Rules
2026 season
Money
- Every team starts with $130, including a manager who joins after the league has started. It is not real money.
- There are no transaction fees and no penalties for any purchase or sale of a player.
- You never have to be fully invested, and cash counts towards your team's total exactly as your players do. But uninvested cash earns no return: it pays no dividends and it cannot appreciate, so it sits at the same value while the players you could have bought with it move.
Your roster
You own players in quarter shares: 25%, 50%, 75% or 100% of a player. You can own at most 100% of any one player and at most 32 players in total. Each position has room for a set amount of ownership and a set number of players:
| Position | Slots | Room | Most players | Who |
|---|---|---|---|---|
| QB | 2 | 200% | 5 | QB |
| RB | 2 | 200% | 5 | RB |
| WR | 3 | 300% | 8 | WR |
| TE | 2 | 200% | 5 | TE |
| WR/RB flex | 1 | 100% | 3 | WR or RB |
| WR/TE flex | 1 | 100% | 3 | WR or TE |
| K | 1 | 100% | 2 | K |
| DEF | 1 | 100% | 2 | Defense |
Each player you own counts against one position, and all of your shares in him sit in that one position; they are never split across two. A new player goes in the position you are shopping for on the Market, or, if you are not shopping for one, the first he can fill that has room for the whole order (for a receiver, WR, then WR/RB, then WR/TE). More of a player you already own goes where he already is. A trade that would break a limit is refused; nothing is sold to make room.
Prices
- Every player has a fair value, based on how many fantasy points he is expected to score per game. A player expected to score like a borderline fantasy starter (about the last starter a 12-team league would roster) is worth about $20. Better players cost more.
- Fair value is updated once a week, after the week's stats are final, using what the player has actually scored. Recent games count most.
- A player's price is his fair value adjusted for demand. Buying pushes the price up and selling pushes it down. Close to normal demand the effect is small; it grows the more heavily a player is owned. A player nobody owns is listed about 15% below fair value.
- Buying and immediately selling the same player never makes money.
- The fair value of a player who doesn't score drops, eventually falling close to zero if he stops scoring completely.
When a player misses games
- His team's bye week: his price does not move.
- His first week out injured (listed Out, Doubtful or Questionable, or on the exempt list, and without a stat line): his price does not move.
- Every week after that, and any other week without a stat line (a healthy scratch, a release, a retirement): the week counts as zero points and his price falls.
- No player is ever removed from the market, and you can always sell. A player who was not listed at the start, or who joins an NFL roster during the season, is added once his scoring puts his fair value at $1 or more — the same bar every listed player cleared.
Trading
- Once a league's market opens it is open 24 hours a day for the rest of the season, including during games.
- Before a league starts, trading opens once it has four managers, but no earlier than a week before its first kickoff. Until the start, any sale returns exactly what you paid.
- Before the start, other teams' players and the standings are hidden.
Limit orders
- A limit order (Team › Limit Orders) buys or sells a player for you when his Price reaches a level you set: buy or sell, when Price is at or below or at or above your price, 0.25 to 1.00 shares. It is checked after every trade in your league and after each weekly price reset, so you don't need to be online.
- Buy at or below, or sell at or above, is a limit: each 0.25 fills only at your price or better. Buy at or above, or sell at or below, is a stop: once Price crosses your price, it fills at whatever it then costs or fetches.
- Execute full trade only means all of the order or nothing. Otherwise whatever can fill does, and the rest stays open until it fills or you cancel it.
- An order lasts until you cancel it, or this week: until the week's earnings are paid, just before prices reset. Before the league starts, "this week" ends at the first kickoff, and only buy orders can be placed.
- Cash is checked when an order fills, never set aside, so an order waits if there isn't enough. It also waits if the player won't fit in any of your slots.
- You can have 20 open orders. Sell orders cancel themselves when you no longer own the player, and buy orders when you own all of him. Leaving the league cancels them all.
- More, with examples: How limit and stop orders work.
Dividends
- Ownership is recorded at the kickoff of each week's first game. Whoever owns a player at that moment receives his dividend for that week, whatever happens after.
- When the week's stats are final (usually within a day of the last game), each player pays his fantasy points × about 12½¢ per point × the share you own. A 20-point week from a player you own 100% of pays about $2.50; from a 25% stake, about 62¢.
- One dividend per slot, per week. There is a single record date for every player, so the same money cannot collect twice in a week: a player bought after the kickoff pays nothing that week, and one sold after it still pays the seller.
- A negative week pays $0. Dividends never take money away.
- Dividends go straight into your cash and can be spent at once.
- A player bought at fair value who scores exactly as expected pays back what you paid over a full 17-game season.
Scoring
Standard full-PPR fantasy scoring:
- Offense: 1 point per catch; 1 per 10 rushing or receiving yards; 1 per 25 passing yards; 6 per rushing or receiving touchdown; 4 per passing touchdown; 2 per two-point conversion; −2 per interception thrown or fumble lost.
- Kickers: field goals of 0–39 yards 3, 40–49 yards 4, 50+ yards 5; 1 per extra point.
- Defense: 1 per sack; 2 per interception, fumble recovery or safety; 6 per defensive or special-teams touchdown; plus points allowed: 0 → 10, 1–6 → 7, 7–13 → 4, 14–20 → 1, 21–27 → 0, 28–34 → −1, 35+ → −4.
Byes
- Over the season each position owes one bye per slot: QB 2, RB 2, WR 3, TE 2, and 1 each for the two flex positions, K and DEF.
- You earn bye credit each week, measured at the first kickoff, for ownership in a player whose team is on bye that week. That credit is never limited.
- Room you leave empty in a position also earns credit, with two limits: it earns only in weeks when NFL teams are actually on bye, and at most 2 byes a week across your whole roster, shared out in proportion to the room you have left. So an empty roster in September covers nothing, and covering all 13 takes several bye weeks.
- If a position has not earned all its byes by the end of the season, its week-18 dividends are cut by the share still owed. Owing half the byes halves that position's week-18 dividends.
- A player has one bye week all season, so he can serve one bye for your team and no more. The credit goes to the position he was in that week, and selling him and buying him back does not earn it again.
- Because of that, a player who has already served a bye for you cannot be bought into a position that still owes one. A back who sat out his bye as your RB can be bought back into RB once RB has covered its byes, but not into the WR/RB flex while the flex still owes one — he could never serve that bye, and week 18 would dock him for it. If every position he fits still owes a bye, the purchase is refused and says so.
- Credit beyond what a position owes is not carried over to another position.
Starting a league
- A league needs at least four managers to start.
- The owner chooses when it starts: at the kickoff of a week they pick, or at the first kickoff once a set number of managers have joined.
- If the league is not ready at its start kickoff, or the owner postpones it, the start moves to the next week and every trade in the league is undone at the price paid, so nobody gains from the wait.
- The latest possible start is week 13. A league still short of four managers then is put on hold.
Joining and leaving
- New managers can join until week 13 begins, with the full $130.
- You can leave at any time. Before the league starts you get back everything you paid; after it starts, your players are sold at their current prices. If you come back, you return with the cash you left with.
- Before the league starts, its owner can remove a team. Anything that team had bought is sold back at the price it paid, so the removal costs the other managers nothing and the seat is open again. Once the league has started, nobody can be removed.
Winning
- Your team's value is what your players could actually be sold for right now, plus the cash you are holding. Selling a large stake pushes the price down as you go, so a holding is worth a little less than price × shares.
- The most valuable team after week 18's dividends wins the league.
- The leaderboard ranks every manager across all leagues by how much faster their team has grown each week than the others in their own league. Early in a league's season, when a few weeks prove little, scores are pulled toward the middle. A league with fewer than four managers, or one that has not started, is listed but not ranked. Once there are at least 11 leagues, including at least two of each size, small leagues (4–7 managers) and larger ones (8 or more) are ranked on separate boards.
Questions about a rule: hello@fuzzysports.com.