Footbolzano
The Wizard of bOlZ — Part II (2025 Edition)

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

Rules Committee

Technology Committee

Contents

Competitors

The 2025 competitors (herein “owners,” “team owners,” or “members”):

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

The Winning Bulldozer

The Overzealous Shopper

Dead Players

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).

RaceStrength Position
HumanQB
DwarfDefense (IDP)
FairyK (Kicker)
HalflingRB
ElfWR
TrollTE

To pick your Race during the draft, select the following teams as your ST:

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.

RaceStrengthStrength Gold Formula
ElfWR2 × (top 2 starting WR) + 10
DwarfIDP3 × (top 2 starting Defenders) + 10
HalflingRB4 × (top starting RB)
HumanQB5 × (starting QB)
FairyK5 × (starting K) + 50
TrollTE5 × (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.

Classes / Perks

There are seven Classes:

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

Perk Selection Rules

List of Perks

Soldier — No Class bonus

PerkLvlDescription
Army Sergeant1Each week, the highest-scoring active player at your Race’s strength position gains +30% to their score.
Armor1Immune to wooden attack weapons.
Ignorance1Opponent’s spells cost +50% gold.
Militia2All active players’ scores are increased by 20%.
Attack of the Squires2Half of your bench score is added to your team score.
Overwhelming Victory3If you use no items this week, add 50% of your raw team score to your team score.

Necromancer — No Class bonus

PerkLvlDescription
Martyr1Each 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 Zombie1Pay 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 Reaper1All opponent players with raw ≤ 5 are killed at week’s end.
Suicide Bombers2You may Martyr an additional active player this week.
Soul Siphon2If your bench outscores your opponent’s bench, gain +10 points and kill their lowest-scoring bench player that played.
Army of the Dead3Gain points equal to (# of dead players) ÷ (size of your division) as of Thursday.

Financier — Dwarf Class bonus: one-time award of 500 gold

PerkLvlDescription
Salary Bonus1Each week, earn additional gold equal to 2 × your raw bench score.
Interest Payment1Let N be your gold after shopping this week. Add 20% of N to your gold for next week.
Second Shift Miners1Your 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.
Boutique2You may shop at the Boutique.
Shadow Investor2If you defeat your opponent, receive gold equal to the gold they earned.
Money Buys Happiness3Once per week, you may pay 300 gold for +50 points.

Warrior — Troll Class bonus: may use six items per week

PerkLvlDescription
Taunt1Your opponent must play a Tight End.
Tower Shield1Pick a player on your team; they are immune to attack weapons this week.
Brawl1You may attack twice with the same weapon (may not name any player twice).
Weapon Mastery2You may shop at the Armory.
2D202Pick an opponent’s player; subtract 2 × (raw score mod 20) from your opponent’s team score.
Vampire Slayer3All 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

PerkLvlDescription
Meteorite1Pay 20 gold to multiply your kicker’s score by 1.5. Spell.
Call of the Wild1When received, choose a non-animal NFL team for the season. Each week, all your players facing that team score double.
Confounding Charm1Pay 20 gold: opponent loses points equal to 2 × the number of distinct NFL teams represented on their active roster. Spell.
Animal Husbandry2When 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 Unity2If ALL your active players are home teams or ALL are away teams, add +40% of your raw team score.
Knowledge of the Forest3Pay 50 gold to choose new teams for Call of the Wild and Animal Husbandry.

Wizard — Human Class bonus: spells cost ½ price

PerkLvlDescription
Arcane Shot1Pay 30 gold: add +6 for every passing TD by your starting QB. Spell.
Magical Deflection1Pay 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 Lightning1Pay 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 Defense2Pay 50 gold to double one home player’s score; that player is immune to wooden attacks. Spell.
Understudy2Pay 50 gold: pick a bench QB; their score also adds to your team this week. Spell.
Invisibility Cloak3Pay 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

PerkLvlDescription
Apothecary Club Membership1You may play two poisons this week; the extra poison does not count toward the item limit.
Employee Discount1Get one free basic poison every week.
Antidote1Immune from basic poison.
Apprentice Apothecary2You may shop at the Apothecary.
Poison Dart2When using a basic poison, you may target a roster position instead of a player (once per week). Antidote does not protect against this.
Master Apothecary3Gain +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

PerkLvlDescription
Enemy Intelligence1You may play any Level 1 Perk that your opponent has.
Reinforcements1You may make roster adjustments after Thursday games but before games on any subsequent day.
Supply Line Attack1Steal one item ≤ 100 gold from your opponent.
Reserve Forces2Your highest-scoring bench player adds to your team and is immune to all attacks.
Clever Negotiation2Force 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 Recruit3After Sunday’s games, by Monday 12:00 PM PT, you may make one roster adjustment.

Gambler — No Class bonus

PerkLvlDescription
Fade1Select 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.
Leverage1Select 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.
Eliminator1Select 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.
Parlay2Choose 2 NFL teams; if both cover the spread, add +100 points.
Take the Over2Choose 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 Collateral3If 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.

Stores & Rules

Weapon Store

Armory

General Store

Boutique

Apothecary

Freemium Frenzy

List of Store Items

Weapon Store Items

ItemValueRestrictionDescription
Wooden Sword$70HumansPick an opponent player; their score is halved.
Wooden Arrows$70ElvesPick an opponent player whose previous week’s ones digit was 0–3; that player scores 0.
Wooden Wand$70FairiesPick an opponent player. At week’s end, reorder all digits left of the decimal in ascending order to determine the score.
Twin Wooden Daggers$70DwarvesPick two opponent players; each scores ¾ this week.
Wooden Club$70TrollsPick 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$70HalflingsSelect three opponent players; replace the highest scorer’s score with the lowest scorer’s score (ties break by higher roster position).

Armory Items

ItemValueDescription
Wooden Sword$70Pick an opponent player; their score is halved.
Wooden Arrows$70Pick an opponent player with previous week ones digit 0–3; that player scores 0.
Wooden Wand$70Pick an opponent player; reorder digits left of decimal ascending at week’s end to produce score.
Twin Wooden Daggers$70Pick two opponent players; each scores ¾ this week.
Wooden Club$70Pick a roster position; your player in that position gets the max of own score, opponent’s score, or 10.
Wooden Axe$70Select three opponent players; highest scorer replaced by the lowest (ties by roster position).
Steel Sword$200Make an opponent player score 0. Requires Wooden Sword.
Steel Arrows$200Pick an opponent player whose previous week ones digit was 0–5; that player scores 0. Requires Wooden Arrows.
Silver Wand$200Pick 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$200Pick two opponent players; each scores half. Requires Twin Wooden Daggers.
Stone Club$200Apply Wooden Club and set opponent’s player to the lowest of: their score, your score, or 10. Requires Wooden Club.
Steel Axe$200Select three opponent players; replace the top two scorers’ scores with the lowest scorer’s score. Requires Wooden Axe.
Quick Draw$50Players you weapon-target cannot be benched (applies to one weapon instance). One-time use.
Cast Iron Bomb$75Select 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$75Change your lowest-scoring player’s raw score to your highest-scoring player’s raw score. One-time use.

General Store Items

ItemValueDescription
Poison$30Halves a designated opponent player’s score.
Herbs of the Meek$30Halves the highest-scoring bench player’s score (hits the second-highest if the highest is used by Reserve Forces).
Mining Raid$50Gain additional gold equal to 50% of your opponent’s gold earned this week.
Inspiring Sermon$30If all of your active players play Sunday, gain +10 points.
Light Saber$5Makes a cool noise. If both competitors own one, the winner steals one from the loser.
Gambler’s Luck$20After all other adjustments, round your total score up to the nearest 10.
Deadly Efficiency$50Gain points equal to 2 × each active RB’s raw score with < 40 rushing yards.
Deadly Accuracy$50Gain points equal to 2 × each active WR’s raw score with < 50 receiving yards.
Telepathic Intimidation$25Opponent gets −6 points for at most one TD (pass or rush) by their starting QB. No effect if the QB has zero TDs.
Investment$80Pick any owner (except yourself) on Wednesday; add 10% of their coming week raw score to your score.
Insurance Policy$70Replace a designated player’s score (including bye/injured) with their median weekly score from this season to date.
Bribe$40Opponent’s kicker scores 0 (Fairies are immune).
Mercenaries$40All rookies on your roster score 1.5×.

Apothecary Items

ItemValueDescription
Super Poison$120Halves the opponent’s highest-scoring active player’s score.
Clandestine Poison$50Same as a basic poison, but the target remains hidden from your opponent.
Intoxicating Poison$100If your opponent uses their attack weapon, it has no effect on you and they lose 10 points instead.
Adrenaline Potion$25Choose any player (yours or opponent’s); that player scores 1.25× this week.

Boutique Items

ItemValueDescription
Shadow Investor$30If you defeat your opponent, receive gold equal to their gold earned.
Telepathic Intimidation Prime$50Opponent gets −6 for each TD (pass or rush) by their starting QB (max 2 TDs). No effect if zero TDs.
Investment Prime$160Pick any owner (except yourself) on Wednesday; add 20% of their coming week raw score.
Inspiring Sermon Prime$60If all of your players play Sunday, gain +20 points.
Mercenaries Prime$80All rookies on your roster score 1.75×.
Beginner Training$300Gain one extra Level 1 Perk. Must be used immediately. Max twice per season.
Apprentice Training$600Gain one extra Level 2 Perk. Must be used immediately. Max twice per season. Preserve Perk order of operations.
Learn from the Master$1000Gain one extra Level 3 Perk. Must be used immediately. Max once per season. Preserve Perk order of operations.
Born with a Golden Spoon$2000Gain one extra victory for playoff seeding. Max once per season.

Freemium Frenzy Items

ItemValueDescription
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:

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:

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

NameSettings
FGField Goals — 3 pts
FLFumble Lost (incl. ST) — −2
Pa2PPassing 2-pt Conversion — 2
PaIntInterception — −3
PaIntTDINT returned for TD — −3
PaTDPassing TD — 6
PaYd1 pt / 25 yards; +2 @ 300+; +3 @ 350+
Re2PReceiving 2-pt Conversion — 2
ReTDReceiving TD — 6
ReYd1 pt / 10 yards
Ru2PRushing 2-pt Conversion — 2
RuTDRushing TD — 6
RuYd1 pt / 10 yards
SackedTimes Sacked — −0.5
XPExtra Points — 1

Special Scoring for Running Backs

NameSettings
FGField Goals — 3
FLFumble Lost (incl. ST) — −2
Pa2PPassing 2-pt — 2
PaTDPassing TD — 6
PaYd1 pt / 25 pass yds
Re20Reception of 20+ yds — +1
Re2PReceiving 2-pt — 2
Re40Reception of 40+ yds — +2
ReTDReceiving TD — 6
ReYd1 pt / 10 rec yds
RecptReception — 1
Ru2PRushing 2-pt — 2
RuAvgMinRushing Avg (5+ rushes): 0.1 pt per 0.1
RuTDRushing TD — 6
RuYd1 pt / 10 rush yds; +2 @ 80+; +3 @ 100+; +3 @ 130+
XPExtra Points — 1

Special Scoring for Wide Receivers

NameSettings
FGField Goals — 3
FLFumble Lost (incl. ST) — −2
Pa2PPassing 2-pt — 2
PaTDPassing TD — 6
PaYd1 pt / 25 pass yds
Re20Reception 20+ — +1
Re2PReceiving 2-pt — 2
Re40Reception 40+ — +2
ReTDReceiving TD — 6
ReYd1 pt / 10 rec yds; +2 @ 100+; +3 @ 130+
RecptReception — 1
Ru2PRushing 2-pt — 2
RuTDRushing TD — 6
RuYd1 pt / 10 rush yds
XPExtra Points — 1

Special Scoring for Tight Ends

NameSettings
FGField Goals — 3
FLFumble Lost (incl. ST) — −2
Pa2PPassing 2-pt — 2
PaTDPassing TD — 6
PaYd1 pt / 25 pass yds
Re20Reception 20+ — +1
Re2PReceiving 2-pt — 2
Re40Reception 40+ — +2
ReFDReceiving first down — +0.6
ReTDReceiving TD — 6
ReYd1 pt / 10 rec yds; +2 @ 80+; +3 @ 100+
RecptReception — 1; +2 @ 5+ rec; +3 @ 7+ rec
Ru2PRushing 2-pt — 2
RuTDRushing TD — 6
RuYd1 pt / 10 rush yds
XPExtra Points — 1

Special Scoring for Kickers

NameSettings
FGField Goals — 3; +2 (30–39 yds); +3 (40–49 yds); +3 (50+ yds)
MFGMissed FG: −3 (0–29 yds)
MXPMissed XP — −1
XPExtra Point — 1

Scoring for Defensive Categories (base)

NameSettings
ATKAssisted Tackles (ID only) — 0
BFBBlocked Field Goals — 0
BPBlocked Punts — 0
BXPBlocked Extra Points — 0
DFRFumble Recovered — 0
DFTDDefensive TD — 0
FFForced Fumble — 0
IntInterceptions — 0
IntYd0.5 pts / 10 yards; +2 @ 30+
PDefPass Defensed — 0
SACKSack — 0
STYSafety — 0
TKTackle — 0

Special Scoring for Defensive Linemen

NameSettings
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

NameSettings
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

NameSettings
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