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.
We offer six different types of drafts:
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.
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.
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)
Category | Default Value |
---|---|
Allow Fractional Points | Yes |
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 |
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 |
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 |
Category | Default Value |
---|---|
Per Fumble Lost | -2.0 |
Per 2PT Conversion | 2.0 |
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 |
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 |
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 |
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 |
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:
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:
Pass Yds | Pass TDs | Rush Yds | Rush TDs | Rec Yds | Rec TDs |
---|---|---|---|---|---|
400 | 2 | 10 | 1 | 0 | 0 |
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:
Free agency can be configured with or without a waiver wire:
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.
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.
For any scoring questions or concerns, please contact Administration with the following details:
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.