Rules

  1. Advanced every 72 hours. Our goal is to complete 2-3 games per week.
  2. If your team is eliminated from the playoff chase, we will not wait.

  1. Each participant is expected to display conduct that is of an exemplary standard.
  2. Good sportsmanship, honesty, respect, and pride are demanded from all participants. The league commissioner reserves the right to ban any participant from playing based on any violation of the code of conductstated, or unstated.
  3. All users must have a smart phone and the free application "GroupMe" and remain active on this application. (The commissioner can waive this for a user if needed.)
  4. We have NO rules against running up the score vs. the CPU. You run the risk of injuries.
  5. Do not run up the score on a "user” opponent if possible. Once you are up by 21 points you may “chew the clock”
  6. PAUSING THE GAME – Do not do this excessively.
  7. Quitting a game will result in being removed from the league.
  8. If a user is inactive for 2 weeks without notice, they will be set to autopilot and the league will not wait for them if all others are ready to advance.
  9. All users inactive for 4 straight weeks or 6 total in a season are subject to removal.
  10. If a user is inactive or slow to play, once their team is eliminated from the playoff race, their games are subject to immediate simulation.
  11. Glitch / Rules Violation –If you are found to be exploiting a glitch or breaking a rule, you will be removed.
  12. Failure to comply with any rule will result in game results being thrown out and other user may re-play the CPU. All game play rules are viewed as equally important.
  13. If a team is found to have committed several violations per game, and did not correct them, the team will be placed on AUTO for 4 weeks and set to "lose" all games. In addition, their top player must be traded to a CPU team for their LOWEST rated player.

  1. We realize that the slogan of the AFL is to mix it up, however we understand the most recent releases of the game have been more realistic than editions past. Some teams are much better at playing zone defense than man defense, so you're going to see more zone or more man from certain teams. This undermines the mix it up guideline. We don't want someone to run the same play all game, however we do understand that certain routes, work against certain defenses. So just try to play the game as sim as possible, and we won't have any problems.
  2. We understand that with every edition of the game there are some AI glitches. It is nearly impossible to list and find all the AI glitches in every edition.
    1. However, if you are found using an AI glitch, you will have a player suspended and you will be subject to further penalties possibly including removal. We take AI glitches very seriously and all cases will be handled accordingly.
  3. Draining the clock is only allowed with 3:00 left in the first half, the fourth quarter, overtime, or if leading by 17 or more. Other than those specific times we strongly suggest that the ball be snapped before 10 seconds left on the play clock. We understand that package formations, audibles, and hot routes can take up some play clock and sometimes you will go under 10 seconds, but we do not want to see the play clock habitually going under 10 seconds while the clock is running. 
    1. Suggestion: Try and make your formation subs when the clock is stopped to avoid clock draining.
    1. The only exception to this rule is the Mercy Rule
  4. You must punt on 4th down outside of your opponent’s 40 Yard Line. 
    1. Only Exception- if losing in the in the 4th Quarter.​
  5. Goal Line Offense and Defense are not base formations. They should be used in short yardage only.
  6. Do not use special teams on normal downs. Example – punt block should not be used as a run defense.
  7. 2 Point Conversions - Can only be attempted in the 4th Quarter.

  1. Repeated Deviations of the same plays with HOT ROUTES will be frowned upon.
  2. One route adjustment is FINE. (1 Hot Route Per Play)
  3. If you’re changing multiple players routes EVERY PLAY, then you need to take that type of offense ELSEWHERE.
  4. One audible per play. (You should not audible every play. Run what you called.)
  5. No changing the formation or play right as you break the huddle. Show what you called.
  6. If you audible and change formation, you must allow the defense time to do the same. (3-5 Seconds to view formation and audible, then allow their defense to set.)
  7. If the defense calls an audible, but the offense did not change formation, they are not required to wait.
  8. No-huddle offense is allowed, but you must allow the defense time to line up properly. (Offense is required to wait roughly 3-5 seconds at the LOS before the snap.)
  9. No-huddle is NOT allowed after any play that stops the clock. (Incomplete pass or play that goes out of bounds)
  10. No-Huddle Formation Changes are allowed with limitations.
    1. If you change formation, you are not allowed to have a player move into an "ineligible” position according to your substitution rules. Meaning a WR moving to a TE position in an audible or moving to RB position is not allowed.
    1. You may not call a goal line offense then purposely switch to a new formation such as 3-5 wide sets. Or go 3 RBs then switch to 4 WR set to exploit the AI)
  11. Quads Formations are not allowed. (Or motioning to a Quads Set. RB in the Backfield does not count towards QUADS)
  12. No Switching on offense to make a USER catch. All offensive catches are CPU based. (No controlling what the WR is doing at all, meaning no using Aggressive catch, possession catch, or moving them. Allow the entire thing to be CPU controlled once the ball is in the air.)
  13. QB Drop Backs - You absolutely cannot drop back more than 10 yards (unless you are being rushed). It is unrealistic for QBs to be dropping back 15, 20+ yards to wait for receivers to get open. If you are doing this, you will be subject to player suspension. In addition, if you do this, you will be forced to MISS a FG immediately after.
  14. You are NOT allowed to immediately roll out to the sideline with your QB. Which means hiking the ball, holding R2 and sprinting to the sideline with zero pressure, and zero pocket collapsing. The computer-controlled defenders in coverage cannot react fast enough when the CPU WRs re-route. If you are not being pressured by the defense, and if the pocket is not collapsing, immediately rolling out with your QB is prohibited. This rule is not in effect on plays that are designed to roll out or bootleg. (Complete your normal Drop Back)
    1. If you leave the pocket before the completion of your designed drop, you are not allowed to throw a pass.
      1. If a ball is completed, the player must attempt an FG on their next play and MISS IT.
  15. If the QB leaves the pocket (defined by an area of up to 12 yards deep from LT to RT), after the completion of their designed drop, the QB can then only throw a pass to an eligible player that is of equal width to the same sideline or wider. No throws can be made back to the middle of the field, or inside the QBs passing location. (Designed Roll out plays have a sprint out design and are excluded from this, sliding line protection is not a designed roll out play.) [SEE EXAMPLE 1. Below]
  16. Motioning - If you manually put a receiver or TE in motion, you must wait until they come to a complete stop to hike the ball.
  17. If the Offense commits one of the above violations and it does not have a listed punishment, the punishment is the Offense must attempt an FG on their next play and miss it, resulting in a loss of possession. If the violation results in a TD, the user must allow the other team to score a TD then kick a FG and miss on their next possession at the location they start their next drive.

  1. Defense may not switch and make a play on a pass in the air. If a player switches while the ball is in the air, the defense must make NO attempt to tip, knock down, or intercept the pass. Even if the CPU overrides the movement and does make a play on the ball, the result is a violation. You may switch to tackle or hit the WR while the pass in the air, but the WR must make first contact with the ball. (If you violate this rule regardless of the outcome, on your next offensive possession you MUST take a safety and punt the ball.
  2. You MUST always rush at minimum 3 players. You cannot choose a play that rushes 3 players and then audible one into coverage. You cannot call any plays that rush only 2 players.
  3. No "Nano” Blitzing – (Not the same as an overload block)
    1. Example of overload, defense blitzes 6, offense only blocks with 5. This is allowed.
  4. Do not continuously shift players. You should not be shifting with the intent of having the players in movement when the ball is snapped.
  5. Run commit may be used.
  6. Manually User Controlling Defender Guidelines:
    1. You may move one and ONLY one player manually pre-snap and you MUST remain as that player until the ball is snapped.
    2. Lurking around the line of scrimmage with a defender and leaping to intercept balls downfield will be prohibited. If you are manually controlling a defender, you must drop back into a zone or manually cover a receiver, you may NOT sit right at the line of scrimmage and jump as soon as the ball is thrown.
  7. D-lineman:
    1. D-lineman can be moved by the in-game shifts. If a user is controlling a D-lineman, he can adjust the player, but must remain as that player. They cannot be backed off the LOS or moved between or around other D-Linemen.
    2. A defensive lineman is defined as any defender that is on the line of scrimmage designed by the play.
    3. You are allowed to manually control a Defensive Lineman (Down Lineman) but do not drop into coverage unless at least three other defenders are rushing the passer, and it is part of the called play design.
    4. You CANNOT hot route a defensive lineman (down lineman) into coverage. (Including covering Flats or to Spy).
    5. You CANNOT manually move defensive lineman in any direction until the ball is snapped.
  8. Linebackers:
    1. LBs may be moved tighter or wider but cannot swap or stack a position with another LB. (Meaning: Shift LBs right and then moves ROLB inside the MLB. This also includes moving in front of another LB.) [SEE EXAMPLE 3. Below]
    2. You cannot bring a controlled LB within 1 yard of the line of scrimmage or closer than the back of a defensive lineman. If you do, he must blitz. You CANNOT peel off into coverage.
    3. No player can be moved by a user toward the LOS beyond what is a natural shift by showing blitz. [SEE EXAMPLE 2. Below]
    4. LBs must be at a depth of 1 yard from the LOS at the snap but not in between the DL players.
  9. Defensive Backs:
    1. DBs cannot get closer than 3 yards from the LOS unless in short yardage, then they can move up to 1 yard from the LOS,
    2. Exception - playing bump and run on a WR or TE.
    3. If you are controlling a DB, you may NOT move them inside the linebackers or on the line of scrimmage unless you are in a goal line situation (Inside your own 10).
  10. If the defense violates any of the above rules and the punishment is not called out, the team must take a safety (2 points) on their next possession and then punt the ball away.

  1. Salary Cap
    1. Each coach will be awarded (1) cap clear ever. They must request this in writing via GroupMe.
  2. Free Agents
    1. Free agents are an open market.
    2. Any free agent signed cannot be traded for 3 weeks once signed.
    3. Violation of rules may result in the loss of the highest rated player and two 2 overall picks from any season.
  3. Trade Limits
    1. CPU Trades are allowed, if the game allows the trade, it is legal.
    2. No stack and drop trades are allowed.
    3. All trades to be reviewed by the Commissioner.
    4. You may not trade a player acquired via free agency for 3 weeks. (Free Agent Signings during the off-season have no restrictions)
    5. User / User trades are allowed and will not be questioned unless a protest is made.
    6. All trades to be reviewed by the Commissioner and are subject to reversal if someone is trying to dump their roster.
    7. Violation of rules may result in the loss of the highest rated player and two 2 overall picks from any season picks.
  4. ALLOWABLE SUBSTITUTIONS – Or In game Formation Subs ONLY! (Player Position = Positions he can play, not the other way around)
    1. QB=QB
    2. FB=FB, RB, TE
    3. RB=RB, FB
    4. TE=TE, FB, WR
    5. WR=WR
    6. O-line=O-line
    7. D-line=D-line
    8. ROLB=MLB=LOLB
    9. CB=CB, FS, SS
    10. FS=FS, SS, CB
    11. SS=SS, FS, CB
    12. K=P
  5. Player names may be changed only if they are fictitious players. You cannot change the names or actual NFL players. Names must also be HR appropriate.
  6. Player numbers and uniforms may be changed, but not height and weight. This will result in their removal from the league.
    1. Required jersey numbers.
      1. QB/P/K: 1-19
      2. RB/FB/TE/WR: 1-49, 80-89
      3. OL: 50-79
      4. DL: 1-20, 50-79, 90-99
      5. LB: 1-59, 90-99
      6. DB: 1-49

  1. All skill positions must play their natural position (QB, HB, WR, TE, CB, S)
    1. Example: You cannot add HB to the WR position on the depth chart
      1. The 3rd TE Spot may be TE, FB, or OLINE only.
  2. The FB position may have a TE at the 2nd spot (IF you do not have a FB on your roster, you can use an HB or TE).
  3. All positions on Depth Chart must have first TWO SPOTS filled with APPROVED players.
    1. Example: Safeties must have 2 safeties in the first two spots on depth chart & the 3rd can be filled with an APPROVED cornerback.

  1. The home team should make contact.
  2. Contact is to be made in "GroupMe" - If there is no contact made by either team after 24 hours since the last advance, the game will be considered a CPU vs CPU game and simulated.
  3. If a time cannot be arranged, the following will decide who gets priority.
    1. Most active user
    2. Years in the league
    3. Lifetime wins
    4. Commissioner coin flips
    5. Each team can request 1 extension per season for more time to complete a game.
  4. Streaming / Screen Sharing of user vs user game.
    1. Post scheduled game times in “GroupMe” if anyone asks to watch the game they are allowed to unless the player requesting plays one of the users without a game for the other opponent to scout.

  1. All complaints get filed with Brad.
  2. Requests to change rules are voted on by all "active” coaches. A vote will take place in GroupMe.
  3. What to do in case of a rules violation:
    1. It is YOUR RESPONSIBILITY to report a rule violation when it happens. Reporting a violation after the game will not help your case. Games will not be replayed because of a violation. When you see a rule violation, you must pause the game and inform your opponent that you think they have violated a rule (no matter how serious). Both parties consult the rules and correct the infraction in a sportsmanlike manner.
  4. Please notify the Commissioner of any rule violation, even if you think it is not a big deal.
  5. It is recommended that you print out a copy of the rules to keep at hand during games.

  • If the disconnect happens and a team has a 17-point lead or more, that team is awarded with victory.​
  • If a disconnect happens after half time, the leading team is considered the winner.  If a playoff game, we will attempt to finish the game with the consideration of score, quarter, time, and Down and Distance.
  • Commissioner has final say.
    1. After the Super Bowl ends, the staff will review rule change proposals, and anything else that will need to be discussed before advancing to the offseason.
    2. You will need to be active during the off-season, to make sure you do not miss any important team timeline projects.
      1. PLAN ON 2-3 HOURS to complete the ENTIRE OFF-SEASON.  This is very important to the long-term success of your team.​
    3. The off-season stages will have a certain set amount of time:
      1. 30 Mins - Re-sign expiring contracts - You will have 30 minutes to complete.
      2. 15 Mins - Free-Agent Signing Stage 1 - You will have 5 minutes x 3 to complete.
      3. 10 Mins - Free-Agent Signing Stage 2 - You will have 5 minutes x 3 to complete.
      4. 10 Mins - Free-Agent Signing Stage 3 & Rookie 5th Year Deals - You will have 5 minutes x 3 to complete.
      5.  5 Mins - Free-Agent Wrap-Up & Scouting - You will have 5 minutes to complete.
      6.  60 Mins - The Player Draft: This will begin immediately after the Free-Agent and Scouting Stage.
      7. 30 Mins – To complete all Summer Practice Drills
      8. 0 Mins – All pre-season games are Simulated.
      9.  5 Mins - We will advance to the pre-season every 5 minutes until we get to the regular season. Injuries will be turned off for the pre-season.
      10. 24 Hours - Player Cuts / Roster Sizes
      11. Regular Season Starts.

    1. Anyone is welcome to join the league if they understand the purpose is to have fun.​
      1. Process to join the league.
        1. Message a current member or signup on this site.​
        2. Must play a "test" online game with a current veteran member to validate two details:
          1. Connection stability​
          2. Game Play Style
            1. Does the new member understand our rules and intent of rules?  We are not looking for people who run 100% no-huddle or go for 1 play Touchdowns found Online or runs "complex" defensive setups that exploit the AI.
        3. Once added they will be invited to our league website of Rosters and Stats.  They will then pick a team and have a probationary period of 8 games, or the completion of a season.  Which every is longer.​​