Post by smatheny on Sept 24, 2011 18:37:26 GMT -5
VII. Playing Rules - Offense
Play Calling[/u]- Being that we are a "sim-style" league, it is imperative that you mix up your play calling. It is not considered "sim" by our standards to run the same play repeatedly. That being said, if you are having success pounding the ball down the defense's throat by running the football, we are not saying you have to pass to be "realistic". We just ask that you mix up which running plays you call.
General Rule - You cannot call the same play more than once per set of downs. If you call the I-Formation, HB Iso play on first down, you are restricted from calling that play again until you pick up a first down or get the ball back after a score, turnover, etc.
Goal Line Formation[/u] (also known as 0 WR formations) - Formations with 0 wide receivers are allowed in the following situations:
  A) 3rd OR 4th down and 2 yards or less to go
  B) Anytime inside the 5 yard line
4th Downs[/u]- You are allowed to "go for it" on 4th downs in the following situations:
  A) Anytime when trailing in the 4th quarter
  B) Anytime when losing by 21 or more points
  C) Anytime inside your opponent's 5-yard line
  D) 4th and 1 or inches in your opponent's territory
  E) When you have the ball between your opponents 35 and 45 yard line
In all other 4th down situations, you must either punt or kick a field goal.
Quarterback Play[/u]- There is no rule against rolling out. All quarterbacks have different ratings controlling their accuracy when throwing short, intermediate and long routes, all of which come into play when throwing on the run. The only rule restricting quarterback movement involves dropping back in the pocket. As a general rule, quarterbacks can not drop more than 10 yards behind the line of scrimmage. It doesn't happen in real life - it's not going to happen here.
No Huddle[/u]- Teams will be allowed one series each half to use the no huddle offense at their discretion. Additionally, you can run the no huddle offense in the following situations:
  A) Inside the 2 minute warning of each half
  B) Inside of 5 minutes left in the game when trailing by 9 - 14 points
  C) ANYTIME in the fourth quarter when trailing by more than 14 points
Motion[/u]- If manual motion is used on offense, the offense must let the player come to a complete stop. The offense will then give the defense a window to make adjustments to the motion. This means WAIT. Don't snap as soon as you see defenders move either, this will be seen as glitching the AI. Any plays that include "auto-motion" are permitted. All effort will be made to prevent the offense from hiking the ball while the defender is in motion. This means don't wait until the playclock is at 3 secs to start an auto motion knowing the play wil lbegin before the motion is finished.
Audibles[/u]- When audibling on offense, be sure that you do not violate any of the depth chart/substitution rules listed above. For example, an audible that brings a wide receiver into the backfield as a running back is NOT[/u] allowed. The quick audibles (run, short pass, long pass) can be used in situations where the package and formation you have on the field would violate the substitution rules with your set audibles.
Note about Accelerated Clock[/u]- The use of accelerated clock should allow us to avoid having rules surrounding killing clock and limiting the number of audibles per play. We will evaluate this through our pre-season testing to see if these additional rules need to be put in place.
Edits
//9/30/09 - changed the fourth down rules
8/7/11 - changed the motion rules
Play Calling[/u]- Being that we are a "sim-style" league, it is imperative that you mix up your play calling. It is not considered "sim" by our standards to run the same play repeatedly. That being said, if you are having success pounding the ball down the defense's throat by running the football, we are not saying you have to pass to be "realistic". We just ask that you mix up which running plays you call.
General Rule - You cannot call the same play more than once per set of downs. If you call the I-Formation, HB Iso play on first down, you are restricted from calling that play again until you pick up a first down or get the ball back after a score, turnover, etc.
Goal Line Formation[/u] (also known as 0 WR formations) - Formations with 0 wide receivers are allowed in the following situations:
  A) 3rd OR 4th down and 2 yards or less to go
  B) Anytime inside the 5 yard line
4th Downs[/u]- You are allowed to "go for it" on 4th downs in the following situations:
  A) Anytime when trailing in the 4th quarter
  B) Anytime when losing by 21 or more points
  C) Anytime inside your opponent's 5-yard line
  D) 4th and 1 or inches in your opponent's territory
  E) When you have the ball between your opponents 35 and 45 yard line
In all other 4th down situations, you must either punt or kick a field goal.
Quarterback Play[/u]- There is no rule against rolling out. All quarterbacks have different ratings controlling their accuracy when throwing short, intermediate and long routes, all of which come into play when throwing on the run. The only rule restricting quarterback movement involves dropping back in the pocket. As a general rule, quarterbacks can not drop more than 10 yards behind the line of scrimmage. It doesn't happen in real life - it's not going to happen here.
No Huddle[/u]- Teams will be allowed one series each half to use the no huddle offense at their discretion. Additionally, you can run the no huddle offense in the following situations:
  A) Inside the 2 minute warning of each half
  B) Inside of 5 minutes left in the game when trailing by 9 - 14 points
  C) ANYTIME in the fourth quarter when trailing by more than 14 points
Motion[/u]- If manual motion is used on offense, the offense must let the player come to a complete stop. The offense will then give the defense a window to make adjustments to the motion. This means WAIT. Don't snap as soon as you see defenders move either, this will be seen as glitching the AI. Any plays that include "auto-motion" are permitted. All effort will be made to prevent the offense from hiking the ball while the defender is in motion. This means don't wait until the playclock is at 3 secs to start an auto motion knowing the play wil lbegin before the motion is finished.
Audibles[/u]- When audibling on offense, be sure that you do not violate any of the depth chart/substitution rules listed above. For example, an audible that brings a wide receiver into the backfield as a running back is NOT[/u] allowed. The quick audibles (run, short pass, long pass) can be used in situations where the package and formation you have on the field would violate the substitution rules with your set audibles.
Note about Accelerated Clock[/u]- The use of accelerated clock should allow us to avoid having rules surrounding killing clock and limiting the number of audibles per play. We will evaluate this through our pre-season testing to see if these additional rules need to be put in place.
Edits
//9/30/09 - changed the fourth down rules
8/7/11 - changed the motion rules