Fantasy Football League Manager for Windows
Preview Edition #2 Preliminary Manual
July 30, 1995
Copyright (C) 1995 by Mike Hall


Introduction
------------
Welcome to the 1995 Preview Edition of the Fantasy Football League 
Manager for Windows!  This program is designed to provide you with 
everything you need to maintain a fantasy football league for the 
1995 football season.  This manual will not attempt to teach you the 
concept of Fantasy Football.  Rather, it focuses on the use of this 
Fantasy Football League Manager (FFLM) program.  It assumes that you 
already have the basics in place for your fantasy football league and 
shows you how to use FFLM to help run your league and keep track of 
the scores, standings, player statistics, and transactions on a 
weekly basis throughout the season.


Preview Edition
---------------
This version of FFLM is the Preview Edition.  It is not fully 
completed yet (as of July 30, 1995).  The final version will be 
available in mid to late August.  Therefore, some of the screens and 
menu items that you see in the program may not be fully operational, 
or may say "under construction." Also, preview edition does not have 
any on-line help available. All of these items will be completed in 
the final version of FFLM, and this manual will be updated to reflect 
all of the additions. In addition, the preview version currently has 
all of the stats for the 1994 NFL season in the database.  This will 
be updated in the final version so you can still access the old 
stats, but of course it will default to the 1995 stats as you change 
from week to week.

Until the final version is available, you can definitely use this 
version to start entering your league information.  All of the data 
that you enter into the program will be completely compatible with 
the final version when it is released.  You can use this version to 
enter all of your league and team information, setup and conduct your 
draft, and print lists of available players and rookies.  You can 
also analyze players based on last year's stats with the reports that 
are available under the NFL menu item.  All of these options are 
complete and fully functional.  The main functions that are missing 
from this preview edition are the reports under the Fantasy menu item 
that you will use throughout the season to summarize the stats, 
standings, and other information specific to your fantasy league.


Overview
--------
Fantasy Football League Manager (FFLM) is designed to handle all of 
your Fantasy Football needs.  It is a very flexible program that 
allows you to define and keep track of all aspects of your league.  
For those leagues that keep "franchise players" from year to year, it 
has an option to designate which players each team is keeping from 
the previous year.  Then, FFLM allows you to set up the draft order 
for each team.  It even allows you to modify draft picks in any 
round, in case some teams made preseason trades involving draft 
picks.  For draft day, FFLM has a great option which allows you to 
enter the players in the order that they are drafted.  It will tell 
you which round you are in, and which team has the next draft pick.

Your league can have up to 20 teams in up to 4 divisions.  Each team 
can have up to 30 players in any of the following scoring positions: 
Quarterback, Running Back, Wide Receiver, Tight End, Kicker, Head 
Coach, Team Quarterback, Team Kicker, Team Offense (Offensive Line), 
Special Teams, Team Defense, Defensive Lineman, Linebacker, and 
Defensive Back.  You can define how many starters are allowed at each 
position.  You also define the scoring for each type of play for each 
position.  Should a quarterback get 3 or 6 points for a touchdown 
pass?  Should a QB lose a point for each interception?  Should a 
running back get bonus points if he rushes for more than 100 yards in 
a game?  Maybe he should get an extra point for every 20 yards of 
receiving?  Should a kicker get bonus points for field goals longer 
than 50 yards?  You decide, and FFLM should handle any scoring 
variation that your league has devised.  Finally, you create the head 
to head schedule for all of the weeks to pit the teams against each 
other according to your league's wishes, or setup your league as a 
total points competition.

Once all of the above items are defined, you start the weekly 
competition.  FFLM handles all of the scoring and statistics for you 
automatically.  No more tedious, time consuming data entry from the 
box scores in your daily newspapers!  FFLM has all of the stats ready 
for you to use on Tuesday of each week.  Just download them from a 
BBS, and print the weekly results.  It's quick and easy, and you'll 
have more stats available to you then you ever dreamed of having, 
without having to worry about scoring errors.

In addition to handling the stats and scoring, FFLM also handles all 
of your player transactions.  It will keep track of trades, injuries, 
and allow you to maintain a protected player pool or "taxi squad."  
It will also keep track of all available players and allow teams to 
add and drop players from their roster.  Each week, FFLM gives you an 
easy method to enter everybody's starting line-up.  It even allows 
you to fix your mistakes.

Finally, FFLM lets you print the weekly results, stats, rosters, 
transactions, and schedules for distribution to all of the teams in 
the league.  The Fantasy Football League Manager was developed with 
input from several different Fantasy Football Leagues, so hopefully 
it will handle all of your league's needs.  If you would like to see 
any features or options added, please let us know about your 
suggestions!


Installation
------------
To install FFLM for Windows, perform the following steps:

1. Insert the FFLM for Windows disk into your floppy disk drive.
2. Select the Run command from the File pulldown menu in the Windows 
Program Manager.
3. Type either A:SETUP or B:SETUP (depending on the drive letter of 
your floppy drive) in the Command Line box, and then press Enter 
or Click the OK button.
4. Follow the instructions on the screen.


Weekly Statistics Updates
=========================
One of the best features of FFLM is the amount of time it will save 
the commissioner (or scorekeeper) each week because of the weekly 
stats that are included as part of the program package.  Every 
Tuesday, stats are available for you to download to your PC and 
import into the FFLM program.  Then you just tell FFLM to update the 
stats for the current week, and it takes care of the rest.  All of 
the calculations for the league scores and standings are done quickly 
and accurately according to the way you setup the scoring definitions 
for your league.

Preliminary stats for all of the Sunday games will be available each 
week on Monday mornings, and final stats for all of the games will be 
available on Tuesday mornings (typically sometime before 7:00am 
central time).

Of course, in order for all of this to work, you must be able to 
access the stats every week.  There are several way to get the weekly 
stats throughout the season:

Sideline Software BBS
---------------------
The Sideline Software BBS is the original source for all program 
updates and stats throughout the season.  The phone number is (608) 
845-3742.  It is located in Madison, WI.  This BBS is available 24 
hours per day, seven days a week, except on Saturday mornings when 
weekly maintenance is performed.  The Sideline Software BBS is a free 
system, so you can access any of the files on the system without any 
sign-up fees.  The only charges that you will incur for calling this 
BBS are long distance telephone charges.

To get to the program and stats, just press F from the main menu 
after you get signed onto the system to access the Files Menu.  Then 
press F again to list all of the files on the system.  Then just 
download the files that you need.

EXEC-PC BBS
-----------
Since the Sideline Software BBS only has one phone line, we have made 
arrangements with EXEC-PC, the largest BBS in the nation, to be the 
official source for the FFLM stats and program updates throughout the 
season.  EXEC-PC has over 250 phone lines, so you should never 
receive a busy signal on Tuesdays when you are trying to get the 
stats.  The phone number for EXEC-PC is (414) 789-4360.  It is 
located in Milwaukee, WI.  This BBS is available 24 hours per day, 
seven days a week, except on Thursday afternoons when weekly 
maintenance is performed.  EXEC-PC is a subscription based BBS, but 
there is a free files section that is available without charge to all 
callers.  All of the FFLM files and weekly stats are available in 
this free files section, so there is no cost to access the stats 
every week except for your long distance telephone charges.  EXEC-PC 
is available via telnet (bbs.execpc.com) for those of you with 
internet accounts.

To get to the program and stats, just press F from the main menu 
after you get signed onto the system to access the Files Menu.  Then 
press F again to go to the Free Files section.  Then press F again to 
go to the Fantasy Football Section.  Then press L to list all of the 
files on the system.  Then just download the files that you need.  
All of the stats and program updates will be available on EXEC-PC 
within 30 minutes after they are posted on the Sideline Software BBS.  
So if you are having troubles getting through to the Sideline 
Software BBS because of busy signals, you should definitely dial into 
EXEC-PC to get the files you need.

Internet
--------
For those of you with access to the internet, the stats and program 
updates will always be available at the vnet.net ftp site in the 
/pub/football/SOFTWARE/FFLM directory.  You can also point your web 
browser to http://www.execpc.com/~pauer/fflm.html to download the 
latest program and stat files.

CompuServe
----------
The program and stats will also be available on CompuServe in the 
Sports Forum (GO FANS) in the Fantasy Football Library.  The stats 
take a while to be approved an posted to the library on CompuServe, 
so they generally won't be available until sometime on Tuesday 
afternoon.  The preliminary Monday stats will not be available on 
CompuServe.  Only the final Tuesday stats will be posted there.

America Online
--------------
The program and stats will also be available on America Online in the 
GrandStand section in the Football Library.  Like CompuServe, the 
stat files have to go through an approval process on AOL, so they 
generally won't be available until sometime Tuesday afternoon.  Also, 
the preliminary Monday stats will not be available on AOL.  Only the 
final Tuesday stats will be posted there.


Registration Information
========================
Fantasy Football League Manager is marketed as a shareware program.  
This means that you can give it a complete trial run before you 
decide whether or not to use it.  However, if you decide to use it to 
manage your fantasy football league for the 1995 season, then you are 
required to Register it for the 1995 season.  To register FFLM, send 
a check or money order for $54.95 to:

Sideline Software
7417 North Pass
Madison, WI  53719-5069

When you Register FFLM, you will receive the following:
  A complete printed manual
  Access to program updates throughout the season
  Access to statistics throughout the season
  Access to technical support for questions and problems
  A discount on the 1996 edition of FFLM


Technical Support
=================
If you are having problems with FFLM, or if you have questions about 
certain feature of FFLM, please let me know with a letter, e-mail 
message, or phone call.  The details:

Mike Hall
Sideline Software
7417 North Pass
Madison, WI 53719-5069

Voice: (608) 845-3286
Sideline Software BBS: (608) 845-3742
Internet mail: mhall@execpc.com
CompuServe: 74723,1507
America Online: FFLMike

I prefer to be contacted via e-mail, but I can be reached by phone 
most weekday evenings and weekends.  Generally, the best time to call 
is Monday or Tuesday night.  Leave a message on the answering machine 
if I am not available and you want me to return your call the same 
evening or the next evening.

I check my internet mail account (mhall@execpc.com) every day, so 
this is the best way to contact me.  I will respond to e-mail 
questions as quickly as possible.  I also check mail that is sent to 
SYSOP on the Sideline Software BBS on a daily basis, and I will 
respond as quickly as possible.  If you logged in as a guest on the 
BBS, I cannot return your mail.  Please login to the BBS using your 
real name.  Finally, I check my mail on CompuServe and America Online 
several times a week.

I'm always open to suggestions on how to improve the program.  If you 
would like to see a feature added, just let me know.  If I can't 
implement the feature this season, I'll keep it on the list for next 
year's program.


Getting Started
===============
When you first start FFLM, you will be presented with the title 
screen and the menu.  You'll notice that most of the menu items are 
"dimmed" and therefore cannot be selected.  That's because there is 
not an "active league" yet.  You either have to open an existing 
league, or create a new league.  You can perform both of these 
functions from the File pulldown menu.  Your best bet is to click on 
the File/New option to create a new league and start entering 
information into the program.  Or if you prefer to see what an 
existing league looks like after it is already setup, use the 
File/Open option to open the SAMPLE.FL5 league file that is included 
with the FFLM.


Converting 1994 FFLM League Files
---------------------------------
If you used the 1994 edition of Fantasy Football League Manager, you 
can convert last season's league file into the FFLM 1995 edition.  
Just click on File/New to create a new league, and then select the 
Convert 1994 menu item from the File pulldown menu.  Use the file 
selection box to select last year's league file (it has a .FFL file 
extension).

You will be presented with the Conversion screen.  FFLM will convert 
all of the basic league information, including the league name, team 
names, division names, position and starter minimums and maximums, 
head to head schedule, and the scoring definitions.

In addition, you can choose to convert the draft order.  You have the 
option to convert the draft order because it only makes sense in a 
couple of situations.  First, if you will be using the same draft 
order as last season.  Second, if you used the 1994 version of FFLM 
to start setting up your league for 1995, and you already entered the 
draft order.  The other option you have is to convert the actual 
players selected as keeper picks and draft picks.  Again, this only 
makes sense if you used the 1994 version of FFLM to setup your league 
for 1995, and you already entered the keepers and draft pick 
selections.

Be aware that anytime you convert a 1994 league file, it will 
overwrite any information that is imported.  Be sure to perform the 
conversion only once at the beginning of the season.


Player Database
---------------
FFLM comes with a player database consisting of all of the NFL 
players that are in any of the positions (QB, RB, WR, TE, K, DL, LB, 
DB) supported by FFLM.  When you create a new league, FFLM loads all 
of the players in the database along with the league file.  This is 
fine if your league uses all of these players.  However, if there are 
some positions that your league does not use (for example, individual 
defensive players), then it is best to remove these players from the 
player database.  By removing players, you will speed up processing 
time throughout the program whenever players need to be sorted, 
printed, or otherwise manipulated.  You will also notice an increase 
in speed when you open your league file.

The place to control the player database is on the Players pulldown 
menu, with the Maintain/Database menu item.  There is a selection for 
each position.  Just click on a player position to turn it on or off.  
Notice there is also a selection for each of the "team positions" 
(Team Offense, Team Defense, Special Teams, Team QB, Team Kicker).  
Be sure to deselect any of these positions that aren't being used to 
help decrease the amount of time it takes to open a league file.

It is best to leave the "Unassigned Positions" selection on, because 
there are very few (if any) players that will not have a position 
assigned to them, and it will probably save you some confusion in the 
long run if you are ever looking for a player without a position.

Also, make sure you keep all of the positions that are used by your 
league marked as "selected" on this screen throughout the season.  
Otherwise you will run into a lot of missing players on the reports 
and player selection screens!

If you ever need to add a player to the FFLM player database, you can 
do so from the Maintain/Add Players menu item in the Players pulldown 
menu.  Hopefully, you should never need to add a player, because all 
of the active players in the NFL should already be in the database.  
Also, as new players appear on the scene, they will automatically be 
added to the player database as part of the weekly stats updates.


Setting up your League
======================
Once you've created a new league file, you'll need to start entering 
your league information into FFLM.  The first place to start entering 
this information is from the League pulldown menu.  Select the Setup 
League menu item.  You'll see all of the menu items (Basic Info, 
Divisions, Teams, Positions, Starters, and Schedule) that you will 
need to fill in before your league will be fully defined.

Basic Information
-----------------
Start with the first submenu item, Basic Information. Enter the setup 
information for your Fantasy Football League on this screen.  First, 
enter the League Name.  It can be up to 60 characters long and is 
optional.  Second, most leagues have a dedicated (or is that 
designated?) commissioner that keeps track of the stats and enforces 
the league's rules.  Enter the commissioner name here.  It can be up 
to 60 characters long and is optional.

The next two items on this screen are the Number of Teams and the 
Number of Divisions in your League.  You must have at least one Team 
in order to perform most of the functions in this program!  Also, you 
must have at least one Division, but all references to Divisions will 
be ignored unless there is more than one Division.

The next item to enter is the Length of the Regular Season.  
Typically, this will be 14 or 15 weeks, so the last 2 or 3 weeks of 
the regular NFL season can be used as the playoffs and superbowl for 
your fantasy league.  This item does not affect the fantasy schedule 
at all.  It just lets FFLM know which weeks are "regular," and which 
ones are playoff weeks.

Type of Competition
-------------------
The last item lets you specify the Type of Competition for your 
league.  Head to Head leagues base their results on a weekly schedule 
that pits fantasy teams against each other just like the NFL.  Those 
teams that compile the best record throughout the season make it to 
the playoffs.  Some leagues don't like this style of competition, 
because it involves a factor of luck.  You might have the second best 
score during a week, but if you happen to be playing against the team 
with the best score that week, you still get a loss, even though you 
would have received a win against any other team in the league that 
week.

To remedy that situation, some leagues prefer Total Points 
competition.  There is no schedule.  Each team plays for the most 
points each and every week, and those teams with the most cumulative 
points at the end of the season move on to the playoffs.

Yet another choice is Total Points plus Head to Head competition.  
With this setup, each team is still trying to accumulate the most 
points throughout the season.  In addition, a weekly schedule is 
setup, and teams are awarded bonus points for beating their opponent 
in any of several categories.  For example, you might award a team 10 
bonus points for beating their opponent.  Or you might award 5 bonus 
points to the team that compiles more rushing yardage than their 
opponent.

Divisions
---------
If your league has a lot of teams, you may want to break the league 
into divisions.  This screen will allow you to enter or edit the 
division names.  FFLM supports up to 4 divisions.  Typically, with 8 
or 10 teams, you will want 2 divisions.  With 12 teams, you may want 
3 divisions, and so on.

Teams
-----
This screen allows you to enter or edit team names and coach/owner 
information.  Just click on the Previous or Next buttons to move 
between all of the teams.  The team name and owner fields can be up 
to 35 characters each.  You can assign each team to any one of the 
divisions that you defined on the previous screen.  The address 
section gives you up to 3 lines of 32 characters each for the team 
owner's address.  The phone numbers section gives you a place to 
enter home, work, and fax numbers for each team.  You can also enter 
up to 2 lines of comments for any additional information that you 
need to keep track of for each team owner.  Finally, you can enter a 
10 character team code for each team.  This code can be used on some 
of the reports in place of the full team name when space on the 
report is limited.

Positions
---------
This screen lets you determine which player positions will be used by 
your league, and how many of each position a team can have on their 
roster.  FFLM supports the following player positions:

QB	Quarterback
RB	Running Back
WR	Wide Receiver
TE	Tight End
K	Kicker
HC	Head Coach
OL	Offensive Line, or Team Offense
ST	Special Teams unit
D	Team Defense
DL	Defensive Lineman
LB	Linebacker
DB	Defensive Back

Just click on any of the positions to select or deselect them.  Once 
you select a position, you will be able to change the Minimum and 
Maximum number of players that each team can have at that position.  
The min and max options are provided in case your league allows 
flexibility in a team's roster.  If you have a specific quantity that 
is allowed at a certain position (for example, if each team is 
required to have exactly 2 Quarterbacks) rather than a minimum and 
maximum range, then just set the minimum value on this screen.  The 
maximum will automatically adjust to match the minimum.  Once you set 
the quantity for each specific position, you'll have to set the 
quantity for the total number of players that each team may have on 
their roster.  All of these entries will be used by FFLM on the draft 
screen and on the transaction screens throughout the season to help 
make sure each team maintains an appropriate number of players and 
positions on their roster.  In addition, you cannot access the Draft 
Players menu option until you select the positions that your league 
will use on this screen.

Note:  In this preview version of FFLM, the minimums and maximums for 
each position are not checked or enforced on the player transaction 
screens.  This functionality will be implemented in the next release.  
They are enforced on the Draft Screen in this version.

Also on this position setup screen, you have several options to 
choose from.  

Many leagues treat Tight Ends the same as Wide Receivers.  If that is 
the case with your league, select the appropriate item.  With this 
option selected, all Tight Ends will be considered the same as Wide 
Receivers for all aspects of your league.

Some leagues like to combine the Special Teams unit with the Team 
Defense.  If you select this option, all of the scoring that is 
normally associated the Special Teams unit will be combined with the 
scoring by the Team Defense.

Finally, some leagues use a "Team Quarterback" or a "Team Kicker" 
concept.  Select the appropriate option if your league uses these 
positions instead of individual players at the Quarterback and Kicker 
position.

Starters
--------
This screen lets you select how many players will start at each 
position.  You will only be able to change the quantities for the 
positions that were selected on the previous Position screen.  You 
can enter a minimum and maximum number of starters at each position 
that your league uses.  The min and max options are provided in case 
our league allows flexibility in the starting lineup.  For example, 
some leagues allow a team to start 1 RB and 4 WRs or 2 RBs and 3 WRs 
depending on the team owners preference.  In this case, you would 
enter 1 as the minimum and 2 as the maximum for the number of 
starters at the RB position, and 3/4 as the min/max for WRs.  If your 
league doesn't allow this type of flexibility in the starting lineup, 
then be sure to enter the same number for the min and max.  Be sure 
to enter the min and max values for the Total number of starters as 
well.  All of these entries will be used by FFLM throughout the 
season to help make sure each team submits an appropriate and legal 
starting lineup each week.

Note:  In this preview version of FFLM, the minimums and maximums for 
each position are not checked or enforced on the player transaction 
screens.  This functionality will be implemented in the next release.

Schedule
--------
This menu item is only available if your league is setup with Head to 
Head type of competition.  It allows you to enter the schedule for 
each week of the head to head competition.  Click on the Next or Prev 
buttons to change weeks.  Be aware that the teams on the left side of 
the schedule are considered the home team if your league uses the 
home team concept.  If you don't award points for the home team, then 
it doesn't matter which side of the schedule you enter the teams.  If 
you have an odd number of teams, then there will only be enough 
schedule game slots for all of the teams except one.  For example, if 
you have 9 teams, then you'll have 4 games (2 teams in each game).  
The last team will be given a BYE week and will not score any points 
during that week.

There are a couple of time saving features that you can use on this 
screen if you don't want to generate your own fantasy schedule.  If 
you want to select a "standard" schedule based on the number of teams 
you have in your league, just click on the Standard button.  FFLM 
will use a predefined schedule that is based strictly on the number 
of teams and divisions in your league (this option is only available 
for leagues of 3 to 16 teams).

The predefined schedules are setup as follows:

  For 3 or 4 teams, each team plays every other team five times, for 
a total of 15 weeks in the regular season.  That leaves weeks 16 
and 17 of the regular NFL season for the fantasy superbowl (or a 
free for all challenge).

  For 5 or 6 teams, each team plays every other team three times, 
for a total of 15 weeks in the regular season.  That leaves NFL 
weeks 16 and 17 for the fantasy playoffs and superbowl.

  For 7 or 8 team, each team plays every other team twice, for a 
total of 14 weeks in the regular season.  That leaves weeks 15 
through 17 for the playoffs and superbowl, and possibly a last 
week free for all challenge.

  For 9 or 10 teams, the league is assumed to be split into two 
divisions of five teams.  Teams in the same division play each 
other twice, and teams in different divisions play each other 
once, for a total of 13 weeks in the regular season.  That leaves 
weeks 14 through 17 for playoffs, superbowl, and plenty of free 
for all challenges.

  For 11 or 12 teams, the league is assumed to be split into three 
divisions of four teams.  Teams in the same division play each 
other twice, and teams in different divisions play each other 
once, for a total of 14 weeks in the regular season.  That leaves 
weeks 15 through 17 for the playoffs and superbowl.

  For 13 or 14 teams, the league is split into two divisions of 
seven teams.  Teams in the same division play each other twice, 
plus three teams at random from the other division, making 15 
weeks in the regular season.  The playoffs and superbowl are in 
weeks 16 and 17.

If you want to generate a schedule based on the number of teams in 
your league and the length of the regular season, just click on the 
Generate button.

Finally, if you want to randomize the weeks of the existing schedule, 
click on the Randomize button.



Setting up the Draft
====================
After your league is all setup and ready to go, you can start getting 
ready for the big day -- the Draft!  Use the Setup/Edit Draft menu 
item from the League pulldown menu to start entering the draft 
information.

Keep Players
------------
Use this screen to enter all of the players (if any) that each team 
is keeping from the previous season.  Some leagues have designated 
"franchise" players which stay with a team from year to year.  Other 
leagues have multi-year player contracts which allow players to stay 
with a team from year to year.  If your league keeps some players 
from season to season, then this is the place to enter the info.  
Otherwise, just skip this menu item.

You will quickly become familiar with this type of entry screen, 
because it is used for all of the player transactions.  At the top of 
the screen you can select the fantasy team.  At the left side of the 
screen is that teams' current roster.  On the right side of the 
screen is a list of all available players (in alphabetical order).  
To select a keeper player, just scroll through the list on the right 
until the desired player is highlighted.  Then click on the Keep 
button at the bottom.  The player will be transferred from the 
Available list to the Keeper list.  You can also double click the 
left mouse button on a player in the available list of players to 
activate the Keep button.  In addition, you can use the keyboard to 
search for a player instead of scrolling through all of the players 
with the mouse or the arrow keys.  Just start typing a player's last 
name in the list of available players to quickly advance to the 
desired player.  If you make a mistake and need to "undo" a keeper 
selection, you will need to use the Edit Draft menu item which is 
discussed in a later section.

Setup Draft
-----------
This screen will let you setup all of the basic aspects of your 
fantasy draft.  The most important item to enter is the number of 
rounds in your fantasy draft.  FFLM can handle from 1 to 50 rounds of 
drafting.  The other major item to select is whether or not you will 
be conducting an Auction Style draft.  If yes, then you need to enter 
the total salary each team will start with.  You can also enter a 
minimum auction bid amount if needed.  FFLM uses these values on the 
draft screen to let you know how much "money" each team has left to 
use for player bids as each draft pick is displayed.

The other items on this setup screen are mainly for entertainment 
purposes during the draft.  FFLM will give you the option of 
displaying a timer on the draft screen while you are conducting your 
draft.  The amount of time left on the timer will be based on the 
values you enter on this screen.  Enter the time values in minutes 
and seconds.  You can also enter time values for "timer alarms" to go 
off during the draft.  For example, if you want an alarm to go off 
when 15 seconds is left on the draft timer, just enter 00:15 in one 
of the timer alarm slots.  You can also enter the number of "beeps" 
that FFLM should emit during the alarm.

Draft Worksheet
---------------
Need help keeping track of your draft picks on draft day?  Just 
select this menu option to create a draft day worksheet for coaches 
and owners.  It will give each person a place to record all of their 
draft picks at each position and keep track of any notes they need to 
take.  You can either print the worksheet or save it to a text file.

Draft Order
-----------
When you select this item, you will be presented with the Draft Order 
Screen for Draft Round #1.  You can switch between rounds by using 
the Next and Prev buttons.  By default, each round will have the same 
number of picks as there are teams (for example, a 12 team league 
will have 12 picks in each round).  However, you can override the 
number of picks by changing the value in the upper left of this 
screen.  For example, if a team lost a first round pick because they 
decided to keep a player from last year, then you'll want to decrease 
the number of picks for Round #1.

Each pick will be listed along with the fantasy team name and number 
that has that pick.  The default setup is that Team #1 gets Pick #1, 
Team #2 gets Pick #2, and so on.  Obviously, this isn't always the 
desired picking order.  Just click on the team for the appropriate 
pick to change the picking order as needed for the current draft 
round.

There are several functions available to help you with the most 
common drafting methods.  Click on the Standard button to restore the 
default setup (Pick #1 goes to Team #1, etc.) for the current round.  
Click on the Random button to give each team a random pick for the 
current round.  Yes, these really are random numbers that are 
generated!  Click on the Clear button to erase all picks for the 
current round.

Click on the Reverse button to reverse the order of the picks for the 
current round.  The Copy button will copy the picking order for the 
current round to all future rounds.  Many leagues like to reverse the 
picking order for every other round.  To accomplish this, use the 
Reverse button in conjunction with the Copy button.  Start by 
selecting the picking order for Round #1.  Then click on the Copy 
button to copy this picking order to all future rounds.  Finally, use 
the Next button to scroll through the rounds, and click on the 
Reverse button in all of the even numbered rounds to reverse the 
order.  The result will be a "snaking" draft order that is common in 
a lot of leagues.

PreDraft List
-------------
Do you have access to a computer with FFLM during your league's 
draft?  If not, just use this option to print a complete list of the 
picking order for each round in your entire draft.  Then fill in the 
blanks on paper as your draft unfolds.  When the draft is over, you 
can use this list to enter all of the draft picks into FFLM so you 
can start your season with all of the correct fantasy team rosters.

Edit Draft
----------
This item will let you delete draft picks or keeper picks that were 
entered incorrectly.  You will be presented with a list of all the 
keeper picks and draft picks.  Just highlight the pick that was made 
in error, and click on the Zap Pick! button to delete the keeper or 
draft pick.  You can also double click on an item to delete it.  Be 
aware that you can edit draft picks (but not keeper picks) on the fly 
during the draft right from the draft screen.  There is an Undo 
button that will let you undo the current pick.


Performing the Draft
--------------------
Once you have finished all of the above steps to setup your draft, 
you are ready for the agonizing pleasure of drafting your own fantasy 
team!  Select the Draft Players menu item from the League pulldown 
menu.  Be aware that you won't be able to select this option until 
after you setup the Positions for your league and setup at least one 
Round for your draft.

The Draft Screen is where you will perform your league's draft.  You 
will be presented with a lot of information.  In the upper right hand 
corner is a speedometer type gauge with the current round and pick 
number so you can keep track of how far along you are in the draft.  
On the right side of the screen is a list of all players in the 
player database for your league.  Rookies will be listed with an (R) 
after their name.  Any keeper players will already be marked as 
selected.  As you proceed through the draft, each player that is 
chosen will also become marked as selected.  On the left side of the 
screen is a list of all the valid positions for your league, along 
with the maximum number of players that can be selected at each 
position.  As the draft proceeds, this will be updated to reflect how 
many players have been selected at each position.  It will help teams 
keep track of which positions they still need to draft.

To draft a player, just highlight their name and then click on the 
Draft button.  You can also double click on the highlighted player to 
select them.  If you don't want to scroll through the whole list of 
players to find the player you want to select, you can use the 
keyboard to start typing a player's last name, and FFLM will start 
searching for players that match.  The keyboard characters that you 
type will be displayed just above the list of available players.

In the middle of the screen is the Draft Timer.  This will help keep 
your draft moving along right on schedule!  Click on the Start or 
Stop button to control the timer.  You can also Reset it if needed.  
The time on the timer will be reset at the beginning of each pick 
according to the time that was specified for the current round on the 
Draft Setup screen.  If you specified alarm times, then you will hear 
beeps at certain intervals to warn everybody that time is running out 
for the current pick.

If a team needs to see their current roster anytime during the draft, 
just click on the Roster/Timer button to toggle the display between a 
listing of the current team's roster and the amount of time left on 
the draft timer.

If a trade takes place sometime during the draft, then you can click 
on the Team item right above the draft timer to change the team for 
the current pick.  By default, the Team item is set to the team that 
was allocated to have the current draft pick (as it was setup on the 
Draft Order screen).  The team that has the next pick in the draft 
will be displayed in the lower left hand corner of the screen.

To move to the next pick in the draft, just click on the Next button 
after the current draft pick has been selected.  If you ever need to 
go back the previous pick, just click on the Prev button.  If you 
need to skip a draft pick for some reason (like if a team runs out of 
time, or if they can't make up their mind), then click on the Skip 
button.  If a selection is made mistakenly, just click on the Undo 
button to cancel the current draft pick.  Finally, if you would like 
to automatically advance to the next pick in the draft as soon as a 
player is selected, just click on the Auto Advance option at the top 
of the screen.  This will save you the trouble of clicking on the 
Draft button and then the Next button with each pick.

The Prev and Next buttons are handy if you need to move forward or 
backwards a couple of picks at a time (to change a mistake, or fill 
in a skipped pick, or whatever).  However, if you need to move 
forward or backwards more than a few picks, the best way is to use 
the Jump button.  You will be presented with a list of all of the 
draft picks, and you can just scroll through the list and highlight 
the pick that you want to jump to.  Click on OK or double click on 
the highlighted pick to jump right to it.

If you hold your draft over several days, or if you need to take a 
break in the middle of your draft, you can exit the draft screen at 
any time.  The next time you select Draft Players from the League 
menu, you will be returned to the current round and pick that you 
were at the last time you left the draft screen.

Finally, if you need to add a player to the database during the 
draft, click on the Add button.  You will be presented with the Add 
Player screen that is explained later in the Players section of this 
manual.



Kitty Management
================
Many leagues like to charge fees for certain transactions or mistakes 
that teams make throughout the season.  Most leagues also award 
prizes for the top teams or top players at the end of the season.  
Use the Kitty Management menu item from the League pulldown menu to 
keep track of the "kitty" for your league.

Make Kitty Entry
----------------
Use this screen to enter a fee that a team owes the league.  Select 
the team name at the top of the screen, and then enter a description 
(up to 30 characters) for the type of transaction.  Finally, enter 
the amount of the transaction.  The type of kitty entry on this 
screen defaults to Debit, but you can change it to Payment if you 
really meant to enter a fee that the league owes a team.

Make Kitty Payment
------------------
Use this screen to enter a fee that the league owes a team.  It works 
exactly the same as the Kitty Entry screen described above, except 
the default type of entry is Payment instead of Debit.

Edit Kitty
----------
To change or delete a kitty entry, use this menu item.  You will be 
presented with a list of all of the kitty transactions.  Highlight 
the one you want to edit, and then click on the Edit button (or 
double click on the kitty entry) to display the entry.  You can make 
changes to any of the fields as needed.  Click on OK to accept the 
changes or Cancel to discard the changes.  If you want to delete a 
kitty entry, just click on the Delete button after highlighting the 
desired entry from the transaction list.

Automatic Kitty Entries
-----------------------
The most common type of kitty entry in most leagues is associated 
with a player transaction.  For example, if you pick up a player 
during the season, or put a player on injured reserve during the 
season, you might owe some money to the kitty.  To make this process 
more streamlined, FFLM will give you the option of adding a kitty 
entry any time you make a player transaction.  At the bottom of each 
player transaction screen, you will see a checkbox and a kitty 
amount.  Just click on the checkbox to activate it, and then enter a 
value in the amount field before making the player transaction.  FFLM 
will automatically create a kitty transaction entry that is 
associated with that player transaction.  If you ever delete that 
player transaction, the corresponding automatic kitty entry will be 
deleted along with it.



Player Management
=================
Once your league is setup and all of the teams have drafted their 
players at the beginning of the season, you are ready to start the 
competition!  One of the major activities in most leagues involves 
the player transactions.  There are trades, injuries, free agent pick 
ups, disappointing players dropped, and players to protect.  FFLM 
will keep track of all of these types of transactions for you via the 
Players menu item.

Browse
------
This option lets you browse through an alphabetical list of all of 
the NFL players that are currently in the player database.  Just 
click the Prev or Next buttons to scroll through the list of players.  
You have access to all sorts of information on each of the players, 
including their current NFL position and team, as well as their 
current fantasy team status.  For most of the players, you can also 
see which year they were drafted into the NFL along with the round 
and pick that was used to select them and the team that drafted them.  
You can also see which college they attended, and information on 
their physical specs.

This screen can also be used to change a player's NFL team or 
position (or even the name if needed).  Just click on any of these 
fields to change the information.  You will be asked if you really 
want to save the changes.

Finally, this screen can be used to search for players.  Use the Find 
button to search for a player based on their last name.  You can 
enter just a portion of the last name if you want.  If there are lots 
of players with the same last name (for example if you are looking 
for a "Smith"), then you can use the Again button to search for the 
next player with the same last name (or portion of a last name).  
Click on the Pos button if you want to search for the next player in 
the database with the same Position as the current player.  Click on 
the Team button if you want to search for the next player with the 
same NFL Team as the current player.

Maintain Players
----------------
This menu item lets you maintain the list of players that are 
available to your league.  See the previous section on the Player 
Database for an explanation of how the list of players supplied along 
with FFLM is maintained.  If you need to add players to the database, 
then use the following two options.

Add Players
-----------
This screen will let you add players that aren't already in the FFLM 
list of players.  Be sure to check for a player before adding them.  
You want to avoid duplicate players if at all possible.  Also be sure 
to enter the name in LAST,FIRST format.  Just enter the name, 
position, and NFL team, and then click on OK to save the new player.  
Be aware that this player will only be added to the list of players 
for the current league.  If you are managing multiple leagues, and 
they all need the same player added, then you will have to add the 
player to each league.  However, as explained in the Player Database 
section, you should hardly ever have to use this Add Players 
function.

Consolidate Player
------------------
The only reason you should ever have to add a player to the database 
manually is if the player is an "unknown" or "unexpected" player in 
the NFL.  A typical example might be a local player on one of the NFL 
practice squads that nobody knows about (except one of the coaches or 
owners in your fantasy league).  However, if any of these obscure 
players makes it into the limelight and manages to generate some 
statistics during any week in the season, they will be added to the 
FFLM master player database along with the weekly statistical update.  
When this happens, you will need to Consolidate your manually added 
player to match them up with the master copy of that same player.  If 
you don't Consolidate the player, then the stats for that player will 
not be properly credited to that player.

Note: this menu item is not operational yet.  It will be added to the 
next release of FFLM.

Starters
--------
Use this screen to enter the starting line-ups for all of the teams.  
At the top of the screen is the current fantasy team.  Click on the 
team name to change teams.  On the left side of the screen is the 
list of starters, and on the right side is the list of reserves or 
bench players.  To switch a player from one side to the other, just 
highlight their name and click on the appropriate button, either 
Bench `Em or Start `Em.  You can also double click with the left 
mouse button on a highlighted name to move them from one side of the 
list to the other.  If you are in Week #2 or later, you can use the 
Copy button to copy the starters for the current team from the 
previous week.  

Trade
-----
This screen allows you to keep track of player trades.  The left side 
of the screen lists the roster for "Team A", and the right side lists 
the roster for "Team B".  Just select the two teams that will be 
involved in the trade, and then highlight the appropriate player from 
either team and click on the Trade `Em button to perform the trade.  
You can also double click on a name to trade a player.  You will have 
to click on the Trade `Em button once for each player involved in the 
trade.

Drop
----
Use this screen to drop a player from a team.  Select a team at the 
top, and then select a player from the list.  Click on the Drop 
button, or double click on the player's name to drop them.  The 
player will be returned to the pool of available players.

Pick Up
-------
Use this screen to add a player to a team during the season (you 
should use the Draft Players and Keep Players menu items under the 
League menu to select the initial rosters for all of the teams at the 
beginning of the season).  To add a player, just select the fantasy 
team at the top of the screen, and then highlight the player you want 
to add, and then click on the Pick Up button or double click on the 
player's name.  Be aware that you can click on the list of available 
players and then use the keyboard to start typing a player's last 
name to quickly jump to that player.

Injuries
--------
In most leagues, teams are allowed to replace injured players, either 
permanently or temporarily.  Usually, if a player is on the NFL 
injured reserve list, then a Fantasy team is allowed to put that 
player on their injured reserve list.  This menu item will allow you 
to manage players that are on injured reserve (IR) and their 
replacements.

Injured Reserve
---------------
Use this screen to place a player on the injured reserve list.  The 
player will be unavailable for starting line-ups until he is 
activated and taken off of injured reserve.

IR Replacement
--------------
This screen will allow you to choose a replacement for an injured 
reserve player.  You'll be given a list of all available players.  In 
most leagues, the IR Replacement has to be released when the original 
injured player is reactivated.  Use the Drop Player function for that 
purpose.

Activate IR
-----------
Use this screen to activate a player on the injured reserve list.  
Only the players that are currently on Injured Reserve for the 
current team will be selectable.

Protected Pool
--------------
Many leagues support a "Protected Player Pool" or a "Taxi Squad" for 
inactive players.  With all of the bye weeks in the NFL, it is 
especially helpful to have some extra players during those off weeks 
when half of your normal starting line-up is not playing.  This menu 
item will help you manage a Protected Player Pool. 

Protect
-------
Use this screen to move a player from a team's roster into that 
team's protected pool.  Your league will have to determine how to 
handle the protected pool.  FFLM doesn't set any limits on how many 
players you can put in the pool, or how long they can stay there.  It 
will just keep track of which players are in the pool, and when they 
were put there.

Activate
--------
Use this screen to reactivate a player from a team's protected pool.  
The player will be returned to the team's regular roster.

Zap Trans
---------
Even though we hate to admit it, mistakes happen.  The Zap Trans menu 
option will let you undo any transactions that were entered 
mistakenly, so nobody ever has to know that you make mistakes.  When 
you select this menu item, you'll be presented with a list of all of 
the transaction sorted by week.  Highlight the transaction in 
question, and click on the Zap It! button to delete the transaction.  
All of the affected team rosters will be updated to reflect the 
change.  Remember that some transactions rely on others.  For 
example, team A might drop Steve Young one week, and then team B 
might pick him up the next week.  If you delete the first transaction 
in which team A drops Young, then the second transaction won't make 
any sense, because Young wouldn't be in the available player list for 
team B to pick up.  Therefore, if you are going to delete the first 
transaction, you also have to delete the corresponding second 
transaction!

There is no way to undo a deleted transaction except to enter the 
transaction again.  Also, if you delete a transaction with a 
corresponding Kitty entry, the matching Kitty entry will 
automatically be deleted along with the transaction.


!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

---------------------------
Scoring Definitions in FFLM
---------------------------

One of the most useful and flexible features of FFLM is the scoring 
definitions that it supports.  You can decide whether or not to use 
any of the following scoring categories:

Individual Offensive Players (QB, RB, WR and TE):
================================================
Passing Touchdown
Passing Yardage
Average Yards per Pass
Pass Attempts
Pass Completions
Pass Completion Percentage
Pass Interception
Pass Rating
Rushing Touchdown
Rushing Yardage
Average Yards per Rush
Number of Rushes
Receiving Touchdown
Receiving Yardage
Average Yards per Reception
Number of Receptions
Total Yardage
Average Yards per Touch
Make a 2 Point Conversion
  (passing, rushing, or receiving)
Return a Punt for a Touchdown
Return a Kickoff for a Touchdown
Fumble

Kickers:
=======
Field Goals Made
Field Goals Missed
Field Goal Percentage
Extra Point Made
Extra Point Missed
Extra Point Percentage
Passing Touchdown
Passing Yardage
Pass Attempts
Pass Completions
Pass Interception
Rushing Touchdown
Rushing Yardage
Number of Rushes
Receiving Touchdown
Receiving Yardage
Number of Receptions
Total Yardage
Average Yards per Touch
Make a 2 Point Conversion
  (passing, rushing, or receiving)
Fumble

For Team Offense:
================
Winning a Game
Points Scored
Rushing Yardage
Passing Yardage
Total Yardage
Sacks Allowed

For Head Coach:
==============
Point Differential (Win or Loss)

For Special Teams:
=================
Return a Punt for a Touchdown
Return a Kickoff for a Touchdown
Total Punt/Kickoff Return Yardage
Make a 2 Point Conversion
Miss a 2 Point Conversion

Team Defense:
============
Defensive Touchdown
Points Against
Total Yards Against
Passing Yards Against
Rushing Yards Against
Number of Touchdowns Allowed
Number of First Downs Allowed
Interception
Sack
Fumble Recovery
Safety

Individual Defensive Players (DL, LB, DB):
=========================================
Defensive Touchdown
Interception
Sack
Fumble Recovery
Safety
Tackle
Assisted Tackle


To activate any of the scoring categories, you have to define the 
amount of points each category is worth from the Scoring menu in the 
Player Positions submenu.  You will be presented with the Scoring 
Definition Screen.  Along the top is a set of "tabs" with each player 
position.  Use the mouse to click on the position that you want to 
define.  Right below the position selection tabs is a Category 
selection.  Use the mouse to select one of the available scoring 
categories for the selected position.


=================================
Definition of Quantity and Points
=================================
There are two ways to define the scoring for a category.  You either 
have to setup a Scoring Table or a Scoring Formula.  Use the mouse to 
select one or the other on the left side of the screen.  Both the 
Table and the Formula use the concept of a "Quantity" and a "Points" 
value.  The Points value is always the amount of Fantasy Points that 
you want to award for a given scoring category.  The Quantity value 
varies depending on the scoring category.  For example, the Quantity 
for a rushing touchdown is the *Yardage* for the touchdown.  The 
Quantity for the Pass Completion category is the *Number* of Pass 
Completions.  The Quantity for a Field Goal is the *Yardage* of the 
Field Goal.  The Quantity for Pass Interception is the *Number* of 
Interceptions.  In general, if yardage is a factor for a scoring 
category, then the Quantity represents the amount of yardage of that 
category.  Otherwise, the Quantity represents the Total Number of 
instances of that category.  Specific examples will follow.


==============
Scoring Tables
==============
Scoring Tables consist of 2 columns of 30 rows, kind of like a small 
spreadsheet.  The first column is the Quantity, and the second column 
is the Points.  The best way to describe how the tables work is to 
start with a basic example.  Let's define a rushing touchdown with 
the following table:

Qty  Pts
  1    6
 20    7
 40    8
 60    9
 80   10
100   11

What does this mean?  This table says that a rushing touchdown of at 
least 1 yard long but less than or equal to 19 yards long is worth 6 
fantasy points.  But a touchdown run of 20 to 39 yards is worht 7 
points, and a 40 to 59 yard TD run is worth 8 points, etc.

Generally, you just have to make sure there is a Point value in the 
first row of the table, along with either a 0 or a 1 in the Quantity 
value of the first row in order to define the basic scoring for that 
scoring category.  Then you can use the rest of the rows in the table 
to add bonuses for big plays or better peroformances.

Let's setup another common example.  Let's say you want to award 3 
points for a short field goal, and more points for longer field 
goals.  To accomplish this, set up a Scoring Table for the Kicker 
position and the Field Goal Made category as follows:

Qty  Pts
  1    3
 40    4
 45    5
 50    6
 55    8
 60   10

This will award 3 fantasy points for a field goal between 1 and 39 
yards in length; 4 points for a FG from 40 to 44 yards; 5 points for 
45 to 49 yards; 6 points for 50 to 54; 8 points for 55 to 59; and 10 
points for a FG 60 yards or longer.

The above examples are all based on scoring categories in which the 
Quantity is equal to the *yardage* of that category.  Let's try a 
different example where Quantity is equal the *number* of occurrences 
of the category.  Let's say you want to award 1 point to the Team 
Defense for each Sack, but then give them a flat bonus value if they 
have 5 or more sacks in a game.  Set up a table for the Team Defense 
position in the Sacks category as follows:

Qty  Pts
  0    0
  1    1
  2    2
  3    3
  4    4
  5   10

This will award 1 point per Sack for anywhere from 0 to 4 sacks, and 
then it will award 10 points for getting 5 or more sacks.


================
Scoring Formulas
================
Scoring Formulas consist of 10 different values, and they look like 
the following:

----------------------------------
   Base Score: xxx Qty = xxx Pts
Increment
        Every: xxx Qty = xxx Pts

New Base Starting At:
   Base Score: xxx Qty = xxx Pts
After That
        Every: xxx Qty = xxx Pts

      Maximum: xxx Qty = xxx Pts
----------------------------------

All of the xxx's have to filled in with values to make the formula 
work the way you want it to.  Generally, a formula is a shorter and 
quicker way of defining a scoring category when compared to a scoring 
table that has consistently increasing quantities.  Again, the best 
way to describe it is with an example.  Let's use the same example 
that we used for the first scoring table example.  We'll define a 
rushing touchdown with more points awarded based on length.

----------------------------------
   Base Score:   0 Qty =   6 Pts
Increment
        Every:  20 Qty =   1 Pts

New Base Starting At:
   Base Score:   0 Qty =   0 Pts
After That
        Every:   0 Qty =   0 Pts

      Maximum:   0 Qty =   0 Pts
----------------------------------

What does this mean?  This formula says that a rushing touchdown of 
at least 0 yards long but less than or equal to 19 yards yards long 
is worth 6 fantasy points.  After that, an extra fantasy point is 
award for every 20 yards in length of the touchdown.  Notice that we 
didn't even need the other parts of the formula for this example.  
Also notice that we had to start with a Base Quantity of 0 yards in 
order for the 20 yard increment to come out properly.  If you entered 
1 for the Base Quantity, then the next increments would be at 21 
yards, 41 yards, etc. instead of 20 yards, 40 yards, etc.  You will 
(probably) never have a 0 yard rushing touchdown, but the 0 Base 
Quantity gives the desired result.

Another example of a formula might be for Passing Yardage.  Let's say 
you want to award 1 fantasy point for every 50 yards of passing.  But 
when a QB reaches 300 yards, you want to increase the scoring, and 
award 1 fantasy point for every 25 yards of passing after that.  
Finally, you want to cap the scoring at 500 yards of passing.  Set up 
a formula for the Quarterback position and Passing Yardage category 
like this:

----------------------------------
   Base Score:   0 Qty =   0 Pts
Increment
        Every:  50 Qty =   1 Pts

New Base Starting At:
   Base Score: 300 Qty =   6 Pts
After That
        Every:  25 Qty =   1 Pts

      Maximum: 500 Qty =  15 Pts
----------------------------------

Let's dissect this example.  First, the Base Score says don't award 
any fantasy points for less than 49 passing yards.  Then the 
increment says to award 1 fantasy point for every 50 yards of passing 
(up to 299 yards).  The New Base takes over at 300 passing yards, and 
awards 6 fantasy points for anywhere from 300 to 324 passing yards.  
After that, award 1 fantasy point for every 25 yards of passing.  
Finally, if a QB has 500 or more passing yards, just award 15 fantasy 
points.

As you can see, a scoring formula can be very powerful in defining a 
complex scoring category that needs a "sliding scale" of values.  
However, there is another great use for the scoring formula.  It is 
the best way to define a scoring category in which the Quantity is 
equal to the Number of scores in that category.  For example, if you 
want to award 1 fantasy point for each Extra Point scored by a 
Kicker, set up a scoring formula as follows:

----------------------------------
   Base Score:   0 Qty =   0 Pts
Increment
        Every:   1 Qty =   1 Pts

New Base Starting At:
   Base Score:   0 Qty =   0 Pts
After That
        Every:   0 Qty =   0 Pts

      Maximum:   0 Qty =   0 Pts
----------------------------------

Notice that for scoring categories like this one, you just leave the 
Base Score value set to zero, and then you fill in the increment.  
Also notice that we don't need the other parts of the formula.  
Another common example might be to subtract 2 fantasy points for each 
Pass Interception.  To do this, setup a formula as follows:

----------------------------------
   Base Score:   0 Qty =   0 Pts
Increment
        Every:   1 Qty =  -2 Pts

New Base Starting At:
   Base Score:   0 Qty =   0 Pts
After That
        Every:   0 Qty =   0 Pts

      Maximum:   0 Qty =   0 Pts
----------------------------------



==================
Special Situations
==================
Some of the scoring categories are a little more confusing than 
others.  Below is an explanation of how to setup some of the less 
obvious scoring categories.

Defensive Team - Points Against (Shutout)
-----------------------------------------
For the Team Defense position, one of the categories is Points 
Against.  A lot of leagues like to give a bonus for a shutout.  The 
easiest way to set this up is with a table with two rows:

Qty  Pts
  0    5
  1    0

This example will award 5 fantasy points for a shutout, and 0 fantasy 
points for allowing 1 or more point against the defense.


Head Coach - Win a Game
-----------------------
Many leagues like to award a bonus when an NFL Head Coach wins their 
game.  To accomplish this, setup a table with two rows for the Point 
Differential category for Head Coach:

Qty  Pts
  0    0
  1    5
 
This example will award 5 fantasy points for a Win, and 0 for a Loss 
or Tie.  How does this work?  The Quantity for this category 
represents the Point Differential in the score of the NFL game.  If 
Green Bay beats Minnesota 21 to 7, then the quantity is 14.  If they 
lose 28 to 24, then the quantity is -4.  In other words, to represent 
a Win in the scoring table, use 1 for the Quantity; for a Loss, use -
1; for a tie, use 0.  As another example, let's say you want to take 
away 3 fantasy points for a Head Coach loss, and take away 6 fantasy 
points if they lost by 21 NFL points.  In addition, you want to award 
3 points for a Head Coach win.  Setup a table like this:

Qty  Pts
-21   -6
 -1   -3
  0    0
  1    3


Defensive Team - Yardage Allowed
--------------------------------
The other unusual scoring category is the yardage allowed by a team 
defense.  The larger the quantity, the fewer fantasy points are 
awarded.  For example:

Qty  Pts
  0   10
100    7
200    5
300    3
400    2
500    1
600    0

This would award 10 fantasy points for holding the opposing team to 
under 100 yards of offense; 7 points for 100 to 199 yards; 5 points 
for 200 to 299 yards; and so on until 0 points for allowing 600 or 
more yards.  You could also start with a score of 0 fantasy points 
and start taking away points as more yardage is allowed, like this:

Qty  Pts
  0    0
100   -1
200   -2
300   -3
400   -4
500  -10

In this case, the team defense would stay even if they allow less 
than 100 yards against them; they would lose 1 fantasy points for 
allowing 100 to 199 yards; -2 points for 200 to 299 yards; and so on 
until they lose 10 points for giving up 500 or more yards.


Fantasy Reports
===============
These are currently under construction for the 1995 season.  They 
will be available when the final version of FFLM for Windows is 
released in mid to late August.  You will be able to print weekly 
scores, overall standings, weekly and overall stats, player 
transactions, kitty transactions, a draft summary, weekly all-star 
lists, and more.


NFL Reports
===========
This section of the menu will give you access to reports detailing 
everything you need to know about the NFL rosters and scores and 
schedules.  You can also get a summary of player stats grouped by 
position, and player performance reports for individual players.
