Rules: League Rules

GENERAL RULES

DRIVER UNIVERSE
To assemble your team, you will select a specific number of drivers from the draft list consisting of all team drivers participating in the 2008 NASCAR Sprint Cup.

LEAGUE SETTINGS & DRAFTING
League settings can only be changed before the league's draft begins. Also, it is very important, as a League Manager, to check your list of invited teams at least a day before your online draft (Live Online or Autopick) is set to start. In order for the draft to proceed, it is required that every invited team accepts the invitation from the League Manager no later than 1 hour before draft time. If this does not happen, the draft time/date will be removed from our system, and the League Manager will need to reset a future date/time for the draft.

NOTE: We cannot stress enough that it is important for all League Managers to check that every Team Owner has accepted their respective invite no later than 60 minutes prior to draft time.

ROSTER LOCKTIMES
Team rosters lock at the official NASCAR scheduled race start time. Qualifying races do not count, so rosters only lock for the official race. In the case a race is delayed until later on Monday, Tuesday or even Wednesday, the drivers will remain locked until the morning after the race. Waivers will not run on days the drivers remain locked. If the race is postponed to a totally different week, drivers will unlock on the morning after the announcement. They will not lock again until the scheduled start time of the next scheduled race.

In Head-To-Head leagues, the "postponed" week will not count as a matchup, meaning the current week's matchup will be the next week's normally scheduled race. The remaining scheduled races will "slide down" to fill out the schedule. There will be no matchups on weeks without a race. In the unlikely event that a race is postponed past Homestead, the postponed race will be the 36th matchup, with Homestead being the 35th, etc.

NOTE: The Sprint All-Star Challenge is NOT a race that can accumulate points in the ESPN Fantasy Stock Car game, so rosters will not lock during that race.

OBSERVE UNDROPPABLE DRIVER RULES
The 'Undroppable Drivers' list is comprised of drivers who cannot be dropped to waivers at any time during the racing season. ESPN introduced this feature to prevent collusion (In these cases, owners would be able to drop star drivers, allowing those first on the waiver wire to pick them up). Custom League Managers can choose if they want to allow owners to be capable of dropping all drivers or be prevented from dropping designated drivers. This setting can be changed by the League Manager at any time during the season.

  • Yes - Standard Rule / Recommended
  • No

MAKE LEAGUE VIEWABLE TO PUBLIC
The League Manager has the option to make their Custom league viewable to the public. All Standard Leagues are viewable to the public. If 'Yes' is selected, the league is set as "Public" and owners can send their league URLs out in email (or posted on message board) to have non-members view them. In public leagues some pages (such as the list of team owners and league message boards) are not viewable, but the main League Office, Standings, and Team clubhouse pages are viewable. If 'No' is selected the league is set as "Private" and every page (except League Settings) in your league will not be viewable by anyone other than team owners.This setting can be changed by the Custom League Manager at any time during the season.

  • Yes - Standard Rule / Recommended
  • No


WAIVER RULES

Waivers are the process by which owners can select from the pool of available drivers who are not on a team's roster in the league. If a new driver joins the Sprint Cup mid-season (Example: Jacques Villeneuve at Talladega in the 2007 season.), the new driver will enter the league on waivers in Standard Leagues and remain there for 2 days before becoming a Free Agent. The new driver will show up on the waiver wire in the morning after first qualifying attempt for the race. In most cases, a two day waiver period would make the driver available the following week. In Custom leagues, new drivers will be added according to the league settings.

Free Agent drivers may have been undrafted or dropped by owners. Owners can put a claim for a driver, but must wait a specified amount of time until the waiver clears. The owner with the higher waiver priority number that puts a claim on a driver will receive the driver when waivers clear.
For example, if two or more owners put in claims for Tony Raines, the claim with the highest waiver priority is awarded Tony Raines.

NOTE: Waiver Priority is in numeric order; i.e. a Team Owner with Waiver Priority 1 gets precedence over a Team owner with a Waiver Priority of 6. In Standard Leagues there are no limits paced on Waiver Wire acquisitions. Custom Leagues have the option of having waivers turned off; i.e. all available drivers are considered Free Agents and can be claimed immediately. For more information on Waivers and Free Agents click here.


FREE AGENT / WAIVER ACQUISITIONS LIMIT
The League Manager has the option of choosing the number of driver acquisitions that a team is allowed through free agency or waivers during the season. This setting can be changed by the League Manager at any time during the season.

  • No Limit - Standard Rule / Recommended. If selected, there is no limit to the number of drivers a team can add or drop.
  • None Allowed - If selected only the League Manager can add drivers to teams.
  • If a specific number is selected (i.e. 5, 10, 15, 20) once that limit is reached the team will not be allowed to add any drivers to their team.


WAIVER PERIOD
If Waivers are used, owners must wait until the time that a driver spends on waivers elapses before the waiver claim is processed. If the driver on waivers is not selected and the waiver period expires, he automatically becomes a free agent. If a specific day length is selected all available drivers lock at the next race time and the waiver period begins early Tuesday mornings.


NO WAIVERS - If selected, drivers will NEVER be moved to waivers. Rather, all available drivers are always free agents. However, Free Agent Drivers still lock at race time and remain locked until the new weekly scoring period begins (Tuesday morning).

  • 1 Day - Waivers process on Wednesdays (Wed).
  • 2 Days - Waivers process on Thursdays (Thu). - Standard Rule / Recommended
  • 3 Days - Waivers process on Fridays (Fri).

If a driver is dropped during the week (i.e. on Thursday afternoon), the driver will be listed on waivers for the set length of total days set per your league rules. For example, suppose your waiver period is set for 1 day. This means the waiver will process at the next waiver processing period that is at least a full 24 hours (1 day) later. So, if you drop a driver at 8:00 pm ET on Thursday, your waiver will run on or about 3:00 am ET Saturday morning - the next scheduled running of waivers that is at least 24 hours past the time the driver was dropped. This setting can be changed by the League Manager at any time during the season.

NOTE: Any wavier claim which is pending at the time the Waiver Period rule is changed will be "grandfathered" and retain their original waiver processing times. The new waiver period will be applied to drivers dropped to waivers moving forward.


WAIVER SYSTEM (In-season)
The waiver order during the season determines who has the first chance to claim a driver on waivers. This setting can be changed by the League Manager at any time during the season.

  • Move to last after claim, never reset order - The team which makes the most recent pickup is automatically moved to the last slot.
  • Resets every Tuesday to inverse order of standings - The system resets itself after each week is complete (on Tuesday's) and moves the last place team to the top priority of the waiver order (and likewise, the team in first place will go to the last priority). In the case of a tie, the team that scored the least amount of points to date would get the better (earlier) waiver slot.


TRADE RULES

TRADE OVERVIEW
Trades are an agreement between two teams to exchange one or more drivers. Trades can be processed with an uneven number of drivers as long as they do not violate any roster settings. For more information about Trades, click here.


TRADE LIMIT
This option sets the number of trades a team can perform during the season. League Managers can choose to have:

  • No limit - Standard Rule / Recommended. There is no limit to the number of trades a team can make.
  • No trades - Only the League Manager can trade drivers between teams.
  • If a specific number is selected (i.e. 5, 10, 15, 20, 40) once that limit is reached the team will not be allowed to propose or accept anymore trades.

    This setting can be changed by the League Manager at any time during the season.

TRADE DEADLINE
This setting determines if the league uses a deadline for trading drivers between teams. This option is offered to prevent teams from sandbagging their team at the end of the season by trading blue-chip drivers for average drivers. This setting can be changed by the League Manager at any time during the season.

  • No trade deadline - Trades are allowed for the duration of the Sprint Cup season. - Recommended
  • Specific Date date options from dropdown under "Trade Rules" )

TRADE REVIEW PERIOD
This is the length of time allowed where the league decides if a trade is fair. League Managers can determine the span of time for the review. If one of the "hour" review periods is selected -- and the trade is not vetoed -- it will process within the hour (not the exact minute) when the period expires. This setting can be changed by the League Managers at any time during the season.

  • 24 hours
  • 48 hours - Standard Rule / Recommended
  • 72 hours
  • No Trade Review - Trades process immediately after the trade is accepted.

NOTE: If you want the traded drivers to exchange teams before the upcoming race, trades should be accepted no less than 48-hours before the schedule start time of the upcoming week's race. If the trade processes AFTER the race locktime then the traded drivers won't be available until the following week's race.

"48 HOURS" example: A trade is accepted at 11:05am ET on Friday. If the trade is not vetoed it will process within the hour after the 11:05am ET time on Sunday (48 hours after the time the trade was accepted on Friday).

NOTE: Any trades which are pending at the time the Trade Review Period rule is changed will be grandfathered, retaining their original waiver processing times. The new waiver period will be applied to drivers dropped to waivers moving forward.


VOTES REQUIRED TO VETO A TRADE
ESPN introduced this option to allow leagues to decide whether a trade is fair to both parties and to prevent collusion. Both Standard and Custom Leagues allow for trades to be reviewed and vetoed. In Custom Leagues, the power to veto trades can be given to the league owners or only to the League Manager. If league owners are given veto power, the number of owner votes will determine whether a trade is vetoed. This setting can be changed by the League Manager at any time during the season.

  • Specific number of teams - Standard Rule "Free" Leagues / Recommended. A number of teams listed must vote to veto the trade in order for it to be cancelled. If the number is not reached by the time the "Trade Review Period" expires, the trade will be upheld. If the number is reached, the trade will be immediately cancelled. In Standard Leagues, if three (3) out of six (6) owners vote to veto a trade, the trade is cancelled. In Custom Leagues, the number of votes needed is set by the League Manager.
  • ESPN League Office Trade Review - Standard Rule Leagues ONLY. After the trade acceptance, other league owners have a 48 hr period to review the deal, and should they feel the move is not fair or balanced, submit a formal protest to the ESPN trade panel using the link accessible within their league. Within 12 hours following the 36 hr period, the final decision registered by the ESPN experts will cause the deal to either process or be vetoed. Whether a deal is protested or not, the total process time is the same and takes 48 hours.
  • League Manager can only veto trades - In Custom Leagues, if selected, all accepted trades can only be vetoed by the League Manager within the time length specified in the "Trade Review Period" setting. All team owners are given the option to submit their comments about the trade (which only the League Manager can view). If the trade is vetoed by the League Manager, the trade is immediately cancelled. If the trade is upheld by the League Manager (or the time length expires without a decision from the League Manager), the trade processes according to the league's "Trade Review Period" setting.


HEAD-TO-HEAD MATCHUP RULES

For more information on Head-To-Head Scoring, click here.

REGULAR SEASON TIE-BREAKER
If a match-up ends in a tie, ESPN gives the League Manager three options to break the tie and award a victory. This setting can be changed by the League Manager at any time during the season. If this rule is changed after the first week of the season, any previous week's ties WILL take the changed rule into effect.

  • None, Leave as Tie: Standard Rule / Recommended. All tied games are recorded as a tie in the standings.
  • Team with Highest Sum of Places: Of the two competing teams, the team with the highest sum of finishing positions/places at the checkered flag wins.
  • Team with Better Bench: The team with the most points from inactive driver(s) wins (This will appear in the league settings as "Team with a better Bench".

PLAYOFF SEEDING TIE-BREAKER
The process by which the system breaks any ties at the end of the regular season to determine the seeding in the playoff bracket, if playoffs are selected for your league.

Whichever option is selected will act only as the first tiebreaker; if a tie still remains between two or more teams, the system will use the default playoff seeding tiebreaker system (listed at the bottom of the page).

  • Total Points For: Standard Rule / Recommended. If selected, the system will break the tie based on which team scored the most points during the racing season. If this does not break the tie(s) the system will use the Default Playoff Seeding Tiebreaker system (below).
  • Total Points Against: The system will break the tie based on which teams received the lower number of "points against" during the season. If this does not break the tie(s) the system will use the Default Playoff Seeding Tiebreaker system (below).

    • H2H
    • Total Points For
    • Intra Division
    • Total Points Against
    • Coin Flip


NOTE: The League Manager can override any system setting if desired.