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Fantasy College Basketball Tournament Rules

Overview

Welcome to FantasyPostseason.com - your free 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 NCAA basketball tournament, 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 College Basketball rules; this includes our types of drafts, default league configuration, options, and scoring.

Important Note:  At FantasyPostseason.com, we uphold the amateur status of college players; this site is not intended for any type of gambling activities whatsoever.


Types of Drafts

We offer five different types of drafts:

  • Live-Draft: In a Live-Draft, each manager selects players in real-time against others. Note: A maximum of 12 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
  • 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 NCAA Tournament. 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
Draft Type Live Snake Draft
Draft Date and Time Auto-generated
Seconds Per Pick 90
# of Times a Player Can Be Drafted 1
Per Player Multipliers No
Allow Free Agency Yes
# Free Agency Moves Per Team 5
Roster Lock Per Round
Waiver Wire Yes
Last Day for Free Agency 4/4/2010
Allow Trades Yes
Trade Deadline 4/4/2010
Players Per Team Guards (2)
Forwards (2)
Centers (1)
Forwards/Centers (0)
Flex (0)
Bench(0)
Fantasy Scoring Varies by category; please see the Fantasy Scoring section below for more details.
Per Round Multipliers 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
Double-Double 3.0
Triple-Double 8.0
30+ Points 5.0


League Options

Commissioners can customize their leagues in many ways, but only until the league's draft is conducted:

Max Managers 2-12 (Offline/auto-drafts can support up to 25)
Draft Type Live Draft - Snake Format
Live Draft - Banzai Format
Auto Draft - Snake Format
Auto Draft - Banzai Format
Off-line Draft
Draft Date and Time TBD
Seconds Per Pick 30
60
90
120
# of Times a Player Can Be Drafted 1
2
3
Unlimited
Per Player Multipliers Yes
No
Allow Free Agency Yes
No
# Free Agency Moves Per Team 5
10
15
20
Roster Lock Per Game
Per Round
Waiver Wire Yes
No
Last Day for Free Agency Last day for free agency is the day before the Championship Game
Allow Trades Yes
No
Last Day for Trades Last day for trades is the day before the Championship Game
Players Per Team Guards (0-5)
Forwards (0-5)
Centers (0-2)
Forwards/Centers (0-5)
Flex* (0-20)
Bench(0-5)

*The Flex slot can be used on any position.
Fantasy Scoring -10.0 to 10.0
Per Round Multipliers -10.0 to 10.0


Per Player Multipliers

This feature allows an administrator the flexibility to implement league specific scoring adjustments. For example, it 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.

Scoring

Fantasy points are awarded based on how well players perform in each of the statistical categories a league is tracking (categories set to 0 are not being tracked). The play-in game is not included in the scoring.

Players accumulate more points based on how long their team survives in the NCAA tournament. Furthermore, if a league administrator specifies increasing 'Per Round Multipliers', a player's performance in the championship round could be worth exponentially more than his performance in the first round. If a league administrator adjusts the 'Per Player Multipliers', a player's performance can be worth more (or less) than other players on a team manager's roster. Note: The 'Per Round Multipliers' and 'Per Player Multipliers' should not be set to zero. A zero means scores for that round or player do not count.

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), Sweet 16 (1.0), Elite 8 (1.0), Final Four (1.0) and Finals (2.0). In the below example, player John Doe will accumulate a total of 203 fantasy points:

  • Player John Doe (F):
Round Points Rebounds Assists Round Value
13010530
220151035
Sweet 16408533
Elite 8205520
Final 4305525
Finals3010560
  • Value by Round:
    • Round 1 = 30 (30 * 1.0)
    • Round 2 = 35 (35 * 1.0)
    • Sweet 16 = 33 (33 * 1.0)
    • Elite 8 = 20 (20 * 1.0)
    • Final 4 = 25 (25 * 1.0)
    • Finals = 60 (30 * 2.0)
  • Overall Value:
    • 203 = 30 + 35 + 33 + 20 + 25 + 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.


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.

Benches must respect position requirements. For example, if a league requires 1 Center, the system will not allow a manager to either bench a Center to leave their roster with 0, or add a Center to leave their roster with more than 1.

The total number of benched players is configurable by the commissioner.


Free Agency

If commissioners choose to allow free agency, they have four different configuration options:

  • Per Game / No Waiver Wire: If commissioners choose 'Per Game' locking with no 'Waiver Wire', players are locked from their game's scheduled start time until game scoring occurs. Any transaction requests that occur after the locking period ends are on demand.

  • Per Game / Waiver Wire: If commissioners choose 'Per Game' locking with a 'Waiver Wire', players are locked from their game's scheduled start time until 12 hours later. Any transaction requests that occur during the 12 hour waiver period are held in a queue. When the waiver period ends, the team manager with the best waiver position gets the player. Any transaction requests that occur after the waiver period ends are on demand.

  • Per Round / No Waiver Wire: If commissioners choose 'Per Round' locking with no 'Waiver Wire', players are locked from their game's scheduled start time until all of the games within a round (i.e. all four of the Elite 8 games) are completed and have been scored. Any transaction requests that occur after the locking period ends are on demand.

  • Per Round / Waiver Wire: If commissioners choose 'Per Round' locking with a 'Waiver Wire', players are locked from their game's scheduled start time until 8 hours after all of the games within a round (i.e. all four of the Elite 8 games) are completed and have been scored. Any transaction requests that occur during the 8 hour waiver period are held in a queue. When the waiver period ends, the team manager with the best waiver position gets the player. Any transaction requests that occur after the waiver period ends are 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.

Add/Drops must respect position requirements. For example, if a league requires 1 Center, the system will not allow a manager to either drop a Center to leave their roster with 0, or add a Center to leave their roster with more than 1.

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

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, 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.

Each trade must involve an equivalent number of players. For example, you can trade 2 for 2, but not 2 for 3. A maximum of 3 players can be traded at one time.

Trades must respect position requirements. For example, if a league requires 1 Center, the system will not allow a manager to trade away a Center to leave their roster with 0, or add a Center to leave their roster with more than 1.

The length of time trades are permitted 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. Commissioners have a 6-hour grace period to reject all trades.


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

The goal is to have your team accumulate more fantasy points than all of the other teams in your league. All players that are active in tournament games and not on a manager's bench can accumulate points. Points are tallied game by game; the team with the highest total at the end of the tournament wins the championship. In the very unlikely event that a league should end in a tie, each manager will get a share of the title.


 
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