Sunday, June 27, 2010

Rulebook 1.1

1. Cross Country Standings
Each week, every team competes against every other team. If there are ten teams in the league, the team with the most points that week defeated everybody else, thus going 9-0. The team with the second-most points defeated eight other teams, but lost to one team, thus going 8-1. Yada Yada Yada, the team with the least points was defeated by everybody, thus going 0-9.

Weekly Scores:
Most points: 9-0
2nd: 8-1
3rd: 7-2
4th: 6-3
5th: 5-4
6th: 4-5
7th: 3-6
8th: 2-7
9th: 1-8
10th: 0-9

These are the wins and losses for the single week. For the season standings, wins and losses from every week continue to be added up. Each week, your wins and losses for that week are added to your wins and losses for the season total.

Teams scoring the same number of points in a single week have a tie, and a tie will be included in the standings for the week and the season.

2. Championship
The manager of the team with the MOST WINS for the season is declared the Hazelweird Champion.
1st tie-breaker: if two teams have the same number of wins, the team with the fewest losses (e.g., best winning percentage) is declared the Hazelweird Champion.
2nd tie-breaker: if two teams have the same number of wins and losses, the team with the most total points is declared the Hazelweird Champion.

AP Recognition: The team with the most total points for the season is recognized with an AP title. This is not a league championship, but recognition for a secondary accomplishment.

3. Scoring
The Hazelweird League uses fractional scoring for yardage.
Passing Yard: 50 yards per point
Passing TD: 3 points
Rushing Yards: 20 yards per point
Rushing TD: 6 points
Receiving Yards: 20 yards per point
Receiving TD: 6 points
KR or PR TD: 6 points
2-Point Conversion: 2 points
Offensive Fumble Return TD: 6 points

Field Goal: 3 points
PAT Made: 1 point

Defense/Special Teams
Sack: 1 point
Interception: 1 point
Fumble Recovery: 1 point
TD: 6 points
Safety: 4 points
KR or PR TD: 6 points
0 points allowed: 6 points
1-6 points allowed: 4 points
7-13 points allowed: 2 points

4. Roster and Lineup
Rosters consist of 16 positions. You are required to draft NINE positions are required for a standard lineup: QB, WR, WR, RB, TE, W/T, W/R, K, D. The remaining seven positions are bench positions and can be filled with any positions. You must fill all 16 positions during the draft. After the draft, you are allowed to carry fewer than 16 players on your roster at any time. After the draft, you are no longer required to carry all nine starting positions at all times.

A weekly lineup consists of QB, WR, WR, RB, TE, W/T, W/R, K, and D. There is no specific deadline to have your entire roster for a week set. However, in order to start a particular player in Week A, you must have that player in the lineup prior to his team’s game during Week A.

You are allowed to carry multiple placekickers from the same NFL team without affecting your 16 spot roster limit. All placekickers from the same NFL team count as one roster spot.

However, you are only allowed one placekicker in your starting lineup. Therefore you must choose which kicker to start for an individual game.

5. Auction Draft
Auction drafts will be the preferred format of the Hazelweird League.

Each manager begins the draft with a $300 salary cap. The manager must reserve money to pay a minimum of $1 for each of the 16 required positions. This means that the most money a manager can bid on one player at any time is X minus remaining roster spots plus one, which is here called “Maximum Bid.” Otherwise, the money may be distributed in whatever way the manager sees fit.

The seating order will be determined by an agreed upon system at the time of the draft. When seated, we will go around the table in order, with each manager throwing out a player to be bid on, with the manager starting the bidding with a minimum bid of $1. There are no “cents:” all bidding must be made in whole numbers, an increase of at least $1. You may increase the bid by more than $1.

For each new player thrown out, each manager begins with an open cup, which declares to the other managers that he is in the bidding. At any point, a manager may flip his cup upside-down, which declares him to be out of the bidding for that player. Once your cup is flipped on the bidding for Player A, you cannot re-enter the bidding for Player A. Bidding goes around the table until one manager has made a high bid, and all other managers have flipped their cups. The player being bid on goes to the manager who bid the highest amount, and that amount is subtracted from his salary cap.

Once a manager wins the auction for a player, each manager still in the auction must flip his cup back to the open side, and another player will be thrown out by the manager whose turn is next (according to the seating order, who is sitting clockwise to the last manager to throw out a name).

Once the amount of the bid reaches a manager’s Maximum Bid, he is automatically removed from the bidding (he must flip his cup).

When it is your turn to throw out a player, you are allowed to pass. If a manager passes, it is the manager next to him who gets to throw out the next player. However, if all other managers in the auction pass consecutively, the first person to pass must throw out a name.

Each manager is in the bidding until his 16 position roster is filled. When your roster is filled, you are out of the auction, which continues with the remaining managers who have not yet completed their roster. Any salary cap money remaining when you fill the roster is lost.

If you attempt to throw out a player who has already been thrown out earlier and is now on a roster, you must get drinks for people for a specified amount of time (not during actual bidding).

6. Snake Draft
In the event that an Auction draft cannot be reasonably held, we will have a Snake Draft.

A snake draft “snakes” around: if you have the first pick in odd rounds, you will have the last pick in even rounds.

We will have a selection for draft order: instead of simply assigning the draft order by standings, we will allow people to choose their slot in the draft order. The order for selection is the ORDER OF THE PREVIOUS SEASON’S STANDINGS. If you won the league in Year A, you get first choice for a spot in the draft order of Year B. You select a draft slot that fits into the entire snake draft’s pattern.

Draft will last 16 rounds.

Draft picks are tradable commodities; you must have a total of 16 picks for the draft, but you may trade them prior to an agreed upon trade deadline.

If you attempt to draft a player who has already been drafted, you must get drinks for people for a specified period of time.

7. Free Agency
Free Agency Period begins immediately after the end of the last game of the week (typically, this will be at the end of the Monday night game, though the Free Agency Period will actually likely need to wait until weekly results and updated standings are posted). Each manager is granted ONE free agent pick per week. The order of free agency pickups is the reverse order of the overall standings: if you are in last place, you get the first free agency choice, then the second to last place team, yada yada yada.

Only players who are free agents BEFORE the start of Week A Free Agency Period may be picked up during Week A Free Agency Period. In other words, if Player X is dropped by a team during Week A Free Agency Period, Player X may not be picked up until the next week’s Free Agency Period. Since Free Agency Period does not begin until the end of the last game of the week, players dropped from a roster at any time before the end of the last game of the week (even during the game) are eligible free agents.

Unless you made an unbalanced trade during Week A which gives you more than 16 players on your roster, or if you already have fewer than 16 players on your roster, in order to add a player during Free Agency Week A, you must cut a player on your roster.

A manager has 12 hours to make a pick, after which he will be “passed” to the next manager. A manager who is passed is still entitled to that week’s free agent pick, and may make a pick at any time before the start of noon games on Sunday. A manager may also voluntarily pass on his pick, and still be entitled to a free agent pickup to be used at any time prior to the noon games Sunday.

After the free agent period (after the last person has either picked or passed), a manager who has already used that week’s free agent pickup may make additional pickups at the cost of 5 points deducted from his score for that week for each player selected. The score will be deducted from that week, but not from the season total points.

Free agent picks are tradable commodities: you are entitled to one free agent pickup each week, and you are allowed to trade a specific free agent pick or future free agent picks for other free agent slots or for players.

If a player you draft retires or is injured and will miss at least week one with injury, you are allowed a preseason free agent pickup. If a player you draft is cut or traded, you have the option of a free agent pickup, even if that player is now on another team.

To pick up a new player, you must cut the player who was cut, traded, retired, or injured. Your free agent may play any position; you are not required to use a preseason free agency pick on the same position as the player you cut. You are not required to use a free agency pickup; if you choose to use it, you must do so before the start of noon games week one.

Preseason Free Agent picks are tradeable commodities.

8. Trade
The trading period traditionally lasts from the moment the draft is over until the start of games one week after the last week including byes.

Trades may take place between any two teams. Trade numbers do not need to be balanced: while a legal roster includes 16 players, the Hazelweird Yahoo! Page will include four empty bench positions to allow for unbalanced trades.

If you trade fewer players for more players (for example, if you trade two players to get three), you are allowed to carry the additional players for the next week, including during games. Carrying the additional players will not limit your ability to make a free agent move for that week: you must still cut one player to add one player, but the result may leave you with over 16 players on your roster. If you make an unbalanced trade in between Week 1 and Week 2, you must be trimmed back to a 16 spot roster before the start of games Week 3 (usually, this will occur during free agency).

If you trade more players for fewer players (for example, if you trade three players to get two), so that you have fewer than 16 players on your roster, you are able to make a free agent pick during the next free agency period without being required to drop somebody. You are NOT granted an immediate or extra free agent pickup to get your roster to 16 players.

9. Rule Changes
Changes to league rules are made by a democratic vote. When a rule change is proposed, there is a reasonable time period to discuss and debate the rule change, with everybody getting a chance to make persuasive arguments to the group. If the majority of the league agrees to a rule change, the rule is changed. It is not merely a majority of people who actually vote, but a majority of the entire league required to change a rule. A person who abstains from voting on Rule Change A essentially casts a vote of “no” on Rule Change A; not voting is a vote against change.

2002: Joe
2003: Justin
2004: Kiah
2005: Kiah (AP: Rob)
2006: Jerod
2007: Rob (AP: Brad)
2008: Bryan (AP: Rob)
2009: Kiah


  1. An addition to Free Agency:

    "Only players who have not played yet during Week X are eligible free agents during Week X Free Agency Period. This means that you may select a free agent playing in a Thursday night game prior to the start of Thursday night's game; however, after the start of Thursday night's game, players on either of those teams are not eligible free agents until the following week."

  2. An addition to rosters:

    "Sometimes, league members have Sunday morning obligations which make it difficult or impossible to follow injury updates and make necessary lineup changes. The Hazelweird League attempts as much as is reasonable to accommodate members when this situation arises. Typically, if a player's status is in doubt, we allow members to send a mass email to the league, along lines such as 'If X plays I want to start X, but if he doesn't I want to start Y.' League commissioner(s) are able to retroactively adjust lineups.

    This is not a policy to be abused, and is fairly limited; we attempt to use this only for players' whose playing status is in doubt, and only when obligations prevent members from following and finding out about injuries that morning."

    There may be further clarifications regarding how this is affected by gametime (whether X needs to play at noon, or if any gametime is OK).

  3. Addition to Lineup Revision

    "In a "If Player X plays I'll start Player X, but if he doesn't I'll start Player Y" scenario, Player Y's game must start at the same time or later than Player X's game; you cannot substitute a player whose game occurs prior to Player X's game."

  4. Hurricane Rule
    "In rare instances, a game might be postponed on very short notice. If a manager has a starter whose team's game gets postponed, and the manager has no backup on his roster for that starter, that manager is granted EMERGENCY FREE AGENT PICKS. The manager may immediately select a free agent replacement for the postponed starter, without needing to drop player(s) to meet roster limits. That manager is REQUIRED to start the player who was selected with the emergency free agent pick that week. The manager would have until the following week's free agent period to reduce his roster to 16 players."

    Wording OK?