College Bowl Fantasy Football 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 NCAA Bowl season, 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 Football 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 six different types of drafts:

  • Live-Draft: In a Live-Draft, each manager selects players in real-time against others. Note: A maximum of 20 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. 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 post-season. This value accounts for each player's regular season statistics and category values.


Default League Configuration

All leagues default to the following configuration:

Max Managers 8
Salary Cap No
Salary Cap Type Rolling
Salary Cap Value $100
Draft Type Varies by Fantasy Game plan
Allow Managers To Create Team No (Offline only)
Allow Managers To Own Multiple Teams No (Offline only)
Draft Date and Time Auto-generated
Seconds Per Pick 90
Allow Co-Managed Teams No
Per Team Multipliers Yes
Per Player Multipliers Yes
# of Times a Player Can Be Drafted 1
Allow Free Agency Yes
# Free Agency Moves Per Team 5
Unlimited Free Agency Before Postseason Yes
Allow Eliminated Players to be Dropped No
Waiver Wire No
Waiver Period Post Game
Last Day for Free Agency The day of the Championship Game
Allow Trades Yes
Trade Review League Vote
Trade Review Period 12 hours
Trade Deadline The day of the Championship Game
Players Per Team QB (1)
RB (2)
WR (2)
TE (0)
RB/WR (1)
WR/TE (1)
K (1)
DEF (1)
Util (0)
Supported Games Major Bowls (Non-Playoff)
Fantasy Scoring Varies by category; please see the Fantasy Scoring section below for more details.


Fantasy Scoring (Defaults)

  • Offense:

Category Default Value
Allow Fractional Points Yes

Rushing
Category Default Value
Per Rush Yard 0.1
Per Rush TD 6.0
Per Rush Attempt 0.0
Per Rushing 1st Down 0.0
Per 40+ Yard Rush 0.0
100+ Rush Yards 0.0
150+ Rush Yards 0.0

Receiving
Category Default Value
Per Rec Yard 0.1
Per Rec TD 6.0
Per Reception 0.0
Per Rec 1st Down 0.0
Per 40+ Yard Rec 0.0
100+ Rec Yards 0.0
150+ Rec Yards 0.0

Passing
Category Default Value
Per Pass Yard 0.05
Per Pass TD 4.0
Per Completion 0.0
Per Cmp 1st Down 0.0
Per 40+ Yard Cmp 0.0
Per INT Thrown -2.0
300+ Pass Yards 0.0
400+ Pass Yards 0.0

Miscellaneous
Category Default Value
Per Fumble Lost -2.0
Per 2PT Conversion 2.0

Kicking
Category Default Value
Per FG (0-19 Yds) Made 3.0
Per FG (20-29 Yds) Made 3.0
Per FG (30-39 Yds) Made 3.0
Per FG (40-49 Yds) Made 3.0
Per FG (50+ Yds) Made 3.0
Per Extra Point Made 1.0

  • Defense:

Category Default Value
Per Interception 2.0
Per Fumble Recovered 2.0
Per Sack 1.0
Per Safety 2.0
Per Block Kick 2.0
Per Return Yard 0.0
Per DEF/Special Teams TD 6.0

Points Allowed
Category Default Value
Points Allowed (0) 10.0
Points Allowed (1-6) 7.0
Points Allowed (7-13) 4.0
Points Allowed (14-20) 1.0
Points Allowed (21-27) 0.0
Points Allowed (28-34) -1.0
Points Allowed (35+) -4.0

Important Note: Team defense is responsible for all points allowed.

League Options

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

Max Managers 2-20
(Offline/auto-drafts can support up to 500)
Salary Cap Yes
No
Salary Cap Type Rolling
Fixed
Salary Cap Value $50-$500
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
Allow Managers To Create Team Yes
No
Allow Managers To Own Multiple Teams Yes
No
Draft Date and Time TBD
Seconds Per Pick 60
90
120
180
240
300
Allow Co-Managed Teams Yes
No
# of Times a Player Can Be Drafted 1
2
3
4
5
Unlimited
Per Team Multipliers Yes
No
Per Player Multipliers Yes
No
Allow Free Agency Yes
No
# Free Agency 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 for free agency is the day of the Championship Game
Allow Trades Yes
No
Trade Review Commissioner
League Vote
None
Trade Review Period 12 hours
24 hours
48 hours
Trade Deadline Last day for trades is the day of the Championship Game
Players Per Team QB (0-5)
RB (0-10)
WR (0-10)
TE (0-10)
RB/WR (0-10)
WR/TE (0-10)
K (0-5)
DEF (0-2)
Util (0-20)

Notes:
*The WR/TE slot can either be used on a Wide Receiver or Tight End.

*The RB/WR slot can either be used on a Wide Receiver or Running Back.

*The Util slot can be used on any position.
Supported Games Top Bowl Games
Playoff Games
Allow Fractional Points Yes
No
Fantasy Scoring -20.0 to 20.0


Important Note:
    The 'Major Bowls (Non-Playoff)' format is based on a number of the major bowl games (excludes the playoff games). The 'Playoff Games' format only includes the playoff games - players on winning teams advance to the championship game and can earn more fantasy points.

Scoring

Fantasy points are awarded based on how well players perform in each of the statistical categories a league is tracking. Scoring is influenced by a number of factors:

  • Per Team Multipliers: Commissioners have the option to implement team scoring adjustments. If they do, a player's performance on a particular team can be worth more (or less) than other players on a team manager's roster. For example, this option can be used to provide players in certain conferences with a 50% scoring bonus by adjusting the scoring multiplier to 1.5. Note: The 'Per Team Multipliers' should not be set to zero. A zero means scores for players on that team do not count.

  • 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 freshmen with a 50% scoring bonus by adjusting the scoring multiplier to 1.5. Note: The 'Per Player Multipliers' should not be set to zero. A zero means scores for that player 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 Pass Yds/TDs, Rush Yds/TDs, and Rec Yds/TDs. Pass Yds are assigned a value of 0.05, Pass TDs a value of 3.0, Rush Yds a value of 0.1, Rush TDs a value of 6.0, Rec Yds a value of 0.1, and Rec TDs a value of 6.0. In the below example, player John Doe will accumulate a total of 33 fantasy points:

  • Player John Doe (QB):
Pass Yds Pass TDs Rush Yds Rush TDs Rec Yds Rec TDs
400210100
  • Value by Category:
    • Pass Yds Value = 20 (400 Yds * 0.05)
    • Pass TDs Value = 6 (2 TDs * 3.0)
    • Rush Yds Value = 1 (10 Yds * 0.1)
    • Rush TDs Value = 6 (1 TD * 6.0)
    • Rec Yds Value = 0 (0 Yds * 0.1)
    • Rec TDs Value = 0 (0 TDs * 6.0)
  • Overall Value:
    • 33 = 20 + 6 + 1 + 6 + 0 + 0

Important Note:
    Fantasy points are only awarded to players that are on a manager's roster 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.

    Touchdowns that occur on punt returns or kickoffs are neither credited to the player or to the Defense/Special Teams.

Salary Cap

If commissioners choose to enforce a salary cap, managers must select players with salaries that will fit under that cap. Commissioners have a choice of two salary cap type options:

  • Rolling: Salaries for only those players currently on a manager's roster count against the cap.

  • Fixed: Salaries for all players that have been on a manager's roster throughout the postseason count against the 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.

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: For the 'Playoff Games' format, 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 10 PM EST on Monday after the semi-finals. 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 QB, the system will not allow a manager to add a QB to leave their roster with more than 1 (unless Util 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.

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.

Unbalanced trades are supported. However, trades must respect a league's roster size and position requirements. For example, although a trade of 1 RB for 3 QBs is allowed, all 3 QBs 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 QBs 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 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

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 bowl games can accumulate points. Points are tallied game by game; the team with the highest total at the end of the bowl season 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.