Add, Drop and Swap to put together your best starting lineup
3
Enjoy Gameday: View your Head-to-Head Matchup for this week
4
See pennant effects impact fantasy player scoring
How It Works
Select a special pennant as your team's power-up! Play a different one each week to augment your team - or thwart your opponent!
Pennant Play is inspired by the great NCAA Football games of
the early 2000's which allowed you to earn pennants and play them to boost your
team. The Sir Football equivalent is fairly similar.
During each fantasy week, in addition to setting your normal fantasy lineup, you'll
select a special pennant. This pennant may help players on your team or your team itself
score additional points - or it could
result in your opponent having some point totals reduced for their players or team!
How it works: Every team in the league will have the same allotment of pennants
available, but it's up to each team to
decide which pennant they wish to activate for each NFL week. All pennants are single-use: you'll have
to choose a different one to play each week.
Pennants have two different types, noted by the color of the pennant. Purple, blue and green pennants
are positive pennant types that can boost your team's scoring
or point totals by various means.
Red, yellow and orange pennants are negative pennant types that
may reduce your opponent's scoring or point totals in a number of ways.
Deadline: You must select a pennant before the
first< game of the current
NFL Week (often Thursday night). If a selection isn't made in time, no pennant will be used
for that week and all unused remaining pennants will remain available in your pool. Also note that you'll be able to
see which pennant your opponent played (if any) once that first game kicks off (and vice versa).
When a Pennant Play league is created, a collection of 17 pennants (for the 14-week regular season and
3-week playoff rounds) will be chosen randomly from the pennant pool described further below.
Championship Prize:
The Percival Cup
The Percival Cup celebrates pomp and fanfare and is named after
Sir Percival, Knight of the Round Table.
This award features a fine looking golden cup that is decorated profusely with
emerald and magenta streamers and pennants.
This is fitting for Pennant Play, where you'll have to select a different pennant each
week. Victors may go through stretches where they can't get their pennant select correct or
it isn't having much affect at all. And then suddenly
in a pivotal matchup, it makes a big difference
to help you land a victory. Such is the nature of this game. Saving the more
powerful pennants for the more difficult weeks
or the playoffs could pay off and make the difference.
Why Play Pennant Play:
High replay value - Each league has a separate pool of pennants
Playing a negative pennant to hurt your opponent's score is a fun twist
Strategic use of pennants is important - save the powerful ones for the right time
Some pennants will affect FLEX and other positions directly
Power of pennants vary greatly but all have some inherent value
No worry about pennant falling off the wall after you hang it
PENNANT POOL
Backup Plan
Backup Plan
Affects: Your Team
Total fantasy points scored by RB2 and WR2 players each receive a 25% bonus.
Beastmode
Beastmode
Affects: Your Team
Fantasy players who had at least 120 yards rushing each get a +6 bonus
Busy Beaver
Busy Beaver
Affects: Your Team
All Players with 5 or more receptions receive a +3 point bonus
Change the Channel
Change the Channel
Affects: Your Team
Points allowed by fantasy defense is subtracted by 10.
Called Back
Called Back
Affects: Opponent
Defensive/Special Teams TD's are each worth 0 points each (instead of regular 6 points each).
Close Enough
Close Enough
Affects: Your Team
Team's total score is rounded up to nearest 10 points (ex. 62.34 becomes 70.00).
Double Move
Double Move
Affects: Your Team
Fantasy players who had 80+ receiving yards in their game each get a +4 bonus
Everything Counts
Everything Counts
Affects: Your Team
Kicker extra points are worth 3 points each (instead of regular 1 point each).
Extra Blocker
Extra Blocker
Affects: Opponent
Sacks by fantasy defense are worth 0 points each (instead of regular 1 point each).
F In Math
F In Math
Affects: Opponent
Team's total score is rounded down to nearest 10 points (example: 62.34 becomes 60.00).
Fitz-Magic
Fitz-Magic
Affects: Your Team
200 yards is added to QB1 passing yardage total.
Giving Gifts
Giving Gifts
Affects: Opponent
All interceptions thrown count -4 points each (instead of regular -1 points each).
Go Deep!
Go Deep!
Affects: Your Team
Receiving yards by WR1 are worth 1 point per 5 yards (100% higher).
Greasy Pizza
Greasy Pizza
Affects: Opponent
All receiving yards are worth 1 point per 12 yards (20% lower).
He Stepped Out
He Stepped Out
Affects: Opponent
RB1 rushing TD's are each worth 0 points each (instead of regular 6 points each).
Hold That L
Hold That L
Affects: Opponent
Each player who scored less than 4 fantasy points will each receive a -2 point penalty.
Inside the 1
Inside the 1
Affects: Opponent
All rushing TD's are worth 3 points each (instead of regular 6 points each).
Kinda Blurry
Kinda Blurry
Affects: Your Team
Receiving TD's scored by TE1 are worth 12 points each (instead of regular 6 points each).
Knee Was Down
Knee Was Down
Affects: Your Team
Fumbles lost are worth 0 points each (instead of regular -2 points each).
Lost Helmet
Lost Helmet
Affects: Opponent
2-point receptions are worth -2 points each (instead of regular 2 points each).
Mulligan
Mulligan
Affects: Your Team
Interceptions thrown are worth 0 points each (instead of regular -1 points each).
Nerfed!
Nerfed!
Affects: Opponent
The team's total fantasy score is reduced by 10%.
Noodle Arm
Noodle Arm
Affects: Opponent
All passing yards are worth are worth 1 per 50 yards (100% lower).
On Fire
On Fire
Affects: Your Team
All RB1 rushing yards are worth 1 point per 5 yards (100% higher).
Out of Time
Out of Time
Affects: Opponent
All rushing yards earned by fantasy players are each capped at a 80 yard maximum.
Party Animals
Party Animals
Affects: Opponent
Total points scored by RB2 and WR2 are both reduced by 25%.
Punch Out
Punch Out
Affects: Opponent
All fumbles lost count -8 points each (instead of regular -2 points each).
Roller Skates
Roller Skates
Affects: Your Team
All rushing yards are worth 1 points per 8 yards (25% higher).
Safety Dance
Safety Dance
Affects: Your Team
Defensive safeties count 20 points each (instead of regular 2 points each).
Shanker
Shanker
Affects: Opponent
All field goals under 50 yards converted are worth 0 points each (instead of regular 3 points each).
Subbed Out
Subbed Out
Affects: Opponent
Receiving TD's scored by TE1 are worth 0 points each (instead of regular 6 points each).
Team Player
Team Player
Affects: Your Team
Total fantasy points scored by FLEX player receive a 50% bonus.
That's My QB
That's My QB
Affects: Your Team
Total fantasy points produced by QB1 are increased by 30%.
Turf Monster
Turf Monster
Affects: Opponent
All rushing yards are worth 1 points per 12 yards (25% lower).
Turnstiles
Turnstiles
Affects: Your Team
Defensive sacks are worth 3 points each (instead of regular 1 point each).
Twister
Twister
Affects: Opponent
50+ yard field goals are worth 0 points each (instead of regular 5 points each).
Two-Point Frenzy
Two-Point Frenzy
Affects: Your Team
2-point rushes are worth 12 points each (instead of regular 2 points each).
Weakest Link
Weakest Link
Affects: Opponent
Total points scored by FLEX player are reduced by 50%.
Winners' Circle
Winners' Circle
Affects: Your Team
Each player who scored more than 12 fantasy points will receive a bonus +2 points each.
League Rules
Read the rules specific to this game mode.
League Size: 12 teams
Scoring Mode: Standard or Points Per Reception (PPR).
Standard is the default.
League Structure:
Two Divisions, with 6 teams in each division
Teams play opponents in both divisions during the regular season
Division winner, and playoff seeding is determined by:
Highest regular season win-loss percentage
(tiebreaker) Highest regular season point total
(second tiebreaker) Best regular season point differential (points scored - points allowed)
Emerald Division winner is awarded the #1 seed, while the Topaz Division winner is awarded the #2 seed
Robo League Rules:
Robo Leagues do not have a commissioner
Trades are not allowed
Many Robo Leagues are created near June 1 of each year with designated draft dates/times.
Draft dates/times range from the end of July to the Tuesday right before the first regular season NFL game (early September).
Every Robo League will draft at the listed time no matter how many human owners have joined.
Unowned/Unclaimed teams are deemed Robo Teams and are controlled by computer logic
A Sir Football user can only own one team per Robo League
A Sir Football user can own teams in up to 6 Robo leagues.
Users are permitted to leave the league at any time before and during the fantasy regular season. When a user leaves, the team
is vacated and becomes a Robo Team. Any pending waiver claims or deferred replacement transactions the user
had in-progress are cancelled.
During the regular season from NFL Weeks 1-14, if a Sir Football user has not made any
discernible team updates (rename team, change avatar,
swap players on roster, add player, drop player, change spell, select pennant, make Double Down pick, change Pick'em
selections, modify tier rankings) in the last 21 days, server administration reserves the right to remove ownership
from the user of that team and transfer control to Robo Team logic. This is done to help keep leagues competitive and
allow other users who would be active and engaged in the game to claim that team.
Robo teams are identified by a r- prefix to their team abbreviation.
If the league has already drafted and has 1 or more Robo Teams, a user can
claim a Robo Team and take control of it. The Robo Team assigned to the user from the Robo League is chosen arbitrarily.
The user is not allowed to inspect the team's roster or win-loss record before control is assigned.
The period for claiming a team in Robo League is NFL Week 1-14. You cannot claim any team after the fantasy playoffs begin.
Schedule:
NFL Week 1-14: Fantasy regular season games with H2H (head-to-head) scheduling
NFL Week 15: Fantasy Playoffs week 1
Each Division winner receives a bye for this week.
#1 seed wildcard plays #4 seed wildcard (Wildcard Game 1)
#2 seed wildcard plays #3 seed wildcard (Wildcard Game 2)
All eliminated teams in league are matched against each other for leisure/exhibition play
NFL Week 16: Fantasy Playoffs week 2
Division #1 Winner plays winner of Wildcard Game 1 (Semifinal Game 1)
Division #2 Winner plays winner of Wildcard Game 2 (Semifinal Game 2)
All eliminated teams in league are matched against each other for leisure/exhibition play
NFL Week 17: Fantasy Championship
Semifinal Game 1 winner plays Semifinal Game 2 winner
All eliminated teams in league are matched against each other for leisure/exhibition play
Draft Rules:
Draft Rankings and ADP information:
Default draft rankings/order are based on ADP values loaded from our stats provider.
There are separate rankings/ADP for Standard and PPR scoring.
Updates to rankings/ADP occur at least once a week during the offseason/preseason. Updates won't occur
more than once a day.
When these updates occur they WILL NOT alter any of the rankings you have saved.
If you reset your rankings, you will start with the latest order available based on rankings/ADP.
In most cases, Robo Team draft selections will follow the rankings/ADP pretty closely.
There is some variance and logic for bye weeks also built in.
Once NFL Week 1 begins, rankings/ADP values will no longer be loaded. For the entirety of the NFL
regular season, the ADP values shown will be the final ones from the preseason.
A total of 15 players must be drafted.
The draft is executed in serpentine/snake fashion.
The draft order is determined randomly just prior to the draft room opening.
At this time, draft tools and interface are available only on laptop/PC. For best results, use a wide display and browser window.
The draft room opens 30 minutes prior to your league's schedule draft time. During this time, you can note the draft
order and place players in your draft queue in order to prepare.
A timer of 10 seconds is used for each Robo Team pick, and also for any user team who has Autopick mode turned on.
A timer of 30 seconds is granted for each user team to select a player when it is their turn. This includes human owners
who are "no-shows" for the live draft.
You can expect the online draft to take from 30 to 90 minutes. It will vary based on the number of human owners in the league
and how many users present are using close to their fully allotted 30 seconds for their picks.
If time expires for a user-owner team without a pick being made, an Autopick will be made based on:
Whether picking manually or on Autopick mode, all user and Robo Teams must conform to the following position rules by the end of the draft:
QB: Minimum of 1 player. Maximum of 3 players.
RB: Minimum of 3 players. Maximum of 7 players.
WR: Minimum of 3 players. Maximum of 7 players.
TE: Minimum of 1 player. Maximum of 4 players.
K: Minimum of 1 player. Maximum of 2 players.
DFST: Minimum of 1 player. Maximum of 2 players.
There is no "Chat" feature for draft rooms in Sir Football. People seeking to chat during league drafts are encouraged to make other
arrangements and utilize an external app (Slack, Discord, Zoom, etc)
Roster Positions: 9 starters, 15 total
QB1 [quarterback]
RB1 [runningback]
RB2 [runningback]
WR1 [wide receiver]
WR2 [wide receiver]
TE1 [tight end]
FLEX [runningback, wide receiver or tight end]
K1 [kicker]
DFST1 (Defense/Special Teams) [NFL team]
6 Bench slots[any combination of player positions post-draft]
Additional Notes on Rosters:
There are no IR slots
There are no "undroppable" players
All player designated positions are final at start of season and determined by our statistics provider.
Roster locks:
For roster slots (starting or bench) that are not empty, a roster spot is locked (indicated by lock symbol)
within a half hour prior to that player's NFL game kickoff time. Players are locked based solely on their NFL team affiliation.
Players that are designated inactive or on IR by their NFL team will also be locked.
After each NFL game completes, all related roster spots remain locked until Tuesday AM when scorecards are finalized. If there
is a player who did poorly and you wish to drop, you'll need to wait until after Tuesday AM to do so (unless you use the Deferred Replacement mechanic).
Players that are locked for whatever reason cannot be dropped or moved to other roster slots (including the bench).
NFL players on a bye week will not become locked during that week.
Roster slots (whether empty or populated with a player) that are associated with a pending waiver claim are locked and will remain so
until the waiver claim is cancelled, processed or unsuccessful.
Waivers:
Anytime a player is dropped from a roster, he is placed on waivers.
During the fantasy draft season (starting at end of July and concluding before NFL Week 1), waivers are processed twice a week on Tuesday and Thursday AM (approximately 9:30AM CST)
During NFL Week 1 - 17, waivers are processed twice a week: on Tuesday AM (approximately 9:30AM CST) and on Thursday AM (approximately 7:30AM CST).
Once on waivers, owners can submit a waiver claim for that player to fill a specific slot on their roster. If the waiver claim is successful,
the player occupying that spot will be dropped and placed on waivers (unless the roster slot was empty).
Once the waiver claim is submitted, the related position on the roster is Locked (marked with a lock symbol) until either:
Waivers are processed on Tue/Thu AM and that claim is processed or unsuccessful.
The waiver claim is cancelled by the owner.
If two or more teams have a claim on the same player, the following criteria is used to determine the waiver claim "winner":
Number of players the owner has already claimed, in priority order desired.
The total points scored in the season for the owner's fantasy team (not win-loss record).
After waivers are processed on Tue AM/Thu AM, you will receive a team memo informing you of the outcome
(successful or unsuccessful) of the waiver claim.
Players that had been placed on waivers but were not claimed are removed from waivers and are now first-come, first-serve free agents.
When adding a player via waivers with a roster slot in mind, the rules of the roster slot must be respected (for example,
you cannot add a kicker to fill your WR1 roster slot).
Robo Teams cannot claim players on waivers. But any players dropped by a Robo Team do go on waivers.
Deferred Replacement:
The Deferred Replacement mechanic is available from approximately 7:30AM CST on Thursday of each week through
approximately Tuesday 9:00AM CST.
Once performed, Deferred Replacement locks the applicable roster slot for the rest of the fantasy week and cannot be undone.
Deferred Replacement can be used to add a free agent or a player currently on waivers to a specific roster slot.
You can only use the mechanic on starting roster slots. Bench slots are not eligible for Deferred Replacement.
At approximately 9:30AM CST on Tuesday, Deferred Replacement actions will be executed. Any players to be dropped
via this mechanic will be dropped and placed on waivers. The player reserved via Deferred Replacement is then assigned
to the applicable roster slot, and the roster slot is unlocked.
If another team had a higher waiver claim for a player you were trying to add via Deferred Replacement,
the Deferred Replacement action will be discarded. The player originally occupying the roster slot (if any) will
not be dropped and instead will be retained.
When adding a player via Deferred Replacement and a given roster slot, the rules of the roster slot must be respected (for example,
you cannot add a kicker to fill your WR1 roster slot).
Robo Teams cannot use the Deferred Replacement mechanic.
All player scores, tabulations and team grand totals are rounded to two decimal points. The exceptions to this are Barstool Bingo
and Paydirt modes, which use whole numbers for their scoring.
Except for Barstool Bingo and Top Dog modes (which have their own tiebreaker rules in place) and Squid League (which is not head-to-head),
the following tiebreak rules are used in the event of a head to head tie:
The starting roster slots of each team are considered in order: QB1, RB1, RB2, WR1, WR2, TE1, FLEX, K1, DFST1.
Starting with QB1, the player grand totals of that starting roster slot from each team are compared. If one player grand total is higher
than the other, then the player with that team is named the winner and a +1 bonus is added to that team's grand total.
If the two teams' QB1 totals are also tied, the same comparison is made with RB1, and then the rest of the roster slots down
the line until a winning team can be determined.
League Scoring
Read scoring rules applicable to this game mode.
Scoring (game mode modifiers may also apply):
All fantasy point totals, averages, caliber and ranks shown in Sir Football are based on
half-PPR scoring.