1. League Structure
10 teams, split into two divisions of 5. At the annual meeting, the previous year's champion and runner-up perform a reverse draft to build the two divisions — and each gets to name the other's division. Each division owner (the champion and the runner-up) also picks a color to represent their division on Discord for the year.
2. Annual Draft
An in-person draft is held every year during preseason. Draft spot order is decided at the annual meeting via a weighted random draw: the previous year's 1st place finisher has their name entered into the pool once, while the 10th place finisher is entered 10 times. This skews odds toward lower-finishing teams drafting earlier, but doesn't guarantee it.
3. Keeper Rules
Each team has four keeper slots total: three main slots plus one rookie slot.
Main keeper slots (3): A team may keep up to three players, one per slot, and cannot keep two players at the same position across those three slots (e.g. two RBs). The draft-round cost is fixed per slot, not chosen by the manager:
- Keeper slot #1 — costs your 2nd round pick
- Keeper slot #2 — costs your 3rd round pick
- Keeper slot #3 — costs your 4th round pick
There is no cap on how many consecutive years a player can occupy a main keeper slot.
Rookie keeper slot (1): A team may additionally keep one player who is entering their second season (i.e. was a rookie the year before), at a cost of your 12th round pick. This slot is independent of the same-position restriction on the three main slots above. The rookie slot can only be used on that player for one season. If you want to keep the same player again the following year, they move into one of the three main keeper slots and cost the corresponding 2nd/3rd/4th round pick instead.
Keeper slots can be traded, but stop being keeper slots when you do. If you trade away the draft pick tied to a keeper slot (your 2nd, 3rd, 4th, or 12th round pick), you lose access to that keeper slot for the year — you can't use a pick you no longer own to keep a player. The team acquiring the pick does not gain an extra keeper slot from it; they just get a normal draft pick in that round, same as any other traded pick. In short: the pick is tradable, the keeper right attached to it is not.
4. Roster Rules
Starting lineup: 1 QB, 2 RB, 3 WR, 1 TE, 1 FLEX (WR/RB/TE), 1 K, 1 DEF/ST — 9 starting spots. Plus 7 bench spots and 1 IR spot, for 17 roster spots total.
5. Scoring
Passing
| Stat | Points |
|---|---|
| Per 25 passing yards | 1 |
| Passing TD | 4 |
| 2-point conversion | 2 |
| Interception thrown | -2 |
| 40+ yard passing TD bonus | +1 |
| Fumble | 0 |
| Fumble lost | -2 |
Rushing
| Stat | Points |
|---|---|
| Per 10 rushing yards | 1 |
| Rushing TD | 6 |
| Rushing first down | 0.5 |
| 2-point conversion | 2 |
| 40+ yard rushing TD bonus | +1 |
| Fumble | 0 |
| Fumble lost | -2 |
Receiving
| Stat | Points |
|---|---|
| Reception | 0.5 |
| Per 10 receiving yards | 1 |
| Receiving TD | 6 |
| Receiving first down | 0.5 |
| 2-point conversion | 2 |
| 40+ yard receiving TD bonus | +1 |
| Fumble | 0 |
| Fumble lost | -2 |
Kicking
| Stat | Points |
|---|---|
| Made FG (base) | 3 |
| Made FG, per yard over 30 | +0.1 / yd |
| Made FG from 50+ yards (bonus, stacks with yardage) | +1 |
| Made PAT | 1 |
| Missed FG (any distance) | -1 |
| Missed FG, additional penalty if 0–19 yds | -0.5 |
| Missed FG, additional penalty if 20–29 yds | -0.5 |
| Missed PAT | -0.5 |
Defense / Special Teams
Uses a flat baseline plus continuous per-unit scoring rather than points/yards-allowed tiers — the tier brackets Sleeper shows (0 pts, 1–6, 7–13, ... 35+, and the yards-allowed brackets) are all set to the same flat value, which neutralizes the tiers themselves. The real scoring is the continuous rate in the table below.
| Stat | Points |
|---|---|
| Flat baseline (points-allowed, any tier) | +10 |
| Flat baseline (yards-allowed, any tier) | +3.5 |
| Per point allowed (continuous) | -0.4 |
| Per yard allowed (continuous) | -0.01 |
| Defensive TD | 6 |
| Fumble recovery TD | 6 |
| Special teams TD | 6 |
| Sack | 1 |
| Interception | 2 |
| Safety | 4 |
| Forced fumble | 1 |
| Fumble recovery | 1 |
| Blocked kick | 2 |
| Tackle for loss | 0.1 |
| 3-and-out forced | 0.25 |
| INT return yards | 0.05 / yd (20 yds = 1 pt) |
| Special teams forced fumble | 1 |
| Special teams fumble recovery | 1 |
| Player punt return yards | 0.05 / yd (20 yds = 1 pt) |
| Player kick return yards | 0.05 / yd (20 yds = 1 pt) |
6. Trades & Waivers
Trade deadline is Week 11. Trade review/veto uses Sleeper's default league-vote settings.
Waivers clear Wednesdays at 3:00 AM Eastern. Waiver priority is FAAB (blind bidding) with a season-long budget of $100 per manager.
7. Manager Succession
When a manager leaves between seasons, the new owner starts fresh with a full set of standard draft picks — they do not inherit the previous owner's roster or keeper slots.
If a manager quits mid-season and a replacement can't be found quickly, the commissioner auto-pilots that roster week to week, setting the lineup by highest available projection at each position until a new manager takes over.
8. Playoffs & Championship
Playoffs begin Week 15. Top 6 teams make the playoff bracket; the two division winners are locked into seeds 1 and 2 and receive first-round byes (this currently requires the commissioner to set seeding manually at playoff time).
Postseason game counts aren't uniform — this is expected, not a data error. The two bye teams play only 2 postseason games (Week 16 semifinal, then either the championship or 3rd place game in Week 17). The 4 non-bye playoff teams who lose in Week 15 play only 1 more game (a 5th place game in Week 16) and are done. Only a team that wins Week 15 and Week 16 without a bye plays a 3rd postseason game. Toilet bowl participants play a maximum of 2 games. Because of this, career win% on the All-Time Stats page blends regular season and playoff games rather than reflecting regular season performance alone.
The 4 teams that miss the playoff bracket enter a separate "toilet bowl" lower bracket — an inverted bracket where the losing team of each round advances, until someone is ultimately crowned 💩 King for the season.
Ties in record (either for playoff seeding or toilet bowl standing) are broken by points for.
9. Dues & Payouts
Annual dues are $100 per manager, due before the draft begins.
Payouts: 60% to the champion, 20% to the runner-up, and 10% each to the two division winners. These stack — a champion or runner-up who is also a division winner collects both shares (e.g. champion + division winner = 70%).
10. Conduct & Punishments
This isn't a random internet league — it's a longstanding group built on real friendships. There's no strict activity requirement, but showing up to league events as you're able is strongly encouraged. Long stretches of inactivity may cost you both your own interest in the league and other members' interest in having you around.
Trash talk is always encouraged and welcomed — just don't make it personal.
If the letter of a written rule ever conflicts with the understood spirit/intent of the league's rules, the commissioner has final say on how it's resolved.
Last-place punishment: hosting the following year's annual league meeting, including providing some kind of meal for attendees.
Division winners act as a de facto "events committee" and are expected to help plan get-togethers during the season.
11. Amendment History
- 2026 — Initial rulebook created; reflects defensive scoring changes from the off-season vote.