NCFB Scoring
A plain explanation of why our league doesn't play like everyone else's.
Roster
QB, WR, WR, RB, TE, W/R/T, W/R/T, W/R/T, K, DEF, 7 bench, 2 IR. Full PPR (1 point per reception). Fractional points are off — everything rounds down to whole numbers.
Only one dedicated RB slot, two dedicated WR slots, and three flex spots. That alone should change how you value depth at each position — a strong WR corps plays more weeks than a stacked RB bench.
The scoring formula
- Rushing: 1 point per 10 yards (rounded down) + 6 points per rushing TD + milestone bonuses (see below)
- Receiving: 1 point per 20 yards (rounded down) + 1 point per reception + 6 points per receiving TD + milestone bonuses
- Passing: 1 point per 50 yards (rounded down) + 6 points per passing TD + milestone bonuses, minus 2 points per interception
- Milestone bonuses stack on top of the yardage rate:
- Rushing: +3 at 100 yards, +3 more at 150, +3 more at 200 (max +9)
- Receiving: +1 at 100 yards, +1 more at 150, +2 more at 200 (max +4)
- Passing: +1 at 100 yards, +2 more at 200, +3 more at 300 (max +6)
- Kickers: -1 for a missed FG under 30 yards, -1 for a missed PAT
- Defense: shutout = 15 points, allowing 35+ = -4 points, 2 points per sack
What this actually means for strategy
Standard leagues pay 1 point per 25 passing yards and 1 point per 10 receiving yards. NCFB pays half that rate on both — meaning much lower yardage points across the board — but every passing, rushing, and receiving TD still pays a full 6, and it's full PPR. Net effect: touchdowns and catch volume matter far more than big plays or gaudy yardage totals. A boom-bust deep threat is worth less here than a high-target-share possession receiver with the same "standard" fantasy output.
Milestone bonuses reward true workhorses — a running back who piles up 220 combined rushing yards banks separately-stacking bonuses at 100, 150, and 200 that a committee back splitting the same total across two players never sees.
Interceptions cost double the standard penalty, and missed kicks cost real points too — efficient, low-turnover play is worth more here than boom-bust upside.
Defense has real range — a shutout is worth 15, a 35-point implosion costs -4, and sacks pay double. A defense's weekly matchup matters more here than "start your DEF and forget it."
Keeper rule
Each team may keep one player (optional, not required). The cost is a draft pick in the round before they were originally drafted — if you drafted a player in Round 4, keeping them costs your Round 3 pick. Rounds 1-3 are not keeper-eligible under any circumstance, and a kept player must stay on your roster the whole season.
Draft order
Draft order is the reverse of the previous season's final standings — except the team that wins the consolation bracket (the bottom-6 playoff for teams that missed the main 6-team playoff) is guaranteed the #1 overall pick, overriding whatever slot the reverse-standings formula would have given them.