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Daniel Hater Club Bylaws

Table of Contents

Article I. Governance

§ 1. Purpose and Authority

These bylaws are the complete set of league rules for our little game. Paying dues means you accept them under penalty of death.

Where these bylaws are silent or unclear, Filling Gaps (Art. I § 7) tells you what happens.

§ 2. Platform

The league is hosted on Sleeper. The commissioners set up the Sleeper league settings to match these bylaws.

(a) Any Sleeper setting these bylaws do not mention stays at the Sleeper dynasty default. Settings can only be changed via bylaw amendment after league vote.

(b) If a rule here cannot be set up on Sleeper, the commissioners will alert the league how to follow the rule and members must comply or risk public shaming, penalties, sanctions, and physical harm.

§ 3. Commissioner(s)

Two co-retards run the league. They have equal authority and both play in the league.

(a) Commissioner responsibilities

  • Setting up and maintaining the league platform.
  • Collecting dues and paying out prizes.
  • Scheduling the startup draft and each rookie draft.
  • Running league votes and reporting the results.
  • Ruling on disputes and issuing sanctions, penalties, and/or floggings.
  • Managing orphaned teams until a replacement is found.
  • Keeping these bylaws up to date.

(b) Commissioner Deadlock

Anything these bylaws lead to commissioner discretion requires both co-commissioners to agree. If the co-commissioners cannot agree on an issue, the issue goes to a vote by the ten non-commissioner managers. The co-commissioners do not vote on it.

(1) A simple majority vote decides the outcome of the deadlock. Voting is conducted in a timely manner at the discresion of the co-commissioners.

(2) A tie vote is broken by coin flip or dick measuring contest. See Voting (Art. I § 4).

(c) Conflicts of Interest

A co-commissioner steps aside from any ruling or dispute involving their own team, or where their team stands to gain. If both co-commissioners are involved, the ten non-commissioner managers decide by simple majority.

(d) Removal and Succession

(1) A co-commissioner can be removed from office by a two-thirds vote of everyone else. Losing the office does not mean leaving the league.

(2) A co-commissioner may resign at any time in the offseason. Leaving the league vacates the office automatically.

(3) The league fills a vacancy by nomination and simple-majority vote. Any manager in good standing may be nominated. Until the seat is filled, the remaining co-commissioner has full authority.

§ 4. Voting

(a) Each manager gets one vote. Co-commissioners vote as managers unless a rule says otherwise. An orphaned team has no vote and is left out of the count entirely until a replacement manager takes over.

(b) Unless otherwise specified by another rule, a vote passes on a simple majority of votes cast. Abstentions and no-shows are not votes cast. They do not count toward any threshold either way. A tie vote is broken by the comissioners (see Art. I § 3(b))

(c) A vote is only valid if at least two-thirds of eligible teams vote. Commissioners will keep the voting open for a timeframe at their discretion, allowing ample time (and providing ample harrassment) for all managers to vote. Ample.

§ 5. Amending These Bylaws

(a) Any manager in good standing can propose an amendment to add, change, or delete anything in this document.

(b) An amendment passes during the offseason on a simple majority of votes cast, subject to quorum. After the start of the season, amendments require a two-thirds majority to pass.

(c) Amendments can be proposed and voted on year-round. An amendment passed in the offseason takes effect immediately, while ammendments passed midseason will take effect the following offseason.

(d) An amendment can take effect mid-season only by unanimous vote. This is for fixing rules that turn out to be broken, not for changing competitive balance.

§ 6. Disputes

(a) If you think someone broke a rule, say it with your chest in the group chat. Promptly. Anything raised more than 14 days after you knew or should have known may be turned down under the ancient rite of "you snooze, you lose."

(b) The co-commissioners will issue a ruling within 48 hours, stating which rule applies and their reasoning.

(c) Appeals

(1) Any manager directly affected by a ruling can appeal it to the league within 48 hours.

(2) Everyone votes except the appealing manager. Overturning a ruling takes two-thirds of votes cast. Short of that, the ruling stands.

(3) Appeal outcomes are final. The same matter cannot be appealed twice.

(4) A ruling stays in force while an appeal is pending, though an exception may be granted by the commissioners in some cases.

§ 7. Filling Gaps

(a) Where these bylaws are silent or ambiguous, the co-commissioners jointly decide the outcome that best fits the league's aim for fair, competitive, good-faith, bro-mosexual play.

(b) A gap-filling decision applies only to that situation and does not bind future cases. If the same gap is likely to come up again, the commissioners propose an amendment to close it.

(c) If one provision turns out to be unworkable or invalid, the rest still stands.

§ 8. Disrupted Seasons

This section covers disruptions to the NFL season outside the league's control: players union strikes, pandemics, cancelled games. If some crazy shit like Damar Hamlin or COVID happens again we'll vote on amendments here to deal with it.

Article II. Managers and Money

§ 1. League Composition

Twelve teams, one division, no conferences. Each team has one manager of record.

§ 2. What Managers Owe the League

Every manager is expected to:

  • Set a complete, legal starting lineup every week of the regular season and playoffs.
  • Try to field their strongest lineup in every matchup, whatever their playoff position.
  • Shotgun (1) beer each week for every player in their active lineup who scored 0 or fewer points and send a video to the group chat. Failure to do so may result in severe harrassment, and in some cases, death.
  • Respond to votes on amendment proposals and polls in a timely manner.
  • Respond to trade offers, even if they're freakin wack - accept, counter, or "fuck off."
  • Pay dues on time.
  • Give the commissioners a heads-up before some extended absence so lineups can be covered.

§ 3. Dues

(a) Dues are $100 per team per year. All of it goes into the prize pool, see Prize Pool and Payouts (Art. II § 4).

(b) Dues are due in full before the rookie draft, or before the startup draft in year one. If you have not paid, you do not pick.

(c) Pay a co-commissioner by a traceable electronic method (Venmo). Payment in other form should (drugs, sexual favors) should be arranged with commissioners in advance.

(d) Missing the deadline without arranging an extension puts you at risk of removal. Dues are otherwise non-refundable, except as covered in Leaving the League (Art. II § 7) and Disrupted Seasons (Art. I § 8).

(e) The dues amount changes only by amendment, and requires a two-thirds vote year-round.

§ 4. Prize Pool and Payouts

(a) The prize pool is every dollar of dues collected: $1200 at twelve teams.

(b) Payout Schedule

PrizeAmountShare of Pool
League Champion$52043.33%
Runner-Up$24020%
Third Place$1008.33%
Best Regular-Season Record$1008.33%
Survivor Pool Winner$1008.33%
Weekly High Score (Weeks 1-14, $10 per week)$14011.67%
Total$1200100%

(c) Champion, runner-up, and third place come out of the championship bracket.

(d) Best Regular Season

The best-record prize goes to whoever finishes first in the standings after all tiebreakers. If teams are still tied after every tiebreaker, they split it.

(e) Survivor Pool

The Survivor Pool prize goes to the last remaining team in the survivor pool. All 12 teams start the season in the survivor pool. Each week, the lowest scoring team among teams that remain in the pool is eliminated from the pool, until only one team remains. In the event of a tie between lowest scoring teams, team's full bench score (bench + taxi) will be used to settle the tie. If one or more teams are still tied, all of the tied teams will be eliminated from the pool that week.

(f) Weekly High Score

The Weekly High Score prize goes to the highest starting-lineup total in each of Weeks 1 through 14. Exact ties split it evenly.

(g) The commissioners is to pay everyone within seven days of the championship ending, using Venmo.

(h) Prize money won by a team that is orphaned, or whose manager is removed before payout, is not paid to that manager. It rolls into next season's pool and the league votes on how to distribute it.

(i) The payout structure changes only by amendment and only during the offseason.

§ 5. Conduct

(a) No collusion, no tanking/throwing, no dumping high value players, otherwise do whatever the fuck you want.

(b) If you suspect a violation, report it to the co-commissioners and air that shit out in league chat.

§ 6. Removing a Manager

(a) A manager can be removed for:

  • Not paying dues by the deadline without arranging an extension.
  • Collusion, bribery, tanking, throwing, dumping or any other violations (but like only if its really bad).
  • Repeatedly refusing to follow these bylaws or commissioner rulings.
  • Abandoning their team, as defined in Orphaned Teams (Art. II § 8).

(b) Removal requires both co-commissioners to agree, or the recusal process in Art. I § 3(c) if one is conflicted. The manager gets written notice and a chance to respond before it takes effect, and can appeal.

(c) A removed manager forfeits all dues paid and any prize money earned that season.

(d) Their team becomes an orphan.

§ 7. Leaving the League

(a) You can leave in good standing by giving the commissioners written notice at least 30 days before the rookie draft.

(b) A manager leaving in good standing gets back any dues paid for a season that has not started, as long as a replacement is seated. No replacement, no refund. Dues for a season already underway are never refunded.

(c) A manager leaving midseason gets no refunds or share of later prize-pools, and their team becomes orphaned immediately.

§ 8. Orphaned Teams

(a) A team is orphaned when its manager leaves, quits, is removed, or abandons it.

(b) Interim Management

(1) The commissioners set an orphaned team's lineups until a replacement takes over, or they jointly appoint another manager to do it. That means starting the strongest available lineup each week.

(2) An orphaned team makes no trades. Waiver and free-agent moves are allowed only to field a legal lineup. Its draft picks are held for the replacement manager and are not traded.

(3) An orphaned team has no vote.

(c) Seating a Replacement

(1) A manager leaving in good standing can nominate their own replacement. Otherwise anyone can nominate a candidate. The commissioners circulate each candidate to the league.

(2) A replacement is seated on a simple-majority vote. The roster, draft picks, and any FAAB transfer over exactly as they stand.

(3) A replacement pays full dues for the season they join, unless the departing manager's dues for that season were paid and not refunded - then the seat is already covered.

(4) A replacement seated mid-season inherits the team's record and is eligible for every prize. Trading rights come back immediately, subject to any trade deadline.

(5) If no replacement is seated before the rookie draft, the league votes on whether to run eleven teams or delay the draft. Running short of twelve teams takes a two-thirds vote, and the league votes on how to adjust the schedule and playoffs.

§ 9. Last-Place Punishment

Whoever finishes last in the final standings must complete the 9-9-9 challenge. Failure to complete the 9-9-9 challenge will result in endless harassment, ridicule and shame until the challenge is completed, even if the manager leaves the league. If manager dies while a 9-9-9 challenge is owed, responsibility to complete the challenge is passed on to next of kin.

Article III. League Structure and Season

§ 1. Format

Twelve-team superflex dynasty. Players stay on your roster year to year and only leave by release, trade, or retirement. Rosters change through the rookie draft, trades, waivers, and free agency.

§ 2. Roster Construction

(a) Starting Lineup

Eleven starters each week:

SlotCountEligible Positions
QB1QB
RB2RB
WR2WR
TE1TE
FLEX2RB, WR, TE
SUPER FLEX1QB, RB, WR, TE
DEF1Team Defense/Special Teams
K1K

(b) Twelve bench slots, any positions.

(c) Injured Reserve

Three IR slots, which do not count against the active roster.

(1) Players in IR slots cannot be started.

(2) A player is IR-eligible only while carrying an IR or PUP tag. Questionable, Doubtful, Out, Suspended or any other tag does not qualify.

(3) When a player loses IR eligibility, make room for them on the active roster. League platform should block transactions and lineup changes until your roster is legal.

(d) Taxi Squad

Four taxi slots, which do not count against the active roster.

(1) Taxi eligibility requires two or fewer completed NFL seasons, as reported by the league platform.

(2) You can add players to the taxi squad from the end of the championship until the start of NFL Week 1. It locks at Week 1, no additions after that for the rest of the season.

(3) You can promote a taxi player to the active roster any time there is room. Promotion is permanent for that season, they cannot go back.

(4) Taxi players cannot be started. They can be traded: they land on the acquiring team's taxi squad if that team has an open slot and the player is still eligible, otherwise on its active roster.

(e) Offseason Expansion and Cutdown Day

For all offseasons after the inaugural season, the bench expands by four, from the start of the rookie draft through Cutdown Day, so rookie picks have somewhere to go.

(1) Cutdown Day is the last Tuesday before the first game of NFL Week 1. The bench drops back to twelve, and getting legal by then is your responsibility.

(2) If your roster is still illegal on Cutdown Day, the commissioners release players from it, starting with the lowest rostered percentage first per the league platform, until it is legal.

§ 3. Regular-Season Schedule

(a) The regular season runs NFL Weeks 1 through 14. Every matchup is head-to-head and lasts one week.

(b) In year one, the schedule is generated randomly by the league platform. In following years, the grid below sets the schedule, where each number is a team's finish in the prior season's final standings (using Max PF calculation to rank non-playoff teams).

WeekMatchups by prior-year finish
11v12, 2v11, 3v10, 4v9, 5v8, 6v7
21v11, 2v9, 3v8, 4v7, 5v6, 10v12
31v10, 2v7, 3v6, 4v5, 8v12, 9v11
41v9, 2v5, 3v4, 6v12, 7v11, 8v10
51v8, 2v3, 4v12, 5v11, 6v10, 7v9
61v7, 2v12, 3v11, 4v10, 5v9, 6v8
71v6, 2v10, 3v9, 4v8, 5v7, 11v12
81v5, 2v8, 3v7, 4v6, 9v12, 10v11
91v4, 2v6, 3v5, 7v12, 8v11, 9v10
101v3, 2v4, 5v12, 6v11, 7v10, 8v9
111v2, 3v12, 4v11, 5v10, 6v9, 7v8
121v12, 2v11, 3v10, 4v9, 5v8, 6v7
131v11, 2v9, 3v8, 4v7, 5v6, 10v12
141v10, 2v7, 3v6, 4v5, 8v12, 9v11

§ 4. Matchups

(a) Each starting slot locks at the scheduled kickoff of the player in it.

(b) Higher starting-lineup total wins.

(c) Equal totals in the regular season is a tie. Playoff ties are broken under Art. III § 7(d).

(d) Empty starting slots score zero. That is not grounds for a replay or a protest, and a shotgun video is still required.

§ 5. Standings and Tiebreakers

(a) Teams are ranked by record, with a tie counting as half a win.

(b) Tiebreakers

Identical records are separated in this order:

  • Points for (PF), higher first.
  • Head-to-head record between the tied teams.
  • Points against (PA), higher first.
  • Maximum points for (Max PF), higher first.
  • A beer shotgun race.

(1) With three or more teams tied, apply the tiebreakers to the whole group until one team separates, then start over with the rest. Skip head-to-head if the tied teams have not all played each other the same number of times.

(c) Final standings order all twelve teams after the playoffs: 1 through 6 by championship bracket result, 7 through 12 by toilet bowl result.

§ 6. Playoff Seeding

The top six teams make the championship bracket, seeded 1 through 6. The bottom six go to the toilet bowl, seeded 7 through 12.

§ 7. Championship Bracket

(a) Weeks 15 through 17, one week per round. Seeds 1 and 2 get a first-round bye.

(b) Bracket

WeekMatchups
153 v 6, 4 v 5; seeds 1 and 2 on bye
161 v lowest remaining seed, 2 v highest remaining seed
17Championship: winners of Week 16. Third-place game: losers of Week 16.

(c) Teams reseed after the first round so the highest remaining seed faces the lowest.

(d) A tied playoff matchup goes to the team with more regular-season points scored. Still tied, the higher seed advances.

§ 8. Toilet Bowl (Consolation Bracket)

(a) Seeds 7 through 12 play Weeks 15 through 17 on the same structure as the championship bracket, with seeds 7 and 8 on a first-round bye. Results set final standings positions 7 through 12.

(b) Finishing 12th means the last-place punishment in Last-Place Punishment (Art. II § 9).

§ 9. League Calendar

PeriodBeginsEnds
Regular SeasonNFL Week 1End of NFL Week 14
PlayoffsNFL Week 15End of NFL Week 17
OffseasonEnd of the championshipStart of NFL Week 1
Trading OpenEnd of the championshipEnd of NFL Week 13
Waivers and Free Agency OpenOne week after the rookie draftEnd of the championship
Roster ExpansionStart of the rookie draftCutdown Day
Taxi Additions OpenEnd of the championshipStart of NFL Week 1

Article IV. Acquiring Players

§ 1. Startup Draft

(a) The startup draft happens once all twelve seats are filled and everyone has paid. The commissioners uses polls to try and pick a date that works for as many people as possible, with sufficient notice.

(b) Order is determined by official marble racing results, where placement in the marble race determines the order in which managers select their preferred draft position.

(c) Snake draft, until all roster spots are filled.

(d) 1 min pick clock, until 10:00pm Pacific, where the draft is paused if not complete. When this happens, the pick clock is set to 6 hours, and pauses from 10:00pm to 7:00am Pacific each evening. You can still pick while it is paused. Run out of time and the league platform autopicks for you.

(e) Trading opens when the startup draft ends.

§ 2. Rookie Draft

(a) The rookie draft is held every offseason after the startup draft, once everyone has paid. The commissioners uses polls to try and pick a date that works for as many people as possible, with sufficient notice.

(b) Four rounds, linear (not snake), so whoever holds 1.01 also holds 2.01, 3.01, and 4.01.

(c) The pool is players in their first NFL season, including undrafted free agents. Veterans come through waivers and free agency, not this draft.

(d) 2 min pick clock, until all rounds are complete. Run out of time and the league platform autopicks for you.

(e) Trading is allowed during the rookie draft, including picks in the draft that is underway.

(f) Undrafted rookies become free agents when waivers open.

§ 3. Rookie Draft Order

(a) Picks 1.01 through 1.12 are drawn by weighted lottery.

(b) Draft Order Lottery Odds

Teams that made playoffs receive a performance rank of 7-12, inverse to their final standings. Teams that missed playoffs are ranked by Max PF for the regular season, lowest to highest. That is the performance order, and it sets the lottery weights. Break Max PF ties by total points scored.

Odds of landing 1.01, by performance rank:

Performance RankOdds of 1.01
1st20%
2nd17%
3rd14%
4th12%
5th10%
6th9%
7th6%
8th4%
9th3%
10th2.5%
11th1.5%
12th1%

(c) After each draw the winner's is given the highest available pick, and the rest of the odds are renormalized, then drawn again.

(d) The commissioners run the lottery within one month of the championship, using a verifiable random method announced beforehand, either watched live or recorded so anyone can check it. Results are published immediately.

(e) A team whose manager was removed, or that was abandoned mid-season, keeps its lottery position for whoever takes it over. A team found to have thrown matchups can be dropped to the worst non-playoff odds as a penalty.

§ 4. Waivers and Free Agency

(a) FAAB Budget

Every waiver claim is a FAAB bid. Each team gets $200, reset right after each rookie draft. Unspent FAAB does not carry over.

(1) Bid in whole dollars, minimum $0. No limit on how many claims you make.

(2) Tied bids go to waiver priority, which rolls: win a claim and you drop to last.

(3) FAAB can be traded. No team can hold more than $200 at once, anything above that is forfeited.

(4) The FAAB budget changes only by amendment.

(b) Waiver Period and Processing

(1) A released player sits on waivers for one day before becoming a free agent.

(2) In season, waivers process Wednesday at 12:00 a.m. Pacific.

(3) In the offseason, waivers process Wednesdays at 12:00 a.m. Pacific.

(4) A player locks at his game's scheduled kickoff and cannot be added or dropped until that game ends.

(c) Players who clear waivers can be added by any team with an open active roster spot, first come first served.

(d) You cannot make a move that would put you over your roster limits. With a full roster, pair the claim with a drop.

§ 5. Trades

(a) You can trade players and draft picks (draft picks only after the first year). Picks can be traded up to three years out.

(b) Trading is open from the end of the championship through the trade deadline, including during the rookie draft and all season.

(c) The trade deadline is the end of the last game of NFL Week 13. No trades can be proposed or accepted from then until the championship ends.

(d) Trades process immediately on acceptance. There is no review period and no league veto. If a player's game has already started, the trade waits until that game ends.

(e) An accepted trade is final. The only way to reverse one is as a collusion sanction, after a formal ruling.

(f) Collusion Review

There is no vote-based veto. If you think a trade is collusive, report it to the commissioners. They rule on it, and can reverse the trade and impose sanctions if they both find collusion. A lopsided trade is not evidence of collusion by itself.

§ 6. Offseason Roster Management

(a) The offseason runs from the end of the championship to the start of NFL Week 1.

(b) During the offseason: trading is open, waivers and free agency are closed until a week after the rookie draft, the bench is expanded, and the taxi squad is open.

Article V. Scoring

§ 1. General

(a) The tables in this article are the complete scoring settings. Anything not listed here is set to zero. Anything listed is set exactly as stated.

(b) Stats come from the league platform's provider. Stat corrections from the league platform are honored even when they flip a finished matchup. The commissioners never adjust scores by hand.

(c) Scoring changes only by amendment, and a change passed after Week 1 starts does not take effect until the following season, unless passes by unanimous vote.

§ 2. Passing

Applies to: QB and any player recording a passing statistic
Passing Yards0.04
Passing Touchdown4
Passing First Down0
Passing 2-Point Conversion2
Interception Thrown-2
Pick Six Thrown (additional)0
QB Sacked0
40+ Yard Completion0
40+ Yard Passing Touchdown (bonus)0
50+ Yard Passing Touchdown (bonus)0
Completion0
Incompletion0
Pass Attempt0

§ 3. Rushing

Applies to: RB and any player recording a rushing statistic
Rushing Yards0.1
Rushing Touchdown6
Rushing Touchdown (QB Custom)6
Rushing First Down0
Rushing 2-Point Conversion2
40+ Yard Rush0
40+ Yard Rushing Touchdown (bonus)0
50+ Yard Rushing Touchdown (bonus)0
Rush Attempt0

§ 4. Receiving

Applies to: WR, RB, and TE
Reception0.5
Receiving Yards0.1
Receiving Touchdown6
Receiving First Down0
Receiving 2-Point Conversion2
0-4 Yard Reception (bonus)0
5-9 Yard Reception (bonus)0
10-19 Yard Reception (bonus)0
20-29 Yard Reception (bonus)0
30-39 Yard Reception (bonus)0
40+ Yard Reception (bonus)0
40+ Yard Receiving Touchdown (bonus)0
50+ Yard Receiving Touchdown (bonus)0
Running Back Reception (bonus, RB only)0
Wide Receiver Reception (bonus, WR only)0
Tight End Reception (bonus, TE only)0

§ 5. Kicking

Applies to: K
Extra Point Made1
Field Goal Made0
0-19 Yards Field Goal Made (bonus)3
20-29 Yard Field Goal Made (bonus)3
30-39 Yard Field Goal Made (bonus)3
40-49 Yard Field Goal Made (bonus)4
50-59 Yard Field Goal Made (bonus)5
60+ Yards Field Goal Made (bonus)6
Extra Point Missed0
Field Goal Missed-1
0-19 Yards Field Goal Missed (bonus)0
20-29 Yard Field Goal Missed (bonus)0
30-39 Yard Field Goal Missed (bonus)0
40-49 Yard Field Goal Missed (bonus)0
50-59 Yard Field Goal Missed (bonus)0
60+ Yards Field Goal Missed (bonus)0
Points per Field Goal Yard (bonus)0
Points per Field Goal Yard over 30 (bonus)0

§ 6. Team Defense and Special Teams

(a) Defensive Events

Applies to: DEF
Interception2
Points per Int Return Yard0
Fumble Recovery2
Points per Fumble Return Yard0
Forced Fumble0
Safety2
Blocked Kick2
Points per Blocked Kick Return Yard0
Defensive Touchdown6
Two-Point Conversion Return2
Tackle0
Solo Tackle0
Assisted Tackle0
Tackle for Loss0
Sack1
Points per Sack Yard0
Quarterback Hit0
Pass Defended0
3 and out0
4th Down Stop0
Forced Punt0

(b) Points and Yards Allowed

Applies to: DEF
Points per Point Allowed0
0 Points Allowed5
1-6 Points Allowed4
7-13 Points Allowed3
14-20 Points Allowed1
21-27 Points Allowed0
28-34 Points Allowed-1
35-45 Points Allowed-3
Points per Yard Allowed0
Under 100 Yards Allowed5
100-199 Yards Allowed3
200-299 Yards Allowed2
300-349 Yards Allowed0
350-399 Yards Allowed-1
400-449 Yards Allowed-3
450-499 Yards Allowed-5
500-549 Yards Allowed-6
550+ Yards Allowed-7

(c) Points and Yards Allowed

Applies to: ST
Special Teams Touchdown6
Special Teams Forced Fumble0
Special Teams Fumble Recovery0
Special Teams Solo Tackle0
Points per Punt Return Yard0
Points per Kick Return Yard0
Points per Missed FG Return Yard0

§ 7. Miscellaneous

(a) Offense

Applies to: All offensive players
Touchdown by an Offensive Player on ST6
Forced Fumble by an Offensive Player on ST0
Fumble Recovery by an Offensive Player on ST0
Solo Tackle by an Offensive Player on ST0
Points per Kick Return Yard by an Offensive Player0
Points per Punt Return Yard by an Offensive Player0
Fumble0
Fumble Lost (bonus)-2
Fumble Recovery Touchdown6

(b) Milestones and Bonuses

Applies to: All offensive players
100-199 Yard Rushing Game0
200+ Yard Rushing Game0
100-199 Yard Receiving Game0
200+ Yard Receiving Game0
300-399 Yard Passing Game0
400+ Yard Passing Game0
100-199 Combined Rush/Rec Yard Game0
200+ Combined Rush/Rec Yard Game0
25+ Pass Completions0
20+ Carries0
1st Down Bonus - QB0
1st Down Bonus - RB0
1st Down Bonus - WR0
1st Down Bonus - TE0

§ 8. Individual Defensive Players

We do not roster IDP. Every IDP setting is zero.

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