Gridiron Grinds FFL

Official League Constitution, Rules & Scoring Guide

Keeper (2 Max) 12 Teams • 3 Divisions Inaugural / Startup Season
Year 1 Startup Season Provisions: As this is the inaugural startup season, there are no existing keepers for the initial draft. All players are eligible to be drafted. The Year 1 draft order will be generated completely at random using Sleeper’s automated randomized draft order tool once all league dues are paid in full. The reverse Max PF draft order determination system will officially activate at the conclusion of this inaugural regular season to set the Year 2 draft board.
Annual Dues
$100 / Team
via LeagueSafe
Waiver Wire
$200 FAAB
$0 Min Bids Allowed
Playoffs
6 Teams (Wk 15-17)
Top 2 per Division
Trade Deadline
NFL Week 13
Instant Processing

Roster Composition (18 Total Slots)

QB: 1 RB: 2 WR: 2 TE: 1 FLEX (W/R/T): 1 WR/RB FLEX: 1 K: 1 DEF: 1 BENCH (BN): 8

League Constitution & Bylaws

Article I: Keeper Rules & Inflation

Startup Exemption (Year 1): In the inaugural draft, there are no keepers. All drafted and acquired players during Year 1 begin their official acquisition clock for Year 2 retention eligibility.

Keeper Allowance & Eligibility: Heading into Year 2 and beyond, each manager may retain up to two (2) players from their final end-of-season roster. Players drafted in Round 1 or Round 2 are strictly ineligible to be kept.

Maximum Lifespan (3 Seasons Total): A player may be kept for a maximum of two (2) consecutive seasons following their initial acquisition season (3 total seasons on a roster). Following the second keeper year, the player must return to the open draft pool.

Draft Round Inflation Cost (-2 Rounds):

  • Year 1 Keeper (First Retention): Costs the round the player was drafted in the prior year minus 2 rounds (e.g., a 10th-round draft pick costs an 8th-round pick).
  • Year 2 Keeper (Second Retention): Costs an additional minus 2 rounds from the previous year's keeper cost (e.g., that same player now costs a 6th-round pick).
  • Waiver Wire & Free Agent Pickups: Any player acquired off waivers or free agency (including injured reserve stashes) defaults to an initial draft baseline of Round 10 (costing a Round 8 pick to keep in Year 1).

Pick Conflicts & Missing Picks: If a manager keeps two players in the same round, or lacks their pick in that round, the cost escalates one round earlier (e.g., Round 8 shifts to Round 7). Keepers cannot escalate past Round 1.

Retention of Keeper Clocks: Traded players retain their original acquisition history, round cost, and keeper lifespan. Trading or dropping/re-adding a player does not reset their keeper clock.

Declaration Deadline: Keepers must be declared and locked in the platform exactly seven (7) days prior to draft night.

Article II: Financials & Payout Structure

League Dues: $100 per manager ($1,200 total prize pool) collected exclusively via LeagueSafe.

Payment Deadline: Dues must be paid in full 48 hours prior to the Startup Draft (Year 1) or the Keeper Declaration Deadline (Year 2+). Unpaid teams risk immediate replacement.

1st Place (Champion)
$650
2nd Place (Runner-Up)
$350
3rd Place Finisher
$100
Most PF (Regular Season)
$100

Payouts will be initiated within 48 hours of the Championship using LeagueSafe Majority Approval.

Article III: Playoffs, Seeding & Structure

Qualification: 6 teams qualify for the postseason (Weeks 15–17), consisting of the top two (2) teams from each of the 3 divisions.

Seeding Breakdown:

  • Seeds #1 & #2 (First-Round Byes): The top two division winners ranked by overall regular-season record (tiebreak: Total Points For).
  • Seed #3: The remaining division winner.
  • Seeds #4, #5, & #6: The second-place teams from each division, seeded by overall regular-season record (tiebreak: Total Points For). The Commissioner will manually align Seeds 4–6 in Sleeper before Week 15 if platform defaults deviate.

Bracket Reseeding: Playoff reseeding is active. In Week 16 (Semifinals), the #1 seed will always face the lowest remaining advancing seed.

Article IV: Draft Order Determination

Year 1 Startup Draft: Draft order is generated 100% at random via 100yardrush.com once all dues are paid. Link to the replay will be provided in the league chat.

Year 2+ Future Drafts (Max PF): Subsequent draft order is strictly determined using reverse Max PF (Optimum Possible Scoring) for non-playoff teams to eliminate bench-tanking, and post-season results for playoff qualifiers:

Draft Pick Determining Qualification (Year 2+)
Pick 1.01Lowest Regular Season Max PF (Non-Playoff Team)
Pick 1.022nd Lowest Regular Season Max PF
Pick 1.033rd Lowest Regular Season Max PF
Pick 1.044th Lowest Regular Season Max PF
Pick 1.055th Lowest Regular Season Max PF
Pick 1.06Highest Regular Season Max PF (of Non-Playoff Teams)
Pick 1.076th Place Finish (Eliminated Wk 15, Lower Regular Season PF)
Pick 1.085th Place Finish (Eliminated Wk 15, Higher Regular Season PF)
Pick 1.094th Place Finish (3rd Place Game Loser)
Pick 1.103rd Place Finish (3rd Place Game Winner)
Pick 1.112nd Place Finish (Championship Runner-Up)
Pick 1.121st Place Finish (League Champion)

Article V: Trading, Draft Execution & League Operations

Trades & Processing: Trades are strictly player-for-player / FAAB. Future draft pick trading is disabled. Trades process instantly upon agreement. There is no league veto voting; the Commissioner will only intervene in verifiable cases of collusion or roster dumping.

Draft Logistics: The draft is conducted in a 12-Team Snake format. The draft date and time are firmly set by the Commissioner at least 30 days in advance (no group polls). Managers missing the live draft must utilize the draft queue or autodraft.

Conduct & Etiquette: Trash talk and friendly banter are encouraged. Blatant harassment, discriminatory behavior, or malicious conduct will result in disciplinary action (warning, loss/vacating of draft picks, or expulsion). Active lineups must be fielded weekly.

Off-Season Amendments: Constitution and rule changes may only be voted on during the off-season and require a simple majority vote (7 of 12 managers) to pass.

Active Scoring Rules

Passing

Passing 2-Point Conversion +2
Pass Intercepted -1
Pick-Six Thrown -4
Passing Touchdown +4
Passing Yards +0.04

Rushing

Rushing 2-Point Conversion +2
Rushing Touchdown +6
Rushing Yards +0.1

Receiving

Reception (PPR) +1
Receiving 2-Point Conversion +2
Receiving Touchdown +6
Receiving Yards +0.1

Kicking

Field Goal Yards (Decimal) +0.1
Field Goal Missed (0-19 Yds) -3
Field Goal Missed (20-29 Yds) -3
Field Goal Missed (30-39 Yds) -3
Field Goal Missed (40-49 Yds) -2
Field Goal Missed (50+ Yds) -1
Extra Point Made +1
Extra Point Missed -2

Defense / Special Teams (DST)

Blocked Kick +2
2-Point Conversion Return +2
Def Kr Yards +0.04
Pass Defended (DST) +0.25
Def Pr Yards +0.04
Special Teams Forced Fumble (DST) +1
Special Teams Fumble Recovery (DST) +1
Special Teams TD (DST) +6
Defense Touchdown +6
Forced Fumble +1
Interception +2
Pts Per Point Allowed (Fractional) -0.25
Sack +1
Safety +4
Tackle for Loss (TFL) +0.25

Turnovers & Special Teams

Fumble Lost -2
Fumble Recovery +1
Fumble Recovery TD +6
Special Teams Touchdown (Player) +6