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1 - The OldTimers Football Association (OTFBA) is just one of a collection of football leagues in the SPORTS ATTIC. It will always use the latest version of the Action! PC Football (Currently, ActionPC 2000 for Windows).
2 - The OTFBA is a head to head football league and will strive to play all it's games live over the internet. Therefore, in order to participate, ALL owners MUST own the current version of the Action PC software and the proper season disk.
2 - The OTFBA is a keeper league. This means that players are kept from season to season. See Section 4-Drafting for more details. The league exists for the enjoyment and sportsmanship of its members. It is intended to supply an outlet for fellowship, fairness, and competitiveness.
3 -Changes to this Constitution may made when an amendment receives 2/3 majority vote of the voting participants. All proposals shall be made in writing to the Commissioner by the date he sets. **All rules proposals NEED to be either put up for vote PRIOR to the draft, if they are to go into place for the upcoming season, or if done after the draft, be for the season following the one set to begin.
4 -The annual dues are $15 ...See LEAGUE DUES for further information....discounts can be earned! If the commissioner does not have a member's dues by the first day of the draft (as set by the commissioner), that member's franchise ownership may be revoked.
5 - The OTFBA will consist of 24 teams in 2 Leagues. Each League will consist of 3 divisions with 4 teams in each.
6 -The OTFBA plays a 14 game schedule, 1 game per week, from February thru conclusion... for approx. 14-16 weeks of regular season play (not including playoffs).
7 - A schedule will be generated by the Action PC 2000 schedule
generator.....need to investigate this further, but will shoot for the schedule to reflect below:
- 6 games (3 home, 3 away) in division;
- 4 games (2 home, 2 away) vs teams in other division
within league
- 4 games (2 home, 2 away) vs teams in other division
outside league
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1 - Each OTFBA roster will consist of 45 active players, which may include up to 3 players which were Non-Rated by APCFB during that season. Non-rated players are players who have already existed on a teams roster for a year but are not rated for the next. For instance, lets say you drafted Johnny Unitas in our 1970 (2001) draft (and he has been on your roster for 1 complete SPORTS ATTIC season) but he get's injured in the NFL before he plays a down in the real 1971 (2002) season. Then he is already on your roster but will not have any stats for the '02 season and thus not rated for our SPORTS ATTIC 2002 season.....you could still protect him and keep him as part of your 45 man roster.
...NOTE: It DOES NOT apply to Rookies or players who have never existed on your roster before.
2 - IMPORTANT - Each team's roster must have enough players to fill all positions and have at least one backup for every position. To begin each season you MUST have at least:
- QB - 2 RB - 3 WR - 3 TE - 2 OT - 3 OG - 3 C - 2 - DE - 3 DT - 3 ILB- 3 OLB- 3 CB - 3 S - 3 - FG Kicker with 14 Attempts - Punter with 22 Punts - Kickoff Returner with 16 Returns OR 19.9 or LESS average and no TD's. - Punt Returner with 16 Returns OR 8.0 or LESS average and no TD's.
NOTE: No team may carry more than 3 QB's, but must carry at least 2.-----So draft wisely!!!!
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1 - Trading is allowed during the season up until the 11th week of play...no trading after week 10. Uneven trades are not allowed (2 for 1, etc.) and you must maintain a 45 man total roster.
1a) AMMENDED per league vote for the 2003 season: Between the roster cut
down date and the draft, trading is limited to a one for one basis, BUT that draft picks and players
each be counted as one....you can for example trade a
player for a pick straight up.
2 - Draft choices MAY be traded but must be
traded on an even basis (1 for 1 or 2 for 2, etc.)....see 1a) Trading
of draft picks will be allowed ONLY for the upcoming season..not beyond. A Sports Attic rule,
will be that the commish WILL NOT accept trades of future draft picks as official, until, both
parties have payed their league dues for that
season. (EX: Tm 1 and Tm 2 verbally agree in 2001 to trade draft
picks for 2002. The trade of
DP's will not be made until both parties pay their 2002 league
dues, and the DP portion of the
trade will be null and void until dues are paid.)....so this can be
a bit risky.
3 - PLEASE NOTE: you will not be able to trade unless league dues have been received. Also, there will be NO TRADING from week 10 until the end of the Super Bowl.
4 - Trades must be confirmed by both parties and sent to the
commissioner via e-mail in the following manner:
GREEN BAY receives: Bart Starr QB, Ray Nitschke LB, and #7 pick in '01
MIAMI receives: Bob Griese QB, Larry Csonka RB, and #1 pick in '01
**please report the TEAM NAME in ALL CAPS and list the player position after the player FULL name...please do not take this reporting method lightly, it will save me tons of time and allow you to have the trade proccessed on a more timely basis.
5. Claiming Free Agents: Free Agents will be available to all teams on a first come
first serve basis up until week 8 of the
season. From week 8 thru week 10 free
agents may be claimed but will have to go through a 24 hour
waiver period. At which point if a free agent is sought after by a team, the FA pickup
will be announced to the
entire league, and he may first be claimed by teams with the worst record(s) in the
league. If two teams with the same record wish to claim the player, I will use head to head
play, point differential and then a coin toss to settle the tie(s). From week 11 through the
end of the Super Bowl, there will be NO free agents claimed....rosters will be frozen.
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1 - The innaugural draft will consist of a 45 round ground floor draft
and will be determined by a random draw. Each following year will consist of a combined Weighted
Lottery System and Static order draft
(draft order stays the same from round to round) for following season,
with Super Bowl Champs
and Super Bowl runner-ups drafting last and 2nd last
respectively. Bottom six teams (according
to regular season finish) will be thrown in the lottery for the top six
picks (team that finished last will have six chances to win top draft picks, 2nd last will have
five, 3rd-4, 4th-3, 5th-2 and 6th-1), all others will
be placed according to final regular season record.....there will be a
20 round free agent draft (this draft will include both rookies and unprotected free agents).
2 - PROTECTING PLAYERS: you will be able to protect 25 players at year end.
3 - ONLY players listed on the current season Action! PC players disk are eligible to be drafted. Drafting will take place in either January or February of each year, depending on when we get the draft pages ready.
4 - You may only protect a MAX. of 1 QB from season to season.
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1 - Only the current version of Action PC Football software may be used (currently Action PC 2000) to play your games. Only the master TTFBA league disk may be used (as sent to you by the commish each week) to play your games.
2 - Overtime/Sudden Death: overtime/sudden death was not instated in the NFL until 1974. So, we will not play overtime games in the OTFBA until '74. Therefore, if your game ends in a tie at the end of regulation time, it remains a tie.
3 - All games are played in one of the following formats:
a) - Face
to Face versus the opposing coach (RECOMMENDED)
b) - Home team for a Half and Visitor
for a Half: The home team may also choose to play half by half. Under this option the home team
may choose which half of play they will control. The appropriate team will play the first half, zip
the required files and send them to the other owner for game conclusion. When using this option,
whoever plays the second half also controls any resulting overtime session. The "required
files" will be found in the Player Disk subfolder (usually C:/Program Files/Action/[Player
Disk] and consist of the following: Previous Play.HAL and [AWAY] @ [HOME].HAL where AWAY is the
visiting team's three character abbreviation and HOME is the home team's three character
abbreviation.
c) - Solo versus the computer
coach/or default coach that is sent from your opponent/or
included w/
master disk
d) - Computer vs. Computer
using coaching profiles set by both coaches (This method will
be used ONLY if
both human coaches can not play their games and the games will be
then run by the
commish.)
NOTE: in a solo vs. computer game, the human coach must make any changes to the computer coached team as specified by the non-coaching owner. If nothing is specified, then you can use the default settings. If a game is contested because of not adhering to specific instructions sent by the computer coached owner, the game may be subject to being replayed.
3 - TO PLAY A LEAGUE
GAME!!!!!!
-- first you must be sure to have created the following subdirectories
under your main
Action PC game directory:
a) Subdirectory labeled OTFBA (Ex: c:\action\OTFBA
b) Subdirectory in the OTFBA directory called TEMP1
(ex: c:\action\OTFBA\TEMP1
-- every week I wil send you a new master disk called OTFBA (week 1 thru
14 depending on
the play week) EX: OTFBAwk1.zip
-- Unzip this file into your OTFBA subdirectory and make sure you select
ALL when it asks
to copy over any info.
-- You must update your data disk EVERY week with the new master disk
that will be sent to
you.
-- Master disks will be sent to all on Monday and All games must be
turned in by the
following Sunday at 6pm EST.
-- Please contact your opponent and set up a date/time to play your
game.
Determine who will be the HOST of the game.
Generally, the home team will host but
it is better with the individual who has the fastest
computer/internet connection to
host. Using ICQ can be beneficial to the
league as it will be easy for all members
to contact each other. If you do not have ICQ
(it is FREE), please let me know
and I will forward it to you.
-- The host will need to find his IP address. This is located by
loading the game and going
to UTILITIES from the main page. Click on
"FIND IP ADDRESS",
send the address, EXACTLY as it is shown to your
opponent.
-- The HOST must set up the game with the proper Home and Away teams.
Setup the GAME PREFERENCES screen and wait for your
opponent to
connect to your computer. Connection can be
made by your opponent by
going to: Play/Internet Join Game and typing in the
IP ADDRESS exactly
as it was sent to you. Host will accept your
contact and begin play!
-- After your game is completed a screen will appear asking you what to do. Choose the
Exit button to return to the games main
screen....this will be the HOSTS responsibility!
a) Click on Utilities/Export Game.
b) Double Click the game you just played to Export,
make sure it has an asterisk (*)
placed in front of it. This
tells you it is selected..
c) Now choose the Export Location by double clicking
on the TEMP1 directory I had you
set up underneath your Action
Game/OTFBA directory.
d) Click on the "Begin Export" button. A
box should come up saying "Export Complete"
with OK for the choice. The
stats, in the form of one file, (Ex: BOS 23 GB 42 XBX)
will go into the Temp
directory. You may now exit out of the game.
e) Now, ZIP the one file with the .XBX extension, in
your TEMP directory, so you can
send it to me and your
opponent.
f) The zipped file should include your team
abreviation followed by opponnet team abrev.
and the week number.
EXAMPLE, for the above exampled
game in Week #3, I would name the Zip
file : GBNEWwk3....send to
cweyenberg@home.com.
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Modified player usage. Let Action PC fatigue system work by eliminating all player usages limitations, EXCEPT for, minimum valued categories. (EX: for rushers under 50 carries, receivers under 16 receptions, QB's under 50 atts. would be restricted to ACTUAL numbers). Place Kickers, Punters, Kicker Returners and Punt returners would be restricted to usage rules as listed under the RULES page (I do not beleive that Action PC sets a fatigue factor at these positions). Action PC 2001 player USAGE vaules MUST be set at (located under the RULES section in the Action PC game):
OFFENSIVE SEASON FATIGUE RULES:
1. SEASON :
Mild - 100%, Moderate - 110%, Major - 120%
2. GAME:
Mild - 10%, Moderate - 10%, Major - 10%
3. QB game fatigue - NO (no check mark in box)
4. Special Teams Season fatigue - YES (check mark in box)
5. Injuries set to normal frequency
1 - RUSHES - Any rusher who has 50 or more NFL carries will have no
restrictions.
a. Any runner who had less than 50 carries is limited to his actual NFL
attempts.
b. No rusher may attempt more than 50 rushing attempts in a game.
c. Rushing does not apply to QB's as it is almost impossible to track...we
will let ActionPC game
handle QB rushing though the fatigue system.
2 - RECEPTIONS - All player who had 16 NFL receptions and over will have
no restrictions.
a. Any player with LESS than 16 Receptions is limited to his actual NFL
catches.
b. No receiver may have more than 20 receptions in a game.
3 - QB's with an actual NFL attempts of 50 or greater OR any QB with an
average season passing rating of less than 60.0 will have no restrictions.
a. - QB's with actual NFL attempts under 50 can use up to 110% of his
actual NFL total attempts.
b. No quarterback may attempt more than 75 passing attempts in a game.
4 - Trick Plays - Skill position players used on trick plays are limited to twice their actual number of NFL attempts.
5 - PLACE KICKERS and PUNTERS - Any kicker who attempted at least 14 FGs may be used without limit. Any punter who attempted at least 22 punts may be used without limit. Otherwise, they are limited to their actual NFL attempts
6 - KICKOFF RETURNERS: A player is considered "unlimited" if he had in the previous NFL season EITHER 16 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, you should have limited returner's that total at least ten returns on your team.
7 - PUNT RETURNERS: A player is considered "unlimited" if he had in the previous NFL season EITHER 16 Punt Returns NOT counting Fair Catches OR had a Punt Return Average Yards Per Return of 8.0 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, you should have limited returner's that total at least ten returns on your team.
8 - Playoff Usage will be 10% of actual NFL usage, rounded off to the
nearest whole number, per game for all limited players.
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1 - The six division winners qualify, and each league will have three wild card teams. Any ties for playoff spots will be broken according to tie breaking procedures listed below in section 8.
2 - Playoff Usage will be 10% of actual NFL usage, rounded off to the nearest whole number, per game for all limited players.
3 - PLAYOFF SCHEDULE:
Wild Card Round : (per conference) Seed 3 vs. Seed 6 / Seed 4 vs
Seed 5
.....Seeds 1/2 get byes.
Round 2 : Lowest remaining seed at Highest remaining.
2nd Lowest remaining seed at 2nd Highest.
League Championship Series : Lower seed at Higher seed
Super Bowl: Super Bowl site is played on a NEUTRAL site, which will
be determined by
the actual NFL Super Bowl site for that appropriate season (meaning, if we
use the 1999 player
disk, we would use the SB site for 1999. Home field advantage would be
turned OFF.
SECTION #8 - Playoff
Tiebreaking Procedures
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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 -Best net points in division games.
5 -Best net points in all games.
6 -Strength of schedule (strongest schedule wins tie).
7 -Best net TD's in all games.
8 -Last team not to make the playoffs.
9 -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 -Best net points in division games.
5 -Best net points in all games.
6 -Strength of schedule (strongest schedule wins tie).
7 -Best net TD's in all games.
8 -Last team not to make the playoffs.
9 -Coin toss.
WILD-CARD TIES
- If necessary to break ties to determine the four 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 four 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 net points, all games.
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 net points, all games.
4 -Strength of schedule.
5 -Best net TD's all games.
6 -Last team not to make the playoffs.
7 -Coin toss.
Last Updated: 2/8/02
Contact commish at: cweyenberg@comcast.net