The league

Rules

The rulebook, generated from this season's league settings.

The rules of For Keeps for the 2026 season, generated from the league's settings. Yahoo runs the league with these settings; where this page and Yahoo disagree, tell the commissioner.

League

10 teams play a 15-week regular season, one head-to-head game a week.

Scoring

GroupStatPoints
OffensePassing Yards1 per 25 yards
OffensePassing Touchdowns4
OffenseInterceptions-1
OffenseRushing Yards1 per 10 yards
OffenseRushing Touchdowns6
OffenseReceptions0.5
OffenseReceiving Yards1 per 10 yards
OffenseReceiving Touchdowns6
OffenseReturn Touchdowns6
Offense2-Point Conversions2
OffenseFumbles Lost-2
OffenseOffensive Fumble Return TD6
KickersField Goals 0-19 Yards3
KickersField Goals 20-29 Yards3
KickersField Goals 30-39 Yards3
KickersField Goals 40-49 Yards4
KickersField Goals 50+ Yards5
KickersField Goals Missed 0-19 Yards-1
KickersField Goals Missed 20-29 Yards-1
KickersPoint After Attempt Made1
KickersPoint After Attempt Missed-1
Defense/Special TeamsSack1
Defense/Special TeamsInterception2
Defense/Special TeamsFumble Recovery2
Defense/Special TeamsTouchdown6
Defense/Special TeamsSafety2
Defense/Special TeamsBlock Kick2
Defense/Special TeamsKickoff and Punt Return Touchdowns6
Defense/Special TeamsPoints Allowed 0 points10
Defense/Special TeamsPoints Allowed 1-6 points7
Defense/Special TeamsPoints Allowed 7-13 points4
Defense/Special TeamsPoints Allowed 14-20 points1
Defense/Special TeamsPoints Allowed 21-27 points0
Defense/Special TeamsPoints Allowed 28-34 points-1
Defense/Special TeamsPoints Allowed 35+ points-4
Defense/Special TeamsExtra Point Returned2

Roster

SlotPlayers
QB1
WR3
RB2
TE1
FLEX (RB/WR/TE)1
K1
DEF (team defense)1
Bench7
Injured reserve1

Standings and tiebreaks

The regular-season standings are ordered by record, points for and head-to-head record among the tied teams. Teams still level after that are listed in team order and marked tied.

Playoffs

The top 4 teams in the standings make the playoffs, played in weeks 16–17. A tied playoff game goes to the team with the better regular-season standing.

Draft

A snake draft of 17 rounds, on September 8, 2026.

Buy-in and payouts

Each team pays a $50 buy-in.

PlacePayout
Champion$300
Runner-up$100
Third place$50
Regular-season first$50

The regular-season payout follows the standings order above; a tie that no tiebreak settles pays nobody.

Keepers

The keeper rules below are the ones the Keeper Center enforces.

  1. Maximum 3 keepers per team per season. Fewer, including zero, is fine.
  2. A keeper costs a draft round. The team gives up that round's pick and the player takes it. No two keepers on one team may take the same round.
  3. Cost escalation. A keeper costs the round he was acquired at last season, minus 1: a player drafted in round 10 is kept at round 9, then at round 8. The cost keeps moving toward round 1 and can reach it, but never pass it: a player whose cost would pass round 1 cannot be kept. If the team no longer holds that round's pick (it was traded away), the keeper takes the next earlier round the team still holds; if it holds no earlier round, he cannot be kept.
  4. Undrafted players (waiver or free-agent pickups who were not drafted that season) cost the last round, round 17.
  5. 3-year possession limit. Year 1 is the draft or pickup and years 2 to 3 are keeps; in year 4 the player must go back to the draft pool. That is at most 2 keeps in a row after he is acquired.
  6. Inheritance. The keeper clock and the round basis follow the player, not the team. A team that picks up a player another team drafted or kept inherits both his year and his round basis. A player nobody drafted or kept this season starts at year 1 when picked up, whatever his clock was last season.
  7. Reset on re-draft. Once a player goes back to the pool, including a forced year-4 release, a team that drafts him again starts a fresh year 1. The same manager may re-draft him.
  8. Round collisions. When two keepers cost the same round (for example two undrafted keepers both at the last round), they stack into the nearest earlier open rounds, and the manager chooses which player takes which round. Stacking never goes past round 1: when there is no earlier open round left, the manager must drop one of them.
  9. Lock. Declarations close at the lock time the commissioner sets, or when the commissioner locks them. The commissioner enters the locked keepers into Yahoo's draft settings before the draft.