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

  1. 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.
  2. 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.
  3. Offensive profiles must have at least 12 different running plays and 12 different passing plays and utilize at least these 24.
  4. Defensive profiles must have at least utilize 24 plays as well.
  5. Profiles must be generalized .i.e. you cannot run the same play in the same situation everytime.
  6. 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.).
  7. 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

  1. 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.
  2. Offensive lineman cannot cross the line of scrimmage on a passing play until after the ball is thrown.
  3. No ineligible receiver may touch the ball.
  4. If anyone other than the QB receives the snap, he must either run the ball upfield or perform a forward pass.
  5. The QB must be lined up behind the center.
  6. The hex-edited FG play and a punt play that has the kicker rush for a shorter distance before he kicks may be used.
  7. 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.
  8. 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.
  9. 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.
  10. 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.
  11. No "Run" logic boxes (IE: "Run...Left", "Run...Outside", etc) can follow a "Pass...Check" or "Pass...Timed" logic.
  12. 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

  1. 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.
  2. Stacking receivers is banned.
  3. 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.
  4. 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

  1. 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"
  2. 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.
  3. The ball carrier of a running play cannot have a "Look For Pass" logic anywhere in their logic boxes.

C.  Defensive Plays

  1. 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.
  2. 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).
  3. 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:

  1. Use of RunClock play as a substitution for illegal plays
  2. Use of stock PPP's
  3. Loss of a 2nd round draft pick to your opponent and (1 or 2)
  4. Loss of a 1st round draft pick to your opponent and (1 or 2)
  5. 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:

  1. Cuts and Signings via Trades, FA, or poor performance
  2. Active, Inactive, Injured Reserve Roster Changes
  3. Position Changes
  4. 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.

  1. Roster Move, Trade, or FA signing error by the Commish
  2. Illegal PPP's by your opponent
  3. 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.