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1994-11-01
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Fantasy Football League Manager
-- 1994 Edition, Version "C" --
Copyright (C) 1994 by Mike Hall
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║ 1994 Edition ║
╚═══════════════════════════════════════════════════════════════╝
Program and Manual
by
Mike Hall
7417 North Pass
Madison, Wisconsin 53719
(608) 845-3989
CompuServe: 74723,1507
America Online: FFLMike
Internet Mail: fflmike@aol.com
The 1994 Edition of the Fantasy Football League Manager (FFLM) is
distributed as Shareware. You are encouraged to use it and share it
with others that may be interested in using FFLM. However, if you use
it on a regular basis to keep track of your Fantasy Football League, you
are requested to Register the program with the author. Registration
information can be found in this manual, and is also listed when you
exit the FFLM program. Comments and suggestions are welcomed and
strongly encouraged by the author.
Table of Contents
Introduction. . . . . . . . . . . . . . . . . . . . . . . . . . . . 1
Overview. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
Requirements. . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
Installation. . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
Weekly Statistics Updates . . . . . . . . . . . . . . . . . . . . . 4
Registration Information. . . . . . . . . . . . . . . . . . . . . . 5
Fantasy Football League Manager BBS. . . . . . . . . . . . . . 5
Starting the Program. . . . . . . . . . . . . . . . . . . . . . . . 6
Technical Support . . . . . . . . . . . . . . . . . . . . . . . . . 6
Main Menu . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
Current Week. . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
Status Line . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
Using FFLM. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
Load League. . . . . . . . . . . . . . . . . . . . . . . . . . 8
New League . . . . . . . . . . . . . . . . . . . . . . . . . . 8
Automatic League Load. . . . . . . . . . . . . . . . . . . . . 8
Update . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
Configure. . . . . . . . . . . . . . . . . . . . . . . . . . . 9
About. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
Exit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
Define League . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
Type of Competition. . . . . . . . . . . . . . . . . . . . . . 11
League Setup. . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
Divisions. . . . . . . . . . . . . . . . . . . . . . . . . . . 12
Teams. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
Positions. . . . . . . . . . . . . . . . . . . . . . . . . . . 13
Scoring. . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
Individuals Scoring Definitions . . . . . . . . . . . . . 14
Custom Scoring. . . . . . . . . . . . . . . . . . . . . . 14
Scoring "Table" . . . . . . . . . . . . . . . . . . . . . 15
Scoring "Formula" . . . . . . . . . . . . . . . . . . . . 15
Standard. . . . . . . . . . . . . . . . . . . . . . . . . 16
Big Play. . . . . . . . . . . . . . . . . . . . . . . . . 16
Performance . . . . . . . . . . . . . . . . . . . . . . . 17
Zap Scoring . . . . . . . . . . . . . . . . . . . . . . . 17
Team Scoring Definitions . . . . . . . . . . . . . . . . . . . 18
Miscellaneous Scoring Definitions. . . . . . . . . . . . . . . 19
Rotisserie Style Scoring Definitions . . . . . . . . . . . . . 20
Schedule . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
Reports. . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
The Draft . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
Keep Players . . . . . . . . . . . . . . . . . . . . . . . . . 23
Setup Draft. . . . . . . . . . . . . . . . . . . . . . . . . . 23
Draft Worksheet. . . . . . . . . . . . . . . . . . . . . . . . 23
PreDraft List. . . . . . . . . . . . . . . . . . . . . . . . . 23
Draft Order. . . . . . . . . . . . . . . . . . . . . . . . . . 24
Draft Players. . . . . . . . . . . . . . . . . . . . . . . . . 24
Zap Draft. . . . . . . . . . . . . . . . . . . . . . . . . . . 24
Player Transactions . . . . . . . . . . . . . . . . . . . . . . . . 25
Browse . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25
Copy . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25
Starters . . . . . . . . . . . . . . . . . . . . . . . . . . . 25
Trade. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25
Drop . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26
Pick Up. . . . . . . . . . . . . . . . . . . . . . . . . . . . 26
Injuries . . . . . . . . . . . . . . . . . . . . . . . . . . . 26
Injured Reserve . . . . . . . . . . . . . . . . . . . . . 26
IR Replacement. . . . . . . . . . . . . . . . . . . . . . 26
Activate IR . . . . . . . . . . . . . . . . . . . . . . . 26
Protected Pool . . . . . . . . . . . . . . . . . . . . . . . . 27
Protect . . . . . . . . . . . . . . . . . . . . . . . . . 27
Activate. . . . . . . . . . . . . . . . . . . . . . . . . 27
Zap Trans. . . . . . . . . . . . . . . . . . . . . . . . . . . 27
Add Players. . . . . . . . . . . . . . . . . . . . . . . . . . 27
FFL Info. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
Weekly Scores. . . . . . . . . . . . . . . . . . . . . . . . . 28
Standings. . . . . . . . . . . . . . . . . . . . . . . . . . . 28
Player Scores. . . . . . . . . . . . . . . . . . . . . . . . . 29
All-Stars. . . . . . . . . . . . . . . . . . . . . . . . . . . 29
Starting Line-Ups. . . . . . . . . . . . . . . . . . . . . . . 29
Rosters. . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
Transactions . . . . . . . . . . . . . . . . . . . . . . . . . 30
Trans Errors . . . . . . . . . . . . . . . . . . . . . . . . . 30
Draft Summary. . . . . . . . . . . . . . . . . . . . . . . . . 30
Schedule . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
NFL Info. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
Player Stats . . . . . . . . . . . . . . . . . . . . . . . . . 31
Sorting Stats . . . . . . . . . . . . . . . . . . . . . . 32
Performance. . . . . . . . . . . . . . . . . . . . . . . . . . 32
Rosters. . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
Schedule . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
Acknowledgements and Credits. . . . . . . . . . . . . . . . . . . . 33
Introduction
Welcome to the 1994 Edition of the Fantasy Football League Manager!
-------------------------------------------------------------------
This program is designed to provide you with everything you need to
maintain a Fantasy Football League. If you are already familiar with
Fantasy Football, it is recommended that you read the Overview and
Requirements on the next few pages, and then go ahead and learn the
program on the fly. It is completely menu driven, and most of the menu
items should be familiar and easy to follow for Fantasy Football
fanatics. You can use the Table of Contents as a reference in case you
need more detail on the operation of any of the menu items.
On the other hand, if you need some more guidance, just read on. This
manual will take you step by step through the process of setting up your
league in FFLM and maintaining it throughout the season.
Finally, if you are not at all familiar with Fantasy Football, it is
suggested that you purchase a Fantasy Football book or magazine to learn
all about the wonderful world of Fantasy Football. There are many books
and magazines on the subject of Fantasy Football -- just check the
sports section of your favorite bookstore. You can pick up a magazine
on the subject for about $5.00, or a book for $10.00 to $15.00.
This manual will not attempt to teach you the concept of Fantasy
Football. Rather, it focuses on the use of this Fantasy Football League
Manager program. It assumes you already have the basics in place for a
Fantasy Football League, and shows you how to use this program to help
run your league and keep track of the scores, standings, player
statistics, and transactions on a weekly basis.
Overview
The Fantasy Football League Manager (FFLM) is designed to handle
all of your Fantasy Football needs. It is a very flexible program that
allows you to define and keep track of all aspects of your league. For
those leagues that keep "franchise players" from year to year, it has an
option to designate which players each team is keeping from the previous
year. Then, FFLM allows you to set up the draft order for each team.
It even allows you to modify draft picks in any round, in case some
teams made preseason trades involving draft picks. For draft day, FFLM
has a great option which allows you to enter the players in the order
that they are drafted. It will tell you which round you are in, and
which team has the next draft pick.
Your league can have up to 20 teams in up to 4 divisions. Each
team can have up to 30 players in any of the following scoring
positions: Quarterback, Running Back, Wide Receiver, Tight End, Kicker,
Team Defense, and Special Teams. You can define how many starters are
allowed at each position. You also define the scoring for each type of
play for each position. Should a Quarterback get 3 or 6 points for a
touchdown pass? Should a QB lose a point for each interception? Should
a Running Back get bonus points if he rushes for more than 100 yards in
a game? Maybe he should get an extra point for every 20 yards of
receiving? Should a Kicker get bonus points for field goals longer than
50 yards? You decide, and FFLM should handle any scoring variation that
your league has devised. Finally, you create the head to head schedule
for all of the weeks to pit the teams against each other according to
your league's wishes.
Once all of the above items are defined, you start the weekly
competition. FFLM handles all of the scoring and statistics for you
automatically. No more tedious, time consuming data entry from the box
scores in your daily newspapers! FFLM has all of the stats ready for
you to use on Tuesday of each week. Just download them from a BBS, and
print the weekly results. It's quick and easy, and you'll have more
stats available to you then you ever dreamed of having, without having
to worry about scoring errors.
In addition to handling the stats and scoring, FFLM also handles
all of your player transactions. It will keep track of trades,
injuries, and allow you to maintain a protected player pool or "taxi
squad." It will also keep track of all available players and allow
teams to add and drop players from their roster. Each week, FFLM gives
you an easy method to enter everybody's starting line-up. It even
allows you to fix your mistakes.
Finally, FFLM lets you print the weekly results, stats, rosters,
transactions, and schedules for distribution to all of the teams in the
league. The Fantasy Football League Manager was developed with input
from several different Fantasy Football Leagues, so hopefully it will
handle all of your league's needs. If you would like to see any
features or options added, please call or write the author with your
suggestions!
Requirements
Fantasy Football League Manager should run on most PCs. It requires:
1. An IBM compatible PC.
2. 640K of memory and about 600K of disk space.
3. DOS version 3.0 or later.
4. Color or Monochrome Monitor with 80 columns.
The program may run on PCs with less memory or an earlier version of
DOS. It wasn't tested on anything less than the above platform.
Installation
Fantasy Football League Manager can be run from a floppy drive or a hard
drive. It will run a lot faster on a hard drive, so it is strongly
recommended that you run it from the hard drive. To install it on your
hard drive, perform the following steps:
1. Create a subdirectory for it on your hard drive
MD C:\FFLM94
2. Change the default directory to point to that subdirectory
C:
CD \FFLM94
3. Copy the program files from the program disk to the current directory
COPY A:*.* or COPY B:*.*
The program consists of the following files:
FFLM.EXE - the main program file
FFLM.OVR - the program overlay file needed for certain functions
FFLM.CFG - the configuration file (it is created for you)
FFLM.DOC - the FFLM manual (you're reading it right now)
FFLINFO.FF - the FFL information file needed for certain functions
NFLINFO.FF - the NFL information file needed for certain functions
PLAYERS.FF - the NFL Player data file
PLAYERSM.FF - the Players that you manually add to the database
STATS94.FF - the NFL Statistics file (needs to be updated every week)
STATS93.FF - the NFL Stats file for 1993
WHATS.NEW - the changes since the last version
README.1ST - the latest information on the program
COMING.UP - the plans for the next release
*.FFL - the league data files
Weekly Statistics Updates
One of the best features of the Fantasy Football League Manager program
is that nobody in your league has to worry about manually typing in
scores and statistics from all of the NFL games every weekend. FFLM
keeps track of all of the stats you could ever want, and calculates all
of the scores for you -- without any typos or math mistakes to contend
with! It can save many, many hours of work and frustration for the
league commissioner and/or score keeper.
In order for all of this automatic scoring to work, of course, you need
weekly statistical data updates. There are several ways to get the data
that you need.
The quickest way is to download the latest stats from a computer
Bulletin Board System (BBS). The weekly stats will be posted on several
major BBS's every week, including CompuServe, America Online and
EXEC-PC. The number for EXEC-PC is (414) 789-4210 for 2400 baud and
(414) 789-4360 for 9600+ baud.
The stats will always be available via BBS on the Tuesday after the
previous weekend's games. The stat files will always be called
"FFLM94nn.ZIP", where "nn" is the week number. For example, the stat
file for Week 8 will be named FFLM9408.ZIP. If there is an update to
the FFLM program during the year, the program will be included with the
latest stats as part of the compressed ZIP file. Note for CompuServe
users: since CompuServe only allows 6 character file names, the updates
will be named "FF94nn.ZIP".
If you don't have a modem, or don't need the stats right away on
Tuesday, you can have the weekly stats mailed to you every Tuesday with
the Data Plan. With this method, the stats should arrive to you by
Thursday or Friday of each week. To sign up for the Data Plan updates,
you need to be a Registered user of FFLM. Refer to the next page for
Registration information. Once you are a registered user of FFLM, you
can sign up for the Data Plan for $20. This amount will be used to
cover the cost of the floppy disks and postage.
No matter which method you choose to receive updated stats, you will
need to copy the updated files to your FFLM directory in order for them
to take effect. In most cases, the updates will just consist of a
single file called "FFWEEKnn.FF", where "nn" is the week number. After
unzipping the FFLM94nn.ZIP file and copying the latest update into the
FFLM directory, you can use the Update menu item in FFLM to import the
weekly stats. It's that quick and easy.
Registration Information
Registration for the Fantasy Football League Manager is $40.00 for the
1994 Edition. This fee includes the weekly statistics updates
throughout the 1994 NFL season, plus free program updates as they are
released throughout the season. To register, send your name and address
along with $40 to the author at the following address:
Mike Hall
7417 North Pass
Madison, Wisconsin 53719
Registration benefits include:
- A complete printed manual
- A companion Statistics Editor program
- Notification of program updates
- Access to the FFLM BBS.
- A copy of the 1995 Edition of FFLM as soon as it is available
- A discount on the Registration of the 1995 Edition
If you would like to participate in the Data Plan weekly statistics
updates, you need to Register FFLM for $60. This includes the standard
$40 Registration fee, plus $20 to cover the costs of mailing a disk to
you every week. The disks should arrive in your mailbox by Thursday of
each week. You will also automatically receive any FFLM program updates
throughout the year. Because of the potentially high postage costs, all
of the disks will be mailed via standard first class mail.
Fantasy Football League Manager BBS
For those of you that don't have an account on one of the major
services, there will also be a dedicated Fantasy Football League Manager
BBS available for you to download the stats from every week. It will be
based in Madison, and it will be available to all Registered users of
FFLM. All program updates will also be posted on this BBS. The BBS is
currently being developed, and it will be online starting August 14th.
More information will be available as soon as the BBS is up and running!
Starting the Program
To start the program, just type FFLM. You will be presented with an
"Initializing..." message as the program searches for and loads all of
the files that it needs. If all goes well, you will be presented with
the introductory title screen. Just press [Enter] after reading the
intro screen, and you will see the main menu.
If something doesn't go as planned during the initialization, then you
will be presented with an error message or an informational message.
One of the more common messages you might see are listed below.
Note --> This must be the first time you are running FFLM.
Please press [Enter] to create the Master Settings File:
You will receive this message the very first time you run FFLM. The
program automatically creates the master settings file if one doesn't
already exist. It is just letting you know what is happening.
Technical Support
If you are having problems getting FFLM to run on your PC, or if you
have questions about certain features of FFLM, please let me know with
a letter, e-mail message, or phone call. The details:
Mike Hall CompuServe: 74723,1507
7417 North Pass America Online: FFLMike
Madison, WI 53719 Internet Mail: fflmike@aol.com
Voice: (608) 845-3989 BBS: (608) 845-3742
I can be reached by phone most weekday evenings and weekends. Leave a
message on the answering machine if I'm not around, and I'll try to get
back to you. Or you can try again the next evening. I check my
Compuserve account about every other day, and I check my America Online
account about once a week. I'll be sure to respond to any e-mail
messages as soon as I have an answer for you.
I'm always open to suggestions on how to improve the program. If you
would like to see a feature added, just let me know. If I can't
implement the feature this year, I'll keep it on the list for next year.
Main Menu
╔═══════════════════════════════════════════════════════════════════╗
║ FFLM League Players FFL Info NFL Info ║
╚═══════════════════════════════════════════════════════════════════╝
The main menu looks like the above box. You can access all of the
program functions from the main menu. Just use the arrow keys to
maneuver the highlight bar from item to item. Press [Enter] on the
highlighted item to select it. As a shortcut, you can also press the
highlighted letter for a menu item to select it. To abort a function or
go back to a previous menu item, press the [Esc] key. To exit the
program, select EXIT from the FFLM submenu.
Some menu items will be "dimmed out", meaning they are unavailable for
selection. Usually this means that option on the menu doesn't make
sense until you select a different menu option or define a certain
variable. For example, the FFL Info menu item will not be selectable
until after you Define a League.
Current Week
The most important thing to keep track of in FFLM is the Current Week.
It is boldly displayed on the menu screen at all times. Use the Next
Week and Previous Week menu options to change weeks (these options are
located underneath the League Main Menu item). All statistics and
scoring reports are based on the Current Week.
Status Line
The bottom of the menu screen will always contain a current Status Line.
The status line lists several items, including the current date and time
for your reference. It also contains the current NFL Week. An NFL Week
is considered to be from the Wednesday before the weekend's games
through the Tuesday after the weekend's games. Next to the NFL Week,
you will see the Stats Week. This tells you how current or out of date
your statistical data is. The Stats Week will always be one week behind
the NFL Week, because all of the games have to be played and completed
before the stats are available. However, as soon as the Stats Week is
two weeks behind the NFL Week, it is time for a data update! Refer to
the previous section for information on getting updated weekly stats.
Using FFLM
Fantasy Football League Manager lets you keep track of multiple fantasy
football leagues. To facilitate this feature, FFLM maintains a separate
file for each league. Therefore, when you run FFLM, the first thing you
have to do is load a league file before you can start updating and
working with a particular league.
Load League
Use this item to load a league file into FFLM. You will be presented
with a list of the available league files. (If you just started using
FFLM, you will see only one available league file, called SAMPLE. This
league file contains a sample 12 team head-to-head competition league).
Use the arrow keys to highlight the league you want to work on, and
press [Enter] to load it. Press [Esc] if you want to abort loading a
league file after you view the list of available league files.
New League
This is the place to start when creating a new league. You will be
prompted to enter a new league file name. You can use up to 8
characters to name the new league file. The same rules apply for naming
the league file as for naming a DOS file. You can use any combination
of letter and numbers and some symbols, but you can't use spaces,
periods, or other special characters in the name. Press [Enter] once
you've entered a valid name, or press [Esc] to cancel creating the new
league file. If a league file with the same name already exists, you
will hear a beep and be returned to the main menu. Otherwise, the new
league file will be created and loaded into FFLM. The next step will be
to Define the League. See the next page for details.
Automatic League Load
You won't always have to worry about loading a league file before you
can work with it, especially if you will only be maintaining a single
league this season. FFLM will automatically search for and attempt to
load the league file that you were most recently working with. If it
finds the file, it will be loaded and ready to go as soon as you start
FFLM. If not, then you will see a message notifying you that the league
file wasn't found.
Update
This option will be used every week to update FFLM with the current NFL
stats and player information. Just press [Enter] to load the weekly
update into FFLM.
Configure
This menu item allows you to set up a couple of options for your PC
monitor and printer and environment.
First, you can select to use a 43/50 line screen for reports. If you
enter "Y", then any reports that are longer than 23 lines (the standard
report screen length) will compress the text on your monitor to either
43 or 50 lines, depending on your hardware. If your video adapter or
monitor does not support the compressed mode, then this option will not
work.
The next two settings are for printed reports. You can select the
default number of lines per page for your printer. The default, 58,
works well for laser printers. You may want to use a higher number like
62 for dot matrix printers if you want to fit more lines on each page.
You can also select whether or not to eject the page after a printed
report. Be sure to select "Y" for laser printers. You can leave it at
"N" for dot matrix printers, especially if you want to print multiple
reports on a single page.
The final setting lets you select the time zone you are in. This allows
the NFL Schedule information to give you the right starting times for
all of the games.
About
This will give you information about Fantasy Football League Manager.
You can also view the WHAT.NEW file, the README.1ST file, and the
COMING.UP file from this option.
Exit
That's all folks! This option will get you back to where you started,
and should be used immediately if your boss is approaching.
Define League
The first thing you'll need to do at the beginning of the football
season (or when you first get this program) is setup your league.
Select Define League from the League Main Menu item.
Enter the setup information for your Fantasy Football League on this
screen. First, enter the League Name. It can be up to 40 characters
long and is optional. Second, most leagues have a dedicated (or is that
designated?) commissioner that keeps track of the stats and enforces the
league's rules. Enter the commissioner name here. It can be up to 40
characters long and is optional.
The next two items on this screen are the Number of Teams and the Number
of Divisions in your League. You must have at least one Team in order
to perform most of the functions in this program! Also, you must have
at least one Division, but all references to Divisions will be ignored
unless there is more than one Division.
The next item to enter is the Length of the Regular Season. Typically,
this will be 14 or 15 weeks, so the last 2 or 3 weeks of the regular NFL
season can be used as the playoffs and superbowl for your fantasy
league. This item does not affect the fantasy schedule at all. It just
lets FFLM know which weeks are "regular," and which ones are playoff
weeks.
Type of Competition
The last item lets you specify the Type of Competition for your league.
The choices will be presented in a "pop-up" pick list. These pop-ups
are used throughout FFLM to select a single item from a list of
available items. Use the up and down arrow keys to highlight the item
you want. Press [Enter] to select the item.
Head to Head leagues base their results on a weekly schedule that pits
fantasy teams against each other just like the NFL. Those teams that
compile the best record throughout the season make it to the playoffs.
Some leagues don't like this style of competition, because it involves
a factor of luck. You might have the second best score during a week,
but if you happen to be playing against the team with the best score
that week, you still get a loss, even though you would have received a
win against any other team in the league that week.
To remedy that situation, some leagues prefer Total Points competition.
There is no schedule. Each team plays for the most points each and
every week, and those teams with the most points at the end of the
season move on to the playoffs.
Yet another choice is Total Points plus Head to Head competition. With
this setup, each team is still trying to accumulate the most points
throughout the season. In addition, a weekly schedule is setup, and
teams are awarded bonus points for beating their opponent in any of
several categories. For example, you might award a team 10 bonus points
for beating their opponent. Or you might award 5 bonus points to the
team that compiles more rushing yardage than their opponent.
The last option is Rotisserie Style Scoring. Not finished yet.
League Setup
After you have defined the league, you will need to setup all of the
options that make your league special. All of the items listed on the
Setup submenu are listed from top to bottom in the order that they
should be entered. Each item is explained below.
Divisions
If your league has a lot of teams, you may want to break the league into
divisions. This option will allow you to enter or edit the division
names. FFLM supports up to 4 divisions. Typically, with 8 or 10 teams,
you will want 2 divisions. With 12 teams, you may want 3 divisions, and
so on. FFLM will automatically assign teams to a division. In the
above example with 12 teams and 3 divisions, Division #1 would consist
of teams 1 through 4, Division #2 would have teams 5 through 8, and
Division #3 would have teams 9 through 12.
Teams
This item allows you to enter or edit team names and coach/owner
information. To add a team, type the team name and the coach/owner's
name. If you have defined divisions, you'll see which division the team
is in. At the bottom of the screen, you can enter address and telephone
information for each coach/owner. Press [F8] to start entering
information for the next team in the league, or press [Esc] to stop
adding team information. The [F7] function key will take you back to
the previous team.
Positions
This menu item will present you with a screen that lets you determine
how many players will start at each position. FFLM supports the
following positions: Quarterback (QB), Running Back (RB), Wide Receiver
(WR), Tight End (TE), Kicker (K), Team Defense, and Special Teams.
A typical starting line-up for a Fantasy Football League would consist
of 1 Quarterback, 2 Running Backs, 2 Wide Receivers, 1 Tight End, and 1
Kicker. Some leagues use more running backs and wide receivers. Also,
some leagues like to add a Team Defense to the line-up for each Fantasy
Team. By doing this, you can add a defensive twist to the game instead
of focusing entirely on offensive scoring. An entire NFL Team Defense
is used as one position, as opposed to using individual defensive
players. Then points are scored whenever any player on the NFL Team
Defense scores points. For example, if you have the Pittsburgh Steelers
Team Defense on your Fantasy Team, and Ron Woodson intercepts a pass and
runs it back for a touchdown, then your Fantasy Team would get the
points for that touchdown. A Team Defense can also score points for
safeties, fumble recoveries, sacks, etc.
Some leagues like to use the same concept for Special Teams. FFLM
allows you to use an entire NFL Special Team as a single position. By
using this option, you can get points for kick and punt returns.
Many leagues treat Tight Ends the same as Wide Receivers. If that is
the case with your league, answer yes to the appropriate question on
this screen. With this option selected, all Tight Ends will be
considered the same as Wide Receivers for all aspects of your League,
and the number of starters for the Tight End position will be ignored.
Scoring
This item will present you with several options depending on which Type
of Competition your league is based on. If you use Head to Head or
Total Points Scoring (or both), then you will need to define the scoring
methods for individual fantasy players (this includes Team Defenses and
Special Teams). Each fantasy team will add up the individual scores of
all their starting fantasy players to come up with a weekly total score.
There are many different possibilities for individual scoring, and FFLM
should handle just about any variation that your league can dream up.
Individuals Scoring Definitions
You can select one of the common scoring methods described below, or you
can enter customized scoring definitions on the Scoring Definition
Screen for any or all of the positions. You can also reset the scoring
definitions if you want to start over from scratch. The following
scoring methods are supported:
Touchdown Run Field Goals Made and Missed
Touchdown Pass Extra Points Made and Missed
Touchdown Reception Safety
Defensive Team Touchdown Sack
Pass Attempts Defensive Team Interception
Pass Completions Defensive Team Fumble Recovery
Passing Interception Points Allowed by Defensive Team
Passing Yardage Rushing Yards Allowed by Defensive Team
Number of Rushes Passing Yards Allowed by Defensive Team
Rushing Yardage Total Yardage Allowed by Defensive Team
Number of Receptions Special Teams Yardage
Receiving Yardage Special Teams Touchdown
Total All-Purpose Yardage Individual Punt/Kick Return
2-point Conversions
Custom Scoring
Where appropriate, each of these scoring methods can be adjusted for
performance. For example, if you want to award more points for "bigger
plays", you can define a basic receiving touchdown to be worth 6 points,
while a 50-yard or better touchdown could be worth 9 points or whatever
amount you decide. Each of these performance scoring methods is defined
by a "table" or a "formula" on the Scoring Definition Screens. There is
a separate Scoring Definition Screen for Offensive and Defensive/Special
Teams scoring. These tables and formulas may take a little while for
you to familiarize yourself with them and get comfortable using them,
but you'll find that they provide great flexibility for defining scores.
They are best described with examples that follow. To access the table
or formula, you have to enter a "T" for table or "F" for formula in the
appropriate scoring category, and then press the [F9] function key.
Once you are done entering the table/formula entries, you have to press
[F9] to exit the table or formula.
Scoring "Table"
A scoring table looks like the following sample. On the screen, you
have two columns of 11 Qty/Pts combinations in the table, so you can
have up to 22 entries in the table. For this example, we'll just use
one column.
┌───────┬────────┐
│ Qty │ Pts │ This example might be the definition for a
├───────┼────────┤ rushing touchdown. A basic touchdown run
│ 0 │ 6 │ would be worth 6 points as expected. But
│ 20 │ 7 │ a touchdown run of 20 to 39 yards would be
│ 40 │ 8 │ worth 7 points, and a 40 to 59 yard TD run
│ 60 │ 9 │ would be worth 8 points, etc. Basically,
│ 80 │ 10 │ you just have to make sure there is a point
│ 100 │ 11 │ value in the first row of a definition table
│ 0 │ 0 │ and a zero in the quantity value of the table
│ 0 │ 0 │ in order to define the basic scoring for that
│ 0 │ 0 │ scoring method. Then you can use the rest
│ 0 │ 0 │ of the rows in the table to add bonuses for
│ 0 │ 0 │ big plays or better performances.
└───────┴────────┘
Scoring "Formula"
A scoring formula looks like the following sample.
┌───────────────────────────────────────────┐
│ Base Score: 0 Qty = 6 Pts │
│ Bonus: Every 20 Qty = 1 extra pt(s) │
└───────────────────────────────────────────┘
This example could be the definition for the same rushing touchdown that
is defined in the sample table above. In regular language, it says that
a basic rushing touchdown of 0 Qty (0 yards in this case) is worth 6
points. In addition, every 20 Qty (20 yards) of distance covered by the
touchdown run is worth an additional point. So a touchdown run of 0 to
19 yards would be worth 6 points, while a touchdown run of 20 to 39
yards would be worth 7 points, etc.
Be aware that you can also enter negative values in a table or formula.
For example, some leagues like to subtract a point for each point scored
against the Team Defense. To accomplish this with a formula, enter the
following for the Points Against scoring definition:
┌───────────────────────────────────────────┐
│ Base Score: 0 Qty = 0 Pts │
│ Bonus: Every 1 Qty = -1 extra pt(s) │
└───────────────────────────────────────────┘
For the custom scoring method, there is a separate Scoring Definition
Screen for each offensive position (QB, RB, WR, TE, K). This is so you
can give different values to the same types of scores for each position.
For example, if your league wants to put more emphasis on Running Backs,
you can give a touchdown run a higher value for Running Backs than for
Wide Receivers. Or if you want to reward strong, mobile Quarterbacks,
you might define higher values for Quarterback Rushing Yardage than for
Running Back Rushing Yardage.
Finally, if you don't want to mess around with any of the Custom scoring
definitions, you can select one of the predefined common scoring
methods. They are described below:
Standard
The Standard Scoring Method awards the following points for all
positions:
Passing Touchdown = 3 points
Rushing Touchdown = 6 points
Receiving Touchdown = 6 points
Field Goal = 3 points
Extra Point = 1 point
Defensive Touchdown = 6 points
Defensive Safety = 2 points
Big Play
The Big Play Scoring Method awards the following points for all
positions:
Passing Touchdown = 3 points plus 1 point for every 10 yards of the
scoring distance. For example, a 45 yard TD pass would be worth
3 + 4 = 7 points, while a 3 yard TD pass would be worth 3 points.
Rushing Touchdown = 6 points plus 1 for every 10 yards
Receiving Touchdown = 6 points plus 1 for every 10 yards
Field Goal = 3 points for 0 to 39 yards
4 points for 40 to 49 yards
5 points for 50 to 54 yards
6 points for 55 to 59 yards
10 points for 60+ yards
Extra Point = 1 point
Missed Extra Point = -1 point
Defensive Touchdown = 6 points plus 1 for every 10 yards
Defensive Safety = 2 points
Performance
The Performance Scoring Method awards the following points for all
positions:
Passing Yardage = 1 point for every 50 yards of passing. For example,
if a player has 210 yards of passing in a game, that would be worth
210 / 50 = 4 points.
Throw an Interception = -1 point
Rushing Yardage = 1 point for every 25 yards of rushing
Receiving Yardage = 1 point for every 25 yards of receiving
Field Goals = same as Big Play scoring method above
Defensive Team Yards Against = -1 point for every 100 yards of offense
given up by your Team Defense
Defensive Interception = 1 point
Defensive Sack = 1 point
Defensive Fumble Recovery = 1 point
Zap Scoring
This option will Reset all of the Scoring Definitions to Zero. In other
words, it clears everything out so you can start over.
Although it doesn't make perfect sense for all of the possible
combinations, any or all of the Scoring Methods can be combined. To
combine both the Performance and the Big Play Scoring methods, just
Reset the scoring, and then choose Performance followed by Big Play.
Now all of the scoring rules for both methods will be applied.
Team Scoring Definitions
If your league uses Head to Head competition with weekly matchups, you
may wish to add an extra element of strategy by awarding bonus points to
a team for beating their opponent in a certain category. That's where
this screen comes into play. You can choose any of the following
statistical categories, and assign a bonus point value that will be
awarded to the team that outperforms the opponent in that category.
Total NFL Points Field Goals
Total FFL Points Extra Points
Total Yardage Defensive TD
Passing Yardage Defensive Points Against
Rushing Yardage Defensive Total Yards Against
Receiving Yardage Defensive Rushing Yards Against
Passing TD Defensive Passing Yards Against
Rushing TD Defensive Interceptions
Receiving TD Sacks
Pass Attempts Fumble Recoveries
Pass Completions Safeties
Rushes Special Team TD
Receptions Special Team Yardage
Interceptions Thrown
For example, if you want to emphasize the importance of players that can
catch the ball (like versatile Running Backs as well as Wide Receivers
and Tight Ends). You might enter 5 points in the Receiving Yardage
category. Then assume Team A plays Team B on a given week. Team A
scores 32 fantasy points, while Team B scores 35. But Team A gets a
better receiving performance out of his players, and racks up 225 yards
of total receiving by his players compared to 180 yards by Team B. Now
the final score becomes 37 for Team A and 35 for Team B. Team A gets
the wins because the owner emphasized the correct skills.
You can let your imagination run wild with this type of Team Scoring.
It can be applied to Total Points competition as well as Head to Head
competition (or a combination of the two). You could even base your
entire league's scores on this type of Team Scoring by ignoring indivual
players' scores and concentrating on total team scores. Assign 1 point
to each category, and let the team with the most well-rounded skills
take control.
Miscellaneous Scoring Definitions
This scoring screen lets you define various scoring options that might
be unique to your league.
The first option lets you choose whether or not Total Yardage for
Quarterbacks consists of just Passing Yardage, or if it consists of
Passing Yardage plus Rushing Yardage (plus Receiving Yardage). Since
there are relatively few mobile Quarterbacks like Steve Young and
Randall Cunningham, some leagues might want to level the Quarterback
talent pool by answering "Yes" to this option. That way, all of the
Rushing Yardage that these types of Quarterbacks gain every game would
effectively be ignored. The default is "No".
The second option presents the same special circumstance for non-
Quarterbacks. You can decide whether Total Yardage consists of just
Rushing Yardage plus Receiving Yardage, or if it consists of those two
plus Passing Yardage. Since it is very rare that a non-QB player throws
a pass, some leagues might want to negate all of these exceptional
occurences by answering "Yes" to this option. The default is "No."
The next option on this screen lets you select a Minimum Score that a
player can obtain during a week. This allows your league to prevent
negative scores if desired. For example, many leagues subtract one or
two points for each interception thrown by a Quarterback. If a QB
throws two touchdown passes for 12 points and throws two interceptions
for minus 2 points, he would have 10 points total. But if he doesn't
throw any TD passes and throws 3 interceptions, then he would have -3
points for the week! Too depressing for some leagues to deal with.
Just enter 0 in this option if you would prefer to have a minimum score
of zero for individual players. If you don't want to have a minimum,
then enter a large negative value like -100.
The last option on this screen lets you select whether or not a Team
Defense is held responsible for scores against their team when they are
not on the field. A league might award negative fantasy points based on
Points Allowed by a Team Defense. Typically, this means if Green Bay
scores 32 points against Minnesota (in other words, if a miracle
occurs), and you have the Minnesota Defense on your fantasy team, then
the score for your fantasy Team Defense is based on 32. But what if 6
of those points are scored from an interception returned for a TD, and
6 more are scored from a kickoff returned for a TD? This isn't really
the Team Defense's fault, because they weren't even on the field at the
time. Select "Yes" for this option if that's how you feel. The default
is "No."
Rotisserie Style Scoring Definitions
If your league uses Rotisserie Style Competition, then this scoring
screen is for you. You can select any of the scoring categories listed
previously in the Team Scoring Definitions, and award points to each
fantasy team based on how they perform in each category compared to the
other fantasy teams.
Typically, you award as many points as there are teams in the league for
first place, and work your way down from there, awarding one less point
for second place, one less than that for third place, and so on. The
last place team gets one point for that category. For example, let's
say your league has 8 teams, and you decide to compete Rotisserie style
in the Total FFL Points category. During week 1, each team scores the
following amount of fantasy points based on the total performance of the
individual players on that team:
Fantasy Team 1: 23 (3rd Place) - tie
Fantasy Team 2: 42 (1st Place)
Fantasy Team 3: 18 (7th Place)
Fantasy Team 4: 15 (8th Place)
Fantasy Team 5: 20 (5th Place)
Fantasy Team 6: 23 (3rd Place) - tie
Fantasy Team 7: 19 (6th Place)
Fantasy Team 8: 40 (2nd Place)
In this case, Team 2 would receive 8 points for getting first place in
this category (42). Team 8 would receive 7 points for second place
(40). Team 1 and Team 6 would each receive 6 points for third place
(23), and so on. Nobody receives 5 points for fourth place because of
the third place tie.
If you want to use this type of standard Rotisserie scoring for a
certain statistic category, just press [F5] to assing the proper values.
Otherwise, use your imagination to devise a scoring scheme. Maybe you
could award 10 points for 1st, 5 points for 2nd, 3 points for 3rd, and
0 points for 4th through last place.
On the Rotisserie Scoring Definition Screen, you can use [F7] and [F8]
to move to the Previous or Next scoring category. You can also press
[Esc] to exit the screen, and then press [Enter] right away to select a
specific category from the pick list.
Schedule
This menu option is only available if your league is using Head to Head
Competition. It allows you to enter the schedule for each week of the
Head to Head competition. Press [F7] or [F8] to scroll through the
weeks. Just enter the Opposing Team Number next to each team listed.
You can enter a zero (0) to signify a Bye week. The [F9] key will
logically update the opponent's schedules. For example, if you enter
Team 5 as the opponent for Team 1, pressing [F9] will automatically
enter Team 1 as the opponent for Team 5. It might save you some time.
A predefined schedule is available for leagues of 3 to 16 teams. Just
select the Standard Schedule menu option to use any of the predefined
schedules. It is best to have an even number of teams in your league to
avoid Bye weeks for fantasy teams. We all know that even just one week
during the NFL season without a fantasy football opponent could cause
major withdrawal pains and be devastating to the team's coach/owner, so
be sure to recruit an even number of teams for your league if at all
possible.
The predefined schedules are arranged as follows:
For 3 or 4 teams, each team plays every other team five times, for a
total of 15 weeks in the regular season. That leaves weeks 16 and 17 of
the regular NFL season for the fantasy superbowl a rest (or a free for
all challenge).
For 5 or 6 teams, each team plays every other team three times, for a
total of 15 weeks in the regular season. That leaves NFL weeks 16 and
17 for the fantasy playoffs and superbowl.
For 7 or 8 team, each team plays every other team twice, for a total of
14 weeks in the regular season. That leaves weeks 15 through 17 for the
playoffs and superbowl, and possibly a last week free for all challenge.
For 9 or 10 teams, the league is assumed to be split into two divisions
of five teams. Teams in the same division play each other twice, and
teams in different divisions play each other once, for a total of 13
weeks in the regular season. That leaves weeks 14 through 17 for
playoffs, superbowl, and plenty of free for all challenges.
For 11 or 12 teams, the league is assumed to be split into three
divisions of four teams. Teams in the same division play each other
twice, and teams in different divisions play each other once, for a
total of 14 weeks in the regular season. That leaves weeks 15 through
17 for the playoffs and superbowl.
For 13 or 14 teams, the league is split into two divisions of seven
teams. Teams in the same division play each other twice, plus three
teams at random from the other division, making 15 weeks in the regular
season. The playoffs and superbowl are in weeks 16 and 17.
Reports
This option lets you decide how some of the reports on the FFL Info menu
and the NFL Info menu will appear.
First, you can decide how many of the top players to list at each
position in the Player Stats report. The default is 50. The next
option lets you decide whether to include all NFL players in the Player
Stats report, or just players that are currently active on one of the
Fantasy Teams in your league.
The next option lets you choose how NFL Player names will appear on all
of the reports. The choices are last name first (RICE,JERRY) or first
name first (JERRY RICE). You also have control over whether the names
appear in all upper case or a mix of upper and lower case.
There is also an option to choose how Fantasy Teams will be referred to
in reports. You can choose Team Number, Team Name, Team Coach, or a
combination of Number & Name or Number and Coach.
The last option gives you control over how NFL Team names will appear in
reports. You can choose either the City (Green Bay), the Mascot
(Packers), or the Full Name (Green Bay Packers).
The Draft
The DRAFT option on the LEAGUE submenu allows you to perform the most
exciting and tedious portion of most fantasy leagues -- the draft --
with ease.
Keep Players
Select this option to enter all of the players (if any) that each team
is keeping from the previous year. Some leagues have designated
"franchise players" which stay with a team from year to year. Other
leagues have multi-year player contracts which allow players to stay
with a team from year to year. If your league doesn't have this type of
option, then just skip this item.
Setup Draft
This option will take you the Draft Setup Screen. First, enter the
number of rounds in your fantasy draft. FFLM can handle from 1 to 30
rounds of drafting. Next, enter the number of players each fantasy team
will be keeping from the previous season. The concept of Keeper Players
is explained in a section below. The final thing to enter is the number
of draftees at each position. Most leagues require each team to draft
a certain number of players at each position. For example, your league
might require 2 Quarterbacks, 4 Running Backs, 4 Wide Receivers, 2 Tight
Ends, 2 Kickers, and 1 Team Defense. Just enter the appropriate
numbers, and FFLM will make sure you don't exceed your drafting limits.
If your league doesn't have any limits, just enter a high number like 25
for each position.
Draft Worksheet
Need help keeping track of your draft picks on draft day? Just select
this menu option to create a draft day worksheet for you. It will give
you a place to record all of your draft picks at each position and keep
track of any mental notes you need to write down. If you want to print
the worksheet, press [F5]. Make sure your printer is online and ready
to go.
PreDraft List
Do you have access to a computer with FFLM during your league's draft?
If not, just use this option to print a complete list of the picking
order for your draft. Then fill in the blanks as your draft unfolds.
When the draft is over, use this list to enter the draft picks into FFLM
so you can start your season right.
Draft Order
After you select this option, you will be presented with the Draft Order
Screen for Draft Round #1. Each team will be listed along with the
number of their Draft Pick for the current round. The default setup is
that Team #1 gets Pick #1, Team #2 gets Pick #2, and so on. Obviously,
this isn't always the desired picking order. Just use the up and down
arrow keys to scroll through the team numbers, and change the draft
picking order as needed for the current draft round. There are several
function keys available to help you with the most common drafting
methods. Press [F4] if you want to give each team a random pick for the
current round. Yes, these are really random numbers that are generated!
Press [F5] if you want to copy the order of the picks for the current
round to all future rounds. Use [F7] and [F8] to scroll back and forth
from one draft round to the next. Use [F6] to reverse the order of the
picks for the current round. Many leagues like to reverse the picking
order for every other round. To accomplish this, select the picking
order for Round #1. Then press [F5] to copy this order to all of the
future rounds. Now use [F8] to scroll through the rounds, and press
[F6] in all of the even numbered rounds to reverse the order.
Draft Players
After you have finalized the draft order, you are ready for the
agonizing pleasure of drafting your own fantasy dream team! Select the
Draft Players menu item to start the draft. The Draft Round, Draft
Pick, and Team Number will be listed at the top of the screen. All of
the available players will be listed in a pick-list that occupies the
rest of the screen. Use the up and down arrow keys to highlight the
desired player. Or start typing the player's last name to quickly
advance to the desired player. Just press [Enter] to select the player
and add them to the current team. Easy! Continue this process until
the end of the draft. If you hold your draft on several different days,
or if you are entering the draft picks after the fact, you don't have to
enter them all at once. Just press [Esc] to stop the action. The next
time you select the Draft Players menu item, you will continue the draft
where you last left off.
Zap Draft
What happens if you make an incorrect draft pick? No problem. Just use
the Edit Draft menu item to delete a draft pick. All of the picks will
be presented in order by round. Just highlight the pick that was made
in error, and press [Enter] to delete it. The pick will be recalled.
To make a new draft selection, go back to the Draft Players menu item.
It will recognize that a pick was deleted, and allow you to reselect a
player for that round and pick number. You can do this anytime during
a draft to correct errors.
Player Transactions
Once your league is setup and all of the teams have drafted their
players at the beginning of the season, you are ready to start the
competition! One of the major activities in most leagues is the player
transactions. There are trades, injuries, free agent pick ups,
disappointing players dropped, and players to protect. FFLM will keep
track of all of these types of transactions for you via the PLAYERS
submenu on the main menu.
Browse
This option lets you browse through an alphabetical list of all of the
important NFL players (that is, all of the Quarterbacks, Running Backs,
Wide Receivers, Tight Ends, and Kickers, as well as all of the Team
Defenses and Special Teams). Use [F7] and [F8] to scroll through the
list. Press [F4] to find the next player that is on the same NFL team
as the currently displayed player. Press [F6] to find the next player
that is on the same Fantasy team as the current player. Press [F5] to
find a specific player. You will be asked to enter all or part of the
player's last name.
Copy
This function will copy all of the starting line-ups from the previous
week to the current week. Use this before entering the starting
line-ups for the week. Most teams play the same players from week to
week, so it can save you some time when entering starting line-ups.
Starters
Use this option to enter the starting line-ups for all of the teams.
You will be presented with a list of teams. After selecting the
appropriate team, you will be presented with the team's roster. Use the
[Spacebar] to select or unselect a player. When the entire line-up has
been selected, press [Enter] to save it, or [Esc] to abort your changes.
Trade
This option allows you to keep track of player trades. You will be
prompted to select the team that will be receiving a player. After
selecting the receiving team, you will be prompted for the team that is
trading a player away. Then you will be selected with the latter team's
roster. After you select a player, the trade is done. In most cases,
teams trade one player for another. To handle this situation, use the
Trade menu option twice, once for each player that is changing hands.
You can press [Esc] anytime during the Trade transaction to abort it.
Drop
Use this option to drop a player from a team. After selecting a team,
the roster will be displayed. After making a selection, the player will
be returned to the pool of available players.
Pick Up
Use this option to add a player to a team. You'll be presented with a
list of all the available players in alphabetical order. You can start
typing a players last name to jump right to a specific player. Press
[Enter] to select a player, or [Esc] to abort.
Injuries
In most leagues, teams are allowed to replace injured players, either
permanently or temporarily. Usually, if a player is on the NFL injured
reserve list, than a Fantasy team is allowed to put that player on their
injured reserve list. This menu option will allow you to manage players
on injured reserve (IR) and their replacements.
Injured Reserve
Use this option to place a player on the injured reserve list. The
player will be unavailable for starting line-ups until he is activated
and taken off of injured reserve.
IR Replacement
This option will allow you to choose a replacement for an injured
reserve player. You'll be given a list of all available players. In
most leagues, the IR Replacement has to be let go when the original
injured player is reactivated. Use the Drop Player function for that
purpose.
Activate IR
Use this option to activate a player on the injured reserve list.
Protected Pool
Many leagues support a "Protected Player Pool" or a "Taxi Squad" for
inactive players. With all of the bye weeks in the NFL this year, it is
especially helpful to have some extra players during those off weeks
when half of your normal starting line-up is not playing. This menu
option will help you manage a Protected Player Pool.
Protect
Use this option to put a player from a team's roster in to the team's
protected pool. Your league will have to determine how to handle the
protected pool. FFLM doesn't set any limits on how many players you can
put in the pool, or how long they can stay there. It will just keep
track of which players are in the pool, and when they were put there.
Activate
Use this option to reactivate a player from a team's protected pool.
The player will be returned to the team's regular roster.
Zap Trans
Even though we hate to admit it, mistakes happen! The Zap Trans menu
option will let you undo any transactions that were entered mistakenly,
so nobody ever has to know that you make mistakes! When you select this
item, you'll be presented with a list of all of the transaction sorted
by week. Highlight the transaction in question, and press [Enter] to
delete it. All of the affected team rosters will be updated to reflect
the change. Remember that some transactions rely on others. For
example, Team 1 might drop Joe Montana one week, and then Team 2 might
pick him up the next week. If you delete the first transaction in which
Team 1 drops Montana, then the second transaction won't make any sense,
because Montana wouldn't be in the available player pool for Team 2 to
pick up. Therefore, if you are going to delete the first transaction,
you also have to delete the corresponding second transaction!
Add Players
This item will let you add players that aren't already in the FFLM list
of players. Be sure to check for a player before adding them. You want
to avoid duplicate players if at all possible. Also be sure to enter
the name in LAST,FIRST format. Just enter the name, position, and NFL
team, and then press [Esc] to save the new player.
FFL Info
This menu item gives you access to all of the scores, stats, and player
transaction information for your league. You can quickly view the
information on the screen, or you can print it out to study or
distribute to the rest of the teams in your league. When you select one
of the reports, a short pause will occur while the report is generated.
Then a report window will appear, and the first screen full of
information will be displayed. You can use the up and down arrow keys,
as well as PgUp, PgDn, Home, and End keys to scroll through the entire
report. If you want to print the report to your printer, just press
[F5]. If you want to print the report to a standard ASCII text file,
press [F6]. You will be prompted for the name of the output file. You
can specify a drive and path if desired.
Weekly Scores
This item will list all of the teams in the league, along with their
scores and opponents. This will quickly show you who won and who lost,
and by how much. Teams with bye weeks will also be listed.
Standings
This item will list each team from best to worst as of the current week.
If your league has divisions, the teams will be broken down into their
respective divisions. Each team's record (Wins, Losses, Ties) will be
listed first. Next, the Points For and Points Against will be listed.
These are broken down into totals, averages, and maximum and minimum.
Then the average Win and Loss Margin will be listed, followed by the
current winning or losing streak that each team is having. Last but not
least, next week's opponent is listed. This is the type of report that
you will probably want to print out each week to distribute to all of
the teams in the league, so they can all see how everybody else is
doing.
Player Scores
This report will break down the scoring for each team to the player
level, so coaches can see who scored for them, and who they should or
should not have started. It gives new meaning to 20/20 hindsight, and
tends to be rather frustrating, but hopefully it will give coaches
insight into who they should start for the next game! The players will
be broken down by fantasy team and then by position. Each player will
be listed along with their position, name, NFL team, and points scored
for the week. Their points will be followed by an asterisk (*) if they
started. If they did not start, but scored more points than the other
players at that position, then their points will be followed by an
exclamation point (!) to signify that the coach should have started
them. After all of the players have been listed, a team summary will be
presented. The total score for the starters will be listed first (this
is the actual score for the team for the week), followed by the opposing
team's score and the result (win, loss, or tie). Then the total score
for the "bench" will be listed. This total comes from all of the
players on the current team that didn't start this week but scored some
points. Then comes the sometimes agonizing part. The "potential" score
for the team will be listed. This comes from taking the best players at
each position for the current week.
All-Stars
This will list all of the best players at each position for the current
week. The top five scores at each position will be listed. The list
may get pretty long, because all fifth place ties will also be listed.
Starting Line-Ups
This will list all of the players that have been selected as starters
for the current week. It will list the teams according the schedule for
the week, with opposing line-ups listed side by side. The report is
intended to be distributed to all of the teams before the current week's
games, so the Coaches can use it to keep track of their progress on
Sunday afternoon.
Rosters
This will list all of the players on each team as of the current week.
Players will be sorted by position.
Transactions
This will list all of the player transactions as of the current week.
Transactions will be sorted by week and team. Drafted players and
players kept from last year will not be included in this report. Only
transactions that have taken place during the year will appear.
Trans Errors
This will list potential conflicts in Transactions that were made in
your League. Conflicts may occur if you use the "Zap Trans" feature to
delete a transaction that was made by mistake. If you delete a
transaction that depends on another transaction, then it could cause a
conflict. Run this report to see if there are any conflicts, and use
the information in the report to fix the faulty transactions (if there
are any). For example, let's say a Team drops a player in Week 6 and
another Team picks that same player up in Week 7. If you delete the
transaction for the Player Drop in Week 6, then the transaction for the
Player Pick Up in Week 7 doesn't make sense, because the player wouldn't
be on the available player list.
Draft Summary
This will print a recap of your 1994 fantasy league draft, so you can
see which players were chosen in which round and by which teams. It
might come in handy to help evaluate how much each player is worth to
your opponents. It also might help you harass some of the other teams
about how poorly they did in the draft. For example, you could quickly
find out which team drafted Garrison Hearst in the first round in 1993
and give them a hard time.
Schedule
This will print your league's Head to Head schedule for the entire year.
You can choose a Full Format or Table Format. For playoff weeks, where
the schedule is not determined yet, the report will say just that.
NFL Info
This menu item gives you access to NFL rosters and schedules. It also
gives you access to the statistics on all of the NFL players that are
listed in FFLM.
Player Stats
This is perhaps the most useful report for team coaches and owners. It
will list all of the players in the NFL in each of the Fantasy Football
scoring positions. It will list all of the Quarterbacks, followed by
the Running Backs, Wide Receivers, Tight Ends, Kickers, and Team
Defenses. Each position will be sorted from best to worst players at
that position. All of the pertinent statistics for each position are
listed. For example, Quarterbacks are listed with their attempts,
completions, percent completions, passing yardage, passing touchdowns,
interceptions, number of rushes, rushing yardage, and rushing
touchdowns.
Each player will also be listed with their total NFL points for the
year, followed by the total FFL (Fantasy Football League) points for the
year. Since the FFL points depend entirely on how you define the
scoring for your league, this column will vary from league to league,
and could deviate quite a bit from the NFL points. For example, most
Fantasy Leagues give a QB 3 points for a passing touchdown, whereas a QB
always gets 6 points for a passing touchdown in the NFL. The last
column lists the total FPP (Fantasy Points Played) for each player.
This is the same as the FFL points, except points are only counted if a
player was started by his fantasy team during a week. If you have Joe
Montana on your team, but you only included him in your starting lineup
for only 10 weeks of the year, then only those 10 weeks will be totalled
to get the FPP result. Some leagues like to use this number as a basis
for awarding end-of-year all start bonuses.
The players are sorted from best to worst based on whatever statistical
category you choose. See below for more details. Finally, each player
is listed with an asterisk (*) next to their name if they are available
in your league. By using this report every week, you'll be able to
quickly find the "best" available players in your league. Of course,
this is truly a statistical "best", and just like the stock market, past
performance is no guarantee of future results! Good luck.
If the report is too long for your tastes, you can control how many of
the top players at each position are listed, and you can decide whether
or not to include all NFL players, or just players that are owned by one
of the fantasy teams in your league. Use the options on the
League/Setup/Reports Screen to control these settings.
Sorting Stats
This menu option will allow you to sort the player stats by whatever
statistical category you choose. You will be presented with the Sort
Screen. It may take a little while to get the hang of this screen! On
the left, you will see each position listed (QB, RB, WR, etc.) along
with three statistical categories. On the right, you will see a pick-
list containing all of the available statistical categories (Total NFL
Points, Total Yardage, Rushing TDs, etc.). You have to choose which
statistics you want the stats to be sorted by for each position. You
can choose up to three levels of sorting. The default is to sort each
position by Total NFL Points, and then by Total FFL Points, and then by
Total Yardage.
As an example, let's say the scoring in your league favors Quarterbacks
who get a lot of Rushing Touchdowns. Using this screen, you can select
Rushing TDs as the primary sort field for QB's. Then when you run the
Player Stats report, you will quickly see which Quarterbacks are leading
the league in number of Rushing Touchdowns.
Performance
This will break down the scoring for a single player for each week up to
the current week. It will list total fantasy points, and break that
number down into all of the relevant stats for each week. It should
help you spot trends for hot players, or perhaps help explain how a
player achieved such a great score during a certain week.
Rosters
This option will list all of the NFL players in FFLM. You can list the
players by team or by position or alphabetically. This will come in
handy if you want to take advantage of an NFL team that is currently
"hot", and you want to find some obscure Wide Receivers or Running Backs
on that team. You can also list all of the 1994 NFL Rookies in order of
their pick in the NFL draft.
Schedule
This will print the NFL schedules for 1994. You should find this
especially useful for remembering all of those bye weeks this season.
It would be a shame to start a player that isn't even playing! You can
view the schedule by week or by team, for one week or all weeks. You
can also view the preseason schedule.
Acknowledgements and Credits
The Fantasy Football League Manager 1994 Edition was written by Mike
Hall and is Copyright (c) 1994 by Mike Hall. Any comments or questions
can be directed to:
Mike Hall
7417 North Pass
Madison, WI 53719
(608) 845-3989
CompuServe: 74723,1507
America Online: FFLMike
Internet Mail: fflmike@aol.com
FFLM BBS: (608) 845-3742 (starting August 14th)
Special thanks to all of the members of the various Fantasy Football
Leagues that helped contribute to the making of this program. You know
who you are!
Also, thanks to the CFFL members who tested this program and found all
of the bugs and kindly pointed them out to me.