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1. Ten or 12 teams per league, 15 players per teams. 2.

Every week you start a QB, two RBs, three WRs, one TE, one kicker, one defens e and a 10th man from any position. For that 10th-man spot, only six times can y ou start a QB, RB or WR. So there's additional strategy involved: Not only do yo u need depth, but, since QBs always get the highest points, when you play the "s econd QB" card one week, you'd better need him. 3. Standard scoring: six points for rushing/receiving TDs; four points for passi ng TDs; three for FGs; one for PATs; six for defense/special teams TD; one for s acks/fumble recoveries/INTs; two for safeties; one for every 20 passing yards; o ne for every 10 rushing/receiving yards; 20 points for an arrest. However, there are wrinkles: A) Five-point bonuses for 175 yards rushing/receiving and 350 yards passing. If somebody has a big day, that should be rewarded. Plus, it gives the "guy who lov es to complain about everything, even if his team exploded for 200 points" a cha nce to complain when one of his players falls a yard shy of the bonus. B) Shutouts count for 10 points, holding an opponent to seven or less counts for five and holding the other team to under 200 total yards counts as another five . Defenses don't matter enough in fantasy. In what other scenario is a tight end more important than all 11 guys on the opposing defense? I mean, except for Ben Coates in Madden '97? C) Interceptions, fumbles and missed kicks count as minus-one; any pick returned for a TD counts as minus-six against your QB. We don't penalize for incompetenc e often enough. If you were so desperate you had to start Drew Bledsoe, then you should constantly be terrified of his trademark hanging floater toward the side line that gets picked off by a cornerback running the other way. In other words, it should be like real life.

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