APFL LEAGUE RULES
Roster
Injuries
Playbook
Violations
Scheduling & Awards
Offseason
Breaking Ties
Download
75 SP TOUCHES
Jump to a specific Section:
Section I: Roster | Section I.10: Injuries | Section II: Playbook | Section III: Violations | Section IV: Scheduling and Awards | Section V: Offseason | Section VI: Breaking Ties
Section I: Roster Rules
a. On opening day of the season, a team can have a maximum of 50 players.
b. All player ability totals must be used in the team file and must accurate.
c. Offensive players may only play on offense.
d. Defensive players may only play on defense.
a. Hidden Slots are illegal (mainly applies to Mac users). You can only use the default team file options.
b. Players may not appear more than once in a team file.
a. Improvements are any adjustment (in increments of 20 points) which increases or decreases an ability.
b. Abilities are strength, agility, intelligence, discipline, and speed up to 50 (speed can only be increased above a 50 based on draft prospect/walk-on player rules). You can adjust strength from an 80 to a 90 if you choose.
c. A pre-season list of 10 players will be submitted by each coach prior to the start of the season. Each player will have a requested ability increase and three (3) players will be randomly selected from this list for improvement. Rookies are not eligible for this list.
d. After week 5 of the regular season, each coach will select one player from his team and one ability to be improved. All players are eligible for this improvement, including rookies.
e. Following their first season, all rookies will improve in one random ability. This improvement may be declined or accepted as an increase or decrease.
f. A post-season list of 10 players will be submitted by each coach prior to the start of the season. Each player will have a requested ability increase and three (3) players will be randomly selected from this list for improvement. Rookies are eligible for this list.
g. No ability may ever be increased to a 100, with the exception of the participation upgrade award and the rookie draft rules.
a. When a player completes his 5th season, he is eligible for retirement based on the following schedule:
Completion of 5th Season: 25%
Completion of 6th Season: 50%
Completion of 7th Season: 75%
Completion of 8th Season: 100%
c. Players who will retire at the end of the season are announced after week 3 of the regular season.
d. Players who are retiring may be released into the free agency pool.
e. All players in the free agency pool who are in year 8 will announce their retirement at this time.
f. If a player does not retire, there is a random chance that the player will receive a decrease in one ability due to age, but not until the end of his 6th season. The abilities that can receive a decrease are Speed, Strength, and Agility. The percentages used are identical to the percentage chance of retirement (see 1.5.a).
g. Any player signed from the free agency pool in year 5 or later, who is signed after retirments have been announced, will automatically retire at the end of the season.
a. Trading begins immediately following the completion of the NYPFL title game. Trades may then occur until the trade deadline (Monday 11:59pm “coaches-time” following the games of Week 7).
b. As a general rule, no coach may oppose a trade. However, if a coach feels that the trade hurts the “integrity of the league” that coach must email the league office. If the league office feels that the trade could effect the integrity of the league, the league office will either disallow the trade or call it to a rules committee vote.
c. Draft picks may be traded for the upcoming/current draft, or for the draft for the following season (during the offseason only).
a. In the off-season there will be a 7-round rookie draft.
b. The draft order will be determined by reversing the order of finish from the previous season. The team with the worst record selects first in each round. Tiebreakers to determine the draft order will be exactly as the NFL.
c. The draft order will be adjusted based on any penalties which have been incurred by an owner.
d. Drafts will be held in person, via Skype, or via Facebook messenger or shortly after the APFL title game. If you can not attend the draft it is your responsibility to make arrangements to get your selections in.
e. If you do not submit a list or make other arrangements, you will be skipped. There is no auto-draft feature, this is not fantasy football.
f. The rookie draft list will be announced after week 8 of the regular season.
a. Each teams’ top receiver and rusher will not be subjected to the random injury system, but will instead be part of an overuse system.
b. All other players are subject to both the overuse system and the random injury system.
c. The injury system uses a multiple on a per touch basis, also known as Position Risk Factor. All OL have a 5% risk of being injured, regardless of whether they also receive touches. If a player is determined to be injured, they are injured for just 1 week. Below is the Position Risk Factor breakdown:
QB.003
RB.004
WR.008
OL.003
DL.014
LB.007
DB.007
KK.007
a. Each team will receive a list of 5 possible 50* SPD walk-on players during the offseason.
b. That player can become a 75 SPD player at the end of their rookie season if they meet specific touch thresholds. The thresholds for walk-on players will be as follows
RBs (HB/FB)
3rd offense: 1 week injury with a 50% chance it turns into a 2 week injury
3rd offense: 2 week injury with a 50% chance it turns into a 3 week injury
WR/TE
1st Offense
14-16 reception: 25% chance of a 1 week injury
17-19 touches: 1 week injury
20+ receptions: 2 week injury
14-16 receptions: 1 week injury
17-19 receptions: 2 week injury
20+ receptions: 3 week injury
14-16 receptions: 2 week injury
17-19 receptions: 3 week injury
20+ receptions: out for season
14-16 receptions: 3 week injury
17+ receptions: out for season
14+ receptions: out for season
1.11 – Week #10 + Postseason Injury System
a. If you announce that you are sitting your starters, and you sit every single starter you can/put them in the lowest team file spots, your team is immune to all random injuries for week #10. ***Please ask if you have any questions. If you do this wrong, you will not receive the benefit***
Section 1.10: Overuse Injury System
RBs (HB/FB)
3rd offense: 1 week injury with a 50% chance it turns into a 2 week injury
3rd offense: 2 week injury with a 50% chance it turns into a 3 week injury
WR/TE
1st Offense
14-16 reception: 25% chance of a 1 week injury
17-19 touches: 1 week injury
20+ receptions: 2 week injury
14-16 receptions: 1 week injury
17-19 receptions: 2 week injury
20+ receptions: 3 week injury
14-16 receptions: 2 week injury
17-19 receptions: 3 week injury
20+ receptions: out for season
14-16 receptions: 3 week injury
17+ receptions: out for season
14+ receptions: out for season
1.11 – Week #10 + Postseason Injury System
a. If you announce that you are sitting your starters, and you sit every single starter you can/put them in the lowest team file spots, your team is immune to all random injuries for week #10. ***Please ask if you have any questions. If you do this wrong, you will not receive the benefit***
Section II: Playbook Rules
2.1 – Playbooks
a. Every regular season playbook must have a minimum of 20 offensive plays with a minimum priority of one (1) in an AI box.
b. There is a limit of one (1) screen pass per playbook. A screen pass is any pass diagrammed to be caught behind the LOS, where there are at least 2 offensive players in front of the receiver within 7 yards. If it’s borderline, it will be considered a screen pass. No exceptions!!!!!
c. Any mirrored play counts as a second play. Offensive Linemen must be swapped so that the RT does not play the LT and the RG does not play the LG and so on.
d. There are no limitations on a defensive playbook.
e. Each owner is responsible for protecting their playbook with a password.
f. Use of plays from other coaches (either from the APFL or other leagues) must be consensual and credited.
g. DO NOT PLAGIARIZE!!!
h. Playbooks must attempt to gain yards and score points. Any obvious attempts to lose games will result in +1 win getting added to your record in terms of draft position. You will also auto lose all tiebreakers.
2.2 – Offense – Line of Scrimmage
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a. On a running play, no offensive player may be assigned any kick, fake or pause command beyond the LOS. The point of assignment for these commands MUST be diagrammed at least 1 pixel behind the LOS on the offensive side of the football.
b. On a passing play, no offensive player may be assigned any kick, fake, pause, or blocking commands beyond the LOS. The point of assignment for these commands MUST be diagrammed at least 1 pixel behind the LOS on the offensive side of the football. There is no such restriction with blocks on passing plays caught behind the LOS, where running rules apply.
2.3 – Offensive Formations
a. All offensive formations will be considered legal as long as all of the rules to offensive players are followed (See 2.4).
a. QB – The QB must always be lined up directly behind the center, in the shotgun or under center. The front-most pixel of the QB must be 7 yards or less from the LOS. The QB may never kick the ball. The QB may run with the football, regardless of distance from the LOS. The QB must take the snap from the OC.
b. K – The kicker is the only player allowed to punt, kickoff, kick field goals and extra points and may not throw a pass or run with the ball.
c. HB and FB – You may line up your running backs anywhere you choose: in the backfield, on the line of scrimmage, or out wide. A player is considered “in the backfield” if his outside shoulder is just inside of the outside shoulder to the tackle. If any RB is lined up in any location other than in the backfield, only other RBs may occupy the backfield. On all running plays, your ball carrier MUST be lined up at least 4 yards from the LOS. He MUST be in the 3-pt stance OR be “in the backfield”, according to the above definition.
d. TE and WR – You may line up your receivers anywhere you choose. TEs and WRs may occupy the backfield so long as all of the RBs on the field are also in the backfield. WRs and TEs may not run with the football if they are lined up in the backfield. They may run with the football from any other location provided travel through the entire backfield (WR or TE end-around, for example).
e. OL – All offensive linemen and must be in the LT-LG-C-RG-RT formation and may not line up more than one body width apart.
a. The team file may contain only one QB and one K and they must occupy the designed slots in the team file.
a. All defensive formations will be considered legal as long as all of the rules to defensive players are followed (See 2.7)
a. DL – DL can only line up on the defensive line. There must always be a minimum of 3 DL on the field at one time. At least one DL must be assigned a rushing (pass or run) command on each defensive play.
b. LB and DB – LBs and DBs may line up on the LOS if they are outside of the DLs and the OGs – otherwise they must be at least one player length off the LOS. If they are in press man coverage, they may line up inside the DLs and the OGs due to their assignment – this is fine.
c. Catch, fake, block, and pass commands on defense are illegal.
d. Phasing (blitzing a LB/DB line up right behind a DL that is engaged with an OL) is illegal. The game does not take physics into account and results in a free, untouched blitzer.
b. Fake kicks are illegal.
c. Fourth down conversion attempts are legal if the QB is on the field.
d. Two point conversion attempts are illegal.
e. Onside kicks are illegal unless losing and may only be attempted in the ifnal 2 minutes of the gamew if the onside kicking team is losing.
f. On punt returns, a minimum of 3 players on the defensive side of the football must be lined up on the LOS. Two additional players must line up within 20 yards of the LOS.
Section II: Playbook Rules (Play Design)
#1: Offensive players running through each other
#2: Offensive Backfield Alignment
#3: Overhand/Underhand Pitches
All running plays must be given to the HB/FB underhanded and all pass plays must be thrown by the QB overhanded. This is a pretty common mistake for new coaches, but I have seen some veteran coaches also violate this rule. Usually, it’s a simple fix in the chalkboard editor, but realize these plays are illegal.
#4: Screen Passes
Screens are overpowered. There is little argument about that. The rule is 2 screens per playbook period. You cannot have a screen for a 2-minute drill and a screen for third downs etc. Your playbook can only have 2 screens in it and however, you set your AI to those screens is your call. In addition to that, all plays that are borderline screens will be considered screens. If I have to slow the game down or pause it to see where the player catches the ball, it’s a screen. And if it’s a scan pass, the design needs to be clearly beyond the LOS. If your game is re-run due to the screen rule violation, ALL screens in your playbook are deleted and then the game is re-run.
#5: At least 1 Defensive Linemen has to be given a rush command on each play
#6: Running Out-Of-Bounds
Players cannot be designed to run out of bounds. That goes for run plays, pass plays, kickoffs, punts, etc. Over the course of the play, especially scan passes that take a long time to develop, if a player’s route takes him out of bounds, that’s fine. But lining a guy up outside and running him directly out of bounds on the snap is illegal. Please check your plays to make sure your plays are good when it comes to this. Running out of the back of the endzone also counts towards this. However, I won’t penalize anyone if they have an AI issue. For example, they run fly patterns at the 10-yard line and the receivers run out of the back of the endzone.
#7: Mirrored Plays and Offensive Linemen
Your RT and RG and LT and LG must remain in those positions for the entire game. When you mirror a play it also moves your OL. You must correct them. Every play that is mirrored and not corrected is 100% illegal. This is something that almost everyone has 1 or 2 plays that get missed. I will not penalize a coach that has 1 or 2 of these plays, I will give them a chance to fix this first. However, every play that the RT is moved to LT is an illegal play. Multiple issues will no doubt get your game re-run. All mirrored plays will be deleted and the game re-run. This is a simple fix and I won’t have as much patience for these issues as I will have for simple design mistakes. If you keep forgetting, I wouldn’t use mirrored plays.
Every player on every play MUST have instructions. In other words, they MUST DO SOMETHING. From quick slants to long bombs every player has to be given commands to do something and just pausing doesn’t count. That counts for both offense and defense.
#9: Onside Kicks
Now that the rule for next season is officially inside of 2 minutes, I shouldn’t see any mistakes at all. I can show you how to exactly set your AI up so that it never happens. If you have two kickoff plays. One for all situations outside of 2 minutes and one set up for when you are tied or winning inside of two minutes, then you will never make a mistake as long as your onsides kick is only set for 2 minutes or less and when trailing. If you illegally onsides kick and recover it and win the game, then your onsides kick plays will be deleted and the game will be re-run. There will be no exceptions. If you recover an illegal onsides kick and throw a pick-six on the very next play but still win, the game is getting re-run. Please do not put me in this situation. I can clearly show you the AI on how to make sure it never happens. There is also a flaw in the AI of the generic kickoff where there is a possibility you will onsides kick inside of two minutes in the first half. Please be aware of that and correct it.
Phasing (blitzing a LB/DB line up right behind a DL that is engaged with an OL) is ILLEGAL on regular defensive plays. The game does not take physics into account and results in a free, untouched blitzer. Phasing is LEGAL on all special teams plays like punts, punt returns/blocks, kickoffs, field goal attempts, extra point attempts, etc.
Section III: Violations
a. A team file and playbook must be uploaded each week of the season and must reflect adjustments for injuries. A “brand new” playbook is not required. You may request an old playbook be used, however even if honored the failure to upload will count against you.
b. Each team is afforded 1 missed upload with no penalty.
c. A win will be credited for each missing book (added to the final win/loss record) and the draft order adjusted accordingly.
d. Three missed uploads will make all draft picks untradable for ALL seasons until there is participation in a full season without missing 3 or more uploads.
e. Four missed uploads and we will replace you if a viable coach is found. If no coach is found, and you stay in the league, you will draft dead last in each round of the rookie draft and be ineligible to trade draft picks.
f. If you have no missed playbooks, you will be awarded a participation upgrade after the rookie increases. This upgrade can be used to max out an ability on a player.
a. Only plays that ran during the game may be challenged for violation of the league rules.
b. All rules violations must be reported within 48 hours and are reported to the Rules Enforcement Committee.
c. The committee will make a judgment within 72 hours.
d. If it is determined that a coach has violated any rules, that coach must submit their playbook password to the commish.
e. ALL illegal plays will be deleted from the book by the commissioner or co-commissioner, regardless of whether or not they were run during the game.
f. If any violations are claimed on week 10 or in the playoffs which will impact the playoffs, games for the following weekend will be pushed back a week.
g. Rules Infractions Removal Process: If there are more than 2 screen plays found in a playbook, all screen plays are deleted from the book.
b. If a “necessary” play is illegal (kickoff, EP, etc) then the standard play that comes with all new playbooks is substituted in place of the illegal play. All other illegal plays are simply removed. The game is then replayed.
h. If a team file is illegal, any player which is in violation of the rules will have his abilities all set to zeros (0) and the game then replayed.
Section IV: Scheduling and Awards
a. Regular Season – The Regular season will be 10 games. Each team will play its division opponents twice, then play its remaining games against other teams. The commissioner will balance the schedule based on results from the previous season.
b. Playoffs – We will have 2 conferences each with 2 divisions. Each divison will have 4 teams. The 2 division winners and 3wildcard teams will make the playoffs from each conference.
c. American Bowl – The American Bowl will consist of the American and National Conference Champions. The team with the better record will be the home team. The American Bowl will be played 1-2 weeks after the conclusion of the Conference Championship games (both teams in the bowl can request 1 week or 2 weeks to prepare).
a. After the last regular season game is complete, each coach will receive a list of pro-bowl eligible players for each conference. Coaches will submit their votes before the start of the playoffs and may only vote for a maximum of 7 of his own players. Starters are determined based on who received the most votes, ties determined by the better statistical season.
b. Each coach will vote for an MVP for each conference. No coach is allowed to vote for one of his own players.
c. Each coach will vote for a Coach of the Year for the entire league. No coach may vote for himself to receive this honor.
d. Each coach will vote for rookies of the year and most improved coach of the year. No coach may vote for himself or any of his own players.
e. In seasons where we have hall of fame voting, each coach is required to vote.
Section V: Offseason
a. The offseason schedule will be released after the American Bowl and will announce the timeline for the offseason, including the draft and preseason schedule.
a. All coaches have an opportunity to recommend rule changes to the league.
b. The league office will determine if the recommendations are sound and should be reviewed by the rules committee.
c. The rules committee will discuss all potential rules changes and make voting recommendations, which are then returned to the league office.
d. Rule changes will be put to league vote at the league office’s discretion. The league office may determine that some rules need not go to a vote.
e. The commissioner and co-comissioner reserve the right to make any changes necessary to correct any league integrity issues or any other rules or issues that are deemed necessary at any time.
Section VI: Breaking Ties
6.1 – To Break A Tie Within A Division
a. Two Clubs
1-Head-to-head (best won-lost-tied percentage in games between the clubs).
2-Best won-lost-tied percentage in games played within the division.
3-Best won-lost-tied percentage in games played within the conference.
4-Strength of victory in all games.
5-Strength of schedule in all games
6-Best combined ranking among conference teams in points allowed in all games.
7-Best combined ranking among all teams in points allowed in all games.
8-Best fewest allowed touchdowns in all games.
9-Coin toss
b. Three or More Clubs
(Note: If two clubs remain tied after one-or-more clubs are eliminated during any step, tiebreaker restarts at Step 1 of two-club format. If three clubs remain tied after a fourth club is eliminated during any step, tiebreaker restarts at Step 1 of three-club format.)
1-Head-to-head (best won-lost-tied percentage in games among the clubs).
2-Best won-lost-tied percentage in games played within the division.
3-Best won-lost-tied percentage in games played within the conference.
4-Strength of victory in all games.
5-Strength of schedule in all games.
6-Best combined ranking among conference teams in points allowed in all games.
7-Best combined ranking among all teams in points allowed in all games.
8-Best fewest allowed touchdowns in all games.
9-Coin toss
6.2 – To Break A Tie For The Wild-Card Team
If it is necessary to break ties to determine the two Wild-Card clubs from each conference, the following steps will be taken.
1-If the tied clubs are from the same division, apply division tiebreaker.
2-If the tied clubs are from different divisions, apply the following steps.
a. Two Clubs
1-Head-to-head, if applicable.
2-Best won-lost-tied percentage in games played within the conference.
3-Strength of victory in all games.
4-Strength of schedule in all games.
5-Best combined ranking among conference teams in points allowed in all games.
6-Best combined ranking among all teams in points allowed in all games.
7-Best fewest allowed touchdowns in all games.
8-Coin toss.
b. Three or More Clubs
(Note: If two clubs remain tied after one-or-more clubs are eliminated during any step, tiebreaker restarts at Step 1 of two-club format. If three clubs remain tied after a fourth club is eliminated during any step, tiebreaker restarts at Step 2 of three-club format.)
Apply division tiebreaker to eliminate all but the highest ranked club in each division prior to proceeding to step 2. The original seeding within a division upon application of the division tiebreaker remains the same for all subsequent applications of the procedure that are necessary to identify the two Wild-Card participants.
1-Head-to-head sweep. (Applicable only if one club has defeated each of the others or if one club has lost to each of the others.)
2-Best won-lost-tied percentage in games played within the conference.
3-Strength of victory in all games.
4-Strength of schedule in all games.
5-Best combined ranking among conference teams in points allowed in all games.
6-Best combined ranking among all teams in points allowed in all games.
7-Best fewest allowed touchdowns in all games.
8-Coin toss
When the first Wild Card team has been identified, the procedure is repeated to name the second Wild Card (i.e., eliminate all but the highest-ranked club in each division prior to proceeding to Step 2). In situations in which three teams from the same division are involved in the procedure, the original seeding of the teams remains the same for subsequent applications of the tiebreaker if the top-ranked team in that division qualifies for a Wild Card berth.
6.3 – Tie-Breaking Procedure For Rookie Draft
a. Clubs not participating in the playoffs shall select in the first through 8th positions in reverse-standings order.
b. Clubs participating in the playoffs shall select according to the following procedures:
1-The losers of the Wild Card games shall select in the 9th through 10th positions based on won-loss-tied percentage in reverse-standings order.
2-The losers of the Divisional playoff games shall select in the 11th through 14th positions based on won-loss-tied percentage in reverse-standings order.
3-The losers of the Conference Championship Games shall select 15th and 16th based on won-loss-tied percentage in reverse-standings order.
4-The winner of the American Bowl game shall select last and the American Bowl loser will select next-to-last.
c. If ties exist in any grouping, such ties shall be broken by Strength of Schedule, easiest to hardest.
d.If ties still exist, apply the Divisional, Conference or Interconference tie-breaking methods, whichever is applicable.
1-For Divisional or Conference ties, use those procedures.
2-For Interconference ties, use the following procedures:
Ties involving TWO teams from different conferences will be broken by (a) head-to-head meeting; (b) strength of victory in all games, (c) best combined ranking among all teams in points allowed in all games, (d) best fewest allowed touchdowns in all games, and finally (e) coin toss.
75 SP Touch Increases
QB: A QB drafted in the 1ST round will gain the following rewards:
Any 2 abilities maxed out (SPD cannot be changed)
DIS set at any rating you want between 0-100
A 3rd round pick in next seasons rookie draft
QB: A QB drafted in the 2ND round will gain the following rewards:
Any 1 ability maxed out (SPD cannot be changed)
DIS set to any between 0-100
QB/OL/K upgrades happen immediately upon drafting them.
OL drafted in the 1ST round will gain the following rewards:
Any 3 abilities maxed out (including SPD)
A 3rd round pick in next seasons rookie draft
QB/OL/K upgrades happen immediately upon drafting them.
OL drafted in the 2ND round will gain the following rewards:
Any 2 abilities maxed out (including SPD)
QB/OL/K upgrades happen immediately upon drafting them.
K drafted in the 1ST round will gain the following rewards:
All abilities except speed maxed out.
A 3rd round pick in next seasons rookie draft
So he will be a X-100-100-100-100 kicker
QB/OL/K upgrades happen immediately upon drafting them.
K drafted in the 2ND round will gain the following rewards:
Any 1 ability maxed out except speed.
QB/OL/K upgrades happen immediately upon drafting them.
50* Speed HB/WR/TE/FB Touch Threshold Rules:
Round 1: 250
Round 2: 245
Round 3: 240
Round 4: 230
Round 5: 220
Round 6: 210
Round 7: 200
Round 1: 65
Round 2: 60
Round 3: 55
Round 4: 50
Round 5: 45
Round 6: 40
Round 7: 35
Round 1: 100
Round 2: 90
Round 3: 80
Round 4: 75
Round 5: 70
Round 6: 65
Round 7: 60
Round 1: 50
Round 2: 45
Round 3: 40
Round 4: 35
Round 5: 30
Round 6: 25
Round 7: 20
HB: 200 touches
FB: 85 touches
WR: 50 touches
TE: 40 touches
DE/DT/LB/CB/S: MUST start every regular season game in a team file slot that CANNOT be subbed out
Some Important Notes:
Starting in rookie draft season 8, the top 48 picks are set. So if you draft 6th in round 1, you will also draft 6th in rounds 2 and 3.
Starting with pick #49 (which is the first pick in round 4) we have the “reserved for reward” draft picks.