THE SUPER FOOTBALL LEAGUES

CONSTITUTION

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TABLE OF CONTENTS :

1) SFL FORMAT

2) ROSTERS

3) PLAYER TRANSACTIONS

4) REGULAR SEASON PLAYER USAGE LIMITATIONS

5) SFL STADIUMS

6) METHOD OF PLAY

7) SCHEDULE

8) SFL GAMES INSTRUCTIONS, CONFIGURATION AND SETUP TO PLAY

9) GAME SPECIFIC PLAYER USAGE & PLAY CALLING LIMITATIONS & RULES

10) POST SEASON PLAY

11) THE DRAFT

12) RULE CHANGES

13) POWERS OF THE COMMISSIONER

14) ADDENDUMS

 

 

1)  SFL FORMAT

The SFL is a full email, full computer ACTION! PC Football League using the current WINDOWS edition of the game. Each member is expected to make every honest attempt to play all, or as close too all as possible, of his games via the Internet or in person.

 

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2)  ROSTERS

All of these conditions must be meet :

2.1)  Each team must carry between 50 to 56 players on its active roster.

2.1a)  Up to, but no more than, 3 of your players do not have to be rated on the disk.

2.1b)  If a team should be short of the required 50 players by the roster due date the commissioner will assign him the necessary players to fill out his roster according to the guidelines below using the following procedures :  1) Any and all of these players will be reduced to a grade #3 at all their positions and have their stats reduced to zero,  2) Any and all of these players will be released without compensation after the SFL Super Bowl, and  3) A fine, in the form of a Draft Pick from the following years draft, will be assessed to the team for not meeting coverage limits. The fine will fit the situation, as deemed by the Commissioner. 

2.2)  A team must carry at least 3, but not more then 5, QBs on it's Roster. Only 1 "uncarded/unrated" QB may be carried on your Roster. At least 3 QB's must be on the disk for your team. No team may carry more then 1500 "NFL" pass attempts by it's QB's.

2.3)  To begin each season you MUST have at least :

QB - 3    RB - 3    WR - 3    TE - 2     OT - 3    OG - 3    C - 2

DE - 3    DT - 3    ILB- 3    OLB- 3     CB - 3    S - 3

EXCEPTIONS  TO THE ABOVE  :  One player may count for more then one position if he is rated at multiple positions, BUT you must have at least 7 OL on your roster (it is strongly recommended you have at least 8), either 3 DT & 2 ILB or the opposite of that, and at least 7 players rated at CB, S, and/or DB's.

FG Kicker with 16 Attempts

Punter with 40 Punts

Kickoff Returner with 20 Returns  OR  19.9 or LESS average and no TD's.

Punt Returner with 20 Returns  OR  9.9 or LESS average and no TD's.

2.4)  Each Team may designate 1 Player on the Offense Line, and one player on the Defensive Line, Linebackers, and Defensive Backs to have 1 Position adjusted in their file. Players positions can be altered in this way :

T = changed to OL (they will be able to play any OL Position).

G = changed to OL (they will be able to play any OL Position).

C = changed to OL (they will be able to play any OL Position).

DE = changed to DL (able to play DE or DT).

DT = changed to DL (able to play DE or DT).

ILB = changed to LB (able to play ILB or OLB).

OLB = changed to LB (able to play ILB or OLB).

CB = changed to DB (able to play CB or S).

S = changed to DB (able to play CB or S).

2.5)  First year expansion teams are allowed to carry an additional list of up to six player's on a special "Inactive List" for their first season ONLY. These players must have an "IA-" in front of their names on the team Alphabetical Roster.

2.6)  On the date designated by the Commissioner you will be required to turn in  1) A list of all of your players in alphabetical order by last name. List the players primary position and NFL team as well. A players Age is required. How you Acquired a player is optional. Players not on the disk must be marked with an asterisk (*) before their name, and  2)  On a disk your completely drafted team with all team units filled out in full (the commissioner will "merge" all the SFL teams onto one "master disk" for redistribution out to the league. This disk will be used for ALL SFL GAMES. No changes are allowed to be made in ANY way to this disk unless so requested by the commissioner), and 3) a list the QB, RB, and/or WR players you edited to a 5 Durability as per our Rules 4.01c, 4.02c, and 4.03c, in the Regular Season Player Usage section below (see the end of this section for an example of what you email should look like).
   NOTE : Once this stuff is sent in your team is "official", no trades or changes are allowed to your roster.

HOW TO SET UP YOUR TEAM DISK :
------------------------------------------------------------------------

1) Under your Action Game Directory (whatever Dave is calling it this year) create a sub directory called something like DISK, or at least something you'll remember.

1a) Download the SFL Stadiums file from the SFL Files page. Unzip this file into the Action Game Directory (not any of the season directories), allowing it to overwrite the file "fbparks".

2) Put the last season's NFL Action disk into this directory.

3) Go into the game and change your Active Setup to read from this directory, and Save your changes.

4) From the main screen, choose League Tools, and then in the League Draft Tools section click on the box to "Release Players AND Erase Teams, the click on the Perform Draft Tasks button. Answer Yes to releasing all players and to confirming this request.

5) From the main screen, choose Rosters, highlight the first team slot (should read N-East), then click on the Create New Team button.

6) Now at the Modify Team screen enter the following :
    1  City : YOUR TEAM CITY NAME (Lakewood)
    2  Nickname : YOUR NICKNAME (Bruisers)
    3  Abbreviation : YOUR TEAM ABBREVIATION FROM THE DP OWNERSHIP LIST (I am LAK)
    4  Base Year : 2007
    5  Team Type : Draft (THIS MUST READ "DRAFT" OR YOU WONT BE ABLE TO DRAFT YOUR TEAM)
    6  Interne Coach : YOUR FULL NAME (Glenn Perry) and ALL other inforamtion
    7  Team Home & Road Colors : WHATEVER YOU PREFER
    8  Team Font : Arial
    9  Home Park : Choose the 1_SFL HUMAN Stadium, Anywhere USA!

When done, hit Save to go back to the Teams Menu.

7) Your team should already be highlighted in the top left slot, so just double click on it or choose to View Team Roster now.

8) On the Player pull down menu choose Draft Player to start drafting your team.

9) Get your Alphabetical Player Roster that your are going to send me (this of course will be your final one after the draft with between 50 to 56 active players, with up to 3 of these player's not being rated on the disk). To draft your players you simply TAKE YOUR TIME and go position by position being VERY CAREFUL to only select player you own. NOW THIS IS IMPORTANT : Take the time (and double time) to make sure you are drafting YOUR player. This is just a matter of checking the players position and/or stats in the above box. It is NOT difficult, so there will be no excuses given (please). Just take you time and do it right the first time. Just go from the top of your player list to the bottom until you have drafted all of YOUR players (please make sure they are yours). When you are done hit the EXIT key.
   Remember, if you own a player who was on two teams last year, the Action Game player disk will have a separate file for each team he played with.
   When drafting your team, you need to draft BOTH players. Then merge the players stats together into just one of the files, all entries please, on ratings use the highest rating of the two he was given if different. When done, release the other player file of his from your team. So the bottom line is you end up with just the one player and his complete year stats. For their Durability Rating use this guideline to assign him a number after combining their stats : Games Played = 3 or less then D1,   GP = 4 through 6 then D2,   GP = 7 through 11 then D3,   GP = 12 through 15 then D4,   GP = 16 then D5.
   For players with no stats and just ratings, remember you still need to do the same, just use the file that he had the highest ratings to keep. It's the simplest way. Then drop the other file so that you again wind up with just the one player file.

10) If you are going to be invoking rule that allows you to add additonal positions to certain players (see above sub section D), now is when you would do so. Please do review the Rule again first though as penalties WILL be levied for illegal moves. Highlight the player on your screen, choose Player, Modify Player. Per our Rules enter the one you want for this player EXACTLY as it is listed in the box (in CAPS complete with a  -  if it is required), hit Save. The player should now read they way you want him too. REMEMBER, you are only allowed to do this to 1 Offensive Lineman AND 1 Defensive Lineman, Linebacker, and Defensive Back.

11) When all done with #10 above begin filling out your ALL of your Lineups.

12) When all your lineups are filled out, select Coach begin programming your Offensive AND Defensive Coaches. Go through all categories. This is MANDATORY in case you are unavailable to play one of your games.

13) When your coaches are programmed, select Coach and select Player Usage to program in how your players should be used. This is MANDATORY in case you are unavailable to play one of your games.

14) Do a final double, and then triple, and then etc... check on you team to make sure you have all your OWN players and all your lineups are completely filled out.

15) Now ZIP this entire player disk directory up (NOT the Game directory where the updated game EXE's go, ONLY the data disc directory folder PLEASE), name it by your team name (like LAKEWOOD.ZIP for me) and send it to me along with all your other stuff that is due after the draft.

I will merge all of the disks/teams together to create our SFL Master Disk which we will use for all our league games.

Here is an example of how your email to me should look. The only attachment should be the zip file you created in step 15 above.

GREAT LAKES GRIZZLIES - GLENN PERRY
NAME - TEAM - POS - AGE - ACQUIRED
Backus, Jeff - DET - T - 25 - '03 Trade (GEO)
Baker, Chris - NYJ - TE - 23 - #8b (179) '03
Barber, Shawn - KC - OLB - 28 - '02 Trade (MEN)
...etc.


Changed Position:
Chris Liwienski changed to OL
Anton Palepoi changed to DL
Dhani Jones changed to LB
Quentin Jammer changed to DB
 

Changed to durability 5:
Travis Stephens, RB
Marques Tuiasosopo, QB
David Terrell, WR
Daniel Graham, TE
 

CUTS
Chris Hayes, S
Lenzie Jackson, WR
Khari Samuel, OLB

 

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3)  PLAYER TRANSACTIONS

3.1)  Trades are to be reported promptly to the trade agent. The commissioner may void any trade that does not comply with the SFL's rules or which, in his opinion, jeopardizes the fair balance of the SFL. Coaches may override the veto by obtaining a two-thirds vote in their favor by the other league members within two weeks of the veto ruling.

3.2)  From the Dues ($$$) Due Date (usually around 1/1) of the current year until the Roster Due Date (around 8/1), all players, current calendar year draft picks, and the following year's draft picks may be traded. No trade may ever include draft picks beyond the following year. Any report of a trade involving such a draft pick will not be enforced by the league and the participating coach will receive no further compensation beyond the original trade report. EXAMPLE: If the year is 2006, you may trade 2006 and 2007 draft picks, but not 2008 or beyond.

3.3)  All trade talks involving a first year member must be copied to the commissioner. This policy is to protect new members from unknowingly making a bad trade before they have a chance to get their feet wet and learn SFL trade values. The commissioner will give his honest opinion of the pros and cons of the proposed deal each step of the way. If the trade talks with a new member involve the commissioner, another long time SFL member will be copied on all trade talks.

3.4)  No trading allowed from roster due date until the Dues ($$$) Due Date.

3.5)  Should an injury leave a coach short of his 50 to 56 man active list he must remain so for the duration of the injury due.

 

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4)  REGULAR SEASON PLAYER USAGE LIMITATIONS

4.1)  RUSHES 

4.1a)  Limited to 110% (rounded off to the closest number... beginning with the 2009 Season this limit will change to read "100%") of their actual NFL attempts, except in the following cases :

4.1b)  Any runner with an NFL average of 3.3 or LESS is allowed up to 15 attempts per game UNLESS he is allowed more than 240 season attempts using the standard ATTEMPTS x 110% formula above. In that case, he is restricted only by his season limits.

4.1c)  When you send in your Team Disk at the start of the year you may edit 1 RB of your choice who does not have a Run Blocking Rating of 6 or higher, but "who meets the criteria spelled out in Rule 4.1b above" Durability Rating on the SFL Master Disk to a 5 rating if you so choose. You must also change the Games Played on these players to read 16. EXCEPTION : Any player with Kickoff OR Punt Returns is still limited on those per Rules 4.4 and 4.5, AND may not have their Durability OR Games Played Ratings increased, UNLESS you choose to NEVER use them returning kicks (i.e. his return stats will be zeroed out), OR he has a KR average of 19.9 or less WITHOUT a TD AND a PR average of 9.9 or less WITHOUT a TD.

4.1d)  QB's are limited on "Called" Rushing Attempts to HALF of their actual NFL rushing Attempts. Please see Rules 9.1b and 9.1c for further clarification's and restrictions in this area.

 

4.2)  PASS ATTEMPTS

4.2a)  QB's with an actual NFL rating of 70.0 or higher are limited to 110% (rounded off to the closest number... beginning with the 2009 Season this limit will change to read "100%") of their actual NFL attempts, except in the following cases :

4.2b)  QB's with a rating lower than 70 are unlimited. EXCEPTION: If a QB with a rating lower than 70 has a completion percentage higher than 70%, OR yards per completion of greater than 14.0, OR yards per attempt greater than 10.0, he is NOT unlimited...he will be limited to 110% of his actual NFL attempts as per rule 4.2a.

4.2c)  When you send in your Team Disk at the start of the year you may edit 1 QB of your choice with a Rating of 69.9 or LOWER Durability Rating on the SFL Master Disk to a 5 rating if you so choose. You must also change the Games Played on these players to read 16. EXCEPTION : Any player with Kickoff OR Punt Returns is still limited on those per Rules 4.4 and 4.5, AND may not have their Durability OR Games Played Ratings increased, UNLESS you choose to NEVER use them returning kicks (i.e. his return stats will be zeroed out), OR he has a KR average of 19.9 or less WITHOUT a TD AND a PR average of 9.9 or less WITHOUT a TD.

 

4.3)  RECEPTIONS

4.3a) All player receptions are limited to 110% (rounded off to the closest number... beginning with the 2009 Season this limit will change to read "100%") of his actual NFL reception total, except in the following cases :

4.3b)  Any player with FEWER than 30 Receptions AND an Average Per Catch of 14.9 OR LOWER is limited to no more than 60 SFL Receptions.

4.3c)  When you send in your Team Disk at the start of the year you may edit 1 WR "and" 1 TE who does not have a Run Blocking Rating of 6 or higher, but "who meets the criteria spelled out in Rule 4.3b above, Durability Rating on the SFL Master Disk to a 5 rating if you so choose. You must also change the Games Played on these players to read 16. EXCEPTION : Any player with Kickoff OR Punt Returns is still limited on those per Rules 4.4 and 4.5, AND may not have their Durability OR Games Played Ratings increased, UNLESS you choose to NEVER use them returning kicks (i.e. his return stats will be zeroed out), OR he has a KR average of 19.9 or less WITHOUT a TD AND a PR average of 9.9 or less WITHOUT a TD.

 

4.4)  KICKOFF RETURNS
A player is considered "unlimited" if he had in the previous NFL season EITHER 20 Kickoff Returns OR had a Kickoff Return Average Yards Per Return of 19.9 or LESS yards WITHOUT a touchdown return. All other players are LIMITED to their actual number of NFL Kickoff Return Attempts. If you have only one unlimited returner, it is suggested you have limited returner's that total at least 10 returns on your team.

 

4.5)  PUNT RETURNS
A player is considered "unlimited" if he had in the previous NFL season EITHER 20 Punt Returns NOT counting Fair Catches OR had a Punt Return Average Yards Per Return of 9.9 or LESS yards WITHOUT a touchdown return. All other players are LIMITED to their actual number of NFL Punt Returns NOT counting Fair Catches. If you have only one unlimited returner, it is suggested you have limited returner's that total at least 10 returns on your team.

 

4.6)  PUNTS
Punter's with 40 or more Punts are unlimited. Punter's with 39 or less Punts are limited to their actual NFL attempts.

 

4.7)  KICKERS
Kicker's with 16 or more FG Attempts are unlimited. Kickers with 15 or fewer FG Attempts are limited to their actual NFL attempts.

 

4.8)  TRICK PLAYS
These plays are considered Trick Plays : QB Bootleg, End Around, Reverse, Double Reverse, Hook & Ladder, Flea Flicker, Reverse Flicker, Pass To QB (a player must have had a reception in real life to use this play), Quick Kick (a player must have had a punt in real life to use this play), Trick Pass, Fake Punt, Fake Field Goal.

Players are limited to their actual NFL number of any particular trick play attempts. Trick Play's called BY the Robot Coach do not count against a players limits, but you must document these so as to be able to "prove" they were computer called.

 

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5)  SFL STADIUMS

All games will be played using one of our three created SFL Stadiums. Games played in person or face-to-face via modem will use the SFL Human Stadium (which will have it's Home Field Advantage set at 2) with the Home Coach placing his team in the Home Position. Games played against the Computer will use the SFL Computer Stadium (which will have it's Home Field Advantage set to the maximum setting, currently 5) with the Home Coach placing his team in the Visitor's Position. Our Super Bowl will be played using the SFL Neutral Stadium. The Month Played will be chosen as the month the game is listed to be played in on our schedule.

Here is the 1_SFL Human Stadium Configuration. Remember, this stadium is used for all games that are played in person or via modem. The Home Team places himself in the Home Position.

Stadium: 1_SFL Human Stadium Wind: 3 Aug: 75 Nov: 45
Location:Anywhere USA! Precip: 3 Sep: 65 Dec: 35
Surface:Grass Advantage: 2 Oct:  55 Jan:  25

 

Here is the 2_SFL Comp Stadium Configuration. Remember, this stadium is used for all games played against the Computer and to help the computer coach, the Visitor plays in the Home Position with Home Field Advantage turned ON if the Robot is running the Visitor's team to help the Visiting Team.

Stadium: 2_SFL Comp Stadium Wind: 3 Aug: 75 Nov: 45
Location:Anywhere USA! Precip: 3 Sep: 65 Dec: 35
Surface:Grass Advantage: 5 Oct:  55 Jan:  25

 

Here is the 3_SFL SB Stadium Configuration. Remember, this stadium is used ONLY for the Super Bowl game. The Home Team places himself in the Home Position.

Stadium: 3_SFL SB Stadium Wind: 0 Aug: 80 Nov: 80
Location:Anywhere USA! Precip: 0 Sep: 80 Dec: 80
Surface:Grass Advantage: 0 Oct:  80 Jan:  80

 

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6)  METHOD OF PLAY

PLAYING YOUR GAMES
Only the ACTION WINDOWS Computer Football Game in it's most current version is allowed for SFL games. Only the master SFL disk is allowed to be used for league games.

All games are played against either the opposing teams own coach, the computer coach he sends you, or the computer default coach. No substitute coaches are ever allowed for regular or playoff games.

As a note, the Home Field Advantage is always checked "On" in the Rules for our Master Disk for SFL League Games, how it is applied to the game depends upon which Stadium (the COMPUTER one with the home coach placing his team in the visitors position for Solo games, the HOME one for head-to-head games, and the NEUTRAL one for our Super Bowl game) is required to be used.

Games may be played face-to-face against the opposing teams owner, or SOLO against the default robot coach OR the Visiting Coaches own robot coach he sent to you (or had included on the original Master Disk release). For SOLO games only, the VISITING TEAM is made the HOME TEAM, and the SFL Computer Stadium MUST be used. Other changes are also required in SOLO games. Please read the following paragraph AND review the section below called SETTING UP OUR LEAGUE RULES STRUCTURE before playing ANY SFL Games.

At the start of each SOLO game, BEFORE any plays are called, the HOST coach MUST make any requested substitutions for starting units. During the remainder of the game, he MUST follow any stated instructions (limits, substitutions,  etc...) he was given by the visiting coach.

Coin Flip Clarification: The team that wins the coin flip has the choice of receiving in the first half or of deferring that choice until the second half.

 

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7)  SCHEDULE
The SFL will use a balanced strength of record schedule. Everyone plays the other three teams in their division once both home & away for total of 6 games. The remaining ten games are played out of division, five home & away. Who you face depends were we are at in Yearly Divisional Rotation System we use. You will though face all the teams from two of the other divisions, accounting for 8 more games. The remaining 2 games will be played against teams from the one remaining division, who they will be again depends upon were we are at in the rotation process.

 

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8)  SFL GAMES INSTRUCTIONS, CONFIGURATION AND SETUP TO PLAY

8.1)  SETTING UP OUR LEAGUE RULES STRUCTURE  :
First do this :
You MUST create a sub directory underneath your Action Game directory called Export. This is the directory where you are going to be storing your Exported Game Files, so be sure to create it NOW!

 

8.2)  AWAY GAME INSTRUCTIONS
These are due to your opponent no later than the Friday night before the game is scheduled. If nothing is received by that Friday evening, the home coach may proceed playing the game using his best judgment. Any decisions he makes for the visiting team (substitutions, aggression change, limits, etc...) must be made in the visiting teams best interest in order to win the game for them. In SOLO played games, the STOCK robot included with the game will run the Visitor's teams UNLESS he sends you HIS OWN robot to use with his team in that game.

 

8.3)  ALTERING, SENDING, & RECEIVING COACHES
Choose Utilities/Export Coaches from the main screen, choose your team, choose the DISK directory to send the files to. Then Zip the files together and send to your opponent. To Import Coaches, you Unzip them into the DISK directory, choose Utilities/Import Coaches, choose the DISK directory and click on the Begin Import button. That's it!
 

 

8.4)  TO PLAY A LEAGUE GAME :
Before starting please note :
Absolutely NO Exhibition and Auto Played games are allowed on the Official Disk. Please create a separate directory and play those types of practice games there. This will avoid possible conflicts with the Official League disk.

Before sending out our league playing disc, it will be set up this way described below and may NOT be altered in any way  :

NOTHING ELSE BUT WHAT IS LISTED BELOW IS CHECKED OR USED!!!

"Rules Year" is 2007.
"Season Length" is 16.
"Homefield Advantage" is checked, and "Use Actual Stadium" is selected.
"Two Point Conversions" is checked
"Play Overtime" is checked
"Replay Challenges/Team" is set to 2.
"Minutes/Quarter" is set to "15 minutes"
"Internet Play Clock - Use Play Clock" is checked and Offense & defense are both set at "45 Seconds"
"League Type" is set to "Draft League"
"Field Goal Miss Line" is set to "Kick Spot".
"Kickoff Line" is set to "30".
"Goalpost Location" is set to "Endline"
"Injuries" is checked and "Normal Frequency" is chosen.
"Penalties" is set at "Realistic"
"Game Era" is set to "Standard Off/Def Blend"

NOTHING ELSE BUT WHAT IS LISTED ABOVE IS CHECKED OR USED!!!

If you are going to be playing an Internet Game, you will need to 

A) Set up a time to play the game with your opponent, and clear out about 2 hours to play the game.

B) Go into SETUP-GAME PREFERENCES and make sure that the "Box Score Type" has the "Expanded" circle chosen.

C) Before playing, you'll need to choose the Internet pull down menu in the game and make sure you open your Windows Firewall Port 32019 and Forward your Routers 32019 Port.

D) To send via email or give to your opponent in the SFL Chat Room go into the Game-Internet pull down menu and first "Get your IP Address", and send/give it to him.

E) If Hosting, choose "Host Game Session" from the Game-Internet pull down menu and wait to accept your opponents call and then set up to play the game. If you are the Visitor choose the "Join Game Session" option, enter your opponents IP Address he provided you with, and wait for your call to be accepted and for him to set up the game.

If you are playing against he Computer BE SURE TO REVERSE THEIR POSITIONS with YOUR TEAM being placed in the VISITOR'S position. Click on Play when done.

3) Make sure that these things are all set properly :
   A) The Home & Visitor teams are set properly.
   B) Game Type = League
   C) It says "1_SFL Human Stadium" if playing human opponent, or
        It says "2_SFL Comp Stadium" if playing against computer opponent
        The "3_SFL SB Stadium" is only used for our Super Bowl game.

   D) The correct Month is chosen, whatever month the game is scheduled in.

4) Now click Play to play the game! Should an Internet Game crash during play, BOTH of you may have to completely exit your game and restart the game to be able to reconnect. The Host coach needs to make sure the then chooses Play-Resume Game and take care to select the correct game to rejoin. This should allow everything to pick up right were you left off.

5) After your game is completed a screen will appear asking you what to do. Choose the Exit when done.

6) Click on Utilities, then Export Game.

7) Double Click the game you just played, an asterisk (*) will appear beside the game.

8) Now choose the Export Location by double clicking on the DISK directory I had you set up underneath your Action Game directory.

9) Click on the "Begin Export" button. A box should come up saying "Export Complete" with OK for the choice. This will create one file in that directory with a fairly descriptive name of the game (something like MEN 24 LAK12.XBX). This is the file you will send to your opponent right after the game is played (so he gets his stats right away), and to the Commissioner with your Game Write Up for the Newsletter and new disk. You may now exit out of the game.

10) Write up a Game Report, attach the exported game file from #9 above to this message, and send it to BOTH your opponent AND me. You of course only have to send your opponent the Write up if you have already sent him the game export file.

 

8.5)  REPORTING OF HOME GAMES
The home coach is obligated to report his game results in the form of a Game Write-up to the league weekly newspaper reporter by the given "due in time" the weekend the game is scheduled to be played. At the minimum he must call the Newsletter Reporter to tell him when the game will be played/reported by that day.

 

8.6)  UPDATING YOUR LEAGUE DISK EVERY WEEK

Every week I will send you a COMPLETELY NEW DISK called :

WK (1 to 16 depending upon the week just completed) SFL.ZIP

You MUST update your data disk every week with this new file.

To be able to View our Leaders, your team stats, play your Home Game that
week, and/or anything else, all you have to do is UnZip this file into your
SFL directory letting it overwrite all the files and you'll be up to date.
That's it!

You can view your Box Scores by hitting "R" from the main menu, the "T",
then choosing the game you want to view the box score from.

 

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9)  GAME SPECIFIC PLAYER USAGE & PLAY CALLING LIMITATIONS & RULES

9.1)  Any runner with less than 60 NFL attempts is limited to no more than 15 attempts in any one game.

9.1a)  No player may attempt more than 50 Rushing Attempts in any game, Regular or Playoff.

9.1b)  "Called" QB Rushing Attempts are limited to half their Actual NFL Attempts for a season. Scrambles do not count toward this limit. "Called" QB Runs can only be Bootlegs, Draws, or Dives (which is considered the QB Sneak). The QB Option call (which shows up in the PBP as a Sweep) is NOT ALLOWED. This will make it easy to keep track of these runs and enforce this rule both during a game and against season limits.

9.1c)  A team is allowed 3 "called" QB rushing attempts each per game.  BUT, no more then 2 "called" QB Runs may be used on any one possession. Exception: Any QB with over 80 NFL rushing attempts in real life would be allowed 5 "called" rushing attempts per game. A "called" QB Run on a 2pt conversion attempt counts against a team's limit for that game. As a reminder, the QB Bootleg is not allowed on 2pt conversion attempts." Note that the season limits from rule 9.1b still apply.

9.2)  No player may attempt more than 75 Passing Attempts in any game, Regular or Playoff.

9.3)  No player may have more than 20 Receptions in any game, Regular or Playoff.

 

9.4)  TRICK PLAYS
These plays are considered Trick Plays : QB Bootleg, End Around, Reverse, Double Reverse, Hook & Ladder, Flea Flicker, Reverse Flicker, Pass To QB (a player must have had a reception in real life to use this play), Quick Kick (a player must have had a punt in real life to use this play), Trick Pass, Fake Punt, Fake Field Goal.

A maximum of 2 Trick Plays per game may be called. Trick Play's called BY the Robot Coach do not count against a players game or season limits.

IMPORTANT : Trick plays may NOT be used on 2-Point Conversion Attempts.

 

9.5)  BLITZING
When you Blitz on defense you can send no more than a maximum of 4 players.

 

9.6)  GOALINE & RUN STUFF DEFENSE LIMITS
When you are in any of the following Platoon's, Nickel - Dime- Quarter, you cannot call the "Goal Line" defense AND you cannot you call the "Run Stuff" key option.

 

9.7)  ONSIDE KICKOFFS :
A maximum of 3 per game by each team is allowed according to these guidelines : Teams may call for only 1 Onside kickoff in the first three quarter's. If a team trails in the fourth quarter it may call up to two additional Onside kickoff's.

 

9.8)  AUDIBLES
The "audible" is never allowed to be called in a game. The Computer can of course call one.

 

9.9)  HURRY UP OFFENSE:

There are two types of Hurry Up Offenses that may only be used under certain conditions as listed below:

FAST : This setting may only be used if a team is losing by 9 or more points at the 7:30 mark of the 4th Quarter, behind by 16 or more at the start of the 4th Quarter, behind by 22 or more in the 3rd Quarter, 29 or more in the 2nd Quarter, and 36 or more in the 1st Quarter. It is not allowed in overtime. Remember, if you close the score to less than the required number listed above to be in the Fast Pace you can no longer be in the Fast Pace.

VERY FAST - HURRY UP : This setting may only be used in the final two minutes of each half. It may be used in the final two minutes of overtime.

 

9.10)  SLOW DOWN OFFENSE:

There are two types of Slow Down Offenses that may only be used under certain conditions. These are  those conditions :

SLOW : This may only be used if a team is ahead by 14 or more points in the 4th Quarter, 21 or more in the 3rd Quarter, 31 or more in the 2nd Quarter, and 41 or more in the 1st Quarter. Remember, if your opponent closes the score to less then the require number listed above to be in the Slow Pace you can no longer be in the Slow Pace.

VERY SLOW : This setting may only be used if a team is ahead by any number in the final 5 minutes of the 4th Quarter. It may also be used whenever a team is simply going to call a QB Kneel play. It is not allowed in overtime.

 

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10)  POST SEASON PLAY

10.1)  QUALIFICATION
The four division winners qualify. The four teams with the best non-division winning records also qualify. Any ties for playoff spots will be broken according to section 10.3. All eight teams will be seeded in descending order with division winners being placed 1 through 4 by record and non-division winning qualifiers being placed 5 through 8 according to record.

 

10.2)  SCHEDULE :

NOTE : Internet Play or In Person Play is mandatory for all Playoff games!!!

Quarter Final Round :
                                        8 at 1
                                        7 at 2
                                        6 at 3
                                        5 at 4

Semi Final Round : 
                                        Lowest remaining seed at Highest remaining
                                        2nd Lowest remaining seed at 2nd Highest

SFL Super Bowl :
                                        Lower seed at Higher seed
Played at "SFL Neutral Stadium", monthly setting at August, with the Home Field advantage turned OFF. One weeks rest given to each team before the game is played.

 

10.3)  Playoff Tiebreaking Procedures

TIE-BREAKING PROCEDURE NOTES

1 - In comparing records against common opponents among tied teams, the best won-lost-tied percentage is the deciding factor since teams may have played an unequal number of games.
 

2 - To determine seeding/home-field priority among division titlists, apply Wild-Card tie breakers.
 

3 - To determine seeding/home-field priority for Wild-Card qualifiers, apply division tie breakers (if teams are from the same division) or Wild-Card tie breakers (if teams are from different divisions).

 

DIVISION TIES

Two Clubs

1 -Head-to-Head (best won-lost 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 common games if applicable. 4 common opponents minimum.

4 -Best Final Regular Season Power Rating given within the Action Game.

5 -Strength of schedule (strongest schedule wins tie).

6 -Last team not to make the playoffs.

7 -Coin toss.

 

Three or More Clubs

Note : If two clubs remain tied after other clubs are eliminated during any step, tie-breaker reverts to step #1 of two-club format.

1 -Head-to-Head (best won-lost 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 common games if applicable. 4 common opponents minimum.

4 -Best Final Regular Season Power Rating given within the Action Game.

5 -Strength of schedule (strongest schedule wins tie).

6 -Last team not to make the playoffs.

7 -Coin toss.


 

WILD-CARD TIES

If necessary to break ties to determine the six wild-card teams, the following steps will be taken.

1 -If all tied clubs are from the same division, apply division tie-breaker

2 -If the tied clubs are from different divisions apply the steps below.

3 -When the first wild-card team has been identified, the procedure is repeated each time as necessary to name the six wild-card teams. In situations where 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 tie-breaker if the top-ranked team in that division qualifies for a wild-card berth.

Two Clubs

1 -Head-to-Head, if applicable.

2 -Best W-L-T % in common games, 4 min.

3 -Best Final Regular Season Power Rating given within the Action Game.

4 -Strength of schedule.

5 -Best net TD's all games.

6 -Last team not to make the playoffs.

7 -Coin toss.

 

Three or More Clubs

Note : Once two teams remain, revert to step #1 in Two Club tie-breaker.

1 -Apply division tie-breaker to eliminate all but highest-ranked club in each division prior to step #1. The original seeding within a division upon application of the Division tie-breaker remains the same for all subsequent applications of the procedure that are necessary to identify the four wild-card teams.

2 -Head-to-Head sweep (only if one club has either defeated or lost to each of the others).

3 -Best Final Regular Season Power Rating given within the Action Game.

4 -Strength of schedule.

5 -Best net TD's all games.

6 -Last team not to make the playoffs.

7 -Coin toss.

 

10.4)  PLAYER PLAYOFF LIMITATIONS PER GAME
All ball carriers, limited receivers, quarterbacks, returner's, punters and kickers are limited to 1/10th of their SFL regular season limits with any fractions being DROPPED (example : player was allowed 79 "SFL" receptions for the year, he is allowed a maximum of 7 in each playoff game). Unlimited players remain so. If this procedure results in a number of less than 1 the player is limited to 1 attempt of that kind for the entire playoff schedule. This means only 1 attempt total for the playoffs no matter how many games are played by that team.

 

10.5)  CHAMPIONSHIP TROPHY
A trophy will be designed, bought, and mailed to the new SFL Champion by the commissioner or his designee. Costs will be reimbursed by the league fund.

 

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11) THE DRAFT

11.1)  LENGTH
12 Rounds

 

11.2)  TYPE
Reverse order by previous years record.

TIE-BREAKING PROCEDURE FOR THE DRAFT
If two or more clubs are tied in the selection order, the strength-of-schedule tie breaker is applied, with the team facing the weakest schedule receiving the better selection, subject to the following exceptions for playoff clubs:

1 - The Super Bowl winner is last and the Super Bowl loser next-to-last.

2 - Any non-Super Bowl playoff club involved in a tie shall be assigned priority within its segment below that of non-playoff clubs and in the order that the playoff clubs exited from the playoffs. Thus, within a tied segment a playoff club that loses in the Wild Card round game will have priority over a playoff club that loses in the QuarterFinal round game, which in turn will have priority over a club that loses in the SemiFinal round game. If two tied clubs exited the playoffs in the same round, the tie is broken by strength of schedule.

If any ties cannot be broken by strength of schedule, the divisional or wild card tie breakers, whichever are applicable, are applied. Any ties that still exist are broken by a coin flip.

Note that these tiebreakers are to determine the draft order for the first round. All teams with the same record will rotate the selection order each round thereafter.

 

11.3)  LOTTERY
Weighted. First two positions of the first round to be drawn from a hat. The 4 LOWEST seeded Non-Playoff teams only from the previous year will be seeded 1 through 4, with the team with worst regular season record receiving 4 chips, second worst receiving 3 chips, and so forth. Any ties by record will be broken by strength of record faced for seeding purposes. The team with the weakest schedule faced will be seeded better. If teams are still tied at this point, total net points will be used, with the team with the worst overall net point total being seeded better. If teams are still tied at this point a coin flip will determine who is seeded better. Teams that required these tie breaker's will rotate positions every round. After the first two draft positions of the first round are drawn, all remaining teams will fill out the remaining positions in reverse order by record. The lottery affects draft positions for the first round only. It's affects on teams that are tied and need to rotate every round WILL BE accounted for though.

 

11.4)  EXPANSION TEAMS
Will draft first regardless of lottery (which will still be held for only the first three spots following the expansion teams) in all rounds in their inaugural draft. First year coaches are not considered expansion coaches.

 

11.5)  THE DRAFT LIST
The Official Draft List will be sent out to the league membership soon after it's compilation (usually soon after the new data disk is released). You need to perform two very important functions that are covered below once you receive the List :

1 - It is each members responsibility to check the list for accuracy, ensuring that none of your players are accidentally on the List. If you do find any of your players on the List you must contact the Commissioner immediately so that he may remove the player(s) and inform the league membership to do the same. If you do not and one of your players is left on the List and is drafted by another team, that team will either keep that player or be awarded your draft pick from the next year that is two rounds higher then the pick they used to select this player, the choice being left to the member who selected the player.

2 - If you find that any un-owned players, rookies or veterans who don't belong to any other member, that are not on the List and should be, you must notify the Commissioner immediately so that he may add the player(s) and inform the league membership to do the same. Any player who should be on the List but is not added in this way by the time the Draft begins will not be eligible to be selected.

 

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12)  RULE CHANGES

12.1)  A total of 11 confirming votes (out of 16 members) are required to amend the SFL rules as stated in this constitution. First-year members will not vote. If the full 16 member complement will not be voting in a given year, a propotional percentage of the voting members will be required to amend the constitution. All results, including how each team voted, will be emailed to the league promptly after the voting deadline.

12.2)  A rules vote can be held at least once per year before the SFL Draft.

12.3)  All SFL members may submit rule proposals to the commissioner by his given date. All proposals must be placed on the ballot. If two or more overlap or conflict each other then a run off of these will be required.

 

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13)  POWERS OF THE COMMISSIONER

13.1)  RESOLUTION OF CONFLICTS
The commissioner will resolve any conflicts that arise that he determines are not practical for a league vote. Any ruling by the commissioner may be overturned by a league wide veto of at least 11 votes within two weeks of the commissioners decision. Protests are excluded from this however.

 

13.2) VETO OF TRADES
The commissioner may veto any trade or player acquisition which does not follow league rules or is in his opinion deemed harmful to the leagues welfare.

 

13.3)  LEAGUE MANAGEMENT
The commissioner shall manage league affairs such as finances & dues, the draft, schedules, newsletters & stat reports, backup coaches, expansion, administration of rules and the general operation of the SFL. The commissioner may delegate any of these duties to league members who volunteer as he sees fit.

 

13.4)  DISMISSAL OF MEMBERS
The commissioner may dismiss any league member for not following league rules, non payment of dues, excessive lateness or for operating in a manner not in the leagues best interest in his opinion.

 

13.5)  PROTESTS
Coaches may protest any game that resulted in a loss that may have been reasonably due to the home coaches failure to follow written instructions or line-ups for that game. Failure to follow league rules or use of an illegal player are admissible grounds also. A written report must be sent to both the accused coach and commissioner (who will serve as arbiter) within two weeks of receiving game results. He must list his reasons supporting his protest. The accused coach then as one week to respond. He must do so in writing to both the commissioner and opposing coach. The arbiter will then render his decision which is final. The arbiter will uphold the protest only if in his opinion the decisions made by the defendant might have reasonably affected the outcome of the game. Any upheld protested games must be made up before the playoffs begin. Any protests involving the commissioner and weekly news reporter will be arbitrated by a mutually agreed upon league member.

 

13.6)  MISCELLANEOUS RULINGS
The commissioner shall rule as he sees proper and fair to the situation on anything not specifically covered in this constitution as the need arises.

 

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14)  ADDENDUM'S

The ABC's (etc., etc...) of "The SFL Way of Doing Things"

A) How to Report Your Home Games

B) Face-to-Face Playing Criteria

C) Morals and Ethics

D) Playing Games Out of Sequence

E) Playing Games Early

F) Playing Games Late

G) There Is Just No Way I Can Play This Game Because...

H) "How do you "play" a Road Game of yours at your house when the Home coach cannot play the game and asks you too?".

I) New Members Indoctrination

J) Common Courtesy to Fellow Members

K) Conformity

L) How To Report Your Trades.

M) Keep it realistic if playing the Computer Coach

N) Common Courtesy when receiving trade inquiries

 

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A)  HOW TO REPORT YOUR HOME GAMES

Below is a "sample" of what to write about. Just remember that this is a NewsLetter about our games for that week. Write your game recap in sort of a newspaper form, and feel free to freelance, just don't get silly.<G>

Be sure to title your game write up this way :

LAKEWOOD @ TORDONDO
Tordondo - 45     Lakewood - 21
Temp 71  Wind 0-5 Clear Sky SFL Human Stadium
MVP: Matt Hasselbeck

Have the teams in CAPS with who at who, and then below in lower case the Final Score with the winning team listed first.

Do NOT write your Game Write Up in ALL CAPS. Please. Thanks.

Your Game Write Ups are due "TO ME" NO LATER than Sunday, 12:00PM Eastern time (9:00AM Pacific). This will give me time to put the NewsLetter and Stats together to get them out to everyone later that night, or the next morning at the latest.

WHAT TO SEND TO WHO :

To Me AND Your Opponent : The Game Write Up and your Game Export File as described in Rule 8.4.9 and 8.4.10 under "8.4 - To Play a League Game". These must be sent TOGETHER NO LATER THAN THE DUE TIME, Sunday, 12:00PM Eastern time (9:00AM Pacific). Please remember that.

Here is a SAMPLE game write up, please notice that there are no "blank lines" between the paragraphs  :

ANN ARBOR @ LAKEWOOD
Ann Arbor - 31     Lakewood - 28
Temp : 68   Wind : 0-10   Light Rain   SFL Human Stadium Line : Bruisers by 3
MVP: Brett Favre
     Who Wha, what a game! In the end the Owls were flying high while the Bruisers were a bummed out bunch. Here's how it happened.
     After receiving the opening kickoff the Ann Arbor group proceed to chomp through the Lakewood defense like a fat woman through a chocolate sundae (ending belch included!) as they quickly took a 7-0 lead after Favre hit HB Robert Green from one yard out. But then the Bruiser running show took stage. While grounding the Owls attack for the rest of the half, the Bruisers bashed out three long drives (14py-77yd, 12py-46yd, 15py-74yd), but were not able to fully capitalize on them as they netted only two field goals as Ann Arbor stiffened in the red zone. The final drive was ended when Bruiser QB John Elway fumbled when sacked inside the Owl 10 with less than a minute to go in the half. Ann Arbor recovered and the score stood 7-6 Owls at the half.
     The second half started quietly with both teams exchanging punts for a while until Ann Arbor woke up with a bang on their second possession. Five plays and 57 yards later (Favre to Irvin from 16 yds) and they lead 14-6. Stopping Lakewood's next drive (three and out) the again raced through the Bruisers defense covering 60 yards in only four plays to extend their lead to 21-6 after Favre found Irvin again, this time from 23 yards out. Early in the fourth Lakewood struck pay dirt when Elway hit Jerry Rice from 58 yard out. Playing aggressive cost them though as they missed the 2-Pt attempt and the score showed 21-12 Ann Arbor. The Bruisers held the Owls next, but after the punt, Lakewood's Elway through an interception to give the Owls great field position (which they had and successfully controlled the whole second half). A short drive later their kicker, Morten Andersen, gave them a 24-12 lead on a 47yd FG with 5 1/2 minutes to go. But the Bruisers went to the air again and covered 59 yards in only three plays (Elway to Ken Dilger from 32yds) and 41 seconds to close the score to 24-20 (2-PT play worked this time) with 2:05 to go. Ann Arbor proved unflappable though as they recovered the onside kickoff attempt of Lakewood's and the caught the Bruisers in a blitz as Favre hit Perriman on a short pass and he took it in from 58yds out to make it 31-20 the Owls with only 1:35 left. Lakewood tried to get back into the game, and even had Elway hit Rice from 69yds out on their second play to close within a 31-28 score after another 2-Pt conversion, but there wasn't enough time left. Another onside kickoff recovery by the Owls sealed their fate at home.
     Ann Arbor controlled the game from the start as the never trailed. Favre was strong as usual (24-35-332-4-0) and both Irvin (who had no catches in the first half) and Perriman went over 100 yards receiving. Lakewoods Emmitt Smith was held under 100yds (19-86) and touchdown less for the first time this year. The Bruisers QB's combined for a terrible 19-41 passing as the Owls had their number all day.

 

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B)  FACE-TO-FACE PLAYING CRITERIA

A couple of members asked about what would be considered "proper" when it comes to accommodating FTF action with another member. I would like to just ask everyone to use this criteria I've listed below as your guideline :

If the person wants to play his game against you FTF (in person OR via the games Internet Link) then every effort should be made to find a mutually agreeable time to get together to play your game.

Really, my thoughts on this are basic. You have to play the game "sometime" that week, so just let the guy know what time you intend to play it. That doesn't mean of course that you shouldn't make a "reasonable" effort to work out a mutually agreeable playing time, but it is basically up to the Visitor to try and work to your schedule.

It really comes down to this. This is a league based on "fun", and to many (including me), but not all, that means getting to play as many of your games as possible. We have to balance that between the two types of members. I feel the above does that. I don't like it when A) a member doesn't want to let the visiting coach play his team FTF via the games Internet Link or in person, or B) the visiting coach doesn't make an effort to adjust HIS schedule to fit the home teams.

Please just remember that if you are requested by the visiting coach to play the game FTF via the games Internet Link (or in person), than let him do so. Just let him know when you intend to play the game, and try to be helpful in setting up a playing time that usually spans several time zones. Remember, playing the game FTF is both fun and not all that time consuming. At most it adds an hour to your game time. All the more fun IMHO. Hopefully, you view it that same way as well.

And if you want to play one of your road games via the games Internet Link (or in person) please remember to first, get in contact with the member as early as possible and to be flexible enough so as not to cause the home team member any inconvenience.

That's it. If we all follow those guidelines it should be fair, even, and fun for everyone.

 

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C)  MORALS AND ETHICS

In the past we have had what in my humble opinion was some poor sportsmanship displayed by some members over playing games Face-To-Face at their house after that option was not available to them at their opponents house in an earlier game. While I understand the point they were making, that it was only fair for both teams to play that way, I do not think that that is the important issue. To me, it should only matter to all of us if we play against the best POSSIBLE opponent to win any game. That is always a teams own owner.

Now obviously the Robot Coaches are never going to be as competent an opponent as a human, though they have become a very competent opponent. That's just a fact of Action FB life! Let's all please keep this in mind that as the season goes along and situations like this arise to remember, the idea is to have good competitive fun WITHOUT getting too serious. I hope you all agree.

If we all play to have fun, none of the above should be anything but common sense. I am sure you all agree.

 

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D)  PLAYING GAMES OUT OF SEQUENCE?????

This can NOT be done because of the games Automatic Carry Over Injury feature.

 

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E)  PLAYING GAMES EARLY???

This can NOT be done because of the games Automatic Carry Over Injury feature.

 

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F)  PLAYING GAMES LATE???

This can NOT be done because of the games Automatic Carry Over Injury feature.

 

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G)  THERE IS JUST NO WAY I CAN PLAY THIS GAME BECAUSE ...???

It doesn't matter what the reason is per say, only that let's say you get in a real life situation where you just cannot play the game at this time (computer blows up, family situation or crisis, etc...), I WILL MORE THAN UNDERSTAND. In these types of situations I always prefer the ROAD COACH to have the option of playing the game instead. See "H" below.

In the event that the Road Coach cannot play the game either, I will play the game letting the computer run both teams.

 

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H)  "HOW DO YOU "PLAY" A ROAD GAME OF YOURS AT YOUR HOUSE WHEN THE HOME COACH CANNOT PLAY THE GAME AND ASKS YOU TOO?".

What I want you to do is simply play the game as if it were a HOME GAME for you (per Rule 8.4.d.3). That means (of course) putting your team in the Visitors position.

I feel that since it IS a Home Game now for you at this point you might as well play it that way, and doing so gives your opponent the best setup/shot at winning the game just like any other Road Game.

 

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I)  NEW MEMBERS INDOCTRINATION.

This is my system for breaking in any new SFL members. Basically, I ask them to consult with myself and/or any other long time member on potential trades (either coming in or going out) during their first couple of months of SFL tenure.

The reason for this is quite simple. New members for obvious reasons do not fully understand "SFL" values at first, and thus can be very susceptible to making deals that are unfavorable to their team. The bad part of this is that the only realize this a month or two down the line. That is were the consulting thing comes in. I do not in any way try to do anything but explain to any new member what the potential trade means to his team in the SFL from a current AND long term way. It only takes a couple of these discussions before their fully knowledgeable on our leagues player values, and thus don't need any "consulting". Trust me, I like it much better that way.

Please understand that I take this approach from a "what is best for the long haul of the SFL" approach. It serves our league no good to have a new member come in with great promise and enthusiasm only to see several inexperienced trades made that leave him in a lurch either now and/or in the future. Sometimes that leads to disenchantment with the league and eventually an opening in the league. That is my WORST nightmare. The hardest thing I have to do as Commish by far is find replacements, explain how our league works, send them all the required material, etc, etc, etc. That is why I have developed this system. To date it has work VERY WELL. It's never been a big deal before, but like I said, because of some recent events I thought it would be wise to explain to all EXACTLY the what AND why of it. It only helps keep our league strong as a whole.

 

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J)  COMMON COURTESY TO FELLOW MEMBERS

1) Unless they have previously told you else wise, don't call anyone BEFORE 9am in the morning THEIR time. Also, don't call anyone AFTER 9PM in the evening THEIR time. You should NEVER call someone at their work. Again, if they tell you differently, then obviously it is OK on all of the above. BUT, until you do hear otherwise from them, these are pretty safe guidelines to follow when it comes to being courteous in contacting other members.

2) Don't call somebody several times a day OR day after day if they are not all that interested in the deal you are offering. It only becomes an annoyance. Actually, with a completely email-able league, this should NEVER be a problem.

 

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K)  CONFORMITY

I know sometimes it is a hassle to have me ask to have things turned into me a "CERTAIN" way, but please be assured I have my reasons. The usually surround making my job easier AND/OR making it easier for me to get you out a quality product. If all of you could help me by just following my examples on how to turn in something I promise to do my best to give you the best league I possibly can.

 

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L)  HOW TO REPORT YOUR TRADES.

Here is the ONLY way I want you to report your trades.

1) One of the participating members needs to send the Trade to BOTH they other involved member(s) AND me at the same time. This way, if there is a discrepancy, it'll be caught and corrected right away.

2) ONLY use the format as sampled below :

LAKEWOOD = Troy Aikman, #3 (CAR), #4 ('04)
GREAT LAKES = Jeff George, #1, #2 ('04)

A) Team Names in CAPS

B) Then Players first in alphabetical order with their names fully spelled out

C) Then draft picks, best to worst, this years FIRST, then next years, picks of other teams with abbreviation in CAPS (exp. = LAK).

Look, PLEASE don't take this lightly. I NEED you to report ALL of your trades in this manner. I have to keep track of trades, rosters, draft picks, and errors all in one. Your sending it in in this manner ONLY helps me do that. I ask you to please take the time to do so.

One last thing. Print and keep this message PLEASE. Every year I get guys reporting trades wrong (which makes it a mess for me) and then say "Oh, I deleted the example, can you please resend it". I'll be honest, it gets old after a while. Please help me by doing your part here.

Thanks.

 

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M) Keep it realistic if playing the Computer Coach

Basically, what I would like to ask all of you is this. For the good of the league, please use common sense when playing the computer coach. Sure it is EASY to run up some ridiculous record(s) when playing against the computer coach because it has no idea you are doing so, but I ask you this : "Do you really feel you've accomplished anything worthy?". The answer is an easy NO. In fact, there is NOTHING noble about doing this.

If you are played a game "head-to-head" it is totally different, simply because your opponent will pickup on what your doing and thus react accordingly. If you still accomplish some rare feet or great stats, then that is GREAT for you EARNED it. But you should never feel the same is true when playing the computer coach.

So with that in mind, please use common sense and make sure that if you are playing against the computer (aka SOLO) that you not simply "run up a stats" simply because it is much easier to do so. Spread things around if you get up by a few TD's, use your whole team including your bench players just like you would/should as if you were playing against another member live. Respect for the legitimacy of our record books and yourself is what is at stake here.

 

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N) Common Courtesy when receiving trade inquiries

We should all exercise a simple bit of common courtesy when handling trade inquiries you receive from other league members.

Basically, do what all of you would want done should you send out a trade inquiry, send back a reply!

Doesn't have to say anything more then "Hey thanks, but I am going to hold onto that player", or something like that, but just send something back to the guy. He took the time to show interest in contacting you, you are a member of this league, so it is my opinion that you owe him a courtesy response even if you have no interest in his trade inquiry. It's just the proper thing to do to let that member know where you stand so he can do whatever it is he needs to do at that time, be that move on, increase his offer, counter your counter offer, or whatever.

In doing so you will be building trade relationships with other's even if you say you don't want to move that player, simply because that member now knows at least your not blowing him off and are a waste of time to deal with. Over time it pays off to keep contacts open with all members!

But in final to put it plainly, if you just leave him hanging there with no response you are being RUDE, that's a bottom line fact.

So please take that five seconds required to fire off a response to your fellow league member should they contact you with a trade inquiry, it's only what's proper, thanks!

 

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