The Rules of The VFL
(Revised through the 2004 season)

Plan, Play, and Profile (PPP) Rules:
The VFL is trying to simulate NFL football to be abilities as allowed under
the Fbpro95 game engine. There are some flaws in the AI still and we use these
rules to counteract those deficiencies.
A. General PPP Rules
- Custom plays can be used but
they must conform to the standards of the Playcheck 1.07 configuration
file (found on the web page) AND the rules set forth below.
- Special Teams plays must be
from the original stock AI (NEW) or meet approval of the
commissioner for use in the VFL by all teams. ..you can make personnel
substitutions in all cases.
- Offensive profiles must have
at least 12 different running plays and 12 different passing plays and
utilize at least these 24.
- Defensive profiles must have
at least utilize 24 plays as well.
- Profiles must be generalized .i.e. you cannot run the same play in
the same situation everytime.
- If a team has a play type in
their offensive or defensive game plan (i.e. run middle, pass short left,
pass long right, etc.), they must have at least two seperate and unique
(not including play flips) plays of that play type in their game
plan. This excludes special teams plays (i.e. fgpat, puntret,
kickoff, etc.).
- The
only special teams punt defense play that can be called on fourth down is
"puntret". Other special teams plays cannot be used for
punt defense. For example, you cannot have FGPATD called in your
profile when the other team is punting from their 35 yd line.
B. Offensive PPP Rules
- Between the tackles no player
may be lined up in a position greater than 10 yards behind the line of
scrimmage.Outside of the tackles no player may be lined up in a position
greater than 5 yards behind the line of scrimmage. If a player shifts or
goes in motion between these boundaries (i.e. a RB shifts to a flanker
position)..these rules still govern the play. For instance, a RB that is
10 yards back behind the LOS would not be eligible for motion..he would
need to be shifted to a position 5 yards behind the LOS.
- Offensive lineman cannot
cross the line of scrimmage on a passing play until after the ball is
thrown.
- No ineligible receiver may
touch the ball.
- If anyone other than the QB
receives the snap, he must either run the ball upfield or perform a
forward pass.
- The QB must be lined up
behind the center.
- The hex-edited FG play and a
punt play that has the kicker rush for a shorter distance before he kicks
may be used.
- There will always have to be
exactly 7 men the LOS on the offensive side of the ball. Not 6....not 8. 5
of these are
linemen and there must be exactly one player on the LOS on both sides of
the line. The other players must be lined
as following: between the LOS and the 5 yard line if they`re outside the
tackles. Between LOS and the 10 yard line if
they`re inside the tackles.
- No plays that involve
multiple pitches/timed passes are allowed. Only one of these per play is
ok. Two handouts are possible in plays like reverses.
- Placement of eligible
receivers BEFORE shifts - All offensive plays must initially (1) place
running backs in the "backfield" and (2) place TE's and WR's in
the "non-backfield." They can then be shifted to whatever legal
position is available to them before the play is run. Any play which
initially starts the running back outside the "backfield" or a
TE/WR outside the "non-backfield" will be considered an illegal
play. For purposes of this rule, "backfield" is defined as a box
that extends from one hash mark to the other in the play editor on the
Line of Scrimmage and extending 10 yards deep i.e. the running back must
initially be within this box before shifting. The intent of this rule is
to assure that the running backs are recognized as running backs and not
as receivers, and vice-versa, in conformance with the design of the FBPRO
play editor.
- The "throw fake"
offensive logic instruction has been found to have major AI-busting
characteristics. As such, any play which utilizes a "throw fake"
logic will be considered to be an illegal play and it cannot be used in
the VFL.
- No
"Run" logic boxes (IE: "Run...Left",
"Run...Outside", etc) can follow a "Pass...Check" or
"Pass...Timed" logic.
- On
rollouts, the passer must move parallel to the LOS, he cannot move toward
the line of scrimmage. No "Run" logic boxes (IE:
"Run...Left", "Run...Outside", etc) can follow a
"Pass...Check" or "Pass...Timed" logic.
1. Receiver Rules
- No play shall be utilized
which incorporates "intentional pass interference" or it will be
considered an illegal play. For purposes of this rule, "intentional
pass interference" is defined as an offensive player who "stops
and waits" or "throws a fake", and in the process, impedes
the progress of a defensive player is who covering another receiver. It
does not apply to receivers who, in the normal running of their own
patterns, bump into, or otherwise unintentionally disrupt defenders who
are covering other receivers. The intent of this rule is that receivers
should run their patterns and catch the ball based on their own abilities,
and the abilities of the defender, and not with the assistance of an
illegal offensive play that the computer does not recognize.
- Stacking receivers is banned.
- For any timed pass patterns,
the point where the pass is received in the play editor cannot be more
than 10 yards beyond the Line of Scrimmage (the 30 yard line in the play
editor). Any play which is designed to have the point of pass reception to
be greater than 10 yards beyond the Line of Scrimmage will be considered
to be an illegal play and cannot be used in the VFL.
- There may be a maximum of two
TE's on any play. If there is one TE he may line up wherever he wants to.
If there are two TE's, at least one needs to be lined up next to an
offensive tackle. Any play that isn`t designed along this rule is
considered illegal and can not be used in the VFL. Any substitutions due
to injury or fatigue leading to different sets are not violations of this
rule.
2. Running play/Running back rules
- Pitches cannot travel more
than 3 yards in the air. In order to enforce this fairly, the ball
cannot be visibly in the air for more than three frames on a pitch
designed to be "wide"
- Any play which is designed in
the play editor to utilize a forward pitch/lateral, where the ball crosses
the Line of Scrimmage while in the air, will be considered to be an
illegal play and cannot be used in the VFL.
- The
ball carrier of a running play cannot have a "Look For Pass"
logic anywhere in their logic boxes.
C. Defensive Plays
- All defensive plays must have
a minimum of 3 DL`s and DB`s on the field. There will always have to be
atleast 2 LB`s on the field. That`s a total of 8 players. The rest is up
to the individual coach to decide. Only exception will be if the computer
subs players in and out due to fatigue or injury. That`s not in our
control.
- At least three (3) defensive
linemen (DE or DT) must be used on each defensive play. These three DL's
must be in a three point stance and two of the three must be in contact
with the LOS. Any additional DL can be placed anywhere as long as no part
of their designation is more that 5 yards beyond the LOS (the 25 yard line
in the play editor).
- At least three DL in
"crouch" position on the DL.
D. Special Teams Rule.
1. Only DL or OL can be on the LOS of the
punt return play (defense).
Penalties:
- Use of RunClock play as a
substitution for illegal plays
- Use of stock PPP's
- Loss of a 2nd round draft
pick to your opponent and (1 or 2)
- Loss of a 1st round draft
pick to your opponent and (1 or 2)
- Expulsion from the VFL
These penalties are enforceable by the Commissioner at his
discretion..and heavier penalties can be warranted for multiple infractions.
Weekly Deadlines:
Deadlines are as follows:
|
What's Due
|
Day
|
Time
|
Subject Title
|
|
Free Agent List
|
Wednesday
|
10pm CST
|
VFL FA <TN>
|
|
Weekly Trade Deadline
|
Friday
|
10pm CST
|
VFL Trade <TN>/<TN>
|
|
Roster Moves (Add/Drop)
|
Friday
|
10pm CST
|
VFL Roster (A/D) <TN>
|
|
Roster Moves (Game)
|
Sunday
|
Noon CST
|
VFL Roster <TN>
|
|
PPP's
|
Sunday
|
Noon CST
|
VFL PPP <TN>
|
<TN> designates your team nickname (in trades, it designates both (or
all) teams involved.
It is of the utmost importance that you use the Subject as above when sending
correspondence..so it goes to my appropriate folder. If you do not...more than
likely I will miss it..and your team will not be done to your proper
satisfaction.
FREE AGENTS:
Free Agents are awarded on a weekly basis, for
those teams that request them, in accordance to last year's draft order
(similar to the NFL Supplemental Draft). Please order your preferences for free
agents. Do not send your cuts with FA signings, please send them with the
roster moves because you may not get everyone you want.
Example 1:
I have one empty slot on my roster. Pick up ONE of
these guys (in this
order):
LB Stephen Grant
LB Andre Powell
LB Wayne Simmons
LB Doug Miller
LB Jamie Fields
Remember, I only want one guy.
Example 2:
For this week, I'd like to sign a maximum of two
Free Agents from the list
of the following four players (in preference order),
if they are available:
Request:
OL Brett McGriggs
and:
LB Andre Powell
OR
LB Kurt Gouveia
OR
LB Bill Romanowski
I do not want more than one LB in any case.
TRADES:
Trades can be made up until the 7th week of the
season (after week 07 is done, not trading until after the Bowl).
You are allowed to trade Draft picks (Round 1-7)
and/or players.
Please use the following notation when sending the
trades to me:
<Team Nickname 1> trades Player , Player
(etc) and <Team Abbreviation 1> round # pick to <Team Nickname> for
Player and <Team Abbreviation 2> round# pick.
Example:
Bears trade LB Brian Cox, QB Erik Kramer and SF's
2nd round draft pick to the Lions for RB Barry Sanders and DET's 3rd round
selection.
It is especially important to note which team's
draft pick(s) you are trading as some teams have acquired the rights via
trades.
Both teams need to send confirmation to me for the
trade to go through. Once a trade is dually confirmed, it cannot be cancelled,
changed, or reversed, so do not confirm a trade that you may not want later on.
ROSTER MOVES:
This the the most time consuming part of the
owners week as well as the commish (times 17) :)
There are 4 parts to weekly roster moves in order
of how I do them:
- Cuts and Signings via Trades,
FA, or poor performance
- Active, Inactive, Injured
Reserve Roster Changes
- Position Changes
- Slot Changes
1. Cuts and Signings
This should go first on your list of weekly roster
moves.
Use this format:
Cut QB3 Steve Tanneyhill ---> FA Blair Keil
(only if you are awarded the FA)
Trade QB3 Steve Tanneyhill and RB Terrell Davis
---> Lions for QB Blair Keil and RB Marcus Dupree
Cut QB3 Steve Tanneyhill (if you want an open
roster spot
2. Active, Inactive, Injured Reserve
This is the next step I do on your roster moves..
Use this format:
Activate QB3 Blair Keil ---> A
Inactivate QB2 Rodney Peete --> I
Place QB2 Rodney ---> IR
In most cases, when you inactivate someone there will be a corresponding
player who is activated.
IMPORTANT! if you place a player on Injured Reserve, he is done for the
season..so consider it carefully.
3. Position changes:
Use this format:
RB Merrill Hoge ---> FB
4. Slot changes
Use this format:
FB2 Merrill Hoge ---> FB1
if you want to just move one player, I will assume that everyone else just
slides down one slot...unless otherwise noted.
USE OF RMUPDATE
Owners may use RMupdate
if they wish in place of sending in written Roster Moves.
A. RMUPDATE can only be used for moving players positions, slots, or
active/inactive status.
B. RMUPDATE is only to be used on files that end in an r.zip
designation..(i.e. vflwk##a.zip). This will assure that files include any
players that are moved from team to team. Files can become CORRUPTED if you the
owner attempt to do this. so please do not...
C. since the files are small..teams are not required to zip them before
attaching them to an email..
PPP's
PPP directorys for any given team are: c:\sierra\fbpro95\custom\<team
nickname>\
For example: c:\sierra\fbpro95\custom\bucs
PPP's need to be sent in compressed format with the .zip tag on the end.
Please send them with your team nickname or abbreviation as well. Some teams
like to use the format.. sdwk5.zip ..to designate which week they are for.
PPP's should be sent to me via attached email.
If a team does not send in a PPP for a given week, I will assume that they
want to use the same PPP as last week.
If a PPP crashes during a game, or a zip file is corrupted, I will make one
further attempt to see if it works. If it doesn't, I will use stock PPP's for
that team.
Replays of Games:
Games are replayed at the commish's discretion.
The following are a list of possible scenarios that would warrant a replay.
- Roster Move, Trade, or FA
signing error by the Commish
- Illegal PPP's by your
opponent
- The Commish used another
team's PPP for your team
A team must contest the outcome
within 24 hours of the posting of results..or the game results will be deemed
official.
I try to follow the spirit of the law as opposed
to the letter of the law..i.e. if an illegal play(s) was used and it did not
adversely affect the outcome of the game..I probably will deny a replay while
at the same time admonishing the offending team.
Example: if Team 1 uses illegal1.ply and they got
sacked 8 times while using it and scoring no points..there is no need in my
opinion for a replay.