Shoulda Started

How Sleeper fantasy scoring works

Every fantasy point on Sleeper comes from a list of rules your commissioner can change. Most leagues never touch them, so it is worth knowing what the usual ones are and which ones move the numbers.

Below, each rule is explained in plain terms, then checked against one real 12-team Sleeper league from 2025: the same league as the sample report, with teams shown as Team 1 to Team 12. It plays half PPR with a lineup of QB, 2 RB, 2 WR, TE, 2 FLEX, K, DEF, which is close to what most redraft leagues use.

Where to find your league's rules

In the Sleeper app, open your league, go to its settings and look for the scoring section. Every rule is listed there with the points it is worth. If you joined a league someone else set up, read this list once. Two leagues that both call themselves "half PPR" can still differ on touchdown values, interceptions or bonuses, and those differences change which players are worth starting.

PPR, half PPR and standard

The best-known setting is how much a catch is worth on its own, before any yards or touchdowns. PPR (point per reception) gives a full point for every catch. Half PPR gives half a point. Standard, sometimes called non-PPR, gives nothing for the catch itself, only for what happens after it.

Take a receiver who catches 6 passes for 80 yards and a touchdown. Using this league's yardage and touchdown values, that line is worth:

FormatPoints
Standard (0 per catch)14
Half PPR (0.5 per catch)17
Full PPR (1 per catch)20

The gap looks small on one line, but it compounds. A running back who catches five passes every week gains about 2.5 points a week from half PPR and 5 from full PPR over standard, while a bruising runner who never catches the ball gains nothing. That is why rankings differ between formats: PPR lifts pass-catching backs, slot receivers and tight ends, and standard leans toward touchdown scorers and big-play receivers. Half PPR sits between the two.

Yards, touchdowns and turnovers

After the catch value, the rules that matter most are the per-yard and touchdown values. In this league, as in most:

  • Passing is worth 1 point per 25 yards and 4 points per touchdown.
  • Rushing and receiving are worth 1 point per 10 yards and 6 points per touchdown.
  • An interception thrown costs 1, and a lost fumble costs 2.

Quarterbacks get fewer points per yard than anyone else because they pile up far more yards. A quarterback who throws for 250 yards and 2 touchdowns with an interception, and runs for 20 yards, scores 19 here. Some leagues give 6 points for a passing touchdown instead of 4. The same game would then be worth 23, and quarterbacks climb every ranking. If your league does that, a good quarterback is worth more than the usual advice says.

Kickers and team defense

Kickers score by distance. Here a field goal under 40 yards is worth 3, from 40 to 49 yards 4, and 50 or more 5. An extra point is worth 1, and a miss costs 1.

A team defense (DEF) scores from two sources. The first is big plays: 1 per sack, 2 per interception, 2 per fumble recovered, 6 per touchdown and 2 per safety. The second is points allowed, on a sliding scale:

Points allowedFantasy points
Shutout+10
1 to 6+7
7 to 13+4
14 to 20+1
21 to 270
28 to 34-1
35 or more-4

Because of the scale, a defense facing a weak offense can score well on a quiet day, and one that gives up 35 can go negative even with a couple of sacks. That swing is why defense is the hardest slot to predict.

Bonuses

Sleeper also offers bonus rules: extra points for reaching 100 rushing or receiving yards or 300 passing yards, for long touchdowns, for first downs, and extra points per catch for tight ends only (often called TE premium). This league uses none of them, which is common. Bonuses reward players who hit big games, so they make scoring a little more top-heavy. TE premium in particular exists to make tight ends worth more than their raw numbers would make them.

What the rules mean in a real season

Here is where this league's points actually came from over the 14-week regular season, counting only players in starting lineups. The average team scored 111.9 a week.

PositionStartsAvg points per startShare of all points
QB16818.917%
RB44912.430%
WR53310.530%
TE1938.59%
K1688.27%
DEF1688.58%

Quarterbacks scored the most per start, 18.9 points, but each team starts only one, so they made up 17% of the points. Running backs and receivers, with more slots between them, made up 60%. Kickers and defenses averaged about the same as a starting tight end. The best single score by any starter was 49.9, by J. Gibbs (RB) for Team 8 in week 12.

The takeaway is that most of a weekly score comes from the running back and receiver slots, so that is where both good drafting and good lineup calls pay off. Our bench tax by position guide shows the same pattern from the other side: the most points left on benches were at those positions too.

What it cannot tell you

  • These averages come from one league with one set of rules. Change the catch value or the passing touchdown value and every number in the table moves.
  • We see the points each player scored, not the stat line behind them, so we cannot split a player's score into catches, yards and touchdowns.
  • Averages hide spread. A position with a high average can still be the one that busts most often, and that matters for start/sit calls more than the average does.

For what to do with the points once they are scored, read FLEX and SUPERFLEX for which players can fill which slots, and lineup efficiency and bench tax for how we measure the points a lineup left behind. New to the jargon? The fantasy football glossary defines it all.