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How to start a dynasty league (1 Viewer)

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Footballguy
i'm wondering what it takes to get one going?

would appreciate veterans help on what to do and what not to do.

 
Find a successful dynasty league and adopt the majority of their rules. Find X owners that love football and that have some sort of connection: work, MB, friends, etc. Make sure you don't trade farther than the next year's draft picks and get some sort of financial commitment if they do trade a 2009 pick. Have fun and find a couple guys to help you with it.

 
Definitely look at as many existing leagues as possible and decide what is best for you. Like redraft, there are nearly endless possibilities of format. I recently formed a startup dynasty 4 years ago and it is doing ok. Have turned over 1 owner already but interest remains strong. If you plan to have owners mostly unfamiliar with dynasty leagues, keep the rules as similar to your current redraft leagues as possible, and ask the group how they want to handle roster size. If most of them have input they'll feel a sense of ownership of the league and will stay interested.

My only advice on roster size is to make sure it is actually a dynasty league, and not a glorified keeper league. At a bare minimum keep your entire starting roster. But in the end do whatever the league desires and keep it fun.

 
Find a successful dynasty league and adopt the majority of their rules. Find X owners that love football and that have some sort of connection: work, MB, friends, etc. Make sure you don't trade farther than the next year's draft picks and get some sort of financial commitment if they do trade a 2009 pick. Have fun and find a couple guys to help you with it.
MB?
 
When you start grabbing people for your dynasty group, make sure that: 1) They are committed to the league. We're talking years here, not months; and 1A) The owners have played fantasy football before and know what they are doing. You're drafting as much for the future as for the the present in dynasty leagues; A league with that sort of multi-year impact is not the place for on-the-job training.

 
Here are the rules for two leagues I commish (Fantasy Legends II and III), where we start qb, 2rb, 2wr, te, 1flex (rb, te, flex), k, def. Standard scoring, 12 team 24 man rosters in-season, 26 man roster off-season. We award 0.5 ppr for wr and te only. Let me know if you have any questions.

I also commish Fantasy Legends I, but it isn't 0.5 PPR for WR and TE.

Hope this helps.

PREAMBLE

I. Teams and Members

A. The league will be made up of two divisions with 6 teams in each division. The number of rounds for the draft will be 4 rounds, with the last 2 having the option of FA's or rookies. All Owners will participate in a 13 game regular season each year with a playoff involving six (6) teams. Two division winners seeded #1 and #2 and 4 wildcard teams seeded #3 thru #6. The Championship game is played in week 16. (See playoffs section for more details on the playoff format).

C, The league of 12 Owners will hold a 4 round draft, where the first 2 rounds are for rookies only, and the last 2 rounds allow drafting of free agents or rookies.. This draft will be held at the league web site. This draft will be held in the first week of May and there will be a 24 hr time limit for each pick.. The rookie draft will only have the pool of players eligible for the NFL draft

D. One or more league members own and control a team. Each team has one vote in voting processes.

E. Expansion membership is decided by nominations and voting from the current membership. A majority vote of the membership (7) is required to approve any expansion team to enter the league.

F. Should an Owner leave the league for any reason, the team is NOT automatically inherited by the league. Instead, the Commissioner will immediately contact a capable Owner brought forward to them by a present Owner in the league and determine if they wish to take the membership. The league will have a confirmation vote on the new Owner¡¦s membership. A simple majority will confirm the new Owner. In the event a new owner cannot be found, the Commissioner will submit the best lineup possible for that team until a new owner can be found.. No pickups/drops/trades will be allowed for that team until a new owner is found.

II. Player Drafts

A. Owners will build their team through a 4 round draft, where the first 2 rounds must be rookies and the last 2 can be FA players or rookies. The draft will be NFL Style (worst to first). The rookie draft will only have the pool of players eligible for the NFL draft. If a player is eligible for the NFL Draft but isn't in the hosting site player database, then a proxy pick can be made, where you select a player as a placeholder until the "real" player is added to the player database.

C. Trading of Draft Picks

1. You can trade Draft picks 1 year into the future at no charge.

2. You cannot trade future draft picks more than 1 draft in the future.

3. The current year's draft counts as one of the drafts in the future if the trade takes place before the current year's draft.

4. A combination of players / and current year draft picks or future draft picks 1 draft year in the future, which includes the current year's draft if it hasn't already been completed.

5. Draft picks can not be traded for money or any other considerations

.

6 .We will use a 12 hour window during the draft to protest a trade once a trade is made. The clock doesn't stop because of a trade, but only if there is a protest. Once a protest is made, the draft stops and the league has another 12 hour window to complete the vote. If a veto is made (see Trading Section on veto), anyone who drafted before or after the persons involved in the trade that was vetoed, is not affected by the veto. In other words, whoever they drafted is theirs. 7. One week before the upcomming draft you will be able to trade draft picks one year into the future.. Example, if the current draft is 2008, you will be able to trade 2009 picks one week before the 2008 draft.

Also, within 48 hours of the draft, you have up untiil the draft to protest any trades.D. Once a draft selection has been posted it cannot be rescinded.

E. The rookie draft is to be held in May. The order of the draft will be determined by the results of the previous year, from worst to first for every round. The playoffs are included in the determination of the final team standings. The draft will not use a serpentine draft style, but will use the NFL style draft. The time limit to make a pick will be 24 hours.

F. Expansion draft guidelines:

1. Each current Owner will have to leave three of his players unprotected for the expansion draft. These three players can be at any position.

2. The expansion Owner will have the opportunity of taking one unprotected player from each current team to be on his roster. Each current Owner will only lose one player in the draft.

3. The rest of the players the expansion Owner will select from will come from the free agent pool.

4. The expansion Owner must select at least 9 players and not take more than 24 (in-season) and 26 (off-season). He can take as many as he chooses as long as he stays between those two numbers.

G. Passing / Skipping on Draft Picks / expiration of the 24 hour time limit for the Rookie Draft/ Illegal Roster during the draft:

1. If you get to the point where you don't want anymore picks, please post that you are finished with the draft. If the clock expires and your pick is skipped, you can make the pick you missed later in the draft (providing that player hasn't been selected), but if you don't notify the league you want your next pick before it comes up, that pick will be skipped also.

2. If the 24 hour time limit to make a pick has expired, the next team is on the clock. However, you can still make your pick anytime (same as the NFL does it). You may also trade that pick anytime during the draft. Once the last pick has been made you cannot trade or make a pick for any previous missed picks.

3. During the draft your roster must NOT be illegal at anytime. You cannot exceed the 24 man off-season roster limit at anytime,. If your pick makes your roster illegal, you must drop a player to make it legal.

III. Rosters

A. The minimum number of players on a roster is 9. The maximum number is 24 in season and 26 off-season.. You must cut your roster to 24 48 hrs before the start of the first game of the season. If you fail to reduce your roster by that time, the commissioner has the right to drop the last 2 players added to that roster.

B. Position eligibility. The final say on all roster eligibility will be what position the player is listed in hosting site.

C. Minimum's and maximum's:

Minimum: of 1 QB, 2 RB's, 2 WR's, 1 TE, 1 Flex (WR, RB, TE), 1 K, and 1 DEF.

Maximums: None

D. The off-season roster limit will is expanded to 26, but must be reduced back to 24 48 hrs before the start of the first game of the season. If you fail to reduce your roster by that time, the commissioner has the right to drop the last 2 players added to that roster.

A. All starting lineups will consist of the following: 1 quarterback, 2 running backs, 2 wide receivers, 1 tight end, 1 Flex (WR,RB,TE), 1 kicker, and 1 defensive team.

B. : Players Are Locked At Kickoff Of Their Game. Each player can be started/benched just prior to the start of his NFL game.

Any scoring dispute must be made after the current week¡¦s games, and before the next week¡¦s first game. Changes will only be made if the hosting site allows it. The hosting site decisions on scoring is final unless a mistake has been made in the rules setups, which means that the hosting site setups contradict what is stated in the constitution. If that is the case, then the commissioner will use the constitution to change the hosting site setup if possible. It is the responsibility of each owner to read the constitution and compare it with the hosting site and make any discrepancies known to the league.

Decimal Scoring ¡V

(23 yds x 0.05 pts/yd = 1.15 pts, game scores shown as: Dogs 28.40 vs. Cats 32.02 )

One team representing both defense and special teams

Rules for QB (Edit)

Event

Range (Low-High)

Points

Test?

Number of Passing TDs

1-20

4 points each

Test

Passing Yards

1-999

0.04 point for every 1

Test

Pass Interceptions Thrown

1-10

-2 points each

Test

Passing 2 Pointers

1-10

2 points each

Test

Number of Rushing TDs

1-10

6 points each

Test

Rushing Yards

1-999

.1 point for every 1

Test

Rushing 2 Pointers

1-10

2 points each

Test

Number of Receiving TDs

1-10

6 points each

Test

Receiving Yards

1-999

.1 point for every 1

Test

Receiving 2 Pointers

1-10

2 points each

Test

Fumbles Lost on Offense

1-10

-2 points each

Test

Rules for RB (Edit)

Event

Range (Low-High)

Points

Test?

Number of Passing TDs

1-10

4 points each

Test

Passing Yards

1-999

0.04 point for every 1

Test

Pass Interceptions Thrown

1-10

-2 points each

Test

Passing 2 Pointers

1-10

2 points each

Test

Number of Rushing TDs

1-20

6 points each

Test

Rushing Yards

1-999

.1 point for every 1

Test

Rushing 2 Pointers

1-10

2 points each

Test

Number of Receiving TDs

1-10

6 points each

Test

Receiving Yards

1-999

.1 point for every 1

Test

Receiving 2 Pointers

1-10

2 points each

Test

Fumbles Lost on Offense

1-10

-2 points each

Test

Rules for WR (Edit)

Event

Range (Low-High)

Points

Test?

Number of Passing TDs

1-10

4 points each

Test

Passing Yards

1-999

0.04 point for every 1

Test

Pass Interceptions Thrown

1-10

-2 points each

Test

Passing 2 Pointers

1-10

2 points each

Test

Number of Rushing TDs

1-10

6 points each

Test

Rushing Yards

1-999

.1 point for every 1

Test

Rushing 2 Pointers

1-10

2 points each

Test

Number of Receiving TDs

1-10

6 points each

Test

Receiving Yards

1-999

.1 point for every 1

Test

Receptions

1-99

0.5 points each

Test

Receiving 2 Pointers

1-10

2 points each

Test

Fumbles Lost on Offense

1-10

-2 points each

Test

Rules for TE (Edit)

Event

Range (Low-High)

Points

Test?

Number of Passing TDs

1-10

4 points each

Test

Passing Yards

1-999

0.04 point for every 1

Test

Pass Interceptions Thrown

1-10

-2 points each

Test

Passing 2 Pointers

1-10

2 points each

Test

Number of Rushing TDs

1-10

6 points each

Test

Rushing Yards

1-999

.1 point for every 1

Test

Rushing 2 Pointers

1-10

2 points each

Test

Number of Receiving TDs

1-10

6 points each

Test

Receiving Yards

1-999

.1 point for every 1

Test

Receptions

1-99

0.5 points each

Test

Receiving 2 Pointers

1-10

2 points each

Test

Fumbles Lost on Offense

1-10

-2 points each

Test

Rules for PK (Edit)

Event

Range (Low-High)

Points

Test?

Number of Passing TDs

1-10

4 points each

Test

Passing Yards

1-999

0.04 point for every 1

Test

Pass Interceptions Thrown

1-10

-2 points each

Test

Passing 2 Pointers

1-10

2 points each

Test

Number of Rushing TDs

1-10

6 points each

Test

Rushing Yards

1-999

.1 point for every 1

Test

Rushing 2 Pointers

1-10

2 points each

Test

Number of Receiving TDs

0-10

6 points each

Test

Receiving Yards

1-999

.1 point for every 1

Test

Receiving 2 Pointers

1-10

2 points each

Test

Length of Field Goal Made

1-39

3

Test

Length of Field Goal Made

40-49

4

Test

Length of Field Goal Made

50-59

5

Test

Length of Field Goal Made

60-99

8

Test

Length of Missed Field Goal

1-19

-3

Test

Length of Missed Field Goal

20-29

-2

Test

Length of Missed Field Goal

30-39

-1

Test

Extra Points

1-20

1 point each

Test

Extra Points Missed

0-10

-1 point each

Test

Fumbles Lost on Offense

0-10

-2 points each

Test

Rules for Def (Edit)

Event

Range (Low-High)

Points

Test?

Fumble Recoveries (from Opponent)

1-20

2 points each

Test

Interceptions Caught

1-20

2 points each

Test

Blocked Field Goals

1-10

3 points each

Test

Blocked Punts

1-10

3 points each

Test

Blocked Extra Points

1-10

3 points each

Test

Sacked a QB

1-20

1 point each

Test

Safeties

1-10

3 points each

Test

Total Points Allowed

0-0

10

Test

Total Points Allowed

1-6

7

Test

Total Points Allowed

7-13

4

Test

Total Points Allowed

14-20

1

Test

Total Points Allowed

28-34

-1

Test

Total Points Allowed

35-99

-5

Test

Number of Defensive & Special Teams TDs

1-10

7 points each

Test

VI. Tiebreakers

A. Order of Tiebreakers

If desired, you may use up to four tie-breaking schemes for your league standings. Order the tiebreakers, with "1" being the first tie-breaker used. If one or more tie-breakers are not desired, leave the field blank.

1.) Total Points Scored

2.) Head-To-Head Record

3.) Divisional Record

4.) Power Rank

B. Playoff Tiebreaker

Designate Bench Player to break ties. If the points scored for the designated bench players still has the game tied, use Irony web site to roll the dice to determine a winner.

VII. Playoffs

A. Our regular season will end after NFL week 13. Playoffs will include 6 teams comprising of 2 division winners (seeded #1 and #2) and the next top 4 teams are wildcards seeded #3 thru #6. The "lowest" seed refers to the #6 seed and the "highest" seed refers to the #1 seed. The teams will be seeded on their 1) W-L record, 2) Total Points Scored, 3) Head-to-Head results, 4) Divisional Record, 5) Power Rank. The playoffs will begin in week 14 of the NFL season with the #3 seed playing the #6 seed and the #4 seed playing the #5 seed. The top two seeded teams (division winners) get a first round bye. In week 15 the #1 seed will play the lowest remaining seeded team and the #2 seed will play the highest remaining seeded team. The winners in week 15 will play the Super Bowl in week 16.

VIII. Transactions

A. Trading:

Notes:

1). At the conclusion of trading, roster must not exceed 24 players (in-season) or 26 players (off-season).

2). Trades must be fair. "Herschel Walker" trades are fair (Walker for several draft picks of highly touted rookies). Dumping players and collusion is not.

3) It takes 75% to veto trades instead of league majority (6 when there are 2 teams involved in a trade, and 5 when there are 3). If there are only 2 teams involved, that equates to 7.5, so we round up to 8. We should always round up when it's .5 or greater and round down when < .5. If there are 3 teams, then 75% of 9 is 6.75, so that would be 7 votes required. As you know, teams involved in the trade cannot vote. This lessens the likely hood that trades are vetoed because of league prejudice, meaning, that guy is ahead of me in the standings, so I will veto it. All members must vote unless their vote wouldn't affect the outcome. In other words, 75% has already been reached without their vote. In the event a vote is needed from someone who is out of town or unavailable to vote, the traded players may reside on their new team until a majority vote is reached. All veto votes are to be on the message board instead of by poll and that each owner who voted to veto a trade must post their reason why they vetoed a trade, or their vote is changed to a no.

4) None of the owners involved in the trade will have a vote

5) All league owners not involved in the trade will have 1 vote

6) If the vote ends in a tie, the trade stands

7) Owners have 48 hours from the time of the trade to protest a trade, unless the trade involves draft picks and the draft is in progress. If that is the case, see II Player Draft.

8). Trades can include draft picks for up to 1 draft year in the future and/or players. The current year's draft is considered a future draft pick if the draft hasn't taken place, with the one exception exlained in #9.

9). One week before the upcomming draft you will be able to trade draft picks one year into the future.. Example, if the current draft is 2008, you will be able to trade 2009 picks one week before the 2008 draft.

The Final trading deadline is on the Friday after the completion of NFL Week #11 at 6:00pm ET.

B. FA Pickups/drops:

Rule change for 2007 - We will be allowing placeholders for unlisted players for both the draft and free agent pickups.

1. Your roster may not exceed 24 players (in-season) or 26 players (off-season) after you make a free agent acquisition.

2. In-Season, we will use a Waiver Wire, then Free For All setting at the hosting site. The Waiver wire worst-to-first starts after week 1 with the free-for-all ending just before the first game of the season. You cannot submit waiver request before 7:00 a.m Tuesdays and must submit your waiver request by Wed 11:59 P.M. The waivers will process at approximately midnight on Thursday. . After that, it will be first-come-first-serve until the start of the first game for that week. .

3.There is no deadline for picking up free agents.

4 If a. person drops a player, but realizes he makes a mistake and contacts me or sends a league email within 30 min of his mistake, I will correct the error..

IX. Injured Reserve

None.

X. Player Retention

Since this is a dynasty league, every player on your team will be kept from year-to-year.

Since this is a dynasty league, every player on your team will be kept from year-to-year.

XI Schedule

Each team still plays teams within their division twice. Games played outside the division is based upon the standings of the previous year. Weaker teams get an easier 3 game schedule, better teams get a harder 3 game schedule.

1) First place teams play teams 1, 2, and 4 from the other division.

2) Second place teams play teams 1, 3, and 5

3) Third place teams play teams 2, 3, and 6

4) Fourth place teams play teams 1, 4, and 5

5) Fifth place teams play teams 2, 4, and 6

6) Sixth place teams play teams 3, 5, and 6

XII Scramble Divisions each year

The odd number drafting team will be the Eastern Division and the even number drafting team will be the Western Division.

XIII. Commissioner

League stability is our primary goal. This framework will govern the league:

A. Commissioner. Our goal is to have a very strong, yet fair Commissioner. The Commissioner is sworn to act at all times in the Best Interests of the League and is vested with the following powers:

1. Interpret the Constitution

2. Settle all position eligibility questions.

3. Approve team names.

4. Preside over draft and settle draft disputes.

5. Maintain the integrity of the league and its Owners by enforcing Article XII, "Expected Owner Conduct".

XIV. Expected Owner Conduct

Owners will be expected to conduct themselves in a manner that will not disparage the league nor its Owners in any way, shape, or form. While bragging is always a part of some Owner's personality and is to be expected, inflammatory or taunting acts will not be tolerated. The Commissioner will have total authority in drawing the line between bragging and taunting.

XV. League Disputes and Amendments to the Constitution.

A. Owners can call for a league vote anytime for all disputes except to override what the Commissioner is empowered to decide. (See XI Commissioner).

1. Owner notifies the Commissioner he is appealing the decision.

2. Commissioner notifies the league.

B. Amendments to the Constitution. Amendments to the Constitution are allowed in the off season. Thus, they can NEVER be made during a season, unless the integrity of league requires such a change. By definition, the season begins once the Commissioner accepts the first selection of the annual player draft. Amendments to the Constitution will follow this path:

1. A majority league vote (7) is required to change the Constitution except when the integrity of the league is at stake. An abstension is considered a "no" vote.

2. If approved, the amendment becomes a permanent article of the Constitution and assumes equal status with all other articles.

C. Owner warnings: If an Owner is considered by the Commissioner to be conducting himself in a manner not in the best interest of the league.

1. The Commissioner issues a 1st warning.

2. Second occurrence, the Commissioner will call a league vote (minus the Owner in question), to remove that Owner from the league.

D. Removing an Owner. This is an extremely serious consideration, one that the league will seek to avoid at all costs. If it arises, this path will be followed:

1. A majority league vote (7) is required to remove an Owner except for the following reasons:

a) League Fees are not current by May 1st.

Obvious proof that an Owner is 'throwing' games to either assist / harm another owner or to improve one's draft position.

c) Proof of collusion or cheating in any manner.

2. The league will assume control of the team until a replacement can be found. No transactions will be permitted by this team until a replacement is found.

E. Removing a Commissioner. This also is an extremely serious situation. If it arises, this path will be followed.

1. A majority league vote (7) is required to remove the Commissioner.

2. A new Commissioner will be appointed by a majority vote

XVI. Fees

A. All Owners must have all fees paid current by May 1st. Otherwise I will find a replacement owner.

XVII. Prize Money

Make the playoffs = $100 (6 x 100 = 600)

Semi Finals Winners - $100 (2 x 100 = 200)

Super Bowl Champs - $300 (1 x 300 = 300)

Points Champ = $100 (1 x 100 = 100)

600 + 200 + 300 + 100 = 1200

 
Find a successful dynasty league and adopt the majority of their rules. Find X owners that love football and that have some sort of connection: work, MB, friends, etc. Make sure you don't trade farther than the next year's draft picks and get some sort of financial commitment if they do trade a 2009 pick. Have fun and find a couple guys to help you with it.
MB?
Message board.
 
I'm not sure if it is important for you to run your league or if you want to just participate in one. Joining a zealots league is a good way to get some exposure to a dynasty league.

 
I was just about to make a similar request, although, I still have some questions.

1. What sites are available to manage Dynasty type rules and the Waiver rules? I assume they are all pay sites?

2. Does anyone use a Salary Cap, one that scales with the real NFL salary cap, and have rules that rookies are locked in at $x and the cost to keep them goes up 25% etc. Free Agents will cost you $y to keep (some 'blue book' value out there)? I'd like to incorporate that into my league.

3. How about Practice Sqaud or a place/rules for Injured Reserve? I would like to possibly have both, but would need some rules on how to use them.

4. Does anyone use an Auction Format, either to kick off the league's first year and/or for subsequent Rookie/Free Agent drafts?

Thanks for the info....

 
A few points to add to the good ones already stated:

Start the league with an auction. Include rookies and vets together. There is nothing more fair than an auction; everybody has a chance to get any player they want.

Make it so that it isn't impossible to get decent players... if you have huge rosters where there is literally nothing on the waiver wire, that makes it difficult. Have some sort of cap: my two dynasty leagues allow you to sign a player to a contract, but you only have so many years to give your whole team.

For example: in one league, we have 10 teams, 18 roster spots (plus 3 spots for injured players), and 5 rookie spots. Not including rookies, we only allow 5 years contracts per player and 45 total years. So you have less than 3 years to give each player, on average. If the cap was 55 years, fewer players will come up due to contract expiration.... making it harder for bad teams to reload. If you allow longer contracts per player, the studs seemingly never become available.

In my other league (12 teams), we only allow 4 year contracts, but we have 20 man rosters and 52 year total cap. I like the 4 years per player, but 52 years is too much. I'm giving secondary and tertiary players multi-year contracts just because I have the room.

If you make it harder for bad teams to reload, it's more likely you will experience owner attrition. It sucks replacing owners.

Something else I like: allow a developmental squad of some sort. In my 10 team league, each owner has to sign his rookies to a contract after their rookie year.... unfortunately, it's not at all uncommon for a good QB, TE, or WR to show very little in their rookie year. In my other league, we have 5 rookie spots, but also 2 developmental squad spots for 2nd year players. This helps owners keep the good players they drafted without just guessing if they are going to be good based on an uneventful rookie year.

Unless you have a really tight league with great owners, don't allow trading draft picks more than a year out. It's not uncommon to have somebody sell out their future for present value... then suck wind for years. Then quit the league. Most people don't want to take over a terrible team, especially in a money league.

Good luck.

 
i am a commish of 3 dynasty leagues. one is in its 11th year, one is in its 6th year and the other in its 1st. PM me your email and I will send you my league rules for all 3.

 
black PMed me and asked the below question. my leagues do not use salary caps so i could not help. can anyone help?

Does anyone(web site) use a Salary Cap, one that scales with the real NFL salary cap, and have rules that rookies are locked in at $x and the cost to keep them goes up 25% etc. Free Agents will cost you $y to keep (some 'blue book' value out there)? I'd like to incorporate that into my league.
 
Last edited by a moderator:
I was just about to make a similar request, although, I still have some questions.

1. What sites are available to manage Dynasty type rules and the Waiver rules? I assume they are all pay sites?

2. Does anyone use a Salary Cap, one that scales with the real NFL salary cap, and have rules that rookies are locked in at $x and the cost to keep them goes up 25% etc. Free Agents will cost you $y to keep (some 'blue book' value out there)? I'd like to incorporate that into my league.

3. How about Practice Sqaud or a place/rules for Injured Reserve? I would like to possibly have both, but would need some rules on how to use them.

4. Does anyone use an Auction Format, either to kick off the league's first year and/or for subsequent Rookie/Free Agent drafts?

Thanks for the info....
http://www13.myfantasyleague.com/2008/home/15000This league seems to have incorporated a good portion of the ideas you are talking about. The rules are on the message board.

 

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