2025 RULEBOOK V1
The League of Excellence
Effective September 5, 2025 – February 8, 2026
This document summarizes the twentieth round of rules created by the Rules Committee of the League of Excellence of America Guided Under Excellence (herein referred to as L.E.A.G.U.E.).
The Commissioner and the Executive Committee have the authority to modify or interpret these rules at any time and to govern all participating members, including distributing winnings, issuing discipline, and levying fines. Additionally, the Commissioner reserves the right to subject members to an iron maiden and quarantine them in a dungeon (you’ve been warned).
This twentieth round of rules is effective for the 2025 season and postseason noted above.
Committee Membership
Executive Committee
- Brady NewDelman — Commissioner
- Jane Sherman — Shopkeeper
- Adam Winchester
Rules Committee
- Alberto Reynoso
- Jane Sherman
- Brady NewDelman
Technology Committee
- ChatGPT
Contents
Competitors
The 2025 competitors (herein “owners,” “team owners,” or “members”):
- Brady NewDelman
- Adam Winchester
- Jane Sherman
- Lena Tutko
- Alberto Reynoso
- Kyle Anderson
- Ethan Hammerman
- Brooke Brown
Scoring System and Rosters
For the complete 2025 scoring system, see Appendix A.
Quests
In addition to earning or buying them at Freemium Frenzy, gold and Perks can be acquired by completing Quests that run all season long. Quests must be completed during the regular season (Weeks 1–14) to be eligible for rewards.
Season-Long Quests
Writer for Bolzano Gazette
- Post an article on the League Home Page (minimum 200 words and 1 picture).
- Limit: one article per author per week.
- Compensation:
- Earn 30 gold for each article.
- Write 5 articles: gain a Level 1 Perk.
- Write 10 articles: gain a Level 2 Perk.
The Winning Bulldozer
- Defeat a player who has attained 2 different Classes — 20 gold (one award per season).
- Defeat 5 different Classes total (can be fewer than 5 different opponents) — 50 gold.
- Defeat every Race — 100 gold and a Level 1 Perk.
- Complete all of the above (a)–(c) — gain a Level 2 Perk.
The Overzealous Shopper
- Buy 10 different items at the General Store — 100 gold.
- Buy every item available at the General Store — gain a Level 1 Perk.
- Use every item available at the General Store — gain a Level 2 Perk.
Dead Players
- Players killed by Perks/Items must be dropped immediately.
- Dead players cannot be picked up unless an appropriate Item or Perk allows it.
- The Executive Committee will publish and maintain a list of dead players on the website. Owners are responsible for checking this list when making transactions. See Fines for penalties.
Fees
Grand Prize
The winner of the Bolzano Bowl receives all pooled money (minus operating fees) on the last day of the season: February 8, 2026. The runner-up receives their $100 buy-in back.
Races
During the draft, each owner must draft a Race. The Race determines the team’s strength—the position used for earning gold (see Gold). The Race is set during the draft and cannot be changed during the season. There will be at most two members of each Race (one per division).
| Race | Strength Position |
|---|---|
| Human | QB |
| Dwarf | Defense (IDP) |
| Fairy | K (Kicker) |
| Halfling | RB |
| Elf | WR |
| Troll | TE |
To pick your Race during the draft, select the following teams as your ST:
- Raiders/Buccaneers → Human
- Vikings/Cowboys → Halfling
- Giants/Titans → Dwarf
- Cardinals/Eagles → Fairy
- Jets/Chargers → Elf
- Bengals/Jaguars → Troll
Earning Gold
All owners begin the season with 500 gold. After each matchup, managers receive gold based on their players’ raw scores at their Race’s strength position(s) using the formulas below.
Example: If a Human’s starting QB scores 20 points, the Human receives 5 × 20 = 100 gold. If a Fairy’s kicker scores 9 points, the Fairy receives (9 × 5) + 50 = 95 gold.
| Race | Strength | Strength Gold Formula |
|---|---|---|
| Elf | WR | 2 × (top 2 starting WR) + 10 |
| Dwarf | IDP | 3 × (top 2 starting Defenders) + 10 |
| Halfling | RB | 4 × (top starting RB) |
| Human | QB | 5 × (starting QB) |
| Fairy | K | 5 × (starting K) + 50 |
| Troll | TE | 5 × (top starting TE) + 20 |
All earned gold is based on a player’s raw score.
Attacks
“Attacks” are any use of an item, spell, or Perk.
- All store orders and attacks must be placed by Wednesday 3:00 PM PT.
- Use the Google Sheet and the team website to submit orders. Be specific about each Perk and Item and all affected players/positions.
- You may carry multiple attack weapons (staffs, arrows, wands, daggers), but you may only attack with one weapon per week.
- You may not attack a player you know will not play (bye, IR, or suspended). Injured (questionable) players may be attacked.
- Rule: A player specifically named in an attack cannot be dropped that week.
- Rule: You may use a maximum of five items per week (unless modified by a Perk or Class bonus). Your attack weapon does not count toward the five-item limit.
- Roster freeze: No add/drops between Wednesday 3:00 PM and Thursday 12:00 PM (noon) PT.
Classes / Perks
There are seven Classes:
- Soldier
- Financier
- Warrior
- Druid
- Wizard
- Strategist
- Alchemist
Classes are attained by collecting 6 Perks total: Three Level 1, Two Level 2, and One Level 3. Class bonuses apply as listed in the Perk tables.
How to Get Perks
- Each week, every owner receives one Perk if they submit attacks/store orders and scoring adjustments correctly and on time.
- During the regular season, winners gain an additional Perk.
- If you lost your previous matchup, you may purchase a Perk at Freemium Frenzy with USD.
- You may not delay choosing an earned Perk. If you fail to choose, you lose it.
Perk Selection Rules
- Any Level 1 Perk may be chosen at any time when eligible.
- To choose a Level 2 (or Level 3) Perk in a Class, you must already own all lower-level Perks in that Class.
- You may not own Level 2 Perks across different Classes unless you have the Level 3 Perk (i.e., have attained that Class) in those Classes.
- All Perk orders are due to the Shopkeeper by Wednesday 3:00 PM PT with your weekly orders.
- Each week you may only play Perks from at most two Classes. Specify the two Classes in your attack submission.
List of Perks
Soldier — No Class bonus
| Perk | Lvl | Description |
|---|---|---|
| Army Sergeant | 1 | Each week, the highest-scoring active player at your Race’s strength position gains +30% to their score. |
| Armor | 1 | Immune to wooden attack weapons. |
| Ignorance | 1 | Opponent’s spells cost +50% gold. |
| Militia | 2 | All active players’ scores are increased by 20%. |
| Attack of the Squires | 2 | Half of your bench score is added to your team score. |
| Overwhelming Victory | 3 | If you use no items this week, add 50% of your raw team score to your team score. |
Necromancer — No Class bonus
| Perk | Lvl | Description |
|---|---|---|
| Martyr | 1 | Each week you must pick one active player on your team on Wednesday; they score double, then die at week’s end. Player must remain active. |
| Unstable Zombie | 1 | Pay 80 gold to place one dead player on your team for this week; that player’s score (even if benched) is added to your total. Immune to all attacks. Priority by waiver order if contested. Spell. |
| Soul Reaper | 1 | All opponent players with raw ≤ 5 are killed at week’s end. |
| Suicide Bombers | 2 | You may Martyr an additional active player this week. |
| Soul Siphon | 2 | If your bench outscores your opponent’s bench, gain +10 points and kill their lowest-scoring bench player that played. |
| Army of the Dead | 3 | Gain points equal to (# of dead players) ÷ (size of your division) as of Thursday. |
Financier — Dwarf Class bonus: one-time award of 500 gold
| Perk | Lvl | Description |
|---|---|---|
| Salary Bonus | 1 | Each week, earn additional gold equal to 2 × your raw bench score. |
| Interest Payment | 1 | Let N be your gold after shopping this week. Add 20% of N to your gold for next week. |
| Second Shift Miners | 1 | Your top-scoring bench defender adds to your team score; if you’re a Dwarf, that defender’s raw score (in gold) is also added to your gold earnings. |
| Boutique | 2 | You may shop at the Boutique. |
| Shadow Investor | 2 | If you defeat your opponent, receive gold equal to the gold they earned. |
| Money Buys Happiness | 3 | Once per week, you may pay 300 gold for +50 points. |
Warrior — Troll Class bonus: may use six items per week
| Perk | Lvl | Description |
|---|---|---|
| Taunt | 1 | Your opponent must play a Tight End. |
| Tower Shield | 1 | Pick a player on your team; they are immune to attack weapons this week. |
| Brawl | 1 | You may attack twice with the same weapon (may not name any player twice). |
| Weapon Mastery | 2 | You may shop at the Armory. |
| 2D20 | 2 | Pick an opponent’s player; subtract 2 × (raw score mod 20) from your opponent’s team score. |
| Vampire Slayer | 3 | All of your opponent’s players in night games score 0. |
Druid — Fairy Class bonus: pick an extra team for Call of the Wild and Animal Husbandry
| Perk | Lvl | Description |
|---|---|---|
| Meteorite | 1 | Pay 20 gold to multiply your kicker’s score by 1.5. Spell. |
| Call of the Wild | 1 | When received, choose a non-animal NFL team for the season. Each week, all your players facing that team score double. |
| Confounding Charm | 1 | Pay 20 gold: opponent loses points equal to 2 × the number of distinct NFL teams represented on their active roster. Spell. |
| Animal Husbandry | 2 | When received, choose an animal team (Ravens, Bengals, Broncos, Colts, Jaguars, Dolphins, Cardinals, Falcons, Panthers, Bears, Lions, Eagles, Rams, Seahawks). Any opponent’s active player on that NFL team scores for you instead. |
| Team Unity | 2 | If ALL your active players are home teams or ALL are away teams, add +40% of your raw team score. |
| Knowledge of the Forest | 3 | Pay 50 gold to choose new teams for Call of the Wild and Animal Husbandry. |
Wizard — Human Class bonus: spells cost ½ price
| Perk | Lvl | Description |
|---|---|---|
| Arcane Shot | 1 | Pay 30 gold: add +6 for every passing TD by your starting QB. Spell. |
| Magical Deflection | 1 | Pay 30 gold: choose a roster position. Attacks against that position instead affect the player two spots below (no effect if K or defensive flex). Spell. |
| Chain Lightning | 1 | Pay 30 gold: pick two opponent players and guess which will score higher. If correct, subtract the lower scorer’s points from their team. Spell. |
| Ivory Tower Defense | 2 | Pay 50 gold to double one home player’s score; that player is immune to wooden attacks. Spell. |
| Understudy | 2 | Pay 50 gold: pick a bench QB; their score also adds to your team this week. Spell. |
| Invisibility Cloak | 3 | Pay 50 gold: your opponent cannot see your attack this week; they only receive a list of “may not drop” players. Spell. |
Alchemist — Elf Class bonus: may use two arrows in attacks
| Perk | Lvl | Description |
|---|---|---|
| Apothecary Club Membership | 1 | You may play two poisons this week; the extra poison does not count toward the item limit. |
| Employee Discount | 1 | Get one free basic poison every week. |
| Antidote | 1 | Immune from basic poison. |
| Apprentice Apothecary | 2 | You may shop at the Apothecary. |
| Poison Dart | 2 | When using a basic poison, you may target a roster position instead of a player (once per week). Antidote does not protect against this. |
| Master Apothecary | 3 | Gain +20 points for each different kind of poison used this week. |
Strategist — Halfling Class bonus: pick one opponent Level-1 Perk each week; if they use it, its effect is null and you gain +10 points
| Perk | Lvl | Description |
|---|---|---|
| Enemy Intelligence | 1 | You may play any Level 1 Perk that your opponent has. |
| Reinforcements | 1 | You may make roster adjustments after Thursday games but before games on any subsequent day. |
| Supply Line Attack | 1 | Steal one item ≤ 100 gold from your opponent. |
| Reserve Forces | 2 | Your highest-scoring bench player adds to your team and is immune to all attacks. |
| Clever Negotiation | 2 | Force a temporary trade (same position) of players active the previous week; reversed at week’s end. Traded player you send cannot be bye/injured; opponent may bench but not drop. |
| 11th Hour Recruit | 3 | After Sunday’s games, by Monday 12:00 PM PT, you may make one roster adjustment. |
Gambler — No Class bonus
| Perk | Lvl | Description |
|---|---|---|
| Fade | 1 | Select an opponent’s player. If the player scores less than the CBS projection, add +40 points to your score; else, add +5 to opponent’s score. Applies regardless of bench/drop/trade. |
| Leverage | 1 | Select one of your players. If their raw score this week > last week (last week > 0), double their score and they become immune to wooden weapons and poisons. |
| Eliminator | 1 | Select an NFL team. If it wins, add +10 points. Streaks: 2× for streak of 2, 3× for streak of 3, etc. Teams can only be used once within a streak; upon first miss, reset to +10 and all teams become available again next week. |
| Parlay | 2 | Choose 2 NFL teams; if both cover the spread, add +100 points. |
| Take the Over | 2 | Choose an NFL matchup. If the final total > listed Over/Under at attack lock, your opponent’s highest and lowest scoring active players are multiplied by 0. |
| Out of Collateral | 3 | If your active QB throws less than 175 passing yards: automatic loss. More than or equal to 350 years, automatice win; otherwise +65 points. |
Shopping in Town
Each week, managers may redeem gold for items at town stores. Place purchase orders with the Shopkeeper by Wednesday 3:00 PM PT using the league bulletin board. Be explicit about store, quantity, and gold/USD spent.
- Items are single-use unless noted.
- You may buy as many items as you can afford (respecting per-store limits), but may use at most five items in an attack per week. (Purchasing Perks and gold does not count toward the five-item limit.)
Stores & Rules
Weapon Store
- Limit: 1 of each per week.
- Note: weapons have race-specific restrictions.
Armory
- Requires Weapon Mastery (Warrior L2) for the week.
- Limit: 1 of each per week.
- To buy a non-wooden weapon, you must already own the corresponding wooden weapon.
- You may own multiple weapons, but may attack with only one per week.
General Store
- Limit: 1 of each per week.
- All items are one-time use.
Boutique
- Requires Boutique (Financier L2) for the week.
- All items are one-time use.
- Prime items cannot be used alongside the non-Prime instance of the same item.
Apothecary
- Requires Apprentice Apothecary (Alchemist L2) for the week.
- No per-item limits.
- All items are one-time use.
Freemium Frenzy
- Limit: max 2 purchases per week (only 1 Perk purchase per week). Some items have season limits—see descriptions.
- Real USD purchases via Venmo; Shopkeeper requests funds weekly.
- Open during regular season only (Weeks 1–14).
- If you buy a Perk with USD, you must pay USD for the highest-level Perk you attain that week.
List of Store Items
Weapon Store Items
| Item | Value | Restriction | Description |
|---|---|---|---|
| Wooden Sword | $70 | Humans | Pick an opponent player; their score is halved. |
| Wooden Arrows | $70 | Elves | Pick an opponent player whose previous week’s ones digit was 0–3; that player scores 0. |
| Wooden Wand | $70 | Fairies | Pick an opponent player. At week’s end, reorder all digits left of the decimal in ascending order to determine the score. |
| Twin Wooden Daggers | $70 | Dwarves | Pick two opponent players; each scores ¾ this week. |
| Wooden Club | $70 | Trolls | Pick a roster position. Your player in that position scores the highest of: their own score, opponent’s player in that position, or 10. |
| Wooden Axe | $70 | Halflings | Select three opponent players; replace the highest scorer’s score with the lowest scorer’s score (ties break by higher roster position). |
Armory Items
| Item | Value | Description |
|---|---|---|
| Wooden Sword | $70 | Pick an opponent player; their score is halved. |
| Wooden Arrows | $70 | Pick an opponent player with previous week ones digit 0–3; that player scores 0. |
| Wooden Wand | $70 | Pick an opponent player; reorder digits left of decimal ascending at week’s end to produce score. |
| Twin Wooden Daggers | $70 | Pick two opponent players; each scores ¾ this week. |
| Wooden Club | $70 | Pick a roster position; your player in that position gets the max of own score, opponent’s score, or 10. |
| Wooden Axe | $70 | Select three opponent players; highest scorer replaced by the lowest (ties by roster position). |
| Steel Sword | $200 | Make an opponent player score 0. Requires Wooden Sword. |
| Steel Arrows | $200 | Pick an opponent player whose previous week ones digit was 0–5; that player scores 0. Requires Wooden Arrows. |
| Silver Wand | $200 | Pick an opponent roster position. If the digit right of the decimal in that player’s final score is non-zero, reorder all digits ascending; otherwise same as Wooden Wand. Requires Wooden Wand. |
| Twin Steel Daggers | $200 | Pick two opponent players; each scores half. Requires Twin Wooden Daggers. |
| Stone Club | $200 | Apply Wooden Club and set opponent’s player to the lowest of: their score, your score, or 10. Requires Wooden Club. |
| Steel Axe | $200 | Select three opponent players; replace the top two scorers’ scores with the lowest scorer’s score. Requires Wooden Axe. |
| Quick Draw | $50 | Players you weapon-target cannot be benched (applies to one weapon instance). One-time use. |
| Cast Iron Bomb | $75 | Select a roster position: that player’s score is halved; players directly above/below receive ¾ of their score (no “above” for QB; no “below” for K). One-time use. |
| Mace | $75 | Change your lowest-scoring player’s raw score to your highest-scoring player’s raw score. One-time use. |
General Store Items
| Item | Value | Description |
|---|---|---|
| Poison | $30 | Halves a designated opponent player’s score. |
| Herbs of the Meek | $30 | Halves the highest-scoring bench player’s score (hits the second-highest if the highest is used by Reserve Forces). |
| Mining Raid | $50 | Gain additional gold equal to 50% of your opponent’s gold earned this week. |
| Inspiring Sermon | $30 | If all of your active players play Sunday, gain +10 points. |
| Light Saber | $5 | Makes a cool noise. If both competitors own one, the winner steals one from the loser. |
| Gambler’s Luck | $20 | After all other adjustments, round your total score up to the nearest 10. |
| Deadly Efficiency | $50 | Gain points equal to 2 × each active RB’s raw score with < 40 rushing yards. |
| Deadly Accuracy | $50 | Gain points equal to 2 × each active WR’s raw score with < 50 receiving yards. |
| Telepathic Intimidation | $25 | Opponent gets −6 points for at most one TD (pass or rush) by their starting QB. No effect if the QB has zero TDs. |
| Investment | $80 | Pick any owner (except yourself) on Wednesday; add 10% of their coming week raw score to your score. |
| Insurance Policy | $70 | Replace a designated player’s score (including bye/injured) with their median weekly score from this season to date. |
| Bribe | $40 | Opponent’s kicker scores 0 (Fairies are immune). |
| Mercenaries | $40 | All rookies on your roster score 1.5×. |
Apothecary Items
| Item | Value | Description |
|---|---|---|
| Super Poison | $120 | Halves the opponent’s highest-scoring active player’s score. |
| Clandestine Poison | $50 | Same as a basic poison, but the target remains hidden from your opponent. |
| Intoxicating Poison | $100 | If your opponent uses their attack weapon, it has no effect on you and they lose 10 points instead. |
| Adrenaline Potion | $25 | Choose any player (yours or opponent’s); that player scores 1.25× this week. |
Boutique Items
| Item | Value | Description |
|---|---|---|
| Shadow Investor | $30 | If you defeat your opponent, receive gold equal to their gold earned. |
| Telepathic Intimidation Prime | $50 | Opponent gets −6 for each TD (pass or rush) by their starting QB (max 2 TDs). No effect if zero TDs. |
| Investment Prime | $160 | Pick any owner (except yourself) on Wednesday; add 20% of their coming week raw score. |
| Inspiring Sermon Prime | $60 | If all of your players play Sunday, gain +20 points. |
| Mercenaries Prime | $80 | All rookies on your roster score 1.75×. |
| Beginner Training | $300 | Gain one extra Level 1 Perk. Must be used immediately. Max twice per season. |
| Apprentice Training | $600 | Gain one extra Level 2 Perk. Must be used immediately. Max twice per season. Preserve Perk order of operations. |
| Learn from the Master | $1000 | Gain one extra Level 3 Perk. Must be used immediately. Max once per season. Preserve Perk order of operations. |
| Born with a Golden Spoon | $2000 | Gain one extra victory for playoff seeding. Max once per season. |
Freemium Frenzy Items
| Item | Value | Description |
|---|---|---|
| Gold | $6 | Buy 100 gold. |
| Level 1 Perk | $6 |
Buy a Level 1 Perk. You may only buy this if you lost your match last week. |
| Level 2 Perk | $12 |
Buy a Level 2 Perk. You must preserve order of operations of picking Perks. You may only buy this if you lost your match last week. |
| Level 3 Perk | $25 |
Buy a Level 3 Perk. You must preserve order of operations of picking Perks. You may only buy this if you lost your match last week. |
Fines
Offenses punishable by fine include, but are not limited to:
- Buying an item without sufficient gold.
- Picking up a dead player when not allowed.
- Attempting to buy an ineligible item or obtain an ineligible Perk.
- Failing to specify required details when selecting a Perk (e.g., animal for Animal Husbandry).
- Submitting an attack that requires a target without specifying a valid player/position.
- Submitting store orders / attacks late.
- Failing to provide scoring validation by Monday night.
The Commissioner and Shopkeeper may levy fines without appeal. Minor infractions: $1 USD each (e.g., incorrect item use). Major infractions: $5 USD each (e.g., late submissions). Fines are collected via Venmo by the Shopkeeper and added to the pool.
Scoring Validation
This year, scoring adjustments and store/attack validations are owner-performed. Each owner must:
- Calculate their own adjusted score by Tuesday 3:00 PM PT.
- Calculate their opponent’s adjusted score by Tuesday 3:00 PM PT.
- Calculate their own gold by Tuesday 3:00 PM PT.
- Calculate their opponent’s gold by Tuesday 3:00 PM PT.
- Verify the validity of the opponent’s store and attack by Thursday 3:00 PM PT.
Please send results to the Shopkeeper. Missed deadlines incur a $5 USD fine for each infraction.
Waiver Policy / Waiver Order
Any free agent may be picked up at any time per CBS settings. Although there are no formal waivers, a waiver order exists for resolving order of operations for certain Items/Perks.
Weekly waiver order is set by reverse order of overall league standings, determined by: (1) highest winning percentage; (2) most total fantasy points scored; (3) least fantasy points allowed.
Trade Policy
Trades are permitted any time during the week and must be approved by the Commissioner. Trades involving the Commissioner require approval by the Rules Committee Chair and, if the parties are exclusively the Commissioner and the Rules Committee Chair, also by the Technology Committee Chair. You may trade gold, weapons, players, etc., but Perks may not be traded. Trade clauses are binding and recorded by the Commissioner.
Trade deadline: Thursday, November 13, 2025.
Draft Order
Draft order will be determined randomly by the website generator. The Shopkeeper will witness the Commissioner choose the order.
Playoffs
The regular season runs Weeks 1–14. The playoffs are Weeks 15–16.
Overall league standings are determined by: (1) highest winning percentage; (2) most total fantasy points; (3) least fantasy points allowed.
The top contender from each division makes the playoffs, plus two wildcards. Seeding is based on total fantasy points.
CBS site standings/tiebreakers may be inaccurate. If they diverge, the Executive Committee will publish weekly official standings.
League, good luck!
Office of the Commissioner,
Brady Max NewDelman, Commissioner
Appendix A: Scoring System
Special Scoring for Quarterbacks
| Name | Settings |
|---|---|
| FG | Field Goals — 3 pts |
| FL | Fumble Lost (incl. ST) — −2 |
| Pa2P | Passing 2-pt Conversion — 2 |
| PaInt | Interception — −3 |
| PaIntTD | INT returned for TD — −3 |
| PaTD | Passing TD — 6 |
| PaYd | 1 pt / 25 yards; +2 @ 300+; +3 @ 350+ |
| Re2P | Receiving 2-pt Conversion — 2 |
| ReTD | Receiving TD — 6 |
| ReYd | 1 pt / 10 yards |
| Ru2P | Rushing 2-pt Conversion — 2 |
| RuTD | Rushing TD — 6 |
| RuYd | 1 pt / 10 yards |
| Sacked | Times Sacked — −0.5 |
| XP | Extra Points — 1 |
Special Scoring for Running Backs
| Name | Settings |
|---|---|
| FG | Field Goals — 3 |
| FL | Fumble Lost (incl. ST) — −2 |
| Pa2P | Passing 2-pt — 2 |
| PaTD | Passing TD — 6 |
| PaYd | 1 pt / 25 pass yds |
| Re20 | Reception of 20+ yds — +1 |
| Re2P | Receiving 2-pt — 2 |
| Re40 | Reception of 40+ yds — +2 |
| ReTD | Receiving TD — 6 |
| ReYd | 1 pt / 10 rec yds |
| Recpt | Reception — 1 |
| Ru2P | Rushing 2-pt — 2 |
| RuAvgMin | Rushing Avg (5+ rushes): 0.1 pt per 0.1 |
| RuTD | Rushing TD — 6 |
| RuYd | 1 pt / 10 rush yds; +2 @ 80+; +3 @ 100+; +3 @ 130+ |
| XP | Extra Points — 1 |
Special Scoring for Wide Receivers
| Name | Settings |
|---|---|
| FG | Field Goals — 3 |
| FL | Fumble Lost (incl. ST) — −2 |
| Pa2P | Passing 2-pt — 2 |
| PaTD | Passing TD — 6 |
| PaYd | 1 pt / 25 pass yds |
| Re20 | Reception 20+ — +1 |
| Re2P | Receiving 2-pt — 2 |
| Re40 | Reception 40+ — +2 |
| ReTD | Receiving TD — 6 |
| ReYd | 1 pt / 10 rec yds; +2 @ 100+; +3 @ 130+ |
| Recpt | Reception — 1 |
| Ru2P | Rushing 2-pt — 2 |
| RuTD | Rushing TD — 6 |
| RuYd | 1 pt / 10 rush yds |
| XP | Extra Points — 1 |
Special Scoring for Tight Ends
| Name | Settings |
|---|---|
| FG | Field Goals — 3 |
| FL | Fumble Lost (incl. ST) — −2 |
| Pa2P | Passing 2-pt — 2 |
| PaTD | Passing TD — 6 |
| PaYd | 1 pt / 25 pass yds |
| Re20 | Reception 20+ — +1 |
| Re2P | Receiving 2-pt — 2 |
| Re40 | Reception 40+ — +2 |
| ReFD | Receiving first down — +0.6 |
| ReTD | Receiving TD — 6 |
| ReYd | 1 pt / 10 rec yds; +2 @ 80+; +3 @ 100+ |
| Recpt | Reception — 1; +2 @ 5+ rec; +3 @ 7+ rec |
| Ru2P | Rushing 2-pt — 2 |
| RuTD | Rushing TD — 6 |
| RuYd | 1 pt / 10 rush yds |
| XP | Extra Points — 1 |
Special Scoring for Kickers
| Name | Settings |
|---|---|
| FG | Field Goals — 3; +2 (30–39 yds); +3 (40–49 yds); +3 (50+ yds) |
| MFG | Missed FG: −3 (0–29 yds) |
| MXP | Missed XP — −1 |
| XP | Extra Point — 1 |
Scoring for Defensive Categories (base)
| Name | Settings |
|---|---|
| ATK | Assisted Tackles (ID only) — 0 |
| BFB | Blocked Field Goals — 0 |
| BP | Blocked Punts — 0 |
| BXP | Blocked Extra Points — 0 |
| DFR | Fumble Recovered — 0 |
| DFTD | Defensive TD — 0 |
| FF | Forced Fumble — 0 |
| Int | Interceptions — 0 |
| IntYd | 0.5 pts / 10 yards; +2 @ 30+ |
| PDef | Pass Defensed — 0 |
| SACK | Sack — 0 |
| STY | Safety — 0 |
| TK | Tackle — 0 |
Special Scoring for Defensive Linemen
| Name | Settings |
|---|---|
| ATK | +1 |
| BFB | +4 |
| BP | +3 |
| BXP | +3 |
| DFR | +4 |
| DFTD | +6 |
| FF | +4 |
| Int | +5 |
| SACK | +2 @ 2+; +3 @ 3+ |
| STY | +4 |
| TK | +3 |
Special Scoring for Linebackers
| Name | Settings |
|---|---|
| ATK | +1 |
| BFB | +4 |
| BP | +3 |
| BXP | +3 |
| DFR | +4 |
| DFTD | +6 |
| FF | +4 |
| Int | +5 |
| SACK | +4 each; +3 bonus @ 2+ |
| STY | +4 |
| TK | +1.2 each; +2 bonus @ 6+; +3 bonus @ 8+ |
Special Scoring for Defensive Backs
| Name | Settings |
|---|---|
| ATK | +1 |
| BFB | +4 |
| BP | +3 |
| BXP | +3 |
| DFR | +4 |
| DFTD | +6 |
| FF | +4 |
| Int | +5 |
| PDef | +2 |
| SACK | +4 |
| STY | +4 |
| TK | +1.2 |