Post by milldaddy on Sept 10, 2015 19:45:04 GMT -6
Section 1 - Joining the League/General info
a. All users should create a coach.
b. Custom playbooks will be allowed on offense
c. Failure to listen to commish may result in player suspensions, release, coach suspension, or removal from league
d. We will be using 6 minute quarters with NO clock runoff at all. Games will take around 50 minutes.
Section 2 - Scheduling
a. We will advance every 3 days, or when all games are done, usually around 9 PM CST.
b. Users have 24 hours to contact an opponent. If you have not heard back from your opponent within 24 hours, you will have the right to be auto'd, and your opponent can play the CPU.
c. If a user doesn't show up to a game that was agreed to be played, the user who did not show up will go on auto.
Section 3 - General Gameplay
a. Please play football in a sim manner. If you wouldn't see in on Sunday, don't do it here.
b. You may only do 2 defensive adjustments per play (hot route, moving D-line, etc)
c. No zig zag running with anyone. If you want to make moves, use the RS for jukes.
d. Only 1 hot route per pass play on offense.
e - Never beat an opponent by more than 30 points
Section 4 - Play Calling/Substation
a. No quick snapping. Defense needs to be set for at least 3 seconds.
b. Players need to play their position. No HB at WR. No WR at TE. No TE at WR. No nothing at anything. If you want to switch someone, you need to make the switch permanent by contacting the league commish.
c. No-Huddle is allowed, but you must huddle every 4th play.
d. The above rule can be void if you are, a. In the final 2 minutes of a half. b. down by more than 1 possession in the 4th quarter. down by 3 or more possessions in the 3rd quarter.
e. Run commit can only be used when inside the 5 on either side of the field.
f. QB must throw to intended target on screen play, or throw the ball away.
g. Mix up your play. A play out of the same formation should be run a max of 3 times per game.
Section 5 - Quitting a game/Disconnects
a - If you quit a game, your opponent will get a auto win, and you will be under punishment under whatever the league office decides.
b - Disconnects will be handled by the commishes discretion. However, if you have not reached the 3rd or 4th quarter in the game, you must either restart the game from the beginning, or take a sim.
Section 6 - QB Scrambling
a - You are allowed 6 option plays per game.
b - If you are rolling out without pressure to get the AI to do stupid things, you will under punishment via league office.
Section 7 - Running back carries
a - Running backs are limited to 25 carries per game.
Section 8 - 4th downs
You may go for it in the following situations
a - 4th and 2 or less in no mans land (50 yard line to opponents 30)
b - 4th and goal inside of the 2
c - 4th and 2 or less inside opponent territory down by 2 scores or more.
d - Down by more than 13 points in the 4th quarter
Section 9 - User catching/aggressive catch
a - You may not do a manual catch
b - You may not do a manual aggressive catch
c - You may not switch while the ball is in the air
Section 10 - Defensive switching
a - You may not switch while the ball is in the air
b - You may use the play ball/man feature IF you were on that player at the START of the play
Section 11 - In Season FA
a - You may sign 1 player per week while in season
b - You must carry 53 players at all times
Section 12 - Trades
a - Players are allowed 2 in-seasons trades, and 1 draft day trade.
b - All trades need to be sent to the commish for approval. You may not send the trade until the trade committee votes on the trade. If you hear back from the commish saying its good, than you may send it to your trade partner in game.
Section 13 - Streaming Games
a - It is STRONGLY RECOMENDED that users stream all games
b - ALL games vs CPU MUST be SREAMED
Section 14 - Chew Clock
a. Chew Clock can only be used in the following situation
- 4th Quarter
- Ahead or behind by 2 or more scores (14 Points or more)
b. While you are chewing the clock you should be running on 1st and 2nd down regardless of the distance.
Final 2 Minutes of the half
Section 15 - Playbooks
a. You can use custom playbooks
b. All playbooks must be declared
a. All users should create a coach.
b. Custom playbooks will be allowed on offense
c. Failure to listen to commish may result in player suspensions, release, coach suspension, or removal from league
d. We will be using 6 minute quarters with NO clock runoff at all. Games will take around 50 minutes.
Section 2 - Scheduling
a. We will advance every 3 days, or when all games are done, usually around 9 PM CST.
b. Users have 24 hours to contact an opponent. If you have not heard back from your opponent within 24 hours, you will have the right to be auto'd, and your opponent can play the CPU.
c. If a user doesn't show up to a game that was agreed to be played, the user who did not show up will go on auto.
Section 3 - General Gameplay
a. Please play football in a sim manner. If you wouldn't see in on Sunday, don't do it here.
b. You may only do 2 defensive adjustments per play (hot route, moving D-line, etc)
c. No zig zag running with anyone. If you want to make moves, use the RS for jukes.
d. Only 1 hot route per pass play on offense.
e - Never beat an opponent by more than 30 points
Section 4 - Play Calling/Substation
a. No quick snapping. Defense needs to be set for at least 3 seconds.
b. Players need to play their position. No HB at WR. No WR at TE. No TE at WR. No nothing at anything. If you want to switch someone, you need to make the switch permanent by contacting the league commish.
c. No-Huddle is allowed, but you must huddle every 4th play.
d. The above rule can be void if you are, a. In the final 2 minutes of a half. b. down by more than 1 possession in the 4th quarter. down by 3 or more possessions in the 3rd quarter.
e. Run commit can only be used when inside the 5 on either side of the field.
f. QB must throw to intended target on screen play, or throw the ball away.
g. Mix up your play. A play out of the same formation should be run a max of 3 times per game.
Section 5 - Quitting a game/Disconnects
a - If you quit a game, your opponent will get a auto win, and you will be under punishment under whatever the league office decides.
b - Disconnects will be handled by the commishes discretion. However, if you have not reached the 3rd or 4th quarter in the game, you must either restart the game from the beginning, or take a sim.
Section 6 - QB Scrambling
a - You are allowed 6 option plays per game.
b - If you are rolling out without pressure to get the AI to do stupid things, you will under punishment via league office.
Section 7 - Running back carries
a - Running backs are limited to 25 carries per game.
Section 8 - 4th downs
You may go for it in the following situations
a - 4th and 2 or less in no mans land (50 yard line to opponents 30)
b - 4th and goal inside of the 2
c - 4th and 2 or less inside opponent territory down by 2 scores or more.
d - Down by more than 13 points in the 4th quarter
Section 9 - User catching/aggressive catch
a - You may not do a manual catch
b - You may not do a manual aggressive catch
c - You may not switch while the ball is in the air
Section 10 - Defensive switching
a - You may not switch while the ball is in the air
b - You may use the play ball/man feature IF you were on that player at the START of the play
Section 11 - In Season FA
a - You may sign 1 player per week while in season
b - You must carry 53 players at all times
Section 12 - Trades
a - Players are allowed 2 in-seasons trades, and 1 draft day trade.
b - All trades need to be sent to the commish for approval. You may not send the trade until the trade committee votes on the trade. If you hear back from the commish saying its good, than you may send it to your trade partner in game.
Section 13 - Streaming Games
a - It is STRONGLY RECOMENDED that users stream all games
b - ALL games vs CPU MUST be SREAMED
Section 14 - Chew Clock
a. Chew Clock can only be used in the following situation
- 4th Quarter
- Ahead or behind by 2 or more scores (14 Points or more)
b. While you are chewing the clock you should be running on 1st and 2nd down regardless of the distance.
Final 2 Minutes of the half
Section 15 - Playbooks
a. You can use custom playbooks
b. All playbooks must be declared