Welcome to the Next Generation of Fantasy Football
2008 Football User Manual and Guide
Version 3.2 | Last Updated: July 28, 2008 | ©2005-2008 Fantasy Sports Reality Inc.
Welcome to gamedayritual, where Fantasy Football is taken to the next level. From very beginning of your gamedayritual experience you are going to realize that this is the most realistic, most challenging and most exciting fantasy sports game you have ever played.
This game differentiates itself from other fantasy football games by attempting to draw close analogies to as many aspects on running a football franchise as possible. You have to be the owner and build a stadium, manage attendance and track expenses. You have to be the GM and sign your players on an open, competitive market; manage contracts and negotiate trades. You also have to be the head coach and set your depth charts, set up offensive and defensive schemes, manage your halfback playing time, and plan your blitzing.
All this is done on a weekly, head-to-head basis against opponents in your own league based on real-life statistics. This is not a simulator. This is the next-generation of fantasy football.
The Franchise: Getting It All Started
Before you put a
product on the field you need to create the infrastructure necessary to support
the franchise. In gamedayritual you must start your tenure as owner of the
club by building your team's stadium and creating its brand. Make sure
that your stadium works with the plan you have for the club as the home field's
attributes will actually have an effect on how your club performs! In addition,
you will have to keep a keen eye on attendance: the truest indicator on how your
team is really doing.
The Free Agency Blitz: Building a Winner
You'll begin
your gamedayritual experience as every major league team does in the off-season
-- by surveying the free agent marketplace. Build your club by spending
wisely in the fast-paced auction-based Free Agency Blitz or " FAB ".
You'll be able to contend for rookies, marquee blue chippers, pitching staff
aces and aging former stars with a combination of cash and contract years to try
and entice them over to your side. Unlike the traditional pick-a-day
fantasy football draft process, the FAB is a truly dynamic marketplace where
you, the players and the other teams are constantly interacting.
The Clubhouse: Playing your Opponent
Once the FAB closes
its time for your on-field coaching skills to take over. You set
your depth charts for weekly games that pit your team head-to-head against a
different league opponent each week.
Beyond having to set your starting roster of offensive players and defensive players, you're responsible for setting a depth chart at each position so that backups may play in case of injury; basic offensive and defensive schemes from which your team operates; and a playbook which dictates the formation mix your team uses during the match-up. You also have control of running back management (to maximize drive effectiveness); the blitz rate of your defense and must take into consideration weather and field conditions.
The Front Office: The Deal Making
Through the regular
season your front office will need to react to injuries, replace
underperformers, and build for the future. Following the FAB you can
continue to acquire free agents on the open market. You can also cut
multi-player trades allowing you to deal both players and cash to get what you
need. But don't give away too much for too little; it's a long
season.
Purchase a New Membership: At gamedayritual you can purchase a Gold Membership that lets you create unlimited teams for a given sport for a given season, or a Platinum Membership that allows for unlimited teams in all gamedayritual sports for one year. All membership teams are Standard teams (see below), and are free from advertising in the main pages.
Create a New Team: This will allow you to create a new individual team. You will subsequently be able to join a public league, a private league, join a pre-paid league or create your own league for other teams to join. This is also the option that you want to select if a friend has already created a pre-paid league and you wish to join for free. This is the most common option for new gamedayritual users. All teams include the information rich tools panels, as well as access to the Assistant GM feature, which, when the regular season rolls around, suggests trades and free agents to you as well as providing other analysis.
Create a New Pre-Paid League: This will let you purchase an entire new pre-paid league for you and your league-mates. The rest of your league will then be able to join for free.
Activate a Returning Team: This will allow you to select, purchase and activate an individual team that you owned last season. This team will be placed in the same league that it was in last season. Please note that your league from last season does not fill you may dissolve this team and re-apply your credit to purchase another team. This is the most common option for returning gamedayritual users.
Claim an Orphaned Team: This will allow you to select, purchase and activate a team that was abandoned by their owner after playing last season. Each orphaned team is in a league that was operating last season. You can peruse a list of classified teams, or enter team, league, and password information obtained from a friendly commissioner to claim a team privately.
Activate a Returning League: If you ran a pre-paid league last year, this will let you re-purchase your entire league from last season for you and your league-mates. The rest of your league's owners will then be able to re-join for free.
Note: This quick start section is intended for new teams joining or creating new leagues. Returning teams will have already completed many of these requirements.
When you log in for the first time you will be brought to your league's "Page One". This is like the front page of the sports section were you can, at a quick glance, get all the information that you need about the goings-on around your league.
Use the navigation bar at the top to go to Free Agency Blitz / Team Planner. You will quickly get very familiar with this page as it is the primary interface for the FAB process. Here is where you search for players, make and change bids, monitor negotiations, and start building your winner.
Before the FAB starts there are a few things that you need to do. The links below will let you jump to the necessary sections for a quick start:
Tools Pane
On the right hand side of the Clubhouse and
Front Office interfaces there is a tab to enter the Tools Pane. Here there
is a summary of quick reference information about the regular season as it is
progressing. This allows you to have valuable and oft-used information at
your fingertips without having to advance between screens.
Help Pane
On the right hand side of the Clubhouse and
Front Office interfaces there is a tab to enter the Help Pane. Here there
is a summary of quick reference information about how to interface with the
system, how to conduct certain activities and what certain symbols and colors
mean.
There are several ways to join a league. You can do this by either joining an existing league that is not yet full or by creating a league in which you will become the "commissioner". There are three types of leagues that you can join: Public Leagues, Private Leagues, Classifieds Leagues. You can find these options via the "Teams" page in the "My Account" section (note: if the league that you joined was a new and pre-paid, then you have been automatically added to the league).
There are the three routes to joining a newly-forming league (you may also create a new league -- see next section)

Join Public League
A public league is a appropriate when you want gamedayritual to automatically insert you into a certain format of league with a group of other users that also want to play that specific format. In a public league you are not able to ensure that your friends are in the same league and are not ensured of the exact start time of the FAB at the moment that you sign up.
You can select from 8-team and 12-team public league formats. Public leagues start about 48 hours after the addition of the last team in the league and the start time is optimized such that FAB free agent signings occur during the daytime hours in North America .
Join Private League
A private league is appropriate when you have a group of owners that wish to play together in the same league. To join a private league you must get the League Name and Password from the league creator (or "commissioner") and enter it exactly as provided in the join private league interface.
Check Classifieds
There are often cases when an individual owner will want to create a league that is based on a certain theme, geography, interest, fan group, experience level, etc. There also may be cases where a league is partially full and is looking for additional owners. To find these leagues you go to the Classifieds.
You can leave any league until it is full, at which time your FAB is enabled, and the league is set.
To create a private league for a group of owners (who will pay for their own teams) click on "Create League". This will build a new league around the team you have selected with default settings. Once created, head to the myaccout/leagues page where you can edit your newly-created league by clicking the [Edit] button.
[EDIT]
To set up a new league click on the "Edit" button on the Leagues page. On the following pop-up you will see options below. Be sure to put some thought into your league's initial settings if you are a Commissioner. While you can change most of them before the FAB it is important to have them planned out.
- Teams: The number of teams in your league.
- Divisions: Divides the league up into multiple divisions. Each pair of teams will still play each other at least once during the season with extra games being played in your division depending on league size.
- Playoffs: If selected, four teams will face-off in a semi-final and final round in Weeks 15 and 16. The top 4 teams are determined by division winners and then by wildcard winners where applicable. All leagues with divisions have playoffs.
- GMR Offseason Reset By default - each season, GM Rating is reset to the range of 40-60 (a compression of 80%) depending on your GMR at the end of the regular season. You may choose to increase or decrease the amount of compression to make offseason rest more or less forgiving, respectively. You may also choose to award a "prestige" bonus (5 points) to the playoff teams, and an additional bonus of 5 points (for a total of 10) to the championship team. This bonus is applied after the compression setting is applied.
- Transaction Duration: The time a player goes on the market for regular season free agency. This does not apply to the FAB. This is also the length of time players remain on waivers, and trades are subject to league voting.
- Firesale: Allows any owner in a returning league to dump all contracts (active and on the books) and start fresh before the FAB. Specific contracts may not be retained.
- Contract Extensions: Before the season starts - users in returning leagues may extend a few contracts for a fixed amount of money. You may extend as many contracts for as long as you wish so long as:
- The sum of all extension years does not exceed the Total setting. (Recommended: 2 total years)
- No one extension is for more than the Max years setting. (Recommended: 1-year extensions max)
An extended contract may not be extended again the following year.- Legacy: Signals the intention of keeping the league going from year-to-year. This is non-binding and does not affect gameplay.
- Classifieds: If checked, your league will be displayed in the League Classifieds where other users looking for a league can peruse the various offerings, and join the league of their preference without needing your league password. You may remove your team from the classifieds at any time thus re-requiring your league's password to join.
- Description: A blurb you may include in the classifieds describing the kind of league you are trying to build of people you are looking for. Some possibilities include setting up regional leagues where members live in specific cities, are fans of a particular teams, are 'casual' or hardcore', etc.
- Start Date: The day your Free Agency Blitz is tentatively scheduled to start. This will automatically get pushed back by 24hrs precisely 24hrs before your start time if your league is not yet full. You may move your start date AFTER your league is full so long as it has not begun.
- FAB OtM Length:
- 48 hrs - every player will be on the market for 48 hours.
There will be 'active' days of the FAB during which events like signings take place, with a day off in between each 'active' day where you have time to examine and make offers to the group of players on the market. This is the best setting for busy users, since one can get away with logging in only once every 48 hours to be able to 'see' each and every player on the market.- 24hrs (recommended) - every player will be on the market for 24 hours.
This is like the slow FAB - except, since players are only on the market for 24 hours, the wave of players that goes on the market one day, signs the very next day as a new batch of players goes on the market. There are no 'days off' to space out the waves of players. Recommended for groups that know their users will all have good internet access for the 6 days involved.- 80-160 min - players will be on the market for around 80-160 min depending on league size (8-16 teams)
Recommended only for experienced users who know they can get all users online on the same day. The waves of players all go on the market and sign on the same day.- FAB OtM Duration: Returning leagues may opt to shorten their FAB since they will have a number of players under contract already.
- FAB Start Time: When deciding your start time, take into account your setting for FAB Speed and the associated daily Active Period. Your actual start time may be bumped as much as nine minutes past the hour to optimize system performance.
- FAB Event Speed: This setting specifies how spaced-out Events are on a given day (an Event being a First Offer or a Signing). This setting completely determines the league's daily Active Period (the hours of the day in which Events occur). We recommend a slow setting of 5 minutes, allowing users to see the FAB evolve at a more comprehendible pace. However, if you like quick action, or would prefer the Active Period of the FAB to occupy a smaller window each day - then you may reduce the inter-event time to as little as 1 minute. The quicker settings might be of value to the larger-sized leagues, where First Offer requirements are already more spaced-out, and a manageable Active Period may be a higher priority.
- Active Period: These are the hours in an active day of the FAB where events (First Offers and Signings) take place. This is determined by Start Time and FAB Speed.
- Start Week: The first pro week that your league will be able to play games - based on the above settings. Your FAB must complete the day BEFORE the first game in the pro week to be able to play that week.
- Blackout Period: Between 75% of a player's total time On the Market (36 hrs for 48hr OtM, 18hrs fo 24hr OtM, etc) and the end of their time, they will randomly enter a blacked-out deliberation period where NO changes to any offers may be made. Enable this setting if you fear "sniping" could be a worry in your league - or if you expect disparate internet access amongst your users. This will force late bidders to get in before the 75% mark to be guaranteed a shot, and will hence allow other users some time to react.
[DIVS]
Additionally, by clicking on the "Divs" button on the Leagues page the commissioner can align and realign divisions how they wish. Once the regular season starts divisions cannot be realigned.
[INVITE]
By clicking on the "Invite" button a commissioner can invite new owners to the league via email. Embedded in the email will be the league name and password, providing a new user all the information they need to join.
[EMAIL]
By clicking on the "Email" button a commissioner can send an email message to each of the existing users in the league.
For leagues that played last season there are some additional options that the commissioner should consider.
Note: returning public leagues from last season essentially turn into private leagues for subsequent years. The first user who reactivates their team will be the commissioner and will be responsible for setting up the FAB . If this user wishes to assign this role to another owner in the league they may do this through the League editor once others have joined.
Commissioners in returning leagues will also see a [GMs] button, which allows for the editing of owners. There are a few ways in wish you might want to modify your league that will require owner managment:
Contraction: This can be handy if there are a couple team owners that are not returning this season and you wish to have their teams dissolved and their players added into the free agent pool. Note that teams may only be removed from leagues in pairs and that this action cannot be reversed. It is a good idea to ensure that an owner is not returning before dissolving their team.
New Ownership: A commissioner may also remove an owner from their team, but keep the team intact. This is valuable if there is only one owner that is not returning and as such the team cannot be removed. The team may then be "bought" as an "orphan" by another external owner. This can be done either by private invitation or via the Orphan Team Classifieds.
Private Invitation: This allows the commissioner, via the GMs interface on the Leagues page, to invite a new owner to acquire the orphan team via email. Embedded in the email will be the team name and password, providing a new owner all the information they need to make the acquisition.
Orphan Team Classifieds: this allows the commissioner, via the GMs interface on the Leagues page, to publicly market the orphan team. Included in this interface is the opportunity to write a description about the team and the league.
Expansion: A league may be on the upswing and additional owners wish to join. This can be accommodated in the format section of league editor after clicking the [Edit] button. Note that for schedule balancing purposes teams can only be added in pairs.
Realignment: By clicking on the [Divs] button on the Leagues page the commissioner can align and realign divisions how they wish. Once the regular season starts divisions cannot be realigned.
Firesale: In the league editor a returning league commissioner has the option of enabling Firesales. This means that any returning team has the option, at their own discretion, to completely wipe clear their roster and their financial ledger. All players from their team will be removed, as will all contractual obligations. Essentially the team is starting from scratch. This option is handy for teams that are simply overly hamstrung by bad contracts from the previous season, or acquirers of orphan teams that wish to start their team with a clean slate. Once the Firesale option is turned on by a commissioner it cannot be turned off until next season. A team can activate a Firesale from the Contracts page. This is a very destructive activity so please use this function with care.
Enabling Transactions: Returning leagues may not begin pre-FAB transactions (ie contract extensions, waivers, trades) until every team in the league has been reactivated. At this time the commissioner may enable transactions from the [Edit] pop-up. Once transactions are enabled, certain settings including league size, contract extensions and firesales cannot be modified since owners have now begun to make decisions based on the rule set.
For leagues that are not full by the time the football regular season is nearing, gamedayritual will upon request merge partially filled leagues together to create complete leagues so that their owners can complete a full FAB before the second week of the season starts.
So, what exactly have you signed yourself up for?
The first major activity that you undertake as an owner/GM in gamedayritual is participating in a Free Agency Blitz, or "FAB ". A normal speed FAB will take your league about 6 days to complete -- somewhat analogous to your common online "slow-live-draft". There are also 11-day (slow) and 1-day (turbo) versions as well (the latter for adrenaline junkies only). Returning leagues can shorten these times by reducing the number of rounds.
Your goal in the FAB is to accumulate a team of 25-30 players that will represent the core of your fantasy team during the regular season. You have both a 45-man Starting Roster and 8-man Inactive List available to you during the regular season so even after the FAB you would ordinarily be wheeling, dealing and prospect-drafting to fill up your team. Having said this, we recommend that you leave a little salary cap room for the players that you will accumulate after the FAB .
The User Guide goes into detail as to the head-to-head scoring, strategy and tactics employed during the regular season and it is highly recommended that you read it in detail. The best way to summarize things though: pretend that you are a real-NFL GM and field manager. A high-flying passing offense? An "own-the-clock" heavy running and defensive style? These elements and others all affect your scoring and head-to-head match-ups during the season. Also, this is a "dynasty league", meaning if you sign a guy for two-years, you've got him next season too!
In the FAB itself you have $100 million, 50 contract years and 3 no-trade clauses (PBs) in which to spend. These limits apply to FAB signings only, however - and any trades, waiver claims, prospect signings or post-FAB signings count against a single limit of $110M and are not subject to contract year or PB limits.
The FAB is essentially an auction process where you offer contracts to players, they provide you feedback on your offers, and you decide whether to make another offer or offers. It is a dynamic process as you, and other teams, make offers to players until they select the best one and sign. Throughout this process you will be receiving feedback on how good your offer is, how other bids are shaping up, how many more offers the player will accept from you, etc.
So which players are On the Market? You decide this as a league. You take turns making "First Offers" to players until you each have made 6 First Offers to 6 unique players. This First Offer is essentially like announcing to the press that you are offering a certain player a contract and them subsequently responding "I am now On the Market". Your league will be making, in turns, a First Offer to a new player at fixed intervals from the beginning of each wave. (note: you do not actually have to make an offer each time it is your turn - see Autobid). You can see a schedule of events on the FAB/leagueprogress page.
You do not need to be present at your computer when your turn comes up. All you need to do is "queue" players that you would like to introduce On the Market. This is called the "First Offer Queue". When it is your turn to make a First Offer and put a player On the Market, the system will take the top eligible, available player in your First Offer Queue and make him the offer that you have prescribed.
Just a couple of notes if you are going to be away:
Also, please note that you can change an offer to a player at any time before he is On the Market without penalty. Once he is On the Market, however, you can only change it a limited number of times based on the feedback that you receive. Also, lowering or rescinding an offer when a player is On the Market, or making a late offer to a player, will be perceived negatively and will lower your GM Rating.
|
Color |
Meaning |
Additional Bids After First Bid |
|
Red |
Your bid is near the bottom end of bids for this player, and will need to be raised to compete with other bids. |
1 or 0 |
|
Yellow |
Your bid is very competitive with best bid and may, in fact, be the best current bid, but not in the clear. |
1 |
|
Green |
Your bid is currently the top bid for a given player by a healthy margin |
2 |
You can also mouse over players in the mini-queues in your Team Planner page - if you have a bid on them you can get Insider Info. The higher your GM Rating, the more detailed the information will be (effects are cumulative):
|
GM Rating |
Additional Insider Information |
|
0 to 50 |
No Insider Information |
|
50 to 70 |
Knowledge of number of teams in negotiations |
|
70 to 80 |
Knowledge of which teams in negotiations |
|
80 to 90 |
Knowledge of which team made the most recent bid. |
|
90 to 100 |
Knowledge of ranking of each team in negotiations and who has the best current bid. |
|
100 |
Knowledge of the best offer's annual cash amount. |
At any point while a player is OTM, you may lower your bid or even rescind your offer. If you do so, however, your GM rating will take a hit, impeding your future ability to do business in the league.
To see all players that are OTM at any given time you can refer to the On The Market tab in the FAB section or click on the "Show all Un-Queued Players On the Market" box in the Team Planner.
You can offer as many contract to as many players as you wish during the FAB . However, you can only make offers up to 150% of your available remaining cash salary cap space - the system will ensure this. Once you are at 150% you cannot make any new offers until a player signs, you lower or rescind an offer or remove a player from your First Offer Queue. This "Allocation" calculation is derived from the cash that you have available minus existing commitments to signed players, players with offers On The Market, and players in your First Offer Queue - as well as any cash from trades.
You can offer any number of contract years and any number of no-trade clauses during the FAB. Having said this, if you end up making an offer to a unique player and you do not have the resources remaining to fulfill that offer (i.e. you are out of contract years or PB clauses) then the offer will be rescinded at the moment of signing, regardless of whether you have the high bid or not. As such, it is important that when you are running low on contract years or no-trade clauses that you do not have any individual offers issued that will extend you beyond what you can afford.
It is important to try to exhibit some spending "self control". Just like in real football, gamedayritual GMs can sometimes wildly overspend sometimes and get themselves into situations where they are barely able to field a team with $100M. You have been warned!
GM rating is a measure of your reputation around the virtual league you are playing in. GM rating can affect your offer's perceived value to up to +/-10%, but you do not need to be regarded as a nice GM to win.
All offers are considered by the players as "binding". You may choose to reduce or even rescind an offer, but it will not help your reputation around the league and with the players. A bad rep means it may be tougher to do business with future free agents on the open market, but, that may be better then ending up with an asset you don't want to pay for!
Another way to hurt your GM rating is to make your offer to a player after they have been On The Market for a substantial period of time. Players don't appreciate GMs that sit on the sidelines waiting for bargains to develop!
Your GM rating can be boosted based on the First Offers you make. So making competitive, genuine offers will give your team a considerable advantage.
Actions that will Raise Your GM Rating
|
A strong First Offer to a player that results in a "green-2" |
+2 points |
|
A competitive First Offer to a player that results in a "yellow-1" |
+1 point |
|
Signing a player |
+2 points |
Actions that will Lower Your GM Rating
|
Issuing any late offer on a Player (e.g. last 10% of his availability period On the Market) |
-1 to -10 points |
|
Rescinding an Offer on a Player |
-3 points if red -6 points if yellow -9 points if green |
|
Lowering an Offer to a Player |
-1 for every million in value (E3YV) (up to -15) |
|
Failing to sign a player you have an offer out to at sign-time |
-1 point |
|
Waiving a player |
-3 points |
Your GM rating will be displayed to you on a scale from 0 to 100. All new GMs start with a 50 rating and can climb or drop from there. Returning GMs start with a rating between 40 and 60 depending on their GM Rating at the end of last season. You can see the actions that you took that affected your GM Rating by clicking on its display in the Tools panel. Keep a keen eye on what you are doing that can affect your GM Rating!
Keep in mind that if you intend to rescind an offer to a player that you make sure that you refresh your screen before doing so. It is possible that another team could have rescinded their offer since your last refresh, resulting in a status change in your negotiations and changing the penalty for your rescinded offer.
Your GM rating is a reflection of your reputation around the league as an honest broker, and someone who stays true to their word, not a GM that just "wins" free agents or can manipulate the system. A solid GM rating reflects a GM who plays hard, but treats the other owners and the game with respect. A weaker GM rating means you're probably willing to deal out a few below the belt blows, and overextend yourself financially --- a kind of strategy that will generally catch up with you in the later waves.
The contracts that you offer players include both a dollar amount per season, a number of contract years and possibly incentives (a performance bonus, or "PB"). Note that you can only sign three players to performance bonus during the FAB so make sure that you use them wisely.
Keep in mind that gamedayritual is a generally a legacy-based, multi-year experience. Players that you sign this season for more than one year will be on your roster at the beginning of next season as well.
The maximum dollar amount that you can offer a player is proportional to their MinSal but tops out at $30M per year, and all contracts are offered in $0.5M per year increments. The maximum length of contract you are allowed to offer is three years (your board of directors will not allow you to offer more).
Each player in the league will have a published minimum bid that they are willing to entertain. This is the lowest annual amount that you can offer a player, and is based wholly on his past production.
Each player will evaluate the offer made to him in their own way. Generally, the older a player is the more he is going to value a long-term, multi-year contract offer. The younger a player is, the more he is going to prefer an offer that is rich and shorter in term. Essentially young players that are approaching their prime years will be looking to avoid getter locked up in a long term deal unless there is a lot of money attached. Older players are often looking to sign the last deal of their careers and want as much security that they can get.
A performance bonus clause can improve the perceived value of your bid by 10%-30%, depending on how long the contract offer is for (ie +10% for each year).
Note that if a player that you signed retires in "real-life" he will sit on your roster for the duration of his contract and will continue to collect a salary. You can, however, release him and only be on the hook for 50% of his remaining salary. As such, it can be dangerous to offer aging veterans long term contracts.
By default your bids are not visible to any of the other team in the league, and none of the other team's bids are visible to you. This may not remain the case if you or your opponents develop a high GM Rating and get access to enhanced Insider Information.
Players evaluate all contracts over three years – even if you only offer one year. They do this by estimating what they would make in the remaining years. The total value of a contract to a player when GM Rating and age are taken into account is referred to as the Expected 3-Year Value (or E3YV). You can explore the relationships of the various factors using the Bid Calculator links in the detailed queue views off of the TeamPlanner.
The Countdown to Signing
You can track when a player is
going to sign a number of ways. First of all you reference the "On The
Market" page to see players come off the market one by one. Second, if you
have the player in a queue you can go to the detailed queue view to see exactly
when he plans to sign.
Additionally (and perhaps most conveniently) there is a green bar behind the player's name on the graphical position queues on the Team Planner page. As the bar ticks down the player is approaching signing.
This bar will eventually turn black in leagues that have enabled a blackout period. With this setting, a player randomly enters a deliberation period where no further bid modifications are possible somewhere between 75% of their total time on the market and 100%.
A Player is Signed
Once a player is signed by your team
the box beside his name turns green and an "S" appears. In addition, the
background behind his name is green on the graphical interface.
If you were bidding on a player and had him in your queue and he is signed by another team his name turns red and an "X" appears. In addition, the background behind his name is red on the graphical interface. At this point you may elect to delete the player from your queue in the detailed view of the Team Planner in order the clean up the view (however this will delete your bidding history with him in the League Progress page).
Given that not all people can be at their computers all the time, an Auto-Bid mechanism has been built into gamedayritual so that your First Offer Queue (FOQ) will auto-populate if it becomes empty. This way if you are absent for a wave of the FAB you can set up a set of rules of what positions you would like to pursue and what bidding strategy you would like used.
The Auto-Bid system is only activated when there are no eligible players remaining you FOQ. It is a good idea that before the FAB you set up the Auto-Bid system to your preference as users are often caught off-guard when their FOQs run empty.
The first and most important aspect of the Auto-Bid mechanism is to set whether you want the system to just put a player On the Market and make no offer, or put a player On the Market and tender an offer. This is a very important distinction. When you are out of resources near the end of a FAB (be it salary cap space, contract years and/or PB clauses) it is best to have your Auto-Bid set to the first setting. This way you can let your FOQ run empty and when it is your team's turn to make a First Offer it will do so, but your team will not be obligated to make an offer.
The second setting is the default and used throughout the FAB as a "backup" should you be away from your computer long enough to let your FOQ run empty.
The next step of setting up the Auto-Bid is selecting your bidding strategy. Here you decide whether all players that you would like to have Auto-Bid (and subsequently used in your FOQ) to be of the same value (constant), a large variation in value (exponential), or somewhere in between (linear, quadratic). If you select constant, all of the remaining cash and contract year that you have available will be spread equally to the remainder of your bids and the system will determine what players you can afford with that strategy. If you select exponential, most of your remaining cash and contract years will be focussed towards a few, elite players and the rest will be distributed to much cheaper, lower tier players. Play around with the settings and watch how the Auto-Bid queue adapts to your changes.

In addition to selecting how funds are distributed between offers, you must also choose how large you want your offers to be relative to the player's minimum asking price. Selecting a high value (for example, 120%) will likely guarantee signing these players but might be a waste of money in same cases. Selecting a low value (for example, 30%) will likely not be enough to win the bidding wars that will likely ensue for the players you introduce to the market.
You must also make a provision for how much money you want the system to "hold back" for the after the FAB . If you were to leave the Auto-Bid system running unchecked independently it would make sure that all of your money was spent, right down to the last free agent you sign! Remember that after the FAB your team will receive an additional $10 million in salary cap space, as well as have no further limits on gross contract years or no-trade clauses.
Next you must indicate to the system which positions you want to be pursuing with highest priority. If you feel that there is a specific position scarcity in the market that you want the Auto-Bid system to address while you are absent, put that position at the top of the position rankings. The position rankings will essentially define who you are bidding on next.
Again, the Auto-Bid system is a handy "backup" for teams that inadvertently let their FOQ run empty or when a team GM simply knows that they will not be able to access a computer or the internet for a period during the FAB.
Once you have completed the Free Agency Blitz it is time to fine tune your roster and get ready for the regular season. Most teams coming out of the FAB will have acquired around 25 to 30 players --- enough to field a team but still with room to grow.
Once you finish the FAB you will be allowed to spend an additional $10M on top of the cash you have remaining from the FAB to acquire the remainder of your team via free agent signings and trades. In total you will have $110M in financial resources to work with during the season. You are not limited in the number of contract years or no-trade clauses you can carry during the regular season.
|
Stat |
FP |
|
TD – rushing |
6 |
|
TD – receiving |
6 |
|
TD – passing |
6 |
|
15 yards – rushing (rounded down) |
1 |
|
15 yards – receiving (rounded down) |
1 |
|
30 yards – passing (rounded down) |
1 |
|
Completion – passing |
1 |
|
Incomplete – passing |
-1 |
|
Carry – FB (start game as FB, round down) |
0.5 |
|
Fumbles Lost |
-3 |
|
Interception |
-3 |
|
TD – rushing (OL team) |
2 |
|
First Down – rushing (OL team) |
0.5 |
|
30 yards – rushing (OL team, round down) |
1 |
|
Completion – passing (OL team) |
0.5 |
|
Incomplete – passing (OL team) |
-0.5 |
|
Sack – passing (OL team) |
-2 |
|
Stat |
FP |
|
Tackle |
1 |
|
Interception |
3 |
|
Pass Deflection |
1 |
|
Sack |
3 |
|
TD – defensive |
6 |
|
Forced Fumble |
3 |
|
Safety |
2 |
|
Stat |
FP |
|
50 yards – kick returning (rounded down) |
1 |
|
TD – kick returning or punting |
6 |
|
Fumbles Lost |
-3 |
|
Field Goal |
3 |
|
15 Field Goal distance premium (yards beyond 30, rounded down) |
1 |
|
Extra Points Kicked |
1 |
|
50 yards (gross, rounded down) – punting |
1 |
|
Long punt (over 60 yards gross) – punting |
1 |
|
Punt put opp’n inside 20 yard line – punting |
2 |
|
Punt forces a touchback – punting |
1 |
|
Punt is returned for a TD -- punting |
-6 |
Offensive Formation |
Positions |
|
Defensive Formation |
Positions |
|
Bias |
||||||||
|
QB |
OL |
HB |
FB |
WR |
TE |
|
DL |
LB |
DB |
|
R |
P |
||
|
Jumbo |
1 |
1 |
1 |
1 |
1 |
2 |
|
Goal Line |
5 |
3 |
3 |
|
10 |
0 |
|
Strong I |
1 |
1 |
1 |
1 |
2 |
1 |
|
5-3 |
5 |
3 |
3 |
|
9 |
1 |
|
Single Back |
1 |
1 |
1 |
0 |
2 |
2 |
|
5-2 |
5 |
2 |
4 |
|
8 |
2 |
|
I-Formation |
1 |
1 |
1 |
1 |
2 |
1 |
|
4-6 |
4 |
3 |
4 |
|
7 |
3 |
|
Weak I |
1 |
1 |
1 |
1 |
2 |
1 |
|
4-4 |
4 |
4 |
3 |
|
6 |
4 |
|
|
1 |
1 |
1 |
1 |
2 |
1 |
|
4-3 |
4 |
3 |
4 |
|
5 |
5 |
|
Pro Slot |
1 |
1 |
1 |
1 |
3 |
0 |
|
3-5 |
3 |
5 |
3 |
|
4 |
6 |
|
Spread |
1 |
1 |
1 |
0 |
3 |
1 |
|
3-4 |
3 |
4 |
4 |
|
3 |
7 |
|
Shotgun |
1 |
1 |
1 |
0 |
3 |
1 |
|
Nickel |
4 |
2 |
5 |
|
2 |
8 |
|
Stretch |
1 |
1 |
1 |
0 |
4 |
0 |
|
Dime |
4 |
1 |
6 |
|
1 |
9 |
|
Empty Backfield |
1 |
1 |
0 |
0 |
4 |
1 |
|
Quarter |
3 |
1 |
7 |
|
0 |
10 |
|
Formation |
FP (initial) |
percentage |
FP (total) |
|
Split Backs |
50 |
10% |
5.0 |
|
Pro Slot |
60 |
40% |
24.0 |
|
Spread |
75 |
20% |
15.0 |
|
Shot Gun |
90 |
30% |
27.0 |
|
Total FP: |
71.0 |
||
|
Offensive Schemes |
Defensive Schemes |
|
1. Power Running 2. Classic Running 3. Balanced Attack 4. West Coast 5. Fun ‘n’ Gun |
1. 5-3 2. 4-6 3. 4-3 4. 3-4 5. Dime |
|
Bias |
Formation |
Positions |
Power Run |
Classic Run |
Balance Attack |
West Coast |
Fun 'n' Gun |
|||
|
R |
P |
RB |
WR |
TE |
||||||
|
10 |
0 |
Jumbo |
2 |
1 |
2 |
X |
|
|
|
|
|
9 |
1 |
Strong I |
2 |
2 |
1 |
X |
|
|
|
|
|
8 |
2 |
Single Back |
1 |
2 |
2 |
X |
X |
|
|
|
|
7 |
3 |
I-Formation |
2 |
2 |
1 |
|
X |
|
|
|
|
6 |
4 |
Weak I |
2 |
2 |
1 |
|
X |
X |
|
|
|
5 |
5 |
|
2 |
2 |
1 |
|
|
X |
|
|
|
4 |
6 |
ProSlot |
2 |
3 |
0 |
|
|
X |
X |
|
|
3 |
7 |
Single Back |
1 |
3 |
1 |
|
|
|
X |
|
|
2 |
8 |
Shotgun |
1 |
3 |
1 |
|
|
|
X |
X |
|
1 |
9 |
Stretch |
1 |
4 |
0 |
|
|
|
|
X |