Versus Dynasty Leagues

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Versus Dynasty Fantasy Football League Rules: Dynasty Leagues start with an Inaugural Draft at the start of the season. Owners retain all players from year to year. Each offseason an Annual Draft is held for rookies and non-rostered players (Free Agents).  Build your team for the future and start a dynasty! Limit one team per person per league.  PLEASE READ ALL OF THE RULES CAREFULLY!

Dynasty Rules Snapshot
League Format H2H (Head to Head)
League Size 12 Teams
Draft Types Live Draft or Slow Email draft
Lineup Types Standard, Flex, Super-Flex (2QB), IDP
Roster Maximum 24 + 2 IR for Standard & Flex, 24 + 2 IR for Super-Flex, 40 + 4 IR for IDP
Trades Trades Allowed Including Future Draft Picks
Scoring See Tables Below for Scoring Systems
Waiver Type BB (Blind Bidding Waivers)
Entry Fee $50, $100, $250, $500, $1,000, $2,500
League Duration Dynasty:  Ongoing / Indefinitely
Dynasty League Fee 1st and 2nd years league fees due at time of signup + $6.95 Commissioner Fee

 

Entry Fees and Prize Structure

  • There are no additional fees beyond the initial entry fee, and Dynasty Deposit (See Dynasty Deposit Rules at bottom of page). The Deposit is a one-time, refundable charge to ensure owners are joining the league with the intention of long-term ownership
  • Entry Fees and Prize Structures Below:

 

12 Team Leagues

Entry Fee $50   (90% Payout) $100   (90% Payout) $250   (90% Payout) $500   (91% Payout) $1,000   (91% Payout) $2,500   (93% Payout)
1st Place $320 $675 $1,700 $3,500 $7,000 $18,350
2nd Place $115 $255 $690 $1,420 $2,900 $7,100
3rd Place $50 $100 $250 $500 $1,000 $2,500

*Payout Percentage is after Myfantasyleague.com software fee of $59.99

 

  1. League Structure
  • League size will consist of 12 Teams
  • League format is H2H (Head to Head).  Head to head is one opponent per week per team.  A win is awarded to the highest scoring team in the matchup
  • There is no divisional separation of teams
  • Regular Season Schedule is randomly determined by myfantasyleague.com
  • 12 team leagues play two teams twice and the other nine teams once (13 total matchups)

 

 

  1. Inaugural Draft
  • Inaugural drafts are serpentine (snake) style drafts.  In the even rounds the draft order will be reversed from the odd rounds
  • LIVE DRAFTS: Draft Picks MAY BE TRADED before the draft commences; However trades will not be allowed during the draft. 
  • SLOW EMAIL DRAFTS: Draft Picks and drafted players MAY BE TRADED before and during the Draft. 
  • The league software on myfantasyleague.com randomly determines the draft order
  • Team owners can see the draft order once the league has been setup at myfantasyleague.com
  • Team owners are required to have an internet connection to submit their draft picks
  • Team owners may pre-draft players. The league drafting software allows for the submission of a list of draft picks prior to a team’s turn to pick. The software automatically selects the highest rated player on the submitted list when it is that team’s turn to pick. Pre-drafting is encouraged as a backup plan in case of technical difficulties and to reduce the time it takes to draft.
  • The draft consists of enough rounds to fill each team’s roster
  • The draft timer depends on the draft speed: LIVE: 90 seconds; SLOW: 4 hours (paused from 12 AM to 10 AM EST)
  • If the timer expires the league software automatically selects a player.  First choosing from the owner’s “Work List” (if LIVE draft), then from any pre-ranking by the owner, and finally from the myfantasyleague.com Average Draft Position list
  • At his discretion the commissioner may pause the draft timer due to technical difficulties
  • At his discretion the commissioner may undo and/or correct draft picks if an owner error has been made. If the error can reasonably be corrected without impacting the draft substantially it may be corrected by the commissioner

 

 

  1. Rosters and Lineups
  • The roster minimum is a full starting lineup during the regular season (not necessarily upon completion of the Draft)
  • During the regular season the Roster Maximum is 24 for Standard & FLEX Leagues
  • During the regular season the Roster Maximum is 24 for SUPER-FLEX Leagues
  • During the regular season the Roster Maximum is 40 for IDP Leagues
  • After the Inaugural Draft the roster size will be increased to the following:  28 for Standard, FLEX, and SUPER-FLEX Leagues, 48 for IDP Leagues.  This increase will be in effect until August 31st @ 10.00am EST, and rosters must be decreased to the regular season maximum by this date.
  • There are two (2) IR (Injured Reserve) spots for Standard, FLEX and SUPER-FLEX Leagues
  • There are four (4) IR (Injured Reserve) spots for IDP Leagues
  • The STANDARD starting lineup consists of 1 QB, 2 RB, 3 WR, 1 TE, 1 K, 1 DEF/ST
  • The FLEX starting lineup consists of 1 QB, 2 RB, 3 WR, 1 TE, 1 K, 1 DEF/ST, 1 FLEX (RB/WR/TE)
  • The SUPER-FLEX starting lineup consists of 1 QB, 2 RB, 2 WR, 1 TE, 1 K, 1 DEF/ST, 1 FLEX (QB/RB/WR/TE), 1 FLEX (RB/WR/TE)
  • The IDP starting lineup consists of 1 QB, 2 RB, 3 WR, 1 TE, 1 K, 1 FLEX (RB/WR/TE) 2 DL, 3 LB, 2 DB, 1 IDP-FLEX (DL/LB/DB)
  • The deadline for submitting a starting lineup is at kickoff of each player’s game
  • After kickoff of each game, players are locked into or out of the starting lineup
  • If no lineup is submitted, the lineup shall default to last week’s submitted lineup
  • Intentionally submitting a less than optimal lineup (starting known injured players or benching star players) will result in the commissioner revising the lineup and may cause the owner to lose his rights to manage his team.  First offense will result in a written warning.  Second offense will result in the loss of a 1st Round draft pick in the annual draft.  Third offense will result in removal from the league
  • Owners must re-submit their lineup after making any transaction that removes a player from their previously submitted lineup, such as a trade or waiver move

 

  1. Dynasty Roster Carry-Overs and New Season
  • Teams may keep all players from last season’s roster as well as those that were placed on IR
  • The roster maximum is not to be exceeded thus owners may keep as many players as the roster allows
  • Rosters will be expanded to allow for incoming players that will be acquired through the Annual Draft, and offseason transactions. Rosters will be expanded by the commissioner when the new season commences.  New season starts when the next year’s Myfantasyleague.com software upgrade is available.  This normally takes place at the end of February to beginning of March. Players on IR must be activated at this time
  • Rosters will need to be trimmed back down to normal roster maximum limits by 10:00am on August 15th.
  • Rosters will be expanded by the following:
    • Four (4) roster spots for STANDARD, FLEX and SUPER-FLEX Leagues
    • Six (6) roster spots for IDP Leagues
  • New Year’s League Fee is due before May 1st each year; However if you intend to make any trades the new year’s league fee must be paid in full

 

  1. IR (Injured Reserve)
  • To place a player on IR (Injured Reserve) the player’s official Injury Status must be “IR”
  • If a player is taken off IR by his NFL team, team owners must take the player off IR before submitting their weekly lineup
  • Players that are no longer on “IR” the following season must be moved to the active roster to be kept, or else they will be dropped when keepers are declared

 

 

  1. Annual Draft
  • The Annual Draft will be used for the drafting of incoming rookie players, and any veteran player not on any teams roster (Free Agent)
  • The draft is conducted on the myfantasyleague.com league website
  • All Annual Drafts will be held from May 15th to July 15th. Dates yet TBD (to be determined).  We will try and accommodate each league as best as we can for draft date convenience.
  • All Annual Drafts will be Slow Email Draft format
  • The Annual Draft will consist of the following rounds:
    • Four (4) rounds for STANDARD, FLEX, and SUPER-FLEX Leagues
    • Six (6) rounds for IDP Leagues

 

  • Each team must have a valid roster before the draft starts.  IE: No players on IR and rosters set at or under maximum roster limit
  • Teams can choose to have picks skipped by commissioner if they choose to do so
  • The draft order will be set based on non-playoff teams’ POTENTIAL POINTS scored during the regular season
    • Non-playoff teams secure picks #1 through #6 in 12 team leagues
    • Draft picks #7 through #12 in 12 team leagues will be determined on how each seeded playoff teams finishes

 

  • The draft order will be from worst to first for all rounds
  • Team owners are required to have an internet connection to submit their draft picks
  • The draft timer is set for four (4) hours per pick, but is paused between 12:00am EST and 10:00am EST
  • Team owners may pre-draft players. The league drafting software allows for the submission of a list of draft picks prior to a team’s turn to pick. The software automatically selects the highest rated player on the submitted list when it is that team’s turn to pick. Pre-drafting is encouraged as a backup plan in case of technical difficulties and to reduce the time it takes to draft.
  • If the timer expires the league software automatically selects a player
  • At his discretion, the commissioner may pause the draft timer due to technical difficulties
  • At his discretion the commissioner may undo and/or correct draft picks if an owner error has been made. If the error can reasonably be corrected without impacting the draft substantially it may be corrected by the commissioner
  • Draft Picks may be traded up to two years in advance. The league rollover in the February/March signifies the start of the new year.  Two years of future picks may be traded from this point
  • If the following years draft picks are traded the following years league fee must be paid in full at this time

 

  1. Scoring
  • Decimal scoring is used to help prevent ties
  • Defenses may score negative points if they give up excessive points
  • Individual players may score negative points for negative yardage
  • The NFL finalizes stats approximately 1 hour after the Monday night game. If the NFL makes any further changes after stats are finalized, Versus will not change any stats or scores.
  • LEAGUE SCORING TABLES

 

 

Scoring Systems

 

Standard Scoring Offense
Passing TD 5 Points Each
Rushing and Receiving TD 6 Points Each
2 Point Conversion 2 Points Each
INT / Fumble Lost to Opponent -1 Point Each
Passing Yards .04 Point for Every 1 Yard
Rushing and Receiving Yards .10 Point for Every One Yard
Field Goal Made 3 Points Each
Extra Point Made 1 Point Each
Defense & Special Teams
Takeaways 2 Points Each
Sacks 1 Point Each
Safeties 2 Points Each
Total Points Allowed 10 Points for 0, and then -.30 for Every 1
Defensive & Special Teams TD’s 6 Points Each

 

 

Versus Balanced PPR Scoring Offense
Passing TD 4 Points Each
Passing Yards .04 Point for Every 1 Yard
Pass Attempts .05 Point for Every 1
Pass Completions .20 Point for Every 1
Rush Attempts .20 Points Each
Rushing & Receiving TD 6 Points Each
Rushing & Receiving Yards .10 Point for Every 1 Yard
Receptions (Non-Running Back) 1 Point Each
Receptions (Running Back) .50 Point Each
2 Point Conversion 2 Points Each
INT / Fumble Lost to Opponent -2 Points Each
Field Goal Made (0 – 30 Yards) 3 Points Each
Field Goal Made (31 – 99 Yards) .10 Point for Every 1 Yard
Extra Point 1 Point Each
Missed Extra Point -1 Point Each
Defense & Special Teams
Takeaways 2 Points Each
Sacks 1 Point Each
Safeties 2 Points Each
Total Points Allowed 10 Points for 0, and then -.30 for Every 1
Defensive & Special Teams TD’s 6 Points Each

 

 

Versus Balanced IDP Scoring Rules
Passing TD 4 Points Each
Passing Yards .04 Point for Every 1 Yard
Pass Attempts .05 Point for Every 1
Pass Completions .20 Point for Every 1
Rush Attempts .20 Point for Every 1
Rushing and Receiving TD 6 Points Each
Rushing and Receiving Yards .10 Point for Every 1 Yard
Receptions (Non-Running Back) 1 Point Each
Receptions (Running Back) .50 Point Each
2 Point Conversion 2 Points Each
INT / Fumble Lost to Opponent -2 Points Each
Field Goal Made (1 – 30 Yards) 3 Points Each
Field Goal Made (31 – 99 Yards) .10 Point for Every 1 Yard
Extra Point 1 Point Each
Missed Extra Point -1 Point Each
Number of Punt Return TD’s 6 Points Each
Number of Kickoff Return TD’s 6 Points Each
Defensive Fumble Recovery TD’s 6 Points Each
Fumble Recoveries (From Opponent) 2 Points Each
Offensive Fumble Recovery TD’s 6 Points Each
Forced Fumbles 3 Points Each
Interception Return TD’s 6 Points Each
Interceptions Caught 5 Points Each
Passes Defensed 1 Point Each
Blocked Field Goal TD’s 6 Points Each
Blocked Field Goals 2 Points Each
Missed Field Goal Return TD’s 6 Points Each
Blocked Punt TD’s 6 Points Each
Blocked Punts 2 Points Each
Blocked Extra Points 2 Points Each
Safeties 2 Points Each
Tackles (Non-LB, CB, S) 2 Points Each
Assists (Non-LB, CB, S) 1 Point Each
Sacks (Non-LB, CB, S) 2.5 Point for Each .50 Sack
Tackles (LB, CB, S) 1.5 Points Each
Assists (LB, CB, S) .75 Point Each
Sacks (LB, CB, S) 2 Points per .50 Sack

 

 

  1. Trades
  • Team owners may propose trades to other team owners via the league website
  • LIVE DRAFTS: Draft Picks MAY BE TRADED before the draft commences; However trades will not be allowed during the draft.
  • SLOW EMAIL DRAFTS: Draft Picks and drafted players MAY BE TRADED before and during the Draft.
  • The owner receiving the proposal may accept the trade via the league website
  • The owner proposing the trade may revoke the proposal prior to the other owner accepting it
  • Once the receiving owner accepts the trade the league website will automatically update the rosters
  • A player cannot be traded if his game has started for the week
  • It is highly recommended that owners set the expiration date of trade offers to be at least 60 minutes before kickoff of any player’s game so that lineup adjustments can be made if trade is accepted
  • The commissioner will not manually correct lineups due to owner error in making trades that result in unwanted lineup
  • The Commissioner has the right to veto trades in the event that collusion is suspected or that a trade is deemed competitively unbalanced.  ALL TRADES ARE REVIEWED AND PROCESSED OR REJECTED BY THE LEAGUE COMMISSIONER.
  • For purpose of the leagues collusion is defined as “a trade in which one of the owners knowingly and purposefully aids another owner without benefit to his own team”
  • Unbalanced trades may be allowed provided collusion isn’t suspected, upon Commissioner approval
  • Owners may protest a trade to the commissioner but the Commissioner makes the sole decision on allowing or vetoing the trade
  • The trading deadline is prior to the Sunday kickoff of week 11 (11/22/2015)

 

  1. Waiver System
  • Versus Fantasy Football uses a BB (Blind Bidding) waiver system
  • Team owners bid for free agents
  • Any player not currently on an active league roster is a free agent
  • The day after the Inaugural Draft, BB Waivers will begin @ 10:00am EST.  BB Waivers will automatically processed by the league software @ 3:00pm on the next closest Wednesday, and then the FCFS (First Come, First Served) waiver period begins.  The FCFS waivers run until the next closest Sunday.  This BB and FCFS waiver period will happen once a month until August 1st, and then once per week until the week of NFL Week 1 kickoff
  • Rosters will be increased at this time from 24 to 28 and will stay in effect until the Monday after the last preseason game at 3pm EST.  Rosters will need to be trimmed back to 24 at this time.
  • After Week 1 kickoff team owners may submit their bids between 1:00pm EST Sunday, and 3:00pm EST Wednesday each week
  • The league software will automatically process the bids shortly after 10:00am EST each Wednesday.  The FCFS waiver period will commence at this time, and end at 1:00pm EST Sunday kickoff
  • Free agent pickups are unlimited
  • Players picked up are available immediately for that week’s games or for trade
  • Each team is allotted 1000 BB Dollars at the beginning of the season
  • No additional BB Dollars will be allotted during the course of the season
  • Bids must be a minimum of 1 credit, and in increments of 1.0 credits above that
  • Unused credits do NOT carry over to the following season
  • The earliest submitted bid wins a tie-bid situation
  • Teams can submit as many bids as they choose
  • Your top players bid at each position can exceed your blind bidding dollars available. The computer will limit your second, or third, etc… player’s bid to the blind bidding dollars available if your bids exceeded your available funds
  • If you wish to receive one player over another you must submit a higher bid on that player as there is no priority when submitting your bids
  • The Commissioner will not correct improperly placed bids/dropped players after the bids have been processed. Even if it’s obvious as to the intention; However, from time to time a mistake can be made such as clicking a wrong button when dropping a player.  If this happens notify the commissioner within 60 minutes.  If the dropped player gets awarded to a new team during the blind bidding process the transaction is FINAL
  • Consult the Blind Bidding Help Page for helpful information on how Blind Bids are processed
  • Dropped Players are available 24 hours after they are dropped.
  • Players that are picked up and dropped during the same FCFS period may be unlocked with an owner’s request to the Commissioner. This prevents owners from picking up and dropping a lot of players just to lock them from opponents
  • The blind bidding, and/or free agency pickup periods are open throughout the entire season including the playoffs
  • A League Calendar is available on each league’s myfantasyleague.com page which outlines the dates and times that transactions may take place
  • The commissioner has the right to freeze the roster of an owner that intentionally drops players for the purposes of sabotaging the league

 

  1.  Playoffs
  • Playoff berths and seeding are based on the following criteria and tiebreakers:
    • Win/Loss record
    • Total points scored
    • Total points against
    • Head to head record

 

    • Playoffs
      • The top six teams make the playoffs
      • Week 14: Seed #3 plays seed #6, seed #4 plays seed #5.  Seeds #1 and #2 earn a bye week and automatically advance to week 15
      • Week 15: Seed #1 plays highest numbered winning seed from Week 14.  Seed #2 plays lowest numbered winning seed from Week 14
      • Week 16: Winner of #1 vs X plays winner of #2 vs Y for Championship
      • Week 16: Loser of #1 vs X plays loser of #2 vs Y for 3rd place

 

  • Tiebreakers in Playoff Matchups
    • Highest Scoring Non-Starting Player
    • 2nd Highest Scoring Non-Starting Player
    • Next Highest Scoring Non-Starting Player, until the tie is broken
    • Online coin flip simulator

 

  1.  Dynasty League Fee, Abandoned Teams, and Replacement Owners (New for 2017)
  • 1st and 2nd year’s league fees are due upon the time of signup.  After the inaugural year you will pay each following season one year in advance.  This is to help ensure our owners are in it for the long haul.  League fees are not refundable should an owner decide to leave the league.

 

  • If a team is abandoned mid-year the Commissioner will set the roster using the best of his judgment each week
  • If an abandoned team wins any prize(s) the money will be carried over to the next year’s prize fund
  • The commissioner will make every effort to fill the abandoned team(s) in order to maintain the league

 

 

 

 

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