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 the impact the special had on your fantasy scoring
How It Works
After the league draft is complete, 17
Weekly Special effects are selected at random
for your league from a larger available pool (shown below on this page). For each given NFL week, one
special effect will
become active during fantasy play for all head-to-head matchups (including the playoffs).
Will a special condition help you in your championship quest - or will it give your opponent the edge
instead? You'll
have to wait and see what lady luck and the NFL season has to offer. Be sure
to set up your weekly roster with the current week's special effect in mind to maximize
your team's results.
Championship Prize:
The Yvain Cup
The Yvain Cup, with it's refined bronze exterior, is an ornate award with a unique feature:
it's base has several blank
panels, ideal for etching in the names of your best fantasy players! The namesake of this
coveted award is Sir Yvain, a Knight of the Round Table
whose sidekick was a lion.
For fantasy owners who want to get their hands on this relic,
it's best to become familiar
with the special effects assigned to your league after the fantasy draft. Make your roster
moves with the effects in mind and try to find synergy between the effects and your top
fantasy performances.
Why Play Weekly Special:
High replay value - each league will have different special effects
You and your opponent have the same special effect active, making it a fair fight
Planning ahead for a powerful effect in an upcoming week can be important
The whole league must adapt to a different playing environment each week
Delight when a special gives you the edge needed to win your matchup
Free refills and second helpings
SPECIAL EFFECTS
A Buck Fifty
Players with 150 or more yards rushing receive an additional 15 point bonus.
Air It Out
QB1 is awarded 0.25 fantasy points for each pass attempt.
All Is Forgiven
Interceptions thrown and fumbles lost are scored as 0 points each.
All-Purpose Back
Receiving yards by RB2 are scored 1 point for every 5 (100% higher) and receiving TD's are 9 points.
Always Open
Receiving yards are 1 point for every 7 yards (43% higher)
College Try
All FG attempts (whether they were made or not) are worth a bonus 2 points each.
Didn't Used To Count
Defensive sacks are worth 0 points each.
Dual Threat
QB1 with 60 or more yards rushing receives an additional 10 point bonus.
Element of Surprise
Rushing yards by WR1 and WR2 are worth 1 point for every 4 yards (150% higher).
Extra Extra
Kicker extra points are worth 3 points each (instead of regular 1 point).
Florida Man
Players from Florida teams (Jaguars, Dolphins, Buccaneers) receive a 20% fantasy point bonus.
Flying High Again
Fantasy points generated by `bird` teams (Ravens, Cardinals, Seahawks, Falcons, Eagles) receive a 20% bonus.
Fumblerooski
Defensive fumble recoveries are worth 4 points each; offensive fumbles lost are scored -4 points each
Green Machine
Players with green color scheme (Packers, Jets, Eagles) receive a 20% fantasy point bonus.
Hotel California
Players from California teams (Rams, Chargers and 49ers) receive a 20% fantasy point bonus.
House Call
Defensive/Special Teams TD's are worth 12 points each (instead of regular 6 points).
It's Automatic
Rushing and Receiving TD's are worth 7 points (instead of regular 6). Kicker extra points are worth 0 points.
Kitty Goes Meow
Fantasy points generated by `cat` teams (Bengals, Jaguars, Lions, Panthers) receive a 20% bonus.
Lights are Brightest
QB1 fantasy point production receives a 50% bonus
Long Distance Calling
50+ yard field goals are worth 8 points (instead of regular 5 points).
Low Rider
Players scoring less than 5 fantasy points or less will receive 5 points total.
Pay Him Like a WR
Fantasy Points scored by TE1 receive a 50% bonus.
Pick Me!
Defensive interceptions are worth 4 points each; interceptions thrown are scored -4 points each
Plenty of Options
Passing TD's by RB1 and RB2 are worth 18 points each
Run For It
Rushing yards are 1 point for every 7 yards (43% higher)
Run Riot
Rushing yardage by RB1 is worth 1 point per 5 yards (100% higher).
Scoreboard Glitch
2-point conversions (pass, rush and receiving) all count 6 points each instead of the normal 2 points each.
Security Blanket
All player receiving yardage is worth 1 point per 8 yards (25% higher).
Sit This One Out
The FLEX player receives a 50% penalty to his fantasy point total.
Six Means Six
Passing touchdowns are scored as 6 points (instead of regular 4 points)
Talk Like A Pirate
Fantasy points generated by `pirate` teams (Buccaneers, Raiders, Vikings) receive a 20% bonus.
Target Practice
Players receive 1 point for each pass they were targeted.
The Silent Age
QB1 passing TD's are worth 1 point (instead of regular 4 points).
The West is the Best
Fantasy points generated by AFC West players (Chargers, Raiders, Chiefs, Broncos) receive a 20% bonus.
This is Sparta!
QB with 300 or more yards passing receives an additional 10 point bonus.
Total Destruction
Sacks and defensive fumble recoveries are both worth 4 points each.
Triple Digits
Any player with over 100 yards receiving gets an additional 3 point bonus.
We The North
Fantasy points generated by NFC North players (Vikings, Packers, Bears, Lions) receive a 20% bonus.
You're Very Defensive
Points Allowed by defense is divided by 2
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.