Login!    Register An Account 

Bringing Fantasy to the NBA and NHL Playoffs!
Playoff Fantasy Basketball Rules

Overview

Welcome to FantasyPostseason.com - your postseason home for fantasy sports. The most important time of year in any sport is the postseason, and that is our singular focus.

Given the nature of the NBA playoffs, our fantasy leagues require very little time commitment. However, with a robust set of features, we provide all the tools necessary to help you take home your league's title.

What follows is a detailed listing of our Pro Basketball rules; this includes our default league configuration, options, and scoring.


Types of Drafts

We offer six different types of drafts:

  • Live-Draft: In a Live-Draft, each manager selects players in real-time against others. Note: A maximum of 15 managers are permitted.

  • Auto-Draft: In an Auto-Draft, our system automatically selects players for each manager. The system selects either the highest-rated player in our default rankings or your pre-draft rankings. Please note that your pre-draft rankings are vital in many ways, as they will also become your default picks in a Live draft (should you either fail to appear, or fail to make a selection in time).

  • Snake-Draft: In a Snake-Draft the last manager to make a selection in a round will be the first manager to make a selection in the next round. Take for instance a draft with 12 managers:
Round 1: 1 2 3 4 5 6 7 8 9 10 11 12
Round 2: 12 11 10 9 8 7 6 5 4 3 2 1
Round 3: 1 2 3 4 5 6 7 8 9 10 11 12

  • Banzai-Draft: In a Banzai-Draft the draft order is similar to a Snake-Draft, but the order of the third round is switched to match the order of the second. Note: Banzai drafts are gaining in popularity, as they are perceived to be fairer to those managers picking last in the first round.
    For example:
Round 1: 1 2 3 4 5 6 7 8 9 10 11 12
Round 2: 12 11 10 9 8 7 6 5 4 3 2 1
Round 3: 12 11 10 9 8 7 6 5 4 3 2 1

  • Straight-Draft: In a Straight-Draft the draft order is exactly the same in every round. For example:
Round 1: 1 2 3 4 5 6 7 8 9 10 11 12
Round 2: 1 2 3 4 5 6 7 8 9 10 11 12
Round 3: 1 2 3 4 5 6 7 8 9 10 11 12

  • Off-line Draft: In an Off-line Draft, the league commissioner loads the league draft results. Results should only be loaded after all league members have joined.

Every manager gets one selection per round until their roster is full. The draft order is set by the league administrator; the order can either be set manually or randomly selected.


Projected Scoring

To assist with our pre-draft rankings, we include a Projected Score value for each player in the NBA Playoffs. This value accounts for each player's regular season statistics, category values, round multipliers, and projected games (by team seed).


Default League Configuration

All leagues default to the following configuration:

Max Managers 12
League Format Total Points
Reserve Last Game Week for Championship Matchup No
Salary Cap No
Salary Cap Value $100
Draft Type Varies by Fantasy Game plan
Draft Date and Time Auto-generated
Enable Live Video Sharing for Draft No
Seconds Per Pick 90
Allow Co-Managed Teams No
Lineup Setting Daily
# of Times a Player Can Be Drafted 1
Hide Rosters No
Limit Player Starts No
# Starts Allowed Unlimited
Per Player Multipliers No
Allow Free Agency Yes
# Free Agent Moves Per Team 10
Unlimited Free Agency Before Postseason Yes
Allow Eliminated Players to be Dropped Yes
Waiver Wire Yes
Waiver Period Post Game
Last Day for Free Agency Last day of the playoffs
Allow Trades Yes
Commissioner Reviews All Trades No
Trade Deadline Last day of the playoffs
Players Per Team Guards (2)
Forwards (2)
Centers (0)
Forwards/Centers (2)
Flex (2)
Bench(0)
Count All Games Yes
Scoring Cumulative Totals
Fantasy Scoring Varies by category; please see the Fantasy Scoring section below for more details.
Per Round Multipliers Round 1: 1
Round 2: 1
Conference Finals: 1
Finals: 1


Fantasy Scoring (Defaults):

Category Default Value
Per Point 1.0
Per Rebound 1.0
Per Assist 1.0
Per Steal 1.0
Per Block 1.0
Per Turnover -1.0


Bonus Scoring (Defaults):

Category Default Value
Per 3 PT 0.0
Double-Double 3.0
Triple-Double 8.0
30+ Points 5.0
FG >= 50% (Min. 8 attempts) 0.0


League Options

Commissioners can customize their leagues in many ways. Please review the 'Settings' option from the league home page for the settings selected by your league commissioner.

Max Managers 2-15
Offline/auto-drafts can support up to 500
League Format Total Points
Head-to-Head
Reserve Last Game Week for Championship Matchup Yes
No
Salary Cap Yes
No
Salary Cap Value $75
$100
$125
$150
$175
$200
Draft Type Live Draft - Snake Format
Live Draft - Banzai Format
Live Draft - Straight Format
Auto Draft - Snake Format
Auto Draft - Banzai Format
Auto Draft - Straight Format
Off-line Draft
Draft Date and Time TBD
Enable Live Video Sharing for Draft Yes
No
Seconds Per Pick 30
60
90
120
180
Allow Co-Managed Teams Yes
No
Lineup Setting Daily
# of Times a Player Can Be Drafted 1
2
3
4
5
Unlimited
Hide Rosters Yes
No
Limit Player Starts No
Yes
# Starts Allowed 1
2
3
4
5
10
15
Per Player Multipliers Yes
No
Allow Free Agency Yes
No
# Free Agent Moves Per Team 5
10
15
20
50
Unlimited
Unlimited Free Agency Before Postseason Yes
No
Allow Eliminated Players to be Dropped Yes
No
Waiver Wire Yes
No
Waiver Period Post Game
All the Time
Last Day for Free Agency Last day of the playoffs
Allow Trades Yes
No
Commissioner Reviews All Trades Yes
No
Trade Deadline Last day of the playoffs
Players Per Team Guards (0-5)
Forwards (0-5)
Centers (0-2)
Forwards/Centers (0-5)
Flex*(0-20)
Bench(0-5)

*The Flex and Bench slots can be used on any position.
Count All Games Yes
No
Scoring Cumulative Totals
Averages
Fantasy Scoring -20.0 to 20.0
Per Round Multipliers -20.0 to 20.0


Scoring

Fantasy points are awarded based on how well players perform in each of the statistical categories a league is tracking. Players accumulate more points based on how long their team survives in the playoffs. Scoring is influenced by a number of factors:

  • League Format: Commissioners have the option to select between either a 'Total Points' or 'Head-to-Head' league format:
    • Total Points: In a Total Points league, points are accumulated round by round. Team managers compete to accumulate the most points by the end of the playoffs.

    • Head-to-Head: In a Head-to-Head league, points are accumulated week by week. Team managers compete to accumulate the most points by the end of the week to defeat their opponents and secure the best record by the end of the playoffs.

  • Player Starts: Commissioners have the option to limit the number of times a player can start for a manager. As opposed to an unlimited number of starts, players can be limited to starting only 1, 2, 3, 4, 5, 10, or 15 times for a manager during the playoffs. Note: When a manager trades a player to a new manager, the new manager receives the full complement of starts (if they have never owned that player before). If a manager trades or re-adds a player previously owned, the manager does not receive a full complement of starts - the # of starts utilized from previous ownership counts against that total.

  • Scoring Format: Commissioners have the option to select between either a 'Cumulative Totals' or 'Averages' scoring format:
    • Cumulative Totals: With a 'Cumulative Totals' format, player performance is summed (round by round in a Total Points format, or week by week in a Head-to-Head format).

    • Averages: With an 'Averages' format, player performance is averaged (round by round in a Total Points format, or week by week in a Head-to-Head format). Note: Any non-performance does not factor into scoring.

  • Count All Games: For 'Total Points' leagues only, commissioners have the option of recognizing fantasy points for all games in a series, or only a player's best 4 of 7 games. For example, if a series went 4 games in Round 1, the players on these teams would have four games worth of fantasy scores in either setting. However, if the series were to go 6 games, 6 games worth of scores would accumulate in the 'Count All Games' setting, but only a player's 4 best scores would count in the alternate setting (the other 2 scores would be thrown out). Note: The option is intended to avoid penalizing players on teams that sweep.

  • Per Player Multipliers: Commissioners have the option to implement player scoring adjustments. If they do, a player's performance can be worth more (or less) than other players on a team manager's roster. For example, this option can be used to provide rookies with a 10% scoring bonus by adjusting the scoring multiplier to 1.1 or it can be used to encourage the selection of players on underdog teams by increasing their multipliers. Note: The 'Per Player Multipliers' should not be set to zero. A zero means scores for that player do not count.

  • Per Round Multipliers: Commissioners have the option to implement round scoring adjustments. For example, a player's performance in the Finals could be worth exponentially more than his performance in the first round. Note: The 'Per Round Multipliers' should not be set to zero. A zero means scores for that round do not count.

  • Category Scoring: Commissioners have the option to change the value of each scoring category from their defaults to a range between 20 and -20. Note: Categories that are set to 0 will not be tracked.

For example, a league may choose to only track Points, Rebounds and Assists. Points are assigned a value of 0.5, Rebounds a value of 1.0 and Assists a value of 1.0, while the bonus categories are all set to 0. The Per Round Multiplier is set as follows: Rd 1 (1.0), Rd 2 (1.0), Conference Finals (1.0), and Finals (*2.0). In the below example, player John Doe will accumulate a total of 158 fantasy points:

  • Player John Doe (F):
Round Points Rebounds Assists Round Value
13010530
220151035
Conf Finals408533
Finals3010560
  • Value by Round:
    • Round 1 = 30 (30 * 1.0)
    • Round 2 = 35 (35 * 1.0)
    • Conf Finals = 33 (33 * 1.0)
    • Finals = 60 (30 * 2.0)
  • Overall Value:
    • 158 = 30 + 35 + 33 + 60

Important Note:
    Fantasy points are only awarded to players that are on a manager's roster (and not on a manager's bench) prior to a team's scheduled game. At that time, all players on that team will be locked - the duration of which is dependent upon the league's free agency settings. Please see the 'Free Agency' section below for more details.

Salary Cap

If commissioners choose to enforce a salary cap, managers must select players with salaries that will fit under that cap.

Important Note:
    Managers with illegal rosters due to exceeding the salary cap may find players on hold (these players cannot be started or benched). Players can be released from hold by conforming to the salary cap via either free agency or trades.

Benches

If commissioners choose to allow benches, managers can adjust their rosters via the 'My Team' option from the league home page. Select 'Bench' from within the 'Status' column of the player you would like to bench, and then select 'Starter' from within the 'Status' column of the player you would like to remove from the bench.

Rosters must respect position requirements. For example, if a league allows for a maximum of 1 Center, the system will not allow a manager to start a second Center (unless a Flex position is available). The total number of benched players is configurable by the commissioner and team manager.

Important Note:
    Managers with illegal rosters due to unbalanced trades may find players on hold (these players cannot be started or benched). Please see the 'Trades' section below for information on clearing the hold.


Lineup Setting

Commissioners have a choice of two lineup setting options:

  • Daily: Player status is locked (i.e. starter/bench) from their game's scheduled start time until 12 AM EST. If game scoring occurs after 12 AM EST, players will remain locked until that time.

  • Per Week: Player status is locked (i.e. starter/bench) from their game's scheduled start time until 3 AM EST on the morning following the last day of each game week. Note: This option is only available with Head-to-Head leagues.


Free Agency

Free agency can be configured with or without a waiver wire:

  • Waiver Wire: If a waiver wire is enabled, players are held in a queue during a waiver period which can be configured in one of two ways:
    • Post Game: Players are on waivers for only a limited period of time after games complete, otherwise they are unrestricted. The waiver period lasts from the time players are unlocked until 11 AM EST the next morning. Unrestricted players include all players that are dropped, not selected during a draft, etc.

    • All the Time: All free agents must pass waivers and there is no unrestricted period. All waiver claims are processed each day at 11 AM EST.

    When the waiver period ends, the team manager with the best waiver position gets the player. The waiver order is the reverse of the draft order for live and auto-drafts - the waiver order for offline drafts is set randomly. However, commissioners have the ability to override the waiver order at any time.

  • No Waiver Wire: If a waiver wire is not configured, players that are not locked can be acquired on demand.

Managers can add/drop players via the 'Free Agents' option from the league home page. To add a player, select a player from the free-agent pool, and then select a player to drop from your team.

Single player adds or drops are supported. However, the system will not allow the addition of players beyond a league's roster size limit. Player additions must also respect position requirements. For example, if a league requires a maximum of 1 Center, the system will not allow a manager to add a Center to leave their roster with more than 1 (unless Flex or Bench slots are available).

The number of free agent moves allowed and the length of time free agency is permitted are both configurable by the commissioner.

Commissioners have a choice of whether or not to allow players on eliminated teams to be dropped. If the option is set to 'No', transactions with players on eliminated teams are no longer allowed.

Important Note:
    During a team's locked period, no transactions with players on that team are allowed (this includes player adds or drops). Players on eliminated teams can be dropped (if the option is allowed), but cannot be added.

Trades

If commissioners choose to allow trades, managers can trade players via the 'Trades' option from the league home page. To trade a player, select a player from the 'My Players' list, select a trading partner, and then select a player you wish to acquire from that manager's team.

Unbalanced trades are supported. However, trades must respect a league's roster size and position requirements. For example, although a trade of 1 Center for 3 Guards is allowed, all 3 Guards will be placed 'On Hold' (after the trade is approved), if the trade puts the recipient over either the maximum roster size or maximum number of Guards allowed. Players are released from hold once the offending manager adjusts their roster (either via Free Agency or additional trades) to conform to the required limits.

A maximum of 3 players from one team can be traded at a time. Trade offers must be accepted within 48 hours or they are automatically cancelled. The length of time trades are permitted and whether or not commissioners can review trades is configurable by the commissioner.

Important Note:
    During a team's locked period, no trades with players on that team are allowed. Players on eliminated teams cannot be traded.

Scoring Questions/Concerns

For any scoring questions or concerns, please contact Administration with the following details:

  • League ID
  • Team Name
  • Detailed description of the issue

Winning the Game

Winning a Fantasy Postseason league is dependent upon the league format:

  • Total Points: In a Total Points league, points are accumulated round by round. The manager with the most points at the end of the playoffs wins the league. In the very unlikely event that a league should end in a tie, each manager will get a share of the title.

  • Head-to-Head: In a Head-to-Head league, points are accumulated over seven game weeks - with Week 6 and Week 7 spanning a longer period of calendar days (for a listing of actual dates, review the 'Weekly Schedule' from the 'Scoring' menu). A manager wins a game week by scoring more points than their opponent during that week. The manager that wins the title week, or has the best record at the end of the playoffs wins the league. Total points serve as tie-breaker - in the very unlikely event a league remains dead-locked, each manager will get a share of the title.


 






"Fantasy Postseason offers a unique niche in the fantasy sports world. I play many fantasy sports games and have yet to find a site that will host our postseason needs. Having the automated service not only saves a lot of time but gives us options to extend the fantasy season to playoff games for multiple sports."
- Paul B., Commissioner

UPCOMING PUBLIC DRAFTS
NHL Superstars  5-21 12:00 PM EDT  Open



Copyright © 2013 Fantasy Postseason, LLC. All rights reserved. Terms of Service - Privacy Policy - DMCA Policy - Site Map - Contact Us