APFL LEAGUE RULES

Roster

Injuries

Playbook

Violations

Scheduling & Awards

Offseason

Breaking Ties

Download

75 SP TOUCHES

Section I: Roster Rules
1.1 – Roster Limits
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.

1.2 – Hidden Slots
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.

1.3 – Player Improvements and Abilities
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.
h. One individual player cannot receive more than 3 upgrades in a typical upgrade cycle (preseason list of 10, week 5 freebie, post season list of 10, rookie freebies, participation award, weekly pool pick award).
1.4 – Lists of 10

a. Each coach can list up to two players on his list of 10 twice, naming the same or different abilities to increase. 
b. Coaches can earn the ability to add more players to the list twice based on their number of regular season wins:
 
5-6 wins: You may list up to three players twice.
7-8 wins: You may list up to four players twice.
9-10 wins: You may list up to five players twice.

1.5 – Player Retirements and Decreases
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%
b. Each player has a % chance to retire. You could get lucky with all of them and none retire, or get unlucky and all of them could retire. It’s completely random per player.
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.

1.6 – Trading
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).
d. Trades involving new NYPFL coaches must be approved by 1) the rules committee 2) the league office. Safety precautions will be lifted after week 5 if the league office feels it is appropriate. If they do not, the precautions will remain until the league offices feels the new coach understands player value.

1.7 – Draft
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.


1.8 – Random Injury System
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:

Position Risk Factor
QB.003
RB.004
WR.008
OL.003
DL.014
LB.007
DB.007
KK.007

1.9 – Walk-On Players
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

 
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.

1.10 – Overuse Injury System
Each team must indicate their main runner (HB/FB) and their main receiver (WR/TE) to protect them from random injuries prior to the beginning of the season, and only subject them to the possibility of overuse injuries. This must be sent to the league commissioner.
 
A players 1st offense is considered their 1st offense. If they are overused in a separate category for a 2nd time, it would be considered their 2nd offense they and would be penalized for 2nd offense based on their total touches and what threshold that number fell into.

RBs (HB/FB)
36-39 total touches
1st offense:  25% chance 1 week injury
2nd offense:  50% chance 1 week injury

3rd offense:  1 week injury with a 50% chance it turns into a 2 week injury

 

40-45 total touches
1st offense:  1 week injury with a 25% chance it turns into a 2 week injury
2nd 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

 

46+ total touches
1st offense:  1 week injury with a 50% chance it turns into a  2 week injury
2nd offense:  2 week injury
3rd offense:  3 week injury

A few notes about how this will work:
HBs and FBs will no longer be given 5 free catches when it comes to overuse.
 
Once your runner has a game of 40+ touches, that is considered a 1st offense for ALL numbers.  For example., your HB carries the ball 41 times in week 1 and is injured.  When healthy, his next game he carries the ball 48 times. That would count as his 2nd offense, not his 1st, meaning he would be out 2 weeks. But ,as long as your overuse is kept under 40 touches, it won’t snowball. For example, in week 1 you carry the ball 38 times. You have a 25% chance for an injury. The next week you carry it 42 times. Instead of being under the second offense, it will be considered a 1st offense due you keeping him under 40. If you are confused by this let the league office know.
If your second runner gets 15 carries (not touches) both runners CANNOT be overused as runners and they will not be penalized regardless of how many times they carry the ball. So if you run 70 plays in a game and your FB runs the ball 15 times and your HB runs the ball 55 times, he will not be considered overused due to the fact that you did a good job of spreading it around.
HBs and FBs are subject to WR/TE touch thresholds as it relates to receptions if used heavily as a receiver any week.

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
 
2nd Offense
14-16 receptions: 1 week injury
17-19 receptions: 2 week injury
20+ receptions: 3 week injury
 
3rd Offense
14-16 receptions: 2 week injury
17-19 receptions: 3 week injury
20+ receptions: out for season
 
4th Offense
14-16 receptions: 3 week injury
17+ receptions: out for season
 
5th Offense
14+ receptions: out for season
 
Any players that catch passes has the potential to be overused as a receiver, including the main receiver (WR/TE) that is designated to be protected from random injuries. Any receiver that is overused can be saved from overuse penalties as long as at least 2 or more other receivers combine to catch at least 15 passes in total. These other receivers cannot be overused themselves, as overuse does not save overuse. However, if 2 or more other receivers combine to catch at least 15 passes in total, both overused players would be safe from overuse. The spirit of the rule is not to penalize a coach who clearly does a great job spreading the ball around. Below are some examples to provide clarity:

1) Example of receiver overuse: WR Royce Lund catches 20 passes, and WR Aaron Fellows catches 17 passes. By rule, both players would be subject to overuse penalties as the team did not have “at least 2 other receivers combine to catch at least 15 passes in total” and “overuse cannot save overuse.”

2) Example of receiver overuse: WR Royce Lund catches 20 passes, WR Aaron Fellows catches 14 passes, and TE Randy Bell catches 5 passes. By rule, both WR Royce Lund and WR Aaron Fellows would be subject to overuse penalties as “overuse cannot save overuse.”

3) Example of receiver overuse protection: WR Royce Lund catches 20 passes, WR Aaron Fellows catches 13 passes, TE Sheldon Jordan catches 5 passes, and HB Trent Silver catches 1 pass. By rule, WR Royce Lund would be protected from overuse penalties as the team did have “at least 2 other receivers combine to catch at least 15 passes in total.”

4) Example of receiver overuse protection: WR Royce Lund catches 14 passes, WR Aaron Fellows catches 14 passes, TE Sheldon Jordan catches 8 passes, and HB Trent Silver catches 7 passes, and FB David Reed catches 6 passes. By rule, WR Royce Lund and WR Aaron Fellows would be protected from overuse penalties. While overuse cannot save overuse, TE Sheldon Jordan catching 8 passes, and HB Trent Silver catching 7 passes, and FB David Reed catching 6 passes meet the “at least 2 other receivers combine to catch at least 15 passes in total” requirement.
***Overtime Injury Rule: RBs are allowed an extra 9 touches, and WRs/TEs are allowed an extra 4 catches***

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***
b. Overuse injuries are still possible.
c. Random injuries are turned off during the playoffs, but you can still get a random injury in week 10 that will cause your player(s) to miss the first round of the playoffs.
d. Overuse injuries are always turned on, even during Week #10 and the postseason.
e. No random injuries will occur during conference title games, only overuse injuries will be possible.
Section 1.10: Overuse Injury System
1.10 – Overuse Injury System
Each team must indicate their main runner (HB/FB) and their main receiver (WR/TE) to protect them from random injuries prior to the beginning of the season, and only subject them to the possiblity of overuse injuries. This must be sent to the league commissioner.
 
A players 1st offense is considered their 1st offense. If they are overused in a separate category for a 2nd time, it would be considered their 2nd offense they and would be penalized for 2nd offense based on their total touches and what threshold that number fell into.

RBs (HB/FB)
36-39 total touches
1st offense:  25% chance 1 week injury
2nd offense:  50% chance 1 week injury

3rd offense:  1 week injury with a 50% chance it turns into a 2 week injury

 

40-45 total touches
1st offense:  1 week injury with a 25% chance it turns into a 2 week injury
2nd 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

 

46+ total touches
1st offense:  1 week injury with a 50% chance it turns into a  2 week injury
2nd offense:  2 week injury
3rd offense:  3 week injury

A few notes about how this will work:
HBs and FBs will no longer be given 5 free catches when it comes to overuse.
 
Once your runner has a game of 40+ touches, that is considered a 1st offense for ALL numbers.  For example., your HB carries the ball 41 times in week 1 and is injured.  When healthy, his next game he carries the ball 48 times. That would count as his 2nd offense, not his 1st, meaning he would be out 2 weeks. But ,as long as your overuse is kept under 40 touches, it won’t snowball. For example, in week 1 you carry the ball 38 times. You have a 25% chance for an injury. The next week you carry it 42 times. Instead of being under the second offense, it will be considered a 1st offense due you keeping him under 40. If you are confused by this let the league office know.
If your second runner gets 15 carries (not touches) both runners CANNOT be overused as runners and they will not be penalized regardless of how many times they carry the ball. So if you run 70 plays in a game and your FB runs the ball 15 times and your HB runs the ball 55 times, he will not be considered overused due to the fact that you did a good job of spreading it around.
HBs and FBs are subject to WR/TE touch thresholds as it relates to receptions if used heavily as a receiver any week.

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
 
2nd Offense
14-16 receptions: 1 week injury
17-19 receptions: 2 week injury
20+ receptions: 3 week injury
 
3rd Offense
14-16 receptions: 2 week injury
17-19 receptions: 3 week injury
20+ receptions: out for season
 
4th Offense
14-16 receptions: 3 week injury
17+ receptions: out for season
 
5th Offense
14+ receptions: out for season
 
Any players that catch passes has the potential to be overused as a receiver, including the main receiver (WR/TE) that is designated to be protected from random injuries. Any receiver that is overused can be saved from overuse penalties as long as at least 2 or more other receivers combine to catch at least 15 passes in total. These other receivers cannot be overused themselves, as overuse does not save overuse. However, if 2 or more other receivers combine to catch at least 15 passes in total, both overused players would be safe from overuse. The spirit of the rule is not to penalize a coach who clearly does a great job spreading the ball around. Below are some examples to provide clarity:

1) Example of receiver overuse: WR Royce Lund catches 20 passes, and WR Aaron Fellows catches 17 passes. By rule, both players would be subject to overuse penalties as the team did not have “at least 2 other receivers combine to catch at least 15 passes in total” and “overuse cannot save overuse.”

2) Example of receiver overuse: WR Royce Lund catches 20 passes, WR Aaron Fellows catches 14 passes, and TE Randy Bell catches 5 passes. By rule, both WR Royce Lund and WR Aaron Fellows would be subject to overuse penalties as “overuse cannot save overuse.”

3) Example of receiver overuse protection: WR Royce Lund catches 20 passes, WR Aaron Fellows catches 13 passes, TE Sheldon Jordan catches 5 passes, and HB Trent Silver catches 1 pass. By rule, WR Royce Lund would be protected from overuse penalties as the team did have “at least 2 other receivers combine to catch at least 15 passes in total.”

4) Example of receiver overuse protection: WR Royce Lund catches 14 passes, WR Aaron Fellows catches 14 passes, TE Sheldon Jordan catches 8 passes, and HB Trent Silver catches 7 passes, and FB David Reed catches 6 passes. By rule, WR Royce Lund and WR Aaron Fellows would be protected from overuse penalties. While overuse cannot save overuse, TE Sheldon Jordan catching 8 passes, and HB Trent Silver catching 7 passes, and FB David Reed catching 6 passes meet the “at least 2 other receivers combine to catch at least 15 passes in total” requirement.
***Overtime Injury Rule: RBs are allowed an extra 9 touches, and WRs/TEs are allowed an extra 4 catches***

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***
b. Overuse injuries are still possible.
c. Random injuries are turned off during the playoffs, but you can still get a random injury in week 10 that will cause your player(s) to miss the first round of the playoffs.
d. Overuse injuries are always turned on, even during Week #10 and the postseason.
e. No random injuries will occur during conference title games, only overuse injuries will be possible.
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
</p
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).


2.4 – Offensive Players
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.


2.5 – QB/K Slot
a. The team file may contain only one QB and one K and they must occupy the designed slots in the team file.


2.6 – Defensive Formations
a. All defensive formations will be considered legal as long as all of the rules to defensive players are followed (See 2.7)


2.7 – Defensive Players
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.
e. FS/SS – you MUST start one SS and one FS. As a clarification, the top left player on the defense MUST  be the SS, the bottom left the FS, and the far left middle and the player directly to his right both HAVE to be CBs.  These four players cannot be changed position-wise.

2.8 – Special Teams
a. Lateral movement before a kickoff that changes the strong side of the field (regular or onside) is illegal. If you choose to design regular kickoffs or onside kicks with lateral movement, make sure the strong side of the field does not change.
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)
Over the last couple of seasons, we have had some rules issues, especially when it comes to play design and things like that. I can’t catch everything and I will always take the approach that I will give you an opportunity to get it fixed. Most of our rules are designed to accomplish one or two things or both. There are some design flaws with the sim and I would include things that are overpowered as part of this. As an example, the game will always call your punt return/field goal block defense if the kicker is on the field. That is why fake kicks and punts are illegal. The defense will not adjust. The other thing we try to accomplish is to keep the game resembling real football the best we possibly can. This is challenging and I know frustrating to some of you, but a lot of us love stats. I don’t want to see stats, where runningbacks are throwing 200, passes a season or WRs running the ball 150 times a season.  I also want to give you as much freedom in your play design as possible. So it is a difficult balance. Obviously, some rules violations are minor and some are major. The summer is our longest offseason and there really is no excuse for getting the major issues corrected. Mirrored plays are a perfect example of this. Most of us have had at least one mirrored play violation over the last 4 or 5 seasons, but they are illegal and need to get fixed. There are a few rules that are being broken that some coaches may not either be aware of or just don’t realize they are doing it. So here is a shortlist:

#1: Offensive players running through each other
You cannot design a play where players cross through each other (routes can cross, players cannot). An example would be two WRs running opposite slants and crossing through each other. This is an illegal play. A keyword is how the play is designed. If you draw four routes and nobody crosses and it’s a scan pass and over the course of the play where the receivers complete their route and essentially run around to try and get open, if they cross each other this is not illegal. Straight-up design where players run through each other is a flaw tactic in the game that the defense can’t handle well and is very, very illegal. It’s all about the design.  

#2: Offensive Backfield Alignment
The game has a ton of built-in offensive advantages.  So we need to do our best to at least give the defense a chance and allow you to be creative in your defensive design as well. If you want to line up a WR or TE in the backfield, that is OK, as long as ALL RBs in the play are also in the backfield. For example, if your HB and FB are on the field and you line a WR up in the backfield, both the HB and FB MUST also be in the backfield. Since the HB can never be subbed, every play that a WR or TE is lined up in the backfield where the HB is lined up out wide is illegal. I know, the NFL does this stuff all the time. The NFL is also smart enough that their corners realize a HB is lined up outside. In this game, the defense can be easily manipulated. These plays are all illegal and need to get corrected.

#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
On every single defensive play in your book, at least 1 defensive lineman must be given a rush command. It can be a pass or a rush command and you can be creative before giving him that command, but at least 1 DL needs a rush command. If nobody rushes and the offense play is a scan pass, if every receiver is covered, the QB will stand in the pocket and not pass the ball.  It breaks the game and makes the game unplayable.  If a situation like this happens in a game, the game is immediately stopped and the defensive play would need to be deleted.  The outcome of the game will be based on how much of the game was played, score, etc.

#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. 
#8: Instructions MUST given to every player on every play
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.
#10: Phasing
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.
Re-running Games:
What will get your game re-run:
a. Illegal team files
b. illegal mirrored plays
c. catch symbols on defense
d. illegal onsides kicks
e. excessive screen abuse (number of screens or effectiveness)
f. issues that have been brought to your attention that you do not correct
 
What may warrant a game re-run:
a. borderline extra screens or ineffective extra screens (it could, but it will depend on the situation)
b. a few minor illegal formation violations
c. minor illegal design issues
 
The league office is not in the business of re-running games. We would much prefer you get the issue fixed. We will have a lot more leeway with a newer coach than with an older one. Game re-runs are never done if the violating team loses the game, but we will have some sort of a penalty system. 
 
If you see an illegal play in your prep, the best thing you could do is send a message to the league office. We can reach out to the coach and we can get it fixed. We would much rather have a coach message us or the opposing coach and say “hey man, I think play ‘such and such’ is illegal.” Then we/they look at it and, if it is illegal, we/they can get it fixed and it avoids a re-run situation. Do not hoard illegal play documentation or tendencies and wait to call them out in a big game or moment – the league benefits from addressing issues immediately, not waiting until it benefits one particular team in a big game.
Additional PMFB Tips:
1-Don’t change between menus. If you open team draft and do work, when you are done go to file, exit team draft, file exit. Completely close the program before doing something else. It is especially important to never go from Chalkboard Editor to running games.
2-If you ever have any issues importing plays try importing just 10 plays and then go to file, save playbook. After about 100 plays, save playbook and close the program, then re-open it.
3-If you are working on play design and it crashes when you try to go to the practice field, make sure before you go to chalkboard editor that you save what you are doing and completely close the program. Then go back to Chalkboard Editor, load a play, and before touching it go to practice field. If that works you are good to go.
Basically two main rules of thumb. Never go between menus and always close the program completely and re-open when you are done with one thing and want to do something else. It’s a pain in the ass, but it works. Also. If you ever do anything that makes the program crash, don’t do it again. Don’t think, oh it’s just a one time thing. It’s probably not. If you can’t even import 10 plays at a time, do 5. You have to adjust to how your program acts.
Section III: Violations
3.1 – League Participation
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. Team files and playbooks are due each week before games begin to run for the week (usually Sunday mornings around 9am EST). Don’t wait and risk having something come up, get them in early if needed to avoid a penalty.
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.

3.2 – Playbook Violations
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
4.1 – Schedule
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).

4.2 – Awards
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
5.1 – Schedule
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.


5.2 – Rules Changes
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
Special Draft Prospect Rules:
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/OL/K upgrades happen immediately upon drafting them.

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 SPD HB/WR/CB/S taken in the 1st round:
SPD upgrade requirements:

Must be drafted in Round 1
Must be drafted with 50 speed (NOT 50* SPD)
Can be listed up to twice on your postseason/preseason lists of 10 for speed to increase from 50 to 75 (refer to league rules 1.3 & 1.4 for more clarification)

HB:
Must start 5 games or
Must start 3 games AND 100 total touches
 
WR:
Must start 5 games or
Must start 3 games AND 30 total receptions
This WR can either be in WR slot 1 or 2 (NOT 3 or 4) and he must be on the field for EVERY offensive snap. This will be verified using Scout Pro and your team file.
 
CB/S
Must start 4 games.
S: He MUST be placed in one of the two starting safety spots that CANNOT be subbed out.
CB: He MUST be placed in CB slot 1 which CANNOT be subbed out.
IMPORTANT: These players can continue to be added to preseason and postseason lists for the chance at a speed upgrade for each season they meet the above criteria. However, once they fail to meet the required criteria in a season, they lose the ability to ever receive a speed upgrade again.

50* Speed HB/WR/TE/FB Touch Threshold Rules:
They MUST be listed in your #1 slot in your team file every week in the REGULAR SEASON during their rookie year:

HB
Round 1: 250
Round 2: 245
Round 3: 240
Round 4: 230
Round 5: 220
Round 6: 210
Round 7: 200
 
WR
Round 1: 65
Round 2: 60
Round 3: 55
Round 4: 50
Round 5: 45
Round 6: 40
Round 7: 35

 
FB
Round 1: 100
Round 2: 90
Round 3: 80
Round 4: 75
Round 5: 70
Round 6: 65
Round 7: 60

TE
Round 1: 50
Round 2: 45
Round 3: 40
Round 4: 35
Round 5: 30
Round 6: 25
Round 7: 20
Walk-On Player Rules:
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.