Wednesday, August 31, 2011

BEG FOR MERCY


Emperor Zod's Draft Review

It ain't easy being a megolomaniacal Kryptonian general. I should know. I spent ages imprisoned in the Phantom Zone, a harsh sentence issued by my former friend, Jor-El. Upon escaping and discovering Krypton had been reduced to interstellar rubble, only one avenue of vengeance remained to me.

Along with my former cellmates, Ursa and Non, I set course for Earth, the new home of the last son of Krypton. Kal-El, better known to you tiny ants as Superman, was my target. His blood had to be spilled to satisfy my desire for revenge. Sadly, my infinite greatness faltered, and with underhanded cowardly trickery, my henchmen and I were bested.

And now, years later, a further indignity has been visited upon me. Last week, I drew the final pick in a sixteen team PPR snake draft. As an evil mastermind, however, such a minor disadvantage could not be allowed to stop my plans to burn my enemies with lasers from my eyes, restore my dominance, and ultimately complete my ascendance from General to Emperor.

This is how a deity drafts. I present to you: The Art Of (Draft) War.

A casual perusal of our scoring system reveals a few interesting facts. Let's review them before we begin.

1. Quarterback touchdowns score 6 points, with bonuses for deep bombs, and a substantial 5 point bonus upon reaching 300 accumulated passing yards. Combine the high QB scoring with the scarcity caused by 16 teams requiring one, and I expect to see an early QB run. They are at a premium.

2. The running backs and wide receivers also have bonuses for long scoring plays, but when one factors in the point per reception, the wide receivers are weighted slightly more heavily. I expect those who have read the rules to opt for a wide receiver when all else is equal.

3. I've read numerous articles on myriad fantasy websites about the perils of drafting on past performance. Often these articles cheerfully display the percentage of QBs, WRs, and RBs who repeat as top 10 players at their positions from year to year. Inevitably, the conclusions show that QBs have somewhere around a 70% repeat rate, WRs 50%, and RBs 35%. These figures are approximate and drawn from memory, and may not be exactly accurate, (hatred for Superman clouds my recollections) but the point stands that the safest way to guarantee production from early picks is to err towards QBs and WRs.

In this league, all things considered, doing so is obvious. The question becomes, are my league mates paying attention?

Under the looming threat of a glorious hurricane, the draft began.

Round 1
10 of the first 16 picks are running backs. This bodes well for the mighty Zod. The only quarterbacks selected among the first 15 are Aaron Rodgers at 5, Tom Brady at 11, and Michael Vick at 12. The top remaining options are Brees and Rivers. Emperor Zod, with the final pick of round one, gleefully selects Drew Brees. (16)

Round 2
The board is mine. With my quarterback slot filled, it is time to own a top end receiver. The finest available are Larry Fitzgerald, Vincent Jackson, Greg Jennings, Hakeem Nicks, and Mike Wallace. None will make it back through the next thirty picks. Zod chooses Larry Fitzgerald. Zod chooses... wisely. (17)

I notably passed over Philip Rivers and Vincent Jackson. This was not premeditated, nor was it related to any negative outlook I have on the Chargers' offense this year. I expect greatness from both. I just felt the other two options were a slight notch above.

Round 3 and 4
My third pick is the 48th overall. My leaguemates have eschewed the wisdom of safer surefires, ignored the intricacies of our scoring system, and have proceeded to deplete running backs to a staggering degree. If I do not choose one now, the field will be utterly barren upon my next two picks. However, I cannot bring myself to take, with my 3rd and 4th picks, the likes of DeAngelo Williams, Beanie Wells, Mark Ingram, Fred Jackson, or Tim Hightower. Not when the value at WR and TE are still so supple and strong. Last year I struck gold with late round selections of Peyton Hillis and Arian Foster. I will attempt to do the same here, and use that top 10 RB high turnover rate to my advantage.

Emperor Zod selects Mike Williams (48) and Jason Witten. (49)

After four rounds I appear as such:

QB: Drew Brees
RB:
RB:
WR: Larry Fitzgerald
WR: Mike Williams
TE: Jason Witten
RB/WR:

Round 5/6
It is now time for picks 80 and 81. I was sad to miss Marshawn Lynch by two picks. All that remains at RB are goal line TD vultures, handcuff backups, and various other gambler's options. Being an extended draft, training camp has not progressed to the point where these facts are widely known: Reggie Bush will start in Miami, Brandon Jacobs is outshining Ahmad Bradshaw, and Ryan Grant may not be the starter. As a result, I didn't know it may be wise to take a chance on James Starks. I knew Daniel Thomas has been iffy, but was still considered the starer. I first fill my flex spot with Danny Amendola (60) and then deign to finally grab a running back, Daniel Thomas. (61) In retrospect: It's only a matter of time until Reggie Bush goes down with injury, right?

Rounds 7-12
Here I began raking up lottery ticket RBs. Aside from an auxillary WR in round 9, Antonio Brown (144), I netted the following: Jonathan Stewart (112), Michael Bush (113), Bernard Scott (145), Isaac Redman (176), Montario Hardesty (177).

Will J-Stew gets his 35% of Carolina's carries? Wil DeAngelo stay healthy? I know Stew is talented. Same situation for Michael Bush, almost exactly. At the time, Cedric Benson looked likely to go to jail and/or face a suspension, hence the Bernard Scott pick. There's a deep and rich history of Super Bowl running backs breaking down in the subsequent year, and this year that is Mendenhall, hence my choice of Isaac Redman. Finally, Hardesty, because well, why not?

Round 13/14
The backup quarterbacks were almost gone. I grudgingly decided I want one for Drew's bye week, and took Jason Campbell. (209) I wanted a sleeper TE to use as a trading chip, and to fill the bye week, so I took Lance Kendricks as well. (208) His bye week, it turns out, is the same as Witten's. This is what I get for drafting a backup tight end.

Emperor Zod will not discuss his kicker and defense. Such talk is below Emperor Zod.

Despite the glaring weakness at running back, which I believe can be overcome in-season via aggressive roster management, I believe I have a better than average shot to win this from the bottom of the draft pile.

I am coming to your planet. I will rule without mercy.

KNEEL BEFORE ZOD!

Monday, August 08, 2011

Rules Welcome Page



The Wildcat Offense League

League Summary:
Welcome to the Wildcat Offense league. In addition to including a ridiculously
large active roster, the bench will be very short, keeping the waiver wire stocked and forcing difficult bye week decisions on all of us.

Here's the crazy twist: At the end of each week, the highest and lowest scoring teams for the week will have the opportunity to change the league wide scoring for a single category by +1 or -1.

There will be twelve teams, and the entry fee will be $50.

No roster position limits. Open trading, no league vote.

League will start with 4 per passing TD, 6 per rushing/receiving TD, 1 point per reception, and standard yardage scoring. All scoring will be set individually by position, so the high/low scorers will have the option of adding/subtracting a scoring point for ONE POSITION ONLY.

That person could, for instance, add a point per reception for tight ends, or maybe subtract 1 point from touchdowns for running backs. No negative scoring would be allowed, so the scoring basement for any category would be zero. No ceilings.

Cumulative yardage scoring will be set in stone, and not eligible for the weekly scoring changes. However, the yardage bonuses will be eligible in the +/- categories. One could add a point to the QB 300 yard passing bonus, or subtract a point from the WR 100 yd receiving bonus. The scoring basement of 0 still applies for these categories, too.

For negative scoring categories, like missed field goal, or fumble lost, the negative scoring can be adjusted, but with a ceiling of zero.

The only category without a zero ceiling/basement is Passer Sacked. If your QB has a poor o-line and gets sacked a lot, it can be a positive score. If your QB doesn't get sacked, and you want there to be a penalty, it can be negative.

The bench will be very short with only four slots. With twelve teams and so many active players, I don't want the waiver wire to be completely barren. With bye weeks, teams will sometimes have to drop good players or field players who have the week off. Tough decisions will have to
be made. I like this.

Entry fee is $50 (x12=$600)
1st place wins $300,
2nd place wins $140
CBS Membership: $160

Keeper options: None, redraft every year.

Waiver Wire:

All free agent players will be on waivers from Sunday @ 12pm until waivers clear @ 1am Wednesday. Between then and the following Sunday, the free agent pool is open (all applicable players are off waivers) and players may be added at any time.

Rosters have 10 active, 4 reserve, 2 injury reserve. No position limits.

Starting Lineup

QB
RB
RB
WR
WR
TE
FLEX - QB/RB/WR/TE
FLEX - RB/WR/TE
K
DST

Draft: Snake style draft, random order, online.
Trades: Instant approval, but subject to commissioner review if necessary.

Playoffs:

Playoff teams will be determined by record of wins and losses. There will be three divisions with one division champion in each, plus Three wild card teams for a total of six teams making the playoffs. Seeding order will be determined by record. (Winning Percentage)

In the event of a tie the following tiebreakers will be used.

For Division Champion:
1. Division Record
2. Head to Head Record
3. Points Scored
4. Points Against
5. Coin Toss

For Wildcard:
1. Head to Head Record
2. Points Scored
3. Points Against
4. Coin Toss

Seeding For Losers Tournament - The Toilet Bowl

1. Worst Record
2. Points Against (most seeds higher)

Seeding will be division winners as 1-3, wild card as 4-6, using the tiebreakers above to determine ranking.

Wildcards may come from any divisions including all from one division. Teams with the higher seeding will be awarded home-field advantage for each playoff match-up. Each playoff match-up will run from Tuesday-Monday.

In the event of a tie in a playoff match-up, the team with more points from its reserve (a.k.a. "bench") players will get the victory. If there is still a tie, the team with the home-field advantage gets the victory.

Playoff brackets will be as follows:

Rd. 1:
#3 vs. #6 (Loser eliminated)
#4 vs. #5 (Loser eliminated)

Rd. 2
#1 vs. Lowest seed (Loser eliminated)
#2 vs. Remaining team (Loser eliminated)

Rd. 3
Winners Rd 2

In the round three winner’s bracket, that winner will take the 1st place prize of $300, and the loser will take the 2nd place prize of $140.

For teams that do not qualify for the playoffs, a loser's tournament will be held, with seeding set by worst record as highest seed, tiebreakers by points against. This tournament will determine draft picks 1-6 the next year. Picks 7-12 will be reverse order of the winner's tournament's seeding, not final results.

ADD/DROPS:

Throughout the season, an owner may want to improve their roster by adding free agent players and releasing players that aren't performing to their expectations. With three exceptions, there are no limits to the number of Add/Drops an owner can perform, and there are not any transaction fees.

1. The first exception is when an owner drops his entire team or a significant number of players, also known as "team dropping". Team dropping has a negative impact on the league and as such, any owner who elects to drop his team could be subject to immediate removal from the league, subject to the vote of the other owners. Players selected from waivers or added from free agency that were part of a team drop may be reversed. In such move reversals, the waiver ranks will not be reset, and changes will go into effect for the week in question.

2. The second exception is abuse of the waiver process. This is when a team owner adds then drops a series of players, putting those players on waivers and making them inaccessible to other team owners. Such an action could result in forfeiture of points as well as that team owner being blocked from making any additional add/drops for the remainder of the season.

3. The third exception is dropping of stud players. This league will not provide a specific list of players that cannot be dropped. However, teams dropping stud players may have a negative impact on the league if it is done to allow another team to gain advantage because of waiver order. Also known as “passing players” dropping of stud players will be reviewed on a case by case basis, and should an impropriety be suspected, a league vote will determine if the drop was reasonable or not. If the league determines the dropped player should NOT have been dropped the transaction involved will be reversed and the owner in question will be subject to league vote.

If any of these situations occur, please contact the league commissioner as soon as possible.

DISABLED LIST:

Two spots. Only players tagged by CBS as IR/DL will be movable to the injury spots.

WAIVERS:
In order to provide an equal opportunity for all owners to add players that are NEW TO THE FREE AGENT POOL, a waivers process is used. Owners' requests to add players on waivers are not executed immediately, but are put in a pending status for at least 24 hours. This allows multiple teams to request the same players. Every night between 12:00am ad 6:00am ET a waivers process will be run, executing the pending requests in “Waiver Rank” order. All transactions during the waiver process are effective for the next scoring period.

The team with a waiver rank of 1, considered the highest, will get its first requested player from waivers. After the transaction is executed, the team's waiver rank is then set to 12 (last), and all other teams move up one. The initial waiver rank of the season is based on the reverse order of the draft. The team that selected last in the first round of the draft will have a waiver rank of 1.

If a team's highest pending transaction becomes invalid because another team received the requested player, the transaction gets deleted and the team's next transaction, if one exists, becomes that team's highest. If a team doesn't have any pending transactions, or all players requested were taken by other teams, or the owner simply didn't request any players, there isn't any penalty and the team's waiver rank will not be changed.

Players who have cleared the waivers process are available for immediate adding between between Wednesday at 1 AM and Sunday at Noon. After lineups lock on Sunday, ALL FREE AGENTS ARE BACK ON WAIVERS UNTIL Wednesday at 1am. When Thursday Night Football begins, players from those teams will go on waivers early.

TRADES:
Trade approve instantly. If multiple complaints are raised, the commissioner will review and decide whether to overturn. Commissioner rulings are final.

FG - Field Goals 3 points
Plus 2 points for a FG of 50+ Yds
FG50 - Field Goals 50+ Yards Made 2 points
FL - Fumble Lost, Including ST plays -2 points
IKRTD - Individual Kick Return TD 6 points
IKRYd - Individual Kick Return Yards 0+ IKRYds = 1 point for every 10 IKRYds
IPRTD - Individual Punt Return TD 6 points
IPRYd - Individual Punt Return Yards 0+ IPRYds = 1 point for every 10 IPRYds
MFG - Missed Field Goal -1 point
Plus -2 points for a MFG of 0 to 49 Yds
MXP - Missed Extra Point -1 point
Pa2P - Passing Two-point Conversion 2 points
Pa40 - Pass Completion 40+ Yards 1 point
PaInt - Passing Interception -1 point
PaTD - Passing TD 4 points
PaYd - Passing Yards 0+ PaYds = 1 point for every 25 PaYds
Plus a 2 point bonus @ 300+ PaYd
Re2P - Receiving Two-point Conversion 2 points
Re40 - Reception of 40+ Yards 1 point
ReTD - Receiving TD 6 points
ReYd - Receiving Yards 0+ ReYds = 1 point for every 10 ReYds
Plus a 2 point bonus @ 100+ ReYd
Recpt - Reception 1 point
Ru20 - Rush for 20+ Yards 1 point
Ru2P - Rushing Two-point Conversion 2 points
RuTD - Rushing TD 6 points
RuYd - Rushing Yards 0+ RuYds = 1 point for every 10 RuYds
Plus a 2 point bonus @ 100+ RuYd
Sacked - Times Sacked Passer 0 points
XP - Extra Points 1 point
Scoring for Defensive Categories Setting
BFB - Blocked Field Goals (ID/ST/DST) 3 points
BP - Blocked Punts (ID/ST/DST) 2 points
BXP - Blocked Extra Points (ID/ST/DST) 2 points
DFR - Defensive/ST Fumble Recovered (ID/DT/DST) 2 points
DTD - Total Defensive and Special Teams TD 6 points
Int - Interceptions 2 points
PA - Points Against, Total Points Scored 0 - 6 PA = 8 points
7 - 13 PA = 6 points
14 - 20 PA = 4 points
21 - 27 PA = 2 points
SACK - Sack 1 point
STY - Safety 2 points
YDS - Yards Allowed 0 - 49 YDSs = 12 points
50 - 99 YDSs = 10 points
100 - 149 YDSs = 8 points
150 - 199 YDSs = 6 points
200 - 249 YDSs = 4 points
250 - 299 YDSs = 2 points




Double Flex IDP PPR Keeper Option League

NOTE: DRAFT ORDER based upon previous year's finish.

2011 Notes: Individual kick/punt yardage and TD scoring added. WR/TE changed to RB/WR/TE.

Double Flex IDP PPR Keeper Option League

League Summary:

The 12 teams in this league each start 8 offensive and 7 defensive players, with 1 flex spot on each side of the ball. The regular season is 13 weeks. Each team will play 3 matchups each week, for a total of 39 matchups per team during the regular season. Playoffs are standard, with 3 division winners, 3 wild cards, top 2 seeds on bye in week 14, and run from weeks 14-16. Ties in the standings are resolved by division record, then head to head, then total points. The 6 eliminated teams will play a bottom bracket playoff tournament for draft seeding the following season.

Entry fee is $50 (x12=$600)
1st place wins $300,
2nd place wins $140
CBS Membership: $160

Keeper options: (to begin 2nd season, obviously)

Each team may keep 2 players: 1 offense, and 1 defense. The offense keeper replaces the 2nd round draft pick. Defense replaces the 8th round draft pick. Keeper players must be released into the draft pool after playing 2 years for a team. (This includes the original drafted year played, so essentially, a player can only be kept for a second year on your roster.)

Waiver Wire:

All free agent players will be on waivers from Sunday @ 12pm until waivers clear @ 1am Wednesday. Between then and the following Sunday, the free agent pool is open (all applicable players are off waivers) and players may be added at any time.

Scoring is CBS/NFL standard, plus 1 point per reception, w/ Individual Defense Player Scoring, and therefore, no DST/ST.

Rosters have 15 active, 8 reserve, 2 injured reserve.

Roster Limits: Max 2 QB, 4 RB, 3 TE

As a PPR league, we start a total of four receivers each week: 2 wideouts, 1 tight end, and a flex wideout/tight end.

Starting Lineup

QB
RB
RB
WR
WR
TE
FLEX - RB/WR/TE (Changed for 2011)
K
DL
DL
LB
LB
DB
DB
FLEX – DL/LB/DB

Draft: Snake style draft, random order, online.
Trades: Subject to 24 hour vote, 5 vetoes. (50% of the other 10 teams)

Playoffs:
:
Playoff teams will be determined by record of wins and losses. There will be three divisions with one division champion in each, plus Three wild card teams for a total of six teams making the playoffs. Seeding order will be determined by record. (Winning Percentage)

In the event of a tie the following tiebreakers will be used.

For Division Champion:
1. Division Record
2. Head to Head Record
3. Points Scored
4. Points Against
5. Coin Toss

For Wildcard:

1. Head to Head Record
2. Points Scored
3. Points Against
4. Coin Toss

Seeding For Losers Tournament - The Toilet Bowl

1. Worst Record
2. Points Against (most)

Seeding will be division winners as 1-3, wild card as 4-6, using the tiebreakers above to determine ranking.

Wildcards may come from any divisions including all from one division. Teams with the higher seeding will be awarded home-field advantage for each playoff match-up. Each playoff match-up will run from Tuesday-Monday.

In the event of a tie in a playoff match-up, the team with more points from its reserve (a.k.a. "bench") players will get the victory. If there is still a tie, the team with the home-field advantage gets the victory.

Playoff brackets will be as follows:

Rd. 1:
#3 vs. #6 (Loser eliminated)
#4 vs. #5 (Loser eliminated)

Rd. 2
#1 vs. Lowest seed (Loser eliminated)
#2 vs. Remaining team (Loser eliminated)

Rd. 3
Winners Rd 2

In the round three winner’s bracket, that winner will take the 1st place prize of $300, and the loser will take the 2nd place prize of $140.

For teams that do not qualify for the playoffs, a loser's tournament will be held, with seeding set by worst record as highest seed, tiebreakers by points against. This tournament will determine draft picks 1-6 the next year. Picks 7-12 will be reverse order of the winner's tournament's seeding, not final results.

ADD/DROPS:

Throughout the season, an owner may want to improve their roster by adding free agent players and releasing players that aren't performing to their expectations. With three exceptions, there are no limits to the number of Add/Drops an owner can perform, and there are not any transaction fees.

1. The first exception is when an owner drops his entire team or a significant number of players, also known as "team dropping". Team dropping has a negative impact on the league and as such, any owner who elects to drop his team could be subject to immediate removal from the league, subject to the vote of the other owners. Players selected from waivers or added from free agency that were part of a team drop may be reversed. In such move reversals, the waiver ranks will not be reset, and changes will go into effect for the week in question.

2. The second exception is abuse of the waiver process. This is when a team owner adds then drops a series of players, putting those players on waivers and making them inaccessible to other team owners. Such an action could result in forfeiture of points as well as that team owner being blocked from making any additional add/drops for the remainder of the season.

3. The third exception is dropping of stud players. This league will not provide a specific list of players that cannot be dropped. However, teams dropping stud players may have a negative impact on the league if it is done to allow another team to gain advantage because of waiver order. Also known as “passing players” dropping of stud players will be reviewed on a case by case basis, and should an impropriety be suspected, a league vote will determine if the drop was reasonable or not. If the league determines the dropped player should NOT have been dropped the transaction involved will be reversed and the owner in question will be subject to league vote.

If any of these situations occur, please contact the league commissioner as soon as possible.

DISABLED LIST:

Two spots. Only players tagged by CBS as IR/DL will be movable to the injury spots. These players do not count against the position limits for QB, RB, and TE.

WAIVERS:
In order to provide an equal opportunity for all owners to add players that are NEW TO THE FREE AGENT POOL, a waivers process is used. Owners' requests to add players on waivers are not executed immediately, but are put in a pending status for at least 24 hours. This allows multiple teams to request the same players. Every night between 12:00am ad 6:00am ET a waivers process will be run, executing the pending requests in “Waiver Rank” order. All transactions during the waiver process are effective for the next scoring period.

The team with a waiver rank of 1, considered the highest, will get its first requested player from waivers. After the transaction is executed, the team's waiver rank is then set to 12 (last), and all other teams move up one. The initial waiver rank of the season is based on the reverse order of the draft. The team that selected last in the first round of the draft will have a waiver rank of 1.

If a team's highest pending transaction becomes invalid because another team received the requested player, the transaction gets deleted and the team's next transaction, if one exists, becomes that team's highest. If a team doesn't have any pending transactions, or all players requested were taken by other teams, or the owner simply didn't request any players, there isn't any penalty and the team's waiver rank will not be changed.

Players who have cleared the waivers process are available for immediate adding between between Wednesday at 1 AM and Sunday at Noon. After lineups lock on Sunday, ALL FREE AGENTS ARE BACK ON WAIVERS UNTIL Wednesday at 1am. When Thursday Night Football begins, players from those teams will go on waivers early.

TRADES:
Trade approvals in this league are very simple. If half the league thinks it is a trade that gives one team an unfair advantage over the rest of the league it gets voted down. Otherwise, it goes through. That being said, a vote of 5 vetoes will be required to kill a deal in a league with 12 owners. (50% of other 10 teams) As a result, most trades tend to go through unlike most public leagues. (that means 4 objections are allowed) The voting will end after a 24 hour window, which begins at the first midnight after the trade is accepted.

FG - Field Goals 3 points
FG50 - Field Goals 50+ Yards Made 2 points
FL - Fumble Lost, Including ST plays -1 point
IFRTD - Individual Fumble Recovery TD 1 point
IKRTD - Individual Kick Return TD 6 points
IKRYd - Individual Kick Return Yards 1+ IKRYd = 1 point for every 10 IKRYds
IPRTD - Individual Punt Return TD 6 points
IPRYd - Individual Punt Return Yards 1+ IPRYd = 1 point for every 10 IPRYds
MFG - Missed Field Goal -1 point
Plus -2 points for a MFG of 1 to 35 Yds
MXP - Missed Extra Point -1 point
OFR - Offensive Fumble Recovered 1 point
Pa2P - Passing Two-point Conversion 2 points
PaInt - Passing Interception -1 point
PaTD - Passing TD 4 points
PaYd - Passing Yards 0 - 300 PaYds = 1 point for every 25 PaYds
301+ PaYds = 1.5 points for every 25 PaYds
Plus a 3 point bonus @ 300+ PaYd
Re2P - Receiving Two-point Conversion 2 points
Re40 - Reception of 40+ Yards 2 points
ReTD - Receiving TD 6 points
Plus 1 point for a ReTD of 60+ Yds
ReYd - Receiving Yards 0 - 100 ReYds = 1 point for every 10 ReYds
101+ ReYds = 1.5 points for every 10 ReYds
Plus a 3 point bonus @ 100+ ReYd
Recpt - Reception 1+ Recpt = 1 point for every 1 Recpt
Plus a 2 point bonus @ 6+ Recpt
Ru2P - Rushing Two-point Conversion 2 points
RuTD - Rushing TD 6 points
RuYd - Rushing Yards 0 - 100 RuYds = 1 point for every 10 RuYds
101+ RuYds = 1.5 points for every 10 RuYds
Plus a 3 point bonus @ 100+ RuYd
XP - Extra Points 1 point
Scoring for Defensive Categories Setting
ATK - Assisted Tackles (ID only) 1+ ATK = .5 points for every 1 ATK
Plus a 2 point bonus @ 6+ ATK
BFB - Blocked Field Goals (ID/ST/DST) 3 points
BP - Blocked Punts (ID/ST/DST) 2 points
BXP - Blocked Extra Points (ID/ST/DST) 1 point
DFR - Defensive/ST Fumble Recovered (ID/DT/DST) 2 points
DFRYd - Defensive/ST Fumble Recovery Yards (ID/DT/DST) 0+ DFRYds = 1 point for every 10 DFRYds
Plus a 1 point bonus @ 40+ DFRYd
Plus a 1 point bonus @ 70+ DFRYd
DFTD - Defensive TD 6 points
Plus 1 point for a DFTD of 40 to 70 Yds
Plus 1 point for a DFTD of 71+ Yds
FF - Forced Fumble 3 points
Int - Interceptions 5 points
IntYd - Interception Yards 0+ IntYds = 1 point for every 10 IntYds
Plus a 1 point bonus @ 50+ IntYd
Plus a 1 point bonus @ 80+ IntYd
KRTD - Kick Return TD (ID/ST/DST) 6 points
KRYd - Kick Return Yards (ID/ST/DST) 1+ KRYd = 1 point for every 10 KRYds
PDef - Pass Defensed (ID only) 2 points
PRTD - Punt Return TD (ID/ST/DST) 6 points
PRYd - Punt Return Yards (ID/ST/DST) 1+ PRYd = 1 point for every 10 PRYds
SACK - Sack 5 points
STY - Safety 2 points
TK - Tackle (ID/DT/DST) 1+ TK = 1 point for every 1 TK
Plus a 3 point bonus @ 8+ TK