Trade players, future draft picks, or both.
Go to the
Trades » Trading Block section of your league. Players that are on the block will also have a purple "for sale" tag next to their name.
Any team that receives more players than it gives up must drop players to keep the transaction balanced. These players will not be dropped immediately. They are only dropped if and when the trade is actually executed. Teams that give up more players than they receive can later add free agents to fill out their roster.
Fleaflicker allows blockbuster trades of 3-or-more-teams, with no limits. From the top navbar you can go to
Trades » Propose a new trade and then select as many teams as you'd like to include.
A trade will not be processed if it leaves any of the participants over the maximum roster size or over any position maximums.
The player you cut in the trade is still a part of the trade and will go to waivers after the trade is accepted upon and completed. It does not matter if you make room as the original player that you dropped was part of the trade.
In keeper leagues, you can trade draft picks up to three years in advance. Go to
Trades » Propose a new trade » Select Team » Add a draft pick.
Fleaflicker doesn't enforce a minimum number of keepers. Owners fill out their remaining roster spots through the draft. For example, if a league allows up to 10 keepers with a total roster size of 15, owners that keep 10 players will only have 5 selections in the draft. Owners that don't keep any players will have 15 selections in the draft.
After you propose a trade, the other owners involved will be notified. The trade will stay open until the other party or parties' action on it, so be sure to check your open trades under
My Trades. An open trade can be accepted and processed any time after it is proposed.
If any owner rejects the trade, the trade is closed. If this happens, you can search for the trade under My Trades and make a counteroffer by clicking
If all parties accept the trade, the trade is made visible to the rest of the league. League members then have a chance to veto the trade. A veto is a vote that blocks a trade. If the trade is not vetoed during the 24-hour review period (or 48-hour review period depending on your league rules), it will automatically be processed.
Other than the members involved in the trade, half of the remaining league members must veto the trade for it to be cancelled. This number can't is not configurable as of now, but you can disallow vetoes entirely.
Yes, after the trade is accepted the commissioner will receive an alert in their front office. Here they can view the trade and either
Commish Execute (to bypass the review period and process it right away) or
Commish Cancel (to invalidate the trade right away).
Yes, if you don't want to pick the player up now, or if you want to just keep track of a player, you can add them to your watch list. Click on
Team » Watched to view your list. You can add players by clicking on the star icon to the left of where they appear. You can remove players by clicking the red
X next to their name on the
Watched page at any time.
Leagues may specify a trading deadline after which no new trades will be processed. For example, if the deadline is Week 11, you may propose a trade and have it accepted any time before the end of Week 11 (i.e., before the start of Week 12). The league week officially ends at 6 AM ET, so both parties must agree on the trade before 6 AM ET on the trade deadline day or the end of the week. In football, the week ends on Tuesdays so make sure trades are accepted before the end of Monday Night Football.
If the player plays and is locked on your roster in the slot before 6 AM ET on that day, you will keep him for the week. If the player does not play because they did not have a game and did not lock before 6 AM ET then they will move in the trade. If you look at next week's roster after the trade, the player will show if he is not now.