Post by lbj273 on Aug 20, 2016 16:37:35 GMT -6
Section 1 - General info
1. All users must create a new coach
2. Custom playbooks will be allowed
3. Quarters will be 11 minutes long with Accelerated Clock on at 18 seconds
4. SuperSim is banned from use in any game vs CPU
5. You may attempt a game vs a CPU opponent (AP User or CPU team) ONE time. If you have a valid reason why you were unable to complete a game, please contact me prior to attempting again.
Section 2 - Scheduling
1. Scheduled advance will occur at Midnight Central every 72 hours during the regular season.
a. If an advance is made early due to games being completed, the scheduled advance will be 72 hours from Midnight on the day of the early advance.
2. 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 ask for an Admin to place the user on Auto Pilot so you can play their CPU opponent.
3. If a user does not show up to a game at the agreed upon time (within reason) the user who did not show up will go on Auto Pilot
Section 3 - Quitting a game/Disconnects
1. If you quit a game, your opponent will be get a Sim-A-Win for said game
2. Disconnects will be handled by the commish unless
- Up by 24 in 3rd quarter
- Up by 17 in 4th quarter
In those cases, the game does not need to be replayed and will be simmed to win for the winning team.
Section 4 - Gameplay
1. Please play football in a sim manner. If you wouldn't see in on Sunday, don't do it here.
Please do not abuse the relaxed rules. If needed a more strict set of rules will be enforced.
2. Mix up your playcalling. You have a playbook with 100s of plays. Use them. It is ok to attack a defensive weakness but there are more than 1 or 2 plays to attack any weakness.
3. Hot routing is to be used in a controlled manner. You shouldn't be hot routing every single play, or using 2, 3 or 4 hot routes in single plays multiple times a game.
4. Use of the catch buttons and switching to receivers while the ball is in the air is prohibited.
5. You may not switch on defense. The player you are controlling at the snap is who you must use the entirety of the play.
a. You may switch off of your kicker/punter once during the course of a kickoff or a punt
b. After a turnover the offense may switch once to make a tackle
c. If you switch, whether on purpose or not, and make an interception, you must punt the ball back to your opponent on the following play.
6. No-Huddle is allowed, but you must huddle if a player goes out of bounds, a pass is incomplete, or a play results in a loss of yards.
This applies in all situations.
7. Run commit is BANNED.
8. You may go for it on 4th down in realistic situations. Do not abuse this leeway, we will instill more strict rules on this if necessary.
9. Chew Clock can only be used in the following situation
- 4th Quarter
- Ahead or behind by 2 or more scores (14 Points or more)
- At the request of your opponent
Section 4 - Rosters
1. All teams must keep 53 players on their roster
2. All teams must keep a minimum of 8 offensive lineman (8 total) on their roster
3. If you claim a player from someone's practice squad you must keep them on your 53 man roster for the rest of the season.
a. If a player claimed from a practice squad is released, the offending team will be placed last in the off season waiver claim order.
b. You may trade a player claimed from a practice squad
4. All position changes must be approved by the Commissioner with the exception of the following
- Any Offensive Line position can be moved to another Offensive Line position
- Any Defensive Line position can be moved to another Defensive Line position
Section 5 - Season FA
1. In Weeks 1 of the Pre Season and Regular Season there will be waivers for all free agents
a. The waiver order will be in reverse order of the previous season's record.
b. Each team is allowed to sign one player off waivers
c. After the waiver period is complete, all free agents are first come first serve
Section 6 - Trades
1. Players are allowed a total of 4 trades per league year.
a. A maximum of 2 trades may be made between the start of the Regular Season, and the Trade Deadline.
b. The league year starts over after each Super Bowl.
2. Starting in year 2, all players will receive a "Loyalty Trade" that can be used once every 3 seasons to allow for a maximum of 5 trades that year.
3. User/CPU trades must first be approved by the Trade Committee before they are allowed to be submitted in game.
a. The committee will use the league DaddyLeagues page as a point of reference for player overall ratings.
4. User/User trades do not need to pass through the trade committee, but must be sent to the commissioner prior to being completed in game.
a. The commissioner reserves the right to veto these trades
5. During the off season, you are allowed to trade draft picks freely with the CPU with the following caveats
a. You may not hold more than 10 draft picks in any single draft
b. Users found to be gaming the system and systematically trading picks to get higher picks in any given year will face disciplinary action from the league office
Section 7 - Stat Padding
1. Stat padding will not be tolerated. There is a fine line between having a big game, and padding a player's stats to gain extra XP.
- Potential punishments include: User Suspension (AutoPilot), Player Suspension, and or all XP earned from game(s) spent at the discretion of the Commissioner
Section 8 - Streaming Games
1. All games must be streamed. This includes games vs a CPU opponent.
2. All users must provide their Twitch account to the Commissioner, as well as ensure that their streams are archived.
2. For a User/User game, the home team should stream. If the home team's connection cannot handle an online game and streaming the Away team shall attempt to stream. If neither players can stream, then no stream is allowed for that game.
3. If there is no stream of a game and your opponent does something that is against the rules or questionable, please record a clip of the potential infraction for the Commissioner to review.
1. All users must create a new coach
2. Custom playbooks will be allowed
3. Quarters will be 11 minutes long with Accelerated Clock on at 18 seconds
4. SuperSim is banned from use in any game vs CPU
5. You may attempt a game vs a CPU opponent (AP User or CPU team) ONE time. If you have a valid reason why you were unable to complete a game, please contact me prior to attempting again.
Section 2 - Scheduling
1. Scheduled advance will occur at Midnight Central every 72 hours during the regular season.
a. If an advance is made early due to games being completed, the scheduled advance will be 72 hours from Midnight on the day of the early advance.
2. 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 ask for an Admin to place the user on Auto Pilot so you can play their CPU opponent.
3. If a user does not show up to a game at the agreed upon time (within reason) the user who did not show up will go on Auto Pilot
Section 3 - Quitting a game/Disconnects
1. If you quit a game, your opponent will be get a Sim-A-Win for said game
2. Disconnects will be handled by the commish unless
- Up by 24 in 3rd quarter
- Up by 17 in 4th quarter
In those cases, the game does not need to be replayed and will be simmed to win for the winning team.
Section 4 - Gameplay
1. Please play football in a sim manner. If you wouldn't see in on Sunday, don't do it here.
Please do not abuse the relaxed rules. If needed a more strict set of rules will be enforced.
2. Mix up your playcalling. You have a playbook with 100s of plays. Use them. It is ok to attack a defensive weakness but there are more than 1 or 2 plays to attack any weakness.
3. Hot routing is to be used in a controlled manner. You shouldn't be hot routing every single play, or using 2, 3 or 4 hot routes in single plays multiple times a game.
4. Use of the catch buttons and switching to receivers while the ball is in the air is prohibited.
5. You may not switch on defense. The player you are controlling at the snap is who you must use the entirety of the play.
a. You may switch off of your kicker/punter once during the course of a kickoff or a punt
b. After a turnover the offense may switch once to make a tackle
c. If you switch, whether on purpose or not, and make an interception, you must punt the ball back to your opponent on the following play.
6. No-Huddle is allowed, but you must huddle if a player goes out of bounds, a pass is incomplete, or a play results in a loss of yards.
This applies in all situations.
7. Run commit is BANNED.
8. You may go for it on 4th down in realistic situations. Do not abuse this leeway, we will instill more strict rules on this if necessary.
9. Chew Clock can only be used in the following situation
- 4th Quarter
- Ahead or behind by 2 or more scores (14 Points or more)
- At the request of your opponent
Section 4 - Rosters
1. All teams must keep 53 players on their roster
2. All teams must keep a minimum of 8 offensive lineman (8 total) on their roster
3. If you claim a player from someone's practice squad you must keep them on your 53 man roster for the rest of the season.
a. If a player claimed from a practice squad is released, the offending team will be placed last in the off season waiver claim order.
b. You may trade a player claimed from a practice squad
4. All position changes must be approved by the Commissioner with the exception of the following
- Any Offensive Line position can be moved to another Offensive Line position
- Any Defensive Line position can be moved to another Defensive Line position
Section 5 - Season FA
1. In Weeks 1 of the Pre Season and Regular Season there will be waivers for all free agents
a. The waiver order will be in reverse order of the previous season's record.
b. Each team is allowed to sign one player off waivers
c. After the waiver period is complete, all free agents are first come first serve
Section 6 - Trades
1. Players are allowed a total of 4 trades per league year.
a. A maximum of 2 trades may be made between the start of the Regular Season, and the Trade Deadline.
b. The league year starts over after each Super Bowl.
2. Starting in year 2, all players will receive a "Loyalty Trade" that can be used once every 3 seasons to allow for a maximum of 5 trades that year.
3. User/CPU trades must first be approved by the Trade Committee before they are allowed to be submitted in game.
a. The committee will use the league DaddyLeagues page as a point of reference for player overall ratings.
4. User/User trades do not need to pass through the trade committee, but must be sent to the commissioner prior to being completed in game.
a. The commissioner reserves the right to veto these trades
5. During the off season, you are allowed to trade draft picks freely with the CPU with the following caveats
a. You may not hold more than 10 draft picks in any single draft
b. Users found to be gaming the system and systematically trading picks to get higher picks in any given year will face disciplinary action from the league office
Section 7 - Stat Padding
1. Stat padding will not be tolerated. There is a fine line between having a big game, and padding a player's stats to gain extra XP.
- Potential punishments include: User Suspension (AutoPilot), Player Suspension, and or all XP earned from game(s) spent at the discretion of the Commissioner
Section 8 - Streaming Games
1. All games must be streamed. This includes games vs a CPU opponent.
2. All users must provide their Twitch account to the Commissioner, as well as ensure that their streams are archived.
2. For a User/User game, the home team should stream. If the home team's connection cannot handle an online game and streaming the Away team shall attempt to stream. If neither players can stream, then no stream is allowed for that game.
3. If there is no stream of a game and your opponent does something that is against the rules or questionable, please record a clip of the potential infraction for the Commissioner to review.