowed to play in the league without the franchise fee for 1 year. Payout fees for that season will then be adjusted and announced prior to the start of the season.

 

3 Franchise Management

 

3.1 FI-IDP Dollars

FI-IDP Dollars are the official currency of the Full Impact IDP League. FI-IDP Dollars are used to bid on Free Agents, Restricted Free Agents, and may also be used in trade situations. FI-IDP Dollars not used during the season are carried over to the following season. Each team will be awarded 100 FI-IDP Dollars upon completion of RFA and before the rookie draft each season. FI-IDP $ balances will be maintained at MFL.

 

3.2 Rosters

 

3.2.1 In-Season

Each franchise will maintain an in-season active roster with a maximum of 43 players (Not including the 4 Coach positions, DTS or IR). It is the owners' decision on how many players to carry at each position. Total roster at MFL is 47 (43 players + 4 coach positions).

 

3.2.2 Final Roster Declaration

Roster must be cut down to a maximum of 43 active players, maximum of 12 DTS players, and any IR players 48 hours prior to kickoff of the first NFL game of the season. On final cut down day, each owner must post a message listing his ( a ) active players, ( b ) DTS players, and ( c ) IR players, if any. If a team does not meet these deadlines, said team will be docked $5 FI-IDP cash each day until they have done so.

 

3.2.3 Off-Season

There are no limits to the size of a team's off-season roster

 

3.3 Developmental Taxi Squad (DTS)

 

3.3.1 Limits

Each franchise will be allocated a Developmental Taxi Squad (DTS) containing up to 12 players. Players on a team's DTS in a prior year, along with any rookie additions, may be placed on the DTS. A player may remain on the DTS for a maximum of 3 years. The deadline for announcing DTS players will be in accordance with rule 3.2.2 final roster declaration. Any player that has been on an active roster after the final roster declaration is no longer eligible to be placed on any team's DTS (basically meaning if they get a contract they are no longer DTS eligible). For the 2012 season only, players in their first, second, or third year may be placed on a team's DTS. These players may not be on the DTS past the end of their third NFL season. No player may be on a team's DTS squad if he has been under contract with a team in the FI-IDP league.

 

Note: After year one only rookies that have never been on an active roster can be placed on a DTS.

 

3.3.2 Activation

Players on the DTS are not eligible to start a game until they are moved onto the active roster. For a player to be eligible to be moved to the active roster a post that is dated/timed prior to the start of that players game that week as listed on MFL muste be posted in the huddle forum. Players may be moved to the active roster from the DTS any time after the designation of a teams final roster. The Roster Player Commissioner must be notified if a DTS player is to be put onto an active roster by posting on the message board. Players that are moved from the DTS to an active roster must immediately be given a contract and are now available to be in the weekly line-up. DTS players that are accidentally submitted into a starting line-up will be removed and that team will get 0 points from that position.

 

3.3.3 Miscellaneous

DTS players do not participate in RFA. FA's may be placed directly onto the DTS providing they are in their rookie year and have never been on any FI-IDP Active Roster. Traded players may be put onto the DTS only if they were on the other teams DTS before the trade. Once the FI-IDP playoffs are completed all players shall be considered veterans and no players can be placed on a teams DTS. The next influx of rookies that can go on the DTS will not occur until after the upcoming NFL Draft. At that point the first chance to acquire new players for the DTS will happen once the FI-IDP Rookie Draft starts.

 

3.4 Contracts

 

3.4.1 Contract Cap

Each franchise has a contract cap of 120 years, which cannot be exceeded. A player contract is the number of years that the player can remain on your roster without becoming a Restricted Free Agent (RFA). The deadline for announcing the length of new player contracts will be the same as the final roster declaration (as specified in 3.2.3). No team will be permitted to make any transaction that places them over the contract cap.

 

3.4.2 Annual Adjustments

Contract years conclude on February 15. All players who had only one year remaining on their contracts on February 15 become Restricted Free Agents (RFA). All players who have multiple contract years remaining on February 15 will be reduced by one contract year. On February 15, all teams recover any years encumbered by players waived during the year.

 

3.4.3 Dead Contract Years

Players dropped during the year will continue to count 1 year against the owner's contract cap unless they are acquired by another team. Dead contracts will be tracked on the MFL main page by the Roster Player Commissioner.

 

3.4.4 Miscellaneous

Free agents acquired during the season must immediately be signed to a contract. As per rule 4.1.5 Free Agent Contracts, any free agent that has not been assigned a contract within 48 hours of the bid results being posted will be returned to the free agent pool and the owner will lose the FI-IDP $ spent.

 

3.5 Injured Reserve

 

3.5.1 Injured Reserve Designations

There are two types of "IR" designations, "Full" Injured Reserve and PUP.

Type 1; Full Injured Reserve is for players that have been placed on IR by their NFL team. Once a player is placed on Injured Reserve by their FI-IDP owner they cannot be moved back to any FI-IDP active roster.

Type 2; PUP is for players that have been placed on the NFL PUP by their NFL team.

 

3.5.2 Limits

There is no limit on the number of players placed on Full Injured Reserve or PUP. IR is available starting when final roster declarations are due. Once a player is placed on IR, the club can pick up another player but they must go through the Free Agent channels available. (This essentially allows the signing of another player with that one contract year and active slot. See Rule 3.5.6)

 

3.5.3 Dropping IR Players

Any player dropped from IR falls under wavier rules at the point he is dropped (one contract year continues to count against the team that dropped him.) If an IR player is dropped to the wavier wire, passes 1 week of waivers, and is then reacquired by the dropping owner, that player must be returned to the IR.

 

3.5.4 Eligibility

A player qualifies for the IR by officially being placed on IR or PUP by an NFL team.

Also, if it can be determined that a player is OUT for the rest of the year he may be placed on Full IR, this shall be known as the Nick Collins rule. The Commissioner and Co-Commissioner will approve all "Nick Collins" rule IR requests.

 

3.5.5 PUP

If an NFL team cuts a player that they had on the PUP and that player is on the FI-IDP PUP then that player will need to be activated to the active roster or dropped. If activated, the players entire contract will need to fit in the teams contract cap, as well the team will need to have an available roster spot. If the player doesn't fit due to either not enough roster space or enough contract cap room, then additional drops can be made or the player can be dropped. Contract implications for cuts are addressed in 3.5.6. If an NFL team takes a player off the PUP and the player is on the FI-IDP PUP, that owner will have 48 hours to either cut the player or to request he be placed on the active roster. The PUP player's entire contract must fit in the teams contract cap. If a team doesn't respond within 48 hours on how to handle the PUP player then the player will be released, even if the team had the available roster and contract cap space to have him placed on the active roster.

 

3.5.6 Contract Implications

When placed on IR(Full or PUP), the player's current contract year is credited to the team and all future contract years will continue to count against the franchise's contract ceiling. After contracts are reduced for all active roster players on 2/15, all players on Full IR will become part of the active roster. Full IR player contracts will not be reduced since the franchise was credited with a year when that player was placed on the Injured Reserve.

 

4 Roster Moves

 

4.1 Free Agency

 

4.1.1 Free Agency Types

There are three types of free agency in FI-IDP:

1. Blind Bid(BB)

2. First Come First Serve(FCFS).

3. Restricted Free Agency (RFA) (addressed in section 6)

 

4.1.2 Eligibility

Any player not on a FI-IDP Dynasty League roster or Developmental Taxi Squad is considered a Free Agent. Collegiate and High School players are ineligible for free agency.

 

4.1.3 FA Schedule

BB FA begins the first Wednesday after the rookie draft and will run every week until the Wednesday before the FI-IDP Championship game, at which time FA ends. In addition, there will be 2 BB FA runs prior to the rookie draft each year. These will be on the first and second Wednesday's in March.

 

BB FA is a weekly process that occurs on Wednesday evenings at 8 PM Eastern Time.

 

FCFS waivers will start at 9:00PM Eastern after the last BB FA before the start of week 1. Once FCFS waivers starts they will run weekly. The time that FCFS waivers are open will be from 9:00PM Wednesday thru the start of the final game of that week's NFL games (Normally MNF, but this allows for if a game is postponed like the Eagles/Vikings game was one year.)

 

4.1.4 Blind Bid FA Process

The BB FA weekly process will be conducted in a *blind auction* manner. FI-IDP Dollars are used to bid on free agents. The minimum FA bid is 1 FI-IDP Dollar. Teams may only bid up to the amount of FI-IDP Dollars they have available. Bids must be in whole number increments. If the maximum total of all possible bids exceeds the team's FI-IDP dollar balance, transactions will be nullified from last to first until the limit is met. Bids for FAs must be submitted via the league MFL site waiver system. Bids received by any other means will be rejected.

 

The MFL waiver system requires the following information: (1) name of the free agent you want to acquire, (2) amount bid for that player in increments of $1, (3) name of the player to be waived to make room for the new player, if necessary, and (4) any comments required to clarify the transaction, e.g. contract length for new player or an explanation that player to be added is a place holder for a player not listed in MFL. Waivers are conducted in "rounds," so conditional players may be selected and will appear as a list in each round. An unlimited number of conditional players may be selected in any round. Once an owner is satisfied with the selections made in a particular round, he may save those selections and make subsequent waiver requests (in subsequent rounds).

 

Any bid that violates the roster limits without conditional release will be null and void. If multiple transactions are attempted, only the transactions that violate the roster limits will be voided.

 

If more than one team requests the same player, the team submitting the highest bid will acquire that player.

If additional tie breaking criteria is needed the following will be used:

1 Overall winning %

2. Points Scored

3. Head to Head Record

4. Conference Winning %

5. Divisional Winning %

6. Reverse Order of Opponent total points scored

7. Power Rank

8. Victory Points

9. Last week's point total

 

4.1.5 First Come First Serve FA Process/Procedures

The cost to acquire a player via FCFS FA is $5 FI-IDP. FCFS FA acquisitions are automatically assigned a ONE YEAR contract. Players acquired via FCFS FA MUST be used in the teams FI-IDP starting lineup the week that the player was acquired in. A team can only acquire a FCFS FA if they have an available roster spot and contact space available to do so. If a team needs to make a drop to acquire a FCFS FA they can make the drop when they acquire the player, but they must also post a thread in the forum stating that the player is being cut. That way the player commish can make contract adjustments. If a team doesn't post that the player is being cut to make a FCFS FA acquisition they will receive a $10 FI-IDP fine (on top of the $5 already spent) and the acquired player will be released back to the free agent pool and the players points scored will be adjusted to zero. A player acquired in FCFS FA can NOT be franchised tagged the season that they were acquired in FCFS FA.

 

4.1.6 Tiebreakers

During the season: In the event that two or more teams submit the same high blind bid for a player in BB FA, the Player Commissioner will award the free agent to the team with the worst record followed by the team that has scored the fewest points. During the off-season, the free agent will be awarded to the team with the worst record the previous year, and then to the team with the lowest total points if the two teams had identical records. During the 2012 preseason, dice roll will be used in case of a tie.

 

4.1.7 FA Contracts

BB FA pick-ups must immediately be signed to a contract during the season. An owner cannot formally add the BB FA through blind bid waivers until he/she assigns a contract to the player that complies with the contract cap. Any BB FA that has not been assigned a contract within 48 hours of the BB FA results being posted will be returned to the free agent pool and the owner will lose the FI-IDP $ spent.

 

FCFS FA acquisitions are automatically assigned a 1 year contract, which is the maximum length of a FCFS FA.

 

4.2 Waivers

 

4.2.1 Contracts for Waived Players

When a player is put on Waivers, only his current contract year is counted against a franchise's contract cap. A team can only get relief for a contract after he is assigned a new contract by any team. All future contract years for players that are waived are then credited to the team.

 

4.2.2 Reclaiming Waived Players

If a franchise waives a player and wishes to reclaim that player, the player in question must clear waivers. Players are not eligible for bidding until the week after they are cut.(The releasing team cannot place a bid on the waived player until the second pickup date.) If the owner is successful in reclaiming their player, then the owner has the right to issue a new contract as long as it does not violate the teams contract cap. If a new contract is assigned to a player that is causing a contract cap penalty to a team, that penalty is waived.

 

4.2.3 Dead Contracts

Players who are waived and not signed by any team to a new contract during the year will each count as one (1) year against the waiving team's contract cap until February 15. This 'cap hit' includes players waived during the off-season - even if the player retires or is physically unable to perform. Teams have until 11:59PM Eastern on the Saturday following the NFL Superbowl each year to waive players in order to avoid having contract years count against them for the upcoming year. Exception to this rule: Contracts assigned to players who become deceased will be recouped by the owner. This includes both off-season and in season.

 

4.3 Trading

 

4.3.1 Process

Trades between teams are unlimited. Conditional trades are allowed, but can only be based on concrete facts, such as statistics or games played/started. The league commissioner (or co-commissioner if the commissioner's team is involved) will have final say in solving any conditional trade disputes.

 

When a trade is proposed, the following will occur:

A. Offering owner must offer the trade using MFL.

B. Accepting owner must accept the trade using MFL.

C. Roster Player Commissioner will be notified via a post in the League forum stating that a trade has been offered/accepted on MFL by BOTH owners involved in the trade.

 

All FI-IDP trades will be effective immediately pending acceptance by both owners on the message board and MFL. Trades involving FI-IDP $ will not be approved if the team offering the FI-IDP $ does not have the amount of being offered. No "future" FI-IDP $ will be allowed in any trade.

 

There will be no commissioner review of trades, they will be put thru immediately at MFL. If the trade violates any rules it will be reversed. For vetoing a trade refer to 4.3.5.

 

4.3.2 Deadlines

The weekly trading deadline is 10PM Eastern the Saturday before the start of that weeks Sunday NFL games*. The season trading deadline is the 10PM Eastern the Tuesday following the completion of Week 11's games. If for some reason the week 11 schedule goes beyond the normal Monday Night Football game then the commissioner will make a special ruling alerting the league as to when the cutoff of the seasons trade deadline will be.

 

The FI-IDP trading period resumes at 11:59PM ET following the NFL Super Bowl. Trades involving draft picks for the upcoming draft will be unlimited at that time. Dues must be paid in full for owners to make trades.

 

*If a player is playing in a game prior to that week's Sunday's games, the trade deadline for those players will be 24 hours prior to the start of their game.

 

4.3.3 Trading and Contracts

Traded players contracts will be counted against the total years available to his NEW team and removed from his prior team. Any exchange of players between teams cannot leave either team with more than 125 total contract years for all players or exceed the maximum 43 man roster or 12 player DTS. If any trade violates this rule, the Player Commissioner will delay the trade until such time as the affected teams can make room under the contract/roster cap. If adjustments are not made before the weekly trade deadline, the trade will not be considered valid until trading resumes the following week or in the case of the season deadline then not until after trading re-opens after the Super Bowl. If the trade is deemed to be invalid and teams fail to remove traded players from their lineup that players points will be adjusted down to zero. An owner can make a post asking that the started player be replaced with a player that was included in the trade so they don't incur the "zero point" penalty. This is because the player commissioner may not have the time to review a trade before a game starts. So since trades aren't held up for commissioner review at MFL each owner is responsible for their own lineups.

 

4.3.4 Trading Draft Picks

Teams may trade picks from the current season's draft and the next immediate future draft only. If at any time a trade will result in an owner having fewer than two picks in the first three rounds OR less than 5 picks total (draft is currently set for 8 rounds) in the next year's draft then league dues for that year will be required from that owner before the trade is processed. The Player Commissioner will put the trade on hold until fees are received. If dues are not paid before the weekly trade deadline, the trade will not be considered invalid and the trade will be reversed. If the teams wish to rework the trade for the next trading period (the following week or after the SB, whichever is next) that is their prerogative.

 

4.3.5 Vetoing Trades

Trades will not be reversed unless some form of cheating is proven. If teams are found to have cheated, they will be removed from the league, the trade will be reversed, and new owners will be sought. This will be handled through a Conduct Detrimental vote.

 

5 League Play

5.1 Schedule

The length of the regular season will be 13 weeks. Weekly league games will be played head-to-head against opposing franchises. Each team will play each division rival twice, other conference foes once, and 3 inter-conference games. Like the NFL, 2 inter-conference divisions will be pitted against each other, with teams rotating on a 4 year schedule.

 

5.2 Weekly Lineups

Each Franchise may start up to 9 Offensive, 11 Defensive players and 4 scoring adjustment players, for a total of 24 players, each week in accordance with the line-up guidelines below:

 

Offense: 9 Starters with the following options being valid lineups*:

QB 1

RB 0-3

WR 0-5

TE 1-3

PN 1

PK 1

*A combination of 6 RB/WR/TE, not to exceed the maximum limits per position.

 

Defense: 11 Starters with the following options being valid lineups*.

3-4

#1 DE2, DT1, LB4, CB2, S2

 

4-3

#2 DE2, DT2, LB3, CB2, S2

 

Nickel(3-3-5, 4-2-5 or "Big Nickel")

#3 DE2, DT1, LB3, CB3, S2

#4 DE2, DT2, LB2, CB3, S2

#5 DE2, DT2, LB2, CB2, S3

 

Dime (4-1-6)

#6 DE2, DT2, LB1, CB4, S2

 

Prevent (3-1-7 or 4-0-7)

#7 DE2, DT1, LB1, CB4, S3

#8 DE2, DT2, LB0, CB4, S3

 

8 in the Box (4-4-3)

#9 DE2, DT2, LB4, CB2, S1

 

Goal line (5-4-2)

#10 DE2, DT3, LB4, CB2, S0

* At present any LB or S can be started at their respective position. However, once MFL is able to list LBs & Ss by their true positions (MLB, WLB, SLB, ILB, OLB, SS & FS) you will then need to start the proper LBs/Ss for those positions. IE: if you start a 3-4 then you would have to start two actual ILBs and two OLBs, one FS and one SS, if starting a 4-3 you would have to start one WLB, one MLB, one SLB, one FS and one SS. Once MFL starts listing players properly we will implement the changes the following year, which will allow teams one year to adjust their lineups as they deem necessary to be in line with this rule.

 

ILLEGAL LINEUPS

Illegal lineups will result in the offending owner forfeiting his matchup. If an owner uses an illegal lineup they will be ineligible to win the weekly high score. An illegal lineup will also result in that team having their highest scoring defensive player's points reduced to zero. If a team has 3 or more illegal lineups on the season they will be ineligible to win the yearly high score award.

 

Scoring Adjustment Players (4 of these players):

QB FA Coach,RB FA Coach,WR FA Coach & TE FA Coach

Each team will have one each of the above listed players on their team. Each one must be started every week. These custom scoring adjustment players are where point adjustments will be made based on the defense that your team faces, refer to 5.4.1 "Full Impact" Scoring for adjustment percentages.

 

5.3 Lineup Submission

The deadline for naming starters is set by MFL rules, but generally a player is locked approximately 5 minutes before their games' kick-off. MFL will auto-copy the previous weeks lineup as soon as that weeks final results are available and owners will have the opportunity to edit their lineup until approximately 5 minutes before kickoff of each players game. All lineups are locked at kickoff of the last game of each week.

 

Complete lineups will be submitted each week during the season. When no lineup is submitted, MFL will default to the previous week's lineup, (auto-copied), the bye player statement above will apply for auto-copies as well.

 

Players can only be inserted into a starting line-up at a position that they are designated at by MFL (Position eligibility will be determined by myfantasyleague.com). At present any LB or S can be started at their respective position. However, once MFL is able to list LBs & Ss by their true positions (MLB, WLB, SLB, ILB, OLB, SS & FS) you will then need to start the proper LBs/Ss for those positions. IE: if you start a 3-4 then you would have to start two actual ILBs and two OLBs, one FS and one SS, if starting a 4-3 you would have to start one WLB, one MLB, one SLB, one FS and one SS. Once MFL starts listing players properly we will implement the changes the following year, which will allow teams one year to adjust their lineups as they deem necessary to be in line with this rule.

 

5.3.1 Starters

Starters will be hidden until the "start" of the last game of the week. "Start" meaning when MFL would lock a player out from being put in or removed from a lineup.

 

5.4 Scoring

Scoring rules for Full Impact IDP are posted here at MFL http://football.myfa...ns?L=57979&O=09 and in post #3 in this thread here: http://forums.thehud...ost__p__3632319

Decimal Scoring to the 100th position will be used (ie: 23.48 points).

 

5.4.1 "Full Impact" Scoring

The twist of this league is that your defensive lineup will impact your opponents offensive players scores.

"Full Impact" scoring adjustments will also be done in decimal scoring. Decimal Scoring will be to the 100ths (IE: -3.45 points) When "Full Impact" scoring is done, numbers will be rounded up from 5. IE: -2.235 would be adjusted as -2.24 and -3.644 would be -3.64.

 

Your oppositions offensive scores will be adjusted based on the defensive alignment that you start.

The following defensive alignments indicate how the listed positions will be adjusted.

 

3-4

#1 DE2, DT1, LB4, CB2, S2......QB: -10%, RB: +20%, WR: -10%, TE: n/a

 

4-3

#2 DE2, DT2, LB3, CB2, S2.....QB: +10%, RB: -20%, WR: n/a, TE: +10%

 

Nickel (3-3-5, 4-2-5 or "Big Nickel")

#3 DE2, DT1, LB3, CB3, S2......QB: -10%, RB: +20%, WR: -10%, TE:, n/a

#4 DE2, DT2, LB2, CB3, S2......QB: -20%, RB: +20%, WR: -20%, TE: +20%

#5 DE2, DT2, LB2, CB2, S3......QB: -10%, RB: +10%, WR: +10%, TE: -10%

 

Dime (4-1-6)

#6 DE2, DT2, LB1, CB4, S2......QB: -20%, RB: +60%, WR: -20%, TE: -20%

 

Prevent (3-1-7 or 4-0-7)

#7 DE2, DT1, LB1, CB4, S3.....QB: -30%, RB: +80%, WR: -30%, TE: -20%

#8 DE2, DT2, LB0, CB4, S3......QB: -60%, RB: +100%, WR: -60%, TE: +20%

 

8 in the Box (4-4-3)

#9 DE2, DT2, LB4, CB2, S1......QB: +40%, RB -80%, WR: +40%, TE: n/a

 

Goal Line (5-4-2)

#10 DE2, DT3, LB4, CB2, S0......QB: +60%, RB: -100%, WR: +20%, TE: +20%

 

 

 

The following is the original Impact Scoring that was changed to the above by vote.

3-4

#1 DE2, DT1, LB4, CB2, S2......QB: -5%,RB: +10%, WR: -5%, TE: n/a

 

4-3

#2 DE2, DT2, LB3, CB2, S2......QB: +5%, RB: -10%, WR: n/a, TE: +5%

 

Nickel(3-3-5, 4-2-5 or "Big Nickel")

#3 DE2, DT1, LB3, CB3, S2......QB: -5%, RB: +10%, WR: -5%, TE: n/a

#4 DE2, DT2, LB2, CB3, S2......QB: -10%, RB: +10%, WR: -10%, TE: +10%

#5 DE2, DT2, LB2, CB2, S3......QB: -5%, RB: +5%, WR: +5%, TE: -5%

 

Dime (4-1-6)

#6 DE2, DT2, LB1, CB4, S2......QB: -10%, RB: +30%, WR: -10%, TE: -10%

 

Prevent (3-1-7 or 4-0-7)

#7 DE2, DT1, LB1, CB4, S3......QB: -15%, RB: +40%, WR: -15%, TE: -10%

#8 DE2, DT2, LB0, CB4, S3......QB: -30%, RB: +50%, WR: -30%, TE:+10%

 

8 in the Box (4-4-3)

#9 DE2, DT2, LB4, CB2, S1......QB: +20%, RB: -40%, WR: +20%, TE: n/a

 

Goal line (5-4-2)

#10 DE2, DT3, LB4, CB2, S0......QB: +30%, RB: -50%, WR: +10%, TE: +10%

 

 

 

An offensive player can score negative points, and if they do score negative points then "full impact adjustments" will not be made to that players score. Simply put, if a player scores negative points then they stay the same.

 

5.5 Playoffs

The playoffs begin in week 14. Two Division Champions and one Wildcard from each conference will make the playoffs, totaling six playoff teams. The top seed in each conference will have a bye in week 14 and play the winner of the match between the two remaining teams in each conference in week 15. In week 16 the championship game will be held pitting the two Conference Champions against one another.

 

The Division Champions will be determined by the following criteria.

1) Overall Winning Percentage

2) Division Winning Percentage

3) Total Points Scored (Regular Season)

4) HTH = Head-To-Head Record

 

The Wildcard from each conference will be determined by the following criteria:

1) Overall Winning Percentage from the teams left after Division Champions are determined

2) Conference Winning Percentage

3) Total Points Scored (Regular Season)

4) HTH = Head-To-Head Record

 

Between the Division Champions, the number one seed will be determined by:

1) Overall Winning Percentage

2) Conference Winning Percentage

3) Total Points Scored (Regular Season)

4) HTH = Head-To-Head Record

 

Tiebreakers in playoff matches will be determined by:

1) Playoff Seed

2) Total Points Scored (Regular Season)

3) Alternating years for each conference if a tie still exists after tiebreaker 1 and 2 are applied). The 3-4 conference will have the tiebreaker in seasons that start with an even number (2012, 2014, etc), and the 4-3 conference will have the tiebreaker in seasons that start with an odd number (2013, 2015 etc).

 

Section 6: Restricted Free Agency

Restricted Free Agency (RFA) will run annually from April 1 until April 30, the clock will not be suspended and will run 24-7 during the month of April.

6.1 Bidding Process

Teams may open bids on any players that have RFA status and that are not on their own roster. The minimum bid and the minimum bid increment is 1 FI-IDP $. Once a bid is made on a player, teams* will have 24 hours to increase that bid. Any new bids reset the 24 hour clock.

*A team may NEVER bid on any of their own players.

 

6.2 Bid Closing / Matching

Any player that has an open bid for 24 hours becomes CLOSED. Once a player is CLOSED, the current owner will have 24 hours to MATCH the high bid and retain the player. Otherwise the ownership of that player changes to the team that made the high bid. A player is considered CLOSED once they hit the 24 hour mark, not when the player is actually listed by a commish as CLOSED. Therefore, if player A closes at 12:14PM on April 4th (meaning the last bid was placed 12:14PM April 3rd) and the commish doesn't mark the thread/bid closed until 1:25PM April 4th, the owner still would need to match by 12:14PM April 5th. If an owner posts their match at exactly 12:14PM April 5th the bid would be a legal match. If the match were posted at 12:15PM April 5th then the time will have expired and the owner will have lost the player.

 

6.3 Overbidding

Owners who place bids must have enough FI-IDP dollars available to cover all outstanding high bids. If an owner overbids their budget at any time, that bid will be removed from the board. The highest bidder at the time of the overbid will be asked by the Player Commissioner if they would like to maintain their previous bid. The overbidding owner can no longer bid for said player. Teams shall be fined $10 FI-IDP dollars for bids that exceed their FI-IDP bank account. If the team does not have enough to cover the fine then the team's finances will be closed until the new cash allotment is made available and the fine can be paid. Therefore, if an owner overbids by bidding $6 on a player but they only have $5, their bid will be removed, their $5 will be deducted, leaving them at a zero balance, and after RFA when new funds are issued they will have the additional $5 removed from their total. Once an owners funds have been zeroed out they will no longer be able to participate in that season's RFA by bidding on or matching players. If that owner trades for more funds they will still be "locked-out" of RFA.

 

6.4 Trading During RFA Period

Trading of players is allowed during RFA. Only players that have not yet opened for bidding OR players on whom the bidding has already been concluded may be traded, Players with open bids or players waiting to be matched may not be traded.

 

6.5 Unbid RFAs

Players that go through the entire RFA period without receiving a bid will go back to the original team at no cost.

 

6.6 Franchise Tag

6.6a Each year an owner may designate one player whose contract has expired to be their Franchise Player.

6.6b The Franchise Tag is a designation that only has relevance during the Franchise Player Period in March and to indicate if a player is eligible to receive the Franchise Tag again(players can only be tagged for 2 consecutive years, no matter if they change teams).

6.6c The cost to franchise a player is $30. This $30 is non-refundable.

6.6d The deadline for assigning the Franchise Tag for your franchise is March 14 at 11:59pm, and must be posted in the league forum.

6.6e Blind Bids on Franchise players can be submitted from March 15th thru March 23rd at 11:59pm and will be submitted to fullimpactidp AT gmail DOT com(the L's and i's kinda run together but it is Full Impact IDP without any spaces)

6.6f Blind Bids can be any combination of FI-IDP Cash, Players and/or Draft Picks.

6.6g Franchise Players may be bid on by the 15 other teams in the league. A team can try to acquire multiple Franchise Players but in submitting their bids they cannot submit the same draft pick for different Franchise Players and they cannot submit cash bids that when combined will exceed their current level of FI-IDP Cash. A team can acquire multiple Franchise Players.

6.6h On March 24th a Commissioner will create a thread that lists each bid for each Franchise Player. Owner of Franchise Players will then have until March 30th 11:59pm to decide if they will keep their Franchise Player or let them go. Once the blind bids are posted, Franchise Players will not be able to be traded until the owner decides to keep the player or let him go for the compensation package of one of the blind bids.

6.6i If a team decides to keep their Franchise Player they keep them at no additional cost then what the initial $30 Franchise Tag cost was and they will automatically be given a 1 year contract.

6.6j If a team decides it is willing to let its Franchise Player go for compensation they must post their intentions in the Commissioners thread with the Blind Bids and state which team they are going to let their Franchise Player go to and in turn accept that teams compensation package. The winning team will then be able to assign the Franchise Player any length contract they desire(contracts will be assigned according to rule 3.2.2)

6.6k When a team lets their Franchise Player go they will immediately receive the cash portion of that bid(if there was cash bid) and will be assigned the appropriate draft picks from the team that is acquiring the Franchise Player.

6.6l A player can only be Franchise Tagged for 2 consecutive years( Does not matter if they are owned by a different team or not).

 

Section 7: Rookie Draft

The Rookie Draft will be held each year the first Monday following the NFL Draft and will start at 12:00 am.

 

7.1 Draft

The draft will proceed in reverse order based on the previous season's finish (total points as tie-breaker). It will be based off of week 13 standings for non playoff teams (overall record, total points) and playoff teams by order of finish (order of playoff elimination,overall record, total points). The draft will last 8 rounds. The draft will be conducted at MFL, if MFL is not prepared then it will be conducted in the FI-IDP forum at the huddle. If an owner withdraws from the league during the draft, the draft will stop until a new owner is found and begin when the new owner is selected without penalizing the new team.

 

7.2 Eligibility

Only rookies will be eligible to be drafted. As defined by the NFL CBA, a Rookie is defined as a person who has never signed a Player Contract with an NFL Club previous to that year. An un-drafted Rookie means a Rookie who was eligible for, but not selected in a College Draft. (College and High School players are not selectable.) For the purpose of this league a player will only be considered a rookie in what would equate to the season they would be a rookie if they had played in an NFL game. If a player is suspended or leaves school (ie: T.Pryor) after the NFL draft and before the following year's draft that player will be available to be picked up by any team according to FI-IDP Free Agency rules (Blind Bid or FCFS).

 

7.3 Timing

There will be no timer in force during the draft. Each owner is encouraged to use pre-selects and make picks as soon as possible. If an owner is "on the clock" for more than 24 hours during the draft without prior notice, they will first be giving a verbal/written warning (posted in the league forum). If they are on the clock for more than 24 hours a second time then they will be fined $5 FI-IDP dollars. If that owner is on the clock for more than 24 hours a third time then they will be considered for replacement under rule 2.3. If the owner isn't replaced they will be fined another $5. If an owner is on the clock for 48 consecutive hours without notice the draft will stop a substitute drafter will take the owner's place and a new owner will be sought out. The commissioners will attempt to have substitute drafters lined up prior to the start of the draft.

 

Rules for QB Event Range (Low-High) Points Edit? Test?

Number of Passing TDs 0-10 6 points each Edit Test

Passing Yards -100-999 .041 point for every 1 Edit Test

Pass Completions 0-99 .15 point for every 1 Edit Test

Pass Incompletions 0-99 -.15 point for every 1 Edit Test

Pass Interceptions Thrown 0-99 -2 points each Edit Test

Passing 2 Pointers 0-99 2 points each Edit Test

Number of Rushing TDs 0-10 6 points each Edit Test

Rushing Yards -100-999 .1 point for every 1 Edit Test

Rushing 2 Pointers 0-99 2 points each Edit Test

Number of Receiving TDs 0-10 6 points each Edit Test

Receiving Yards -100-999 .1 point for every 1 Edit Test

Receptions 0-99 .75 points each Edit Test

Receiving 2 Pointers 0-99 2 points each Edit Test

Number of Field Goals Made 0-0 0 Edit Test (Warning!)

Length of Field Goal Made 0-39 3 Edit Test

Length of Field Goal Made 40-49 4 Edit Test

Length of Field Goal Made 50-59 5 Edit Test

Length of Field Goal Made 60-99 6 Edit Test

Number of Field Goals Missed 0-99 0 points each Edit Test

Length of Missed Field Goal 0-39 -2 Edit Test (Warning!)

Extra Points 0-99 1 point each Edit Test

Extra Points Missed 0-99 -1 point each Edit Test

Punt Yards -100-999 .02 point for every 1 Edit Test

Punts Inside 20 0-99 1 point each Edit Test

Punt Return Yards -100-999 .04 point for every 1 Edit Test

Kickoff Return Yards -100-999 .025 point for every 1 Edit Test

Fumbles Lost (to Opponent) 0-99 -2 points each Edit Test

Fumble Recoveries (from Opponent) 0-99 4 points each Edit Test

Opponent Fumble Recovery Yards -100-999 .04 point for every 1 Edit Test

Number of Offensive Fumble Recovery TDs 0-10 6 points each Edit Test

Forced Fumbles 0-99 3 points each Edit Test

Interceptions Caught 0-99 4 points each Edit Test

Interception Return Yards -100-999 .04 point for every 1 Edit Test

Passes Defensed 0-99 2 points each Edit Test

Blocked Field Goals 0-99 3 points each Edit Test

Blocked Punts 0-99 3 points each Edit Test

Blocked Extra Points 0-99 2 points each Edit Test

Tackles 0-99 2 points each Edit Test

Assists 0-99 1 point each Edit Test

Sacked a QB 0-20 2 point for every .5 Edit Test (Warning!)

Safeties 0-99 5 points each Edit Test

Number of Defensive & Special Teams TDs 0-10 6 points each Edit Test

 

Rules for RB Event Range (Low-High) Points Edit? Test?

Number of Passing TDs 0-10 6 points each Edit Test

Passing Yards -100-999 .041 point for every 1 Edit Test

Pass Completions 0-99 .15 point for every 1 Edit Test

Pass Incompletions 0-99 -.15 point for every 1 Edit Test

Pass Interceptions Thrown 0-99 -2 points each Edit Test

Passing 2 Pointers 0-99 2 points each Edit Test

Number of Rushing TDs 0-10 6 points each Edit Test

Rushing Yards -100-999 .1 point for every 1 Edit Test

Rushing 2 Pointers 0-99 2 points each Edit Test

Number of Receiving TDs 0-10 6 points each Edit Test

Receiving Yards -100-999 .1 point for every 1 Edit Test

Receptions 0-99 .5 points each Edit Test

Receiving 2 Pointers 0-99 2 points each Edit Test

Number of Field Goals Made 0-99 0 Edit Test

Length of Field Goal Made 0-39 3 Edit Test

Length of Field Goal Made 40-49 4 Edit Test

Length of Field Goal Made 50-59 5 Edit Test

Length of Field Goal Made 60-99 6 Edit Test

Number of Field Goals Missed 0-99 0 points each Edit Test

Length of Missed Field Goal 0-39 -2 Edit Test (Warning!)

Extra Points 0-99 1 point each Edit Test

Extra Points Missed 0-99 -1 point each Edit Test

Punt Yards -100-999 .02 point for every 1 Edit Test

Punts Inside 20 0-99 1 point each Edit Test

Punt Return Yards -100-999 .04 point for every 1 Edit Test

Kickoff Return Yards -100-999 .025 point for every 1 Edit Test

Fumbles Lost (to Opponent) 0-99 -2 points each Edit Test

Fumble Recoveries (from Opponent) 0-99 4 points each Edit Test

Opponent Fumble Recovery Yards -100-999 .04 point for every 1 Edit Test

Forced Fumbles 0-99 3 points each Edit Test

Interceptions Caught 0-99 4 points each Edit Test

Interception Return Yards -100-999 .04 point for every 1 Edit Test

Passes Defensed 0-99 2 points each Edit Test

Blocked Field Goals 0-99 3 points each Edit Test

Blocked Punts 0-99 3 points each Edit Test

Blocked Extra Points 0-99 2 points each Edit Test

Tackles 0-99 2 points each Edit Test

Assists 0-99 1 point each Edit Test

Sacked a QB 0-20 2. point for every .5 Edit Test (Warning!)

Safeties 0-99 5 points each Edit Test

Number of Defensive & Special Teams TDs 0-10 6 points each Edit Test

 

Rules for WR Event Range (Low-High) Points Edit? Test?

Number of Passing TDs 0-10 6 points each Edit Test

Passing Yards -100-999 .041 point for every 1 Edit Test

Pass Completions 0-99 .15 point for every 1 Edit Test

Pass Incompletions 0-99 -.15 point for every 1 Edit Test

Pass Interceptions Thrown 0-99 -2 points each Edit Test

Passing 2 Pointers 0-99 2 points each Edit Test

Number of Rushing TDs 0-10 6 points each Edit Test

Rushing Yards -100-999 .1 point for every 1 Edit Test

Rushing 2 Pointers 0-99 2 points each Edit Test

Number of Receiving TDs 0-10 6 points each Edit Test

Receiving Yards -100-999 .1 point for every 1 Edit Test

Receptions 0-99 .75 points each Edit Test

Receiving 2 Pointers 0-99 2 points each Edit Test

Number of Field Goals Made 0-99 0 Edit Test

Length of Field Goal Made 0-39 3 Edit Test

Length of Field Goal Made 40-49 4 Edit Test

Length of Field Goal Made 50-59 5 Edit Test

Length of Field Goal Made 60-99 6 Edit Test

Number of Field Goals Missed 0-99 0 points each Edit Test

Length of Missed Field Goal 0-39 -2 Edit Test (Warning!)

Extra Points 0-99 1 point each Edit Test

Extra Points Missed 0-99 -1 point each Edit Test

Punt Yards -100-999 .02 point for every 1 Edit Test

Punts Inside 20 0-99 1 point each Edit Test

Punt Return Yards -100-999 .04 point for every 1 Edit Test

Kickoff Return Yards -100-999 .025 point for every 1 Edit Test

Fumbles Lost (to Opponent) 0-99 -2 points each Edit Test

Fumble Recoveries (from Opponent) 0-99 4 points each Edit Test

Opponent Fumble Recovery Yards -100-999 .04 point for every 1 Edit Test

Number of Offensive Fumble Recovery TDs 0-10 6 points each Edit Test

Forced Fumbles 0-99 3 points each Edit Test

Interceptions Caught 0-99 4 points each Edit Test

Interception Return Yards -100-999 .04 point for every 1 Edit Test

Passes Defensed 0-99 2 points each Edit Test

Blocked Field Goals 0-99 3 points each Edit Test

Blocked Punts 0-99 3 points each Edit Test

Blocked Extra Points 0-99 2 points each Edit Test

Tackles 0-99 2 points each Edit Test

Assists 0-99 1 point each Edit Test

Sacked a QB 0-20 2 point for every .5 Edit Test (Warning!)

Safeties 0-99 5 points each Edit Test

Number of Defensive & Special Teams TDs 0-10 6 points each Edit Test

 

Rules for TE Event Range (Low-High) Points Edit? Test?

Number of Passing TDs 0-10 6 points each Edit Test

Passing Yards -100-999 .041 point for every 1 Edit Test

Pass Completions 0-99 .15 point for every 1 Edit Test

Pass Incompletions 0-99 -.15 point for every 1 Edit Test

Pass Interceptions Thrown 0-99 -2 points each Edit Test

Passing 2 Pointers 0-99 2 points each Edit Test

Number of Rushing TDs 0-10 6 points each Edit Test

Rushing Yards -100-999 .1 point for every 1 Edit Test

Rushing 2 Pointers 0-99 2 points each Edit Test

Number of Receiving TDs 0-10 6 points each Edit Test

Receiving Yards -100-999 .1 point for every 1 Edit Test

Receptions 0-99 1.25 points each Edit Test

Receiving 2 Pointers 0-99 2 points each Edit Test

Number of Field Goals Made 0-99 0 Edit Test

Length of Field Goal Made 0-39 3 Edit Test

Length of Field Goal Made 40-49 4 Edit Test

Length of Field Goal Made 50-59 5 Edit Test

Length of Field Goal Made 60-99 6 Edit Test

Number of Field Goals Missed 0-99 0 Edit Test

Length of Missed Field Goal 0-39 -2 Edit Test (Warning!)

Length of Missed Field Goal 0-0 0 Edit Test (Warning!)

Extra Points 0-99 1 point each Edit Test

Extra Points Missed 0-99 -1 point each Edit Test

Punt Yards -100-999 .02 point for every 1 Edit Test

Punts Inside 20 0-99 1 point each Edit Test

Punt Return Yards -100-999 .04 point for every 1 Edit Test

Kickoff Return Yards -100-999 .025 point for every 1 Edit Test

Fumbles Lost (to Opponent) 0-99 -2 points each Edit Test

Fumble Recoveries (from Opponent) 0-99 4 points each Edit Test

Opponent Fumble Recovery Yards -100-999 .04 point for every 1 Edit Test

Number of Offensive Fumble Recovery TDs 0-10 6 points each Edit Test

Forced Fumbles 0-99 3 points each Edit Test

Interceptions Caught 0-99 4 points each Edit Test

Interception Return Yards -100-999 .04 point for every 1 Edit Test

Passes Defensed 0-99 2 points each Edit Test

Blocked Field Goals 0-99 3 points each Edit Test

Blocked Punts 0-99 3 points each Edit Test

Blocked Extra Points 0-99 2 points each Edit Test

Tackles 0-99 2 points each Edit Test

Assists 0-99 1 point each Edit Test

Sacked a QB 0-20 2 point for every .5 Edit Test (Warning!)

Safeties 0-99 5 points each Edit Test

Number of Defensive & Special Teams TDs 0-10 6 points each Edit Test

 

Rules for PK Event Range (Low-High) Points Edit? Test?

Number of Passing TDs 0-10 6 points each Edit Test

Passing Yards -100-999 .041 point for every 1 Edit Test

Pass Completions 0-99 .15 point for every 1 Edit Test

Pass Incompletions 0-99 -.15 point for every 1 Edit Test

Pass Interceptions Thrown 0-99 -2 points each Edit Test

Passing 2 Pointers 0-99 2 points each Edit Test

Number of Rushing TDs 0-10 6 points each Edit Test

Rushing Yards -100-999 .1 point for every 1 Edit Test

Rushing 2 Pointers 0-99 2 points each Edit Test

Number of Receiving TDs 0-10 6 points each Edit Test

Receiving Yards -100-999 .1 point for every 1 Edit Test

Receptions 0-99 .75 points each Edit Test

Receiving 2 Pointers 0-99 2 points each Edit Test

Number of Field Goals Made 0-99 0 Edit Test

Length of Field Goal Made 0-39 3 Edit Test

Length of Field Goal Made 40-49 4 Edit Test

Length of Field Goal Made 50-59 5 Edit Test

Length of Field Goal Made 60-99 6 Edit Test

Number of Field Goals Missed 0-99 0 points each Edit Test

Length of Missed Field Goal 0-39 -2 Edit Test (Warning!)

Extra Points 0-99 1 point each Edit Test

Extra Points Missed 0-99 -1 point each Edit Test

Punt Yards -100-999 .02 point for every 1 Edit Test

Punts Inside 20 0-99 1 point each Edit Test

Punt Return Yards -100-999 .04 point for every 1 Edit Test

Kickoff Return Yards -100-999 .025 point for every 1 Edit Test

Fumbles Lost (to Opponent) 0-99 -2 points each Edit Test

Fumble Recoveries (from Opponent) 0-99 4 points each Edit Test

Opponent Fumble Recovery Yards -100-999 .04 point for every 1 Edit Test

Number of Offensive Fumble Recovery TDs 0-10 6 points each Edit Test

Forced Fumbles 0-99 3 points each Edit Test

Interceptions Caught 0-99 4 points each Edit Test

Interception Return Yards -100-999 .04 point for every 1 Edit Test

Passes Defensed 0-99 2 points each Edit Test

Blocked Field Goals 0-99 3 points each Edit Test

Blocked Punts 0-99 3 points each Edit Test

Blocked Extra Points 0-99 2 points each Edit Test

Tackles 0-99 2 points each Edit Test

Assists 0-99 1 point each Edit Test

Sacked a QB 0-20 2. point for every .5 Edit Test (Warning!)

Safeties 0-99 5 points each Edit Test

Number of Defensive & Special Teams TDs 0-10 6 points each Edit Test

 

Rules for PN Event Range (Low-High) Points Edit? Test?

Number of Passing TDs 0-10 6 points each Edit Test

Passing Yards -100-999 .041 point for every 1 Edit Test

Pass Completions 0-99 .15 point for every 1 Edit Test

Pass Incompletions 0-99 -.15 point for every 1 Edit Test

Pass Interceptions Thrown 0-99 -2 points each Edit Test

Passing 2 Pointers 0-99 2 points each Edit Test

Number of Rushing TDs 0-10 6 points each Edit Test

Rushing Yards -100-999 .1 point for every 1 Edit Test

Rushing 2 Pointers 0-99 2 points each Edit Test

Number of Receiving TDs 0-10 6 points each Edit Test

Receiving Yards -100-999 .1 point for every 1 Edit Test

Receptions 0-99 .75 points each Edit Test

Receiving 2 Pointers 0-99 2 points each Edit Test

Number of Field Goals Made 0-99 0 Edit Test

Length of Field Goal Made 0-39 3 Edit Test

Length of Field Goal Made 40-49 4 Edit Test

Length of Field Goal Made 50-59 5 Edit Test

Length of Field Goal Made 60-99 6 Edit Test

Number of Field Goals Missed 0-99 0 Edit Test

Length of Missed Field Goal 0-39 -2 Edit Test (Warning!)

Length of Missed Field Goal 0-0 0 Edit Test (Warning!)

Extra Points 0-99 1 point each Edit Test

Extra Points Missed 0-99 -1 point each Edit Test

Punt Yards -100-999 .02 point for every 1 Edit Test

Punts Inside 20 0-99 1 point each Edit Test

Punt Return Yards -100-999 .04 point for every 1 Edit Test

Kickoff Return Yards -100-999 .025 point for every 1 Edit Test

Fumbles Lost (to Opponent) 0-99 -2 points each Edit Test

Fumble Recoveries (from Opponent) 0-99 4 points each Edit Test

Opponent Fumble Recovery Yards -100-999 .04 point for every 1 Edit Test

Forced Fumbles 0-99 3 points each Edit Test

Interceptions Caught 0-99 4 points each Edit Test

Interception Return Yards -100-999 .04 point for every 1 Edit Test

Passes Defensed 0-99 2 points each Edit Test

Blocked Field Goals 0-99 3 points each Edit Test

Blocked Punts 0-99 3 points each Edit Test

Blocked Extra Points 0-99 2 points each Edit Test

Tackles 0-99 2 points each Edit Test

Assists 0-99 1 point each Edit Test

Sacked a QB 0-20 2 point for every .5 Edit Test (Warning!)

Safeties 0-99 5 points each Edit Test

Number of Defensive & Special Teams TDs 0-10 6 points each Edit Test

 

Rules for DT Event Range (Low-High) Points Edit? Test?

Number of Passing TDs 0-10 6 points each Edit Test

Passing Yards -100-999 .041 point for every 1 Edit Test

Pass Completions 0-99 .15 point for every 1 Edit Test

Pass Incompletions 0-99 -.15 point for every 1 Edit Test

Pass Interceptions Thrown 0-99 -2 points each Edit Test

Passing 2 Pointers 0-99 2 points each Edit Test

Number of Rushing TDs 0-10 6 points each Edit Test

Rushing Yards -100-999 .1 point for every 1 Edit Test

Rushing 2 Pointers 0-99 2 points each Edit Test

Number of Receiving TDs 0-10 6 points each Edit Test

Receiving Yards -100-999 .1 point for every 1 Edit Test

Receptions 0-99 .75 points each Edit Test

Receiving 2 Pointers 0-99 2 points each Edit Test

Number of Field Goals Made 0-99 3 point for every Edit Test

Length of Field Goal Made 0-39 3 Edit Test

Length of Field Goal Made 40-49 4 Edit Test

Length of Field Goal Made 50-59 5 Edit Test

Length of Field Goal Made 60-99 6 Edit Test

Number of Field Goals Missed 0-99 0 Edit Test

Length of Missed Field Goal 0-39 -2 Edit Test

Length of Missed Field Goal 0-99 0 Edit Test

Extra Points 0-99 1 point each Edit Test

Extra Points Missed 0-99 -1 point each Edit Test

Punt Yards -100-999 .02 point for every 1 Edit Test

Punts Inside 20 0-99 1 point each Edit Test

Punt Return Yards -100-999 .04 point for every 1 Edit Test

Kickoff Return Yards -100-999 .025 point for every 1 Edit Test

Fumbles Lost (to Opponent) 0-99 -2 points each Edit Test

Fumble Recoveries (from Opponent) 0-99 4 points each Edit Test

Opponent Fumble Recovery Yards -100-999 .04 point for every 1 Edit Test

Forced Fumbles 0-99 3 points each Edit Test

Interceptions Caught 0-99 4 points each Edit Test

Interception Return Yards -100-999 .04 point for every 1 Edit Test

Passes Defensed 0-99 2.6 points each Edit Test

Blocked Field Goals 0-99 3 points each Edit Test

Blocked Punts 0-99 3 points each Edit Test

Blocked Extra Points 0-99 2 points each Edit Test

Tackles 0-99 3.2 points each Edit Test

Assists 0-99 1.6 points each Edit Test

Sacked a QB 0-20 2.5 point for every .5 Edit Test (Warning!)

Tackles for a Loss 0-25 1 point for every .5 Edit Test

Safeties 0-99 5 points each Edit Test

Number of Defensive & Special Teams TDs 0-10 6 points each Edit Test

 

Rules for DE Event Range (Low-High) Points Edit? Test?

Number of Passing TDs 0-10 6 points each Edit Test

Passing Yards -100-999 .041 point for every 1 Edit Test

Pass Completions 0-99 .15 point for every 1 Edit Test

Pass Incompletions 0-99 -.15 point for every 1 Edit Test

Pass Interceptions Thrown 0-99 -2 points each Edit Test

Passing 2 Pointers 0-99 2 points each Edit Test

Number of Rushing TDs 0-10 6 points each Edit Test

Rushing Yards -100-999 .1 point for every 1 Edit Test

Rushing 2 Pointers 0-99 2 points each Edit Test

Number of Receiving TDs 0-10 6 points each Edit Test

Receiving Yards -100-999 .1 point for every 1 Edit Test

Receptions 0-99 .75 points each Edit Test

Receiving 2 Pointers 0-99 2 points each Edit Test

Number of Field Goals Made 0-99 0 Edit Test

Length of Field Goal Made 0-39 3 Edit Test

Length of Field Goal Made 40-49 4 Edit Test

Length of Field Goal Made 50-59 5 Edit Test

Length of Field Goal Made 60-99 6 Edit Test

Number of Field Goals Missed 0-99 0 Edit Test

Length of Missed Field Goal 0-39 -2 Edit Test (Warning!)

Length of Missed Field Goal 0-0 0 Edit Test (Warning!)

Extra Points 0-99 1 point each Edit Test

Extra Points Missed 0-99 -1 point each Edit Test

Punt Yards -100-999 .02 point for every 1 Edit Test

Punts Inside 20 0-99 1 point each Edit Test

Punt Return Yards -100-999 .04 point for every 1 Edit Test

Kickoff Return Yards -100-999 .025 point for every 1 Edit Test

Fumbles Lost (to Opponent) 0-99 -2 points each Edit Test

Fumble Recoveries (from Opponent) 0-99 4 points each Edit Test

Opponent Fumble Recovery Yards -100-999 .04 point for every 1 Edit Test

Forced Fumbles 0-99 3 points each Edit Test

Interceptions Caught 0-99 4 points each Edit Test

Interception Return Yards -100-999 .04 point for every 1 Edit Test

Passes Defensed 0-99 2.3 points each Edit Test

Blocked Field Goals 0-99 3 points each Edit Test

Blocked Punts 0-99 3 points each Edit Test

Blocked Extra Points 0-99 2 points each Edit Test

Tackles 0-99 2.6 points each Edit Test

Assists 0-99 1.3 points each Edit Test

Sacked a QB 0-20 2 point for every .5 Edit Test (Warning!)

Tackles for a Loss 0-25 .5 point for every .5 Edit Test

Safeties 0-99 5 points each Edit Test

Number of Defensive & Special Teams TDs 0-10 6 points each Edit Test

 

Rules for LB Event Range (Low-High) Points Edit? Test?

Number of Passing TDs 0-10 6 points each Edit Test

Passing Yards -100-999 .041 point for every 1 Edit Test

Pass Completions 0-99 .15 point for every 1 Edit Test

Pass Incompletions 0-99 -.15 point for every 1 Edit Test

Pass Interceptions Thrown 0-99 -2 points each Edit Test

Passing 2 Pointers 0-99 2 points each Edit Test

Number of Rushing TDs 0-10 6 points each Edit Test

Rushing Yards -100-999 .1 point for every 1 Edit Test

Rushing 2 Pointers 0-99 2 points each Edit Test

Number of Receiving TDs 0-10 6 points each Edit Test

Receiving Yards -100-999 .1 point for every 1 Edit Test

Receptions 0-99 .75 points each Edit Test

Receiving 2 Pointers 0-99 2 points each Edit Test

Number of Field Goals Made 0-99 0 Edit Test

Length of Field Goal Made 0-39 3 Edit Test

Length of Field Goal Made 40-49 4 Edit Test

Length of Field Goal Made 50-59 5 Edit Test

Length of Field Goal Made 60-99 6 Edit Test

Number of Field Goals Missed 0-99 0 Edit Test

Length of Missed Field Goal 0-39 -2 Edit Test (Warning!)

Length of Missed Field Goal 0-0 0 Edit Test (Warning!)

Extra Points 0-99 1 point each Edit Test

Extra Points Missed 0-99 -1 point each Edit Test

Punt Yards -100-999 .02 point for every 1 Edit Test

Punts Inside 20 0-99 1 point each Edit Test

Punt Return Yards -100-999 .04 point for every 1 Edit Test

Kickoff Return Yards -100-999 .025 point for every 1 Edit Test

Fumbles Lost (to Opponent) 0-99 -2 points each Edit Test

Fumble Recoveries (from Opponent) 0-99 4 points each Edit Test

Opponent Fumble Recovery Yards -100-999 .04 point for every 1 Edit Test

Forced Fumbles 0-99 3 points each Edit Test

Interceptions Caught 0-99 4 points each Edit Test

Interception Return Yards -100-999 .04 point for every 1 Edit Test

Passes Defensed 0-99 2 points each Edit Test

Blocked Field Goals 0-99 3 points each Edit Test

Blocked Punts 0-99 3 points each Edit Test

Blocked Extra Points 0-99 2 points each Edit Test

Tackles 0-99 2 points each Edit Test

Assists 0-99 1 point each Edit Test

Sacked a QB 0-20 2 point for every .5 Edit Test (Warning!)

Safeties 0-99 5 points each Edit Test

Number of Defensive & Special Teams TDs 0-10 6 points each Edit Test

 

Rules for CB Event Range (Low-High) Points Edit? Test?

Number of Passing TDs 0-10 6 points each Edit Test

Passing Yards -100-999 .041 point for every 1 Edit Test

Pass Completions 0-99 .15 point for every 1 Edit Test

Pass Incompletions 0-99 -.15 point for every 1 Edit Test

Pass Interceptions Thrown 0-99 -2 points each Edit Test

Passing 2 Pointers 0-99 2 points each Edit Test

Number of Rushing TDs 0-10 6 points each Edit Test

Rushing Yards -100-999 .1 point for every 1 Edit Test

Rushing 2 Pointers 0-99 2 points each Edit Test

Number of Receiving TDs 0-10 6 points each Edit Test

Receiving Yards -100-999 .1 point for every 1 Edit Test

Receptions 0-99 .75 points each Edit Test

Receiving 2 Pointers 0-99 2 points each Edit Test

Number of Field Goals Made 0-99 0 Edit Test

Length of Field Goal Made 0-39 3 Edit Test

Length of Field Goal Made 40-49 4 Edit Test

Length of Field Goal Made 50-59 5 Edit Test

Length of Field Goal Made 60-99 6 Edit Test

Number of Field Goals Missed 0-99 0 Edit Test

Length of Missed Field Goal 0-39 -2 Edit Test (Warning!)

Length of Missed Field Goal 0-0 0 Edit Test (Warning!)

Extra Points 0-99 1 point each Edit Test

Extra Points Missed 0-99 -1 point each Edit Test

Punt Yards -100-999 .02 point for every 1 Edit Test

Punts Inside 20 0-99 1 point each Edit Test

Punt Return Yards -100-999 .04 point for every 1 Edit Test

Kickoff Return Yards -100-999 .025 point for every 1 Edit Test

Fumbles Lost (to Opponent) 0-99 -2 points each Edit Test

Fumble Recoveries (from Opponent) 0-99 4 points each Edit Test

Opponent Fumble Recovery Yards -100-999 .04 point for every 1 Edit Test

Forced Fumbles 0-99 3 points each Edit Test

Interceptions Caught 0-99 4 points each Edit Test

Interception Return Yards -100-999 .04 point for every 1 Edit Test

Passes Defensed 0-99 2 points each Edit Test

Blocked Field Goals 0-99 3 points each Edit Test

Blocked Punts 0-99 3 points each Edit Test

Blocked Extra Points 0-99 2 points each Edit Test

Tackles 0-99 2 points each Edit Test

Assists 0-99 1 point each Edit Test

Sacked a QB 0-20 2 point for every .5 Edit Test (Warning!)

Safeties 0-99 5 points each Edit Test

Number of Defensive & Special Teams TDs 0-10 6 points each Edit Test

 

Rules for S Event Range (Low-High) Points Edit? Test?

Number of Passing TDs 0-10 6 points each Edit Test

Passing Yards -100-999 .041 point for every 1 Edit Test

Pass Completions 0-99 .15 point for every 1 Edit Test

Pass Incompletions 0-99 -.15 point for every 1 Edit Test

Pass Interceptions Thrown 0-99 -2 points each Edit Test

Passing 2 Pointers 0-99 2 points each Edit Test

Number of Rushing TDs 0-10 6 points each Edit Test

Rushing Yards -100-999 .1 point for every 1 Edit Test

Rushing 2 Pointers 0-99 2 points each Edit Test

Number of Receiving TDs 0-10 6 points each Edit Test

Receiving Yards -100-999 .1 point for every 1 Edit Test

Receptions 0-99 .75 points each Edit Test

Receiving 2 Pointers 0-99 2 points each Edit Test

Number of Field Goals Made 0-99 0 Edit Test

Length of Field Goal Made 0-39 3 Edit Test

Length of Field Goal Made 40-49 4 Edit Test

Length of Field Goal Made 50-59 5 Edit Test

Length of Field Goal Made 60-99 6 Edit Test

Number of Field Goals Missed 0-99 0 Edit Test

Length of Missed Field Goal 0-39 -2 Edit Test (Warning!)

Length of Missed Field Goal 0-0 0 Edit Test (Warning!)

Extra Points 0-99 1 point each Edit Test

Extra Points Missed 0-99 -1 point each Edit Test

Punt Yards -100-999 .02 point for every 1 Edit Test

Punts Inside 20 0-99 1 point each Edit Test

Punt Return Yards -100-999 .04 point for every 1 Edit Test

Kickoff Return Yards -100-999 .025 point for every 1 Edit Test

Fumbles Lost (to Opponent) 0-99 -2 points each Edit Test

Fumble Recoveries (from Opponent) 0-99 4 points each Edit Test

Opponent Fumble Recovery Yards -100-999 .04 point for every 1 Edit Test

Forced Fumbles 0-99 3 points each Edit Test

Interceptions Caught 0-99 4 points each Edit Test

Interception Return Yards -100-999 .04 point for every 1 Edit Test

Passes Defensed 0-99 2 points each Edit Test

Blocked Field Goals 0-99 3 points each Edit Test

Blocked Punts 0-99 3 points each Edit Test

Blocked Extra Points 0-99 2 points each Edit Test

Tackles 0-99 1.8 points each Edit Test

Assists 0-99 .9 points each Edit Test

Sacked a QB 0-20 2 point for every .5 Edit Test (Warning!)

Safeties 0-99 5 points each Edit Test

Number of Defensive & Special Teams TDs 0-10 6 points each Edit Test

 

 

 
 
 
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