Pennant Play helmet logo


background art


background art


background art


background art


background art


background art
Sir Percival: Pennant Play
Sir Percival
your teams helmet

Join Today

Free to Play Leagues
Easy Signup

Draft Your Team

Play a pennant every week! Alter your team's fate!

It's Easy to Play (Sample screenshots below)


1
Select a Pennant to play for this week
Pennant Play pennant selection

2
Add, Drop and Swap to put together your best starting lineup
Sir Football starting roster

3
Enjoy Gameday: View your Head-to-Head Matchup for this week
Pennant Play head to head matchup

4
See pennant effects impact fantasy player scoring
Pennant Play scoring detail

How It Works

Select a special pennant as your team's power-up! Play a different one each week to augment your team - or thwart your opponent!

Pennant Play is inspired by the great NCAA Football games of the early 2000's which allowed you to earn pennants and play them to boost your team. The Sir Football equivalent is fairly similar. During each fantasy week, in addition to setting your normal fantasy lineup, you'll select a special pennant. This pennant may help players on your team or your team itself score additional points - or it could result in your opponent having some point totals reduced for their players or team!

How it works: Every team in the league will have the same allotment of pennants available, but it's up to each team to decide which pennant they wish to activate for each NFL week. All pennants are single-use: you'll have to choose a different one to play each week.

Pennants have two different types, noted by the color of the pennant. Purple, blue and green pennants are positive pennant types that can boost your team's scoring or point totals by various means. Red, yellow and orange pennants are negative pennant types that may reduce your opponent's scoring or point totals in a number of ways.

Deadline: You must select a pennant before the first< game of the current NFL Week (often Thursday night). If a selection isn't made in time, no pennant will be used for that week and all unused remaining pennants will remain available in your pool. Also note that you'll be able to see which pennant your opponent played (if any) once that first game kicks off (and vice versa).

When a Pennant Play league is created, a collection of 17 pennants (for the 14-week regular season and 3-week playoff rounds) will be chosen randomly from the pennant pool described further below.


Percival Cup

Championship Prize:

The Percival Cup

The Percival Cup celebrates pomp and fanfare and is named after Sir Percival, Knight of the Round Table. This award features a fine looking golden cup that is decorated profusely with emerald and magenta streamers and pennants.

This is fitting for Pennant Play, where you'll have to select a different pennant each week. Victors may go through stretches where they can't get their pennant select correct or it isn't having much affect at all. And then suddenly in a pivotal matchup, it makes a big difference to help you land a victory. Such is the nature of this game. Saving the more powerful pennants for the more difficult weeks or the playoffs could pay off and make the difference.


magenta knight



Why Play Pennant Play:



pennant carrier

 Pennant Play logo
PENNANT POOL





Backup Plan
Backup Plan

Backup Plan

Affects: Your Team

Total fantasy points scored by RB2 and WR2 players each receive a 25% bonus.





Beastmode
Beastmode

Beastmode

Affects: Your Team

Fantasy players who had at least 120 yards rushing each get a +6 bonus





Busy Beaver
Busy Beaver

Busy Beaver

Affects: Your Team

All Players with 5 or more receptions receive a +3 point bonus





Change the Channel
Change the Channel

Change the Channel

Affects: Your Team

Points allowed by fantasy defense is subtracted by 10.





Called Back
Called Back

Called Back

Affects: Opponent

Defensive/Special Teams TD's are each worth 0 points each (instead of regular 6 points each).





Close Enough
Close Enough

Close Enough

Affects: Your Team

Team's total score is rounded up to nearest 10 points (ex. 62.34 becomes 70.00).





Double Move
Double Move

Double Move

Affects: Your Team

Fantasy players who had 80+ receiving yards in their game each get a +4 bonus





Everything Counts
Everything Counts

Everything Counts

Affects: Your Team

Kicker extra points are worth 3 points each (instead of regular 1 point each).





Extra Blocker
Extra Blocker

Extra Blocker

Affects: Opponent

Sacks by fantasy defense are worth 0 points each (instead of regular 1 point each).





F In Math
F In Math

F In Math

Affects: Opponent

Team's total score is rounded down to nearest 10 points (example: 62.34 becomes 60.00).





Fitz-Magic
Fitz-Magic

Fitz-Magic

Affects: Your Team

200 yards is added to QB1 passing yardage total.





Giving Gifts
Giving Gifts

Giving Gifts

Affects: Opponent

All interceptions thrown count -4 points each (instead of regular -1 points each).





Go Deep!
Go Deep!

Go Deep!

Affects: Your Team

Receiving yards by WR1 are worth 1 point per 5 yards (100% higher).





Greasy Pizza
Greasy Pizza

Greasy Pizza

Affects: Opponent

All receiving yards are worth 1 point per 12 yards (20% lower).





He Stepped Out
He Stepped Out

He Stepped Out

Affects: Opponent

RB1 rushing TD's are each worth 0 points each (instead of regular 6 points each).





Hold That L
Hold That L

Hold That L

Affects: Opponent

Each player who scored less than 4 fantasy points will each receive a -2 point penalty.





Inside the 1
Inside the 1

Inside the 1

Affects: Opponent

All rushing TD's are worth 3 points each (instead of regular 6 points each).





Kinda Blurry
Kinda Blurry

Kinda Blurry

Affects: Your Team

Receiving TD's scored by TE1 are worth 12 points each (instead of regular 6 points each).





Knee Was Down
Knee Was Down

Knee Was Down

Affects: Your Team

Fumbles lost are worth 0 points each (instead of regular -2 points each).





Lost Helmet
Lost Helmet

Lost Helmet

Affects: Opponent

2-point receptions are worth -2 points each (instead of regular 2 points each).





Mulligan
Mulligan

Mulligan

Affects: Your Team

Interceptions thrown are worth 0 points each (instead of regular -1 points each).





Nerfed!
Nerfed!

Nerfed!

Affects: Opponent

The team's total fantasy score is reduced by 10%.





Noodle Arm
Noodle Arm

Noodle Arm

Affects: Opponent

All passing yards are worth are worth 1 per 50 yards (100% lower).





On Fire
On Fire

On Fire

Affects: Your Team

All RB1 rushing yards are worth 1 point per 5 yards (100% higher).





Out of Time
Out of Time

Out of Time

Affects: Opponent

All rushing yards earned by fantasy players are each capped at a 80 yard maximum.





Party Animals
Party Animals

Party Animals

Affects: Opponent

Total points scored by RB2 and WR2 are both reduced by 25%.





Punch Out
Punch Out

Punch Out

Affects: Opponent

All fumbles lost count -8 points each (instead of regular -2 points each).





Roller Skates
Roller Skates

Roller Skates

Affects: Your Team

All rushing yards are worth 1 points per 8 yards (25% higher).





Safety Dance
Safety Dance

Safety Dance

Affects: Your Team

Defensive safeties count 20 points each (instead of regular 2 points each).





Shanker
Shanker

Shanker

Affects: Opponent

All field goals under 50 yards converted are worth 0 points each (instead of regular 3 points each).





Subbed Out
Subbed Out

Subbed Out

Affects: Opponent

Receiving TD's scored by TE1 are worth 0 points each (instead of regular 6 points each).





Team Player
Team Player

Team Player

Affects: Your Team

Total fantasy points scored by FLEX player receive a 50% bonus.





That's My QB
That's My QB

That's My QB

Affects: Your Team

Total fantasy points produced by QB1 are increased by 30%.





Turf Monster
Turf Monster

Turf Monster

Affects: Opponent

All rushing yards are worth 1 points per 12 yards (25% lower).





Turnstiles
Turnstiles

Turnstiles

Affects: Your Team

Defensive sacks are worth 3 points each (instead of regular 1 point each).





Twister
Twister

Twister

Affects: Opponent

50+ yard field goals are worth 0 points each (instead of regular 5 points each).





Two-Point Frenzy
Two-Point Frenzy

Two-Point Frenzy

Affects: Your Team

2-point rushes are worth 12 points each (instead of regular 2 points each).





Weakest Link
Weakest Link

Weakest Link

Affects: Opponent

Total points scored by FLEX player are reduced by 50%.





Winners' Circle
Winners' Circle

Winners' Circle

Affects: Your Team

Each player who scored more than 12 fantasy points will receive a bonus +2 points each.




rulebook

League Rules
Read the rules specific to this game mode.


League Size: 12 teams

Scoring Mode: Standard or Points Per Reception (PPR). Standard is the default.

League Structure:

Robo League Rules:

Schedule:

Draft Rules:

Roster Positions: 9 starters, 15 total

Additional Notes on Rosters:

Roster locks:

Waivers:

Deferred Replacement:

Scoring, Rounding and Tiebreakers:


number crunch

League Scoring
Read scoring rules applicable to this game mode.


Scoring (game mode modifiers may also apply):

All fantasy point totals, averages, caliber and ranks shown in Sir Football are based on half-PPR scoring.

Scoring for Offensive Skill Players
Passing Yards +1 point for every 25 yards
Passing TDs +4 points
Passing Interceptions Thrown -1 point
Reception (PPR Leagues Only) +1 point each
Rushing/Receiving Yards +1 point for every 10 yards
Rushing/Receiving TDs +6 points
Fumbles Lost to Opponent -2 points
Passing/Rushing/Receiving 2 Point Conversions +2 points
Scoring for Kickers
Field Goal Made (0-49 yards) +3 points
Field Goal Made (50+ yards) +5 points
Extra Point Made +1 point
Scoring for Defense and Special Teams
Fumble Recoveries (from opponent) +2 points
Interceptions +2 points
Sacks +1 point
Safeties +2 points
Defensive and Special Teams TDs +6 points
Total Points Allowed Formula: 12 - (Points Allowed * 0.5)