SECTION #1 -
GENERAL RULES
1. The Trans-American Football League (TAFL) will use the latest version of
the Action! PC Football.
2. In order to participate,
owners must own the current version of the Action PC software, the current
season players disk, and the latest version of WinZIP. Each franchise must meet league requirements and
answer all emails regarding league emails, drafts and scheduling on a timely
basis.
3. The TAFL 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.
4. Changes to this Constitution may be made by the commissioner when he sees
fit for the best interest of the league or when an amendment receives
majority vote of owners who submit a vote. All proposals shall be made to the
Commissioner at least four weeks before the start of the draft.
5. Currently, there will be no annual dues. Because of this, all league
communication will be either through e-mail or through the league's web site.
6. The TAFL will consist of 24 teams in 2 Conferences. Each Conference will
consist of three divisions of four teams.
7. The TAFL plays a 16 game schedule, 1 game per week, from approximately
late August through conclusion.
8. Team names must consist of an actual city or state followed by a nickname.
Vulgar or innuendo filled names will not be allowed (commissioners decision).
SECTION #2 - ROSTERS
1. Each TAFL roster will consist of between 50 & 53 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 team’s roster for
a year but are not rated for the next. For instance, lets say you drafted
Brett Favre in our 2000 draft (and he has been on
your roster for 1 complete season) but he gets injured in the NFL before he
plays a down in the real 2000 season. Then he is already on your roster but
will not have any stats for the '00 season and thus not rated for our 2001
season. You could still protect him and keep him as part of your roster.
(NOTE: This does not apply to Rookies or players who have never existed on
your roster before.)
2. Each team's roster must meet the following requirements.
- At all times between the end of the draft and the end of the Super Bowl,
each team MUST have at least:
Three QB’s
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Four RB’s
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Four WR’s
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Two TE’s
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Three OT’s
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Three OG’s
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Two C’s
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Three DE’s
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Three DT’s
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Two ILB’s
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Three OLB’s
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Four CB’s
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Three S’s
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One FG Kicker with 16 or
more attempts
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One Punter with 40 or more
punts
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One Kickoff Returner with 16 or more returns OR a 19.9 or LESS
average & no TD's
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One Punt Returner
with 16 or more returns OR 9.9 or LESS average & no TD's
Note: One position player may fulfill several of these (i.e. Deion Sanders)
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- No team may carry more than 5 QB's.
SECTION #3 - TRADING
1. Trading is allowed during the season up until the deadline for coach
submission for the 10th week of play. Uneven trades are allowed, but you must
maintain between 50 and 53 man roster.
2. Draft choices may be traded, but only for the upcoming season. (For
example, during the 2005 season, only picks in the 2006 draft would be
allowed).
3. All trades must be confirmed by both parties via e-mail to the
commissioner.
SECTION #4 - DRAFTING
1. The inaugural draft will consist of a 39 round ground floor draft with the
order to be determined by a random draw.
stadiums will be chosen from the actual NFL stadiums with one
exception - no domes! Stadium draft order will be the reverse of the player
draft order.
2. Each following year will
consist of a static order draft for following season, with Super Bowl Champs
and Super Bowl runner-ups drafting last and second-to-last respectively. All
others will be placed according to final regular season record with the non
playoff teams being the first 12 picks and the playoff teams being ranked by
where they were eliminated in the playoffs. If there is ever any expansion,
expansion teams will draft before any existing teams. Here is the determining order of the draft
and it’s tie-breakers.
First, all non playoff teams
will be ranked on the following tie-breaking factors:
- winning percentage
b. strength of schedule
c. head-to-head
d. Division wins
e. Conference wins
f. net
points
g. coin
toss
The
8-playoff teams will be ranked based on the reverse order of where they
finished in the playoffs. Playoffs teams, which finished at the same level,
will use the tie breaking factors to determine order. Therefore, the Super
Bowl winner drafts last, etc.
3. Two weeks prior to the start of the draft, teams may cut as many players
as they want. No cuts will be
permitted after this date.
4. During the draft, teams must fill their roster to 50 players and can draft
until their roster has 53 players. Positional minimums must be maintained.
5. Each team must make a pick after any of their own picks that they traded
away. For example, if Independence trades their 5th round pick, they must make at least one
pick after that 5th round pick. This prevents trading picks that a team is
not intending to use.
6. Only players listed on the current season Action! PC players
disk will be eligible to be drafted. Drafting will take place in either June
or July of each year, depending on when the current players
disk is released.
SECTION #5 - GAME PLAY
1. Only the current version of Action PC Football software may be used to
play your games. Only the master TAFL league file may be used (as sent to you
by the commissioner each week) to play your games.
2. Here are the rules settings we will use:
Rules Year: Current ACTION! PC
NFL Season
Season
Length: 16
Homefield Advantage:
Yes
Homefield Advantage Drop Down Menu: Advantage of 2 (3 for Playoffs)
Two
Point Conversions=Yes
Replay Challenges: 2
Play Clock: 60
Seconds
: Ten Minute
Ticker: No
Allow
Audibles: No
Minutes/Quarter:
15 minutes
League
Type: Draft League
Injuries:
Yes
Injuries
Drop Down Menu: Normal Frequency
Salary
Cap: No
Field
Goal Miss Line: Kick Spot
Kickoff
Line: 30
Goal
Post Location: Endline
Usage and Fatigue Rule and
Penalties:
Season Usage Penalties: Yes
Game Usage Penalties: Yes
Special Team Usage Penalties:
No
Quarterback Game Usage
Penalties: No
Game Fatigue: Yes
Fatigue settings
Season:
Mild -
110% of Real Life Use
Moderate - 120% of Real Life Use
Major - 130% of Real Life Use
Game:
Mild -
10% of Real Life Use
Moderate - 20% of Real Life Use
Major - 30% of Real Life Use
Quarterback game fatigue &
Special Teams Season Fatigue will not be used.
3. All games are played in one of the following formats:
- Face to face versus the opposing coach either in person or via the internet
(Recommended)
- Solo versus the computer coach or default coach that is sent from your
opponent or included w/ master file, the home team will have first right to
play the game, but if he is unable the visiting team can run the game instead
- 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. The
commissioner will then run the games.
4. TO PLAY A LEAGUE GAME
a) You must be sure to create a subdirectory under your main Action PC game
directory. (Ex: c:\program files\action2001\TAFL 2001)
b) Every week I will send you a new master file called TAFL 2001.zip
c) Unzip this file into your TAFL subdirectory and make sure you select ALL
when it asks to copy over any info.
d) You must update your data disk EVERY week with the new master disk that
will be sent to you.
e) Master files will be sent to all on Monday or Tuesday and all games must
be turned in by kickoff of the Monday Night Football game (approx. 9:00PM
Eastern)
IF you are going to play your game over the Internet, follow these steps…
a) Contact your opponent and set up a date/time to play your game. The home
team will host unless both players agree they would rather have the visiting
team host. It is better that the individual who has the fastest computer
& Internet connection to host. When you are the visitor for the upcoming
week, cc: me any correspondence with the home team owner requesting to play
the game live. When you are the home team for the week and you aren't
contacted about playing the game live by Friday evening at 5:00PM Eastern, go ahead and play the game against the computer.
b) 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.
c) 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. Your opponent can make connection 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!
d) After your game is completed, a screen will appear asking you what to do.
The Host should choose the send file to the League and Commissioner buttons.
If sending the file to the league doesn’t work then after your game is
finished, regardless of how it was played, follow these steps…
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 TEMP directory I
had you set up underneath your Action Game/TAFL 2001 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: NEW 23 GB 42 XBX) will go into the Action2001 directory. You
may now exit out of the game.
e) Now, send the one file with the .XBX extension to the commissioner and
your opponent.
f) It helps if you zip the file and include your team abbreviation followed
by the opposing team's abbreviation and the week number. For example, for the
above example game in Week 3, the files should be named: GBNEWwk3.zip
SECTION #6 - PLAYER USAGE
1. Usage rules for runners, receivers, and passers have been replaced by
fatigue. The settings are:
Fatigue settings
Season:
Mild -
110% of Real Life Use
Moderate - 120% of Real Life Use
Major – 130% of Real Life Use
Game:
Mild -
10% of Real Life Use
Moderate - 20% of Real Life Use
Major - 30% of Real Life Use
Quarterback game fatigue &
Special Teams Season Fatigue will not be used.
2. TRICK PLAYS
No limit
3. PLACE KICKERS and PUNTERS
a) Any kicker who attempted at least 16 FG’s may be
used without limit
b) Any punter who attempted at least 40 punts may be used without limit
c) Otherwise, they are limited to their actual NFL attempts
4. KICKOFF RETURNERS
a) 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. You must have an unlimited player listed in the primary kick return
spot. There are no restrictions to the second and third return slots.
5. PUNT RETURNERS
a) 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 9.9 or LESS yards
WITHOUT a touchdown return. All other players are LIMITED to their actual
number of NFL Punt Returns NOT counting Fair Catches. Note: If you have only
one unlimited returner, you should have limited returner's that total at least ten returns on your team.
6. LIMITED RUNNING BACKS
No Running Back with less then 50
carries and an average per carry of 5.5 or higher will be eligible to run the
ball for that year. Their rushing stats will be erased. They can be used as a pass receiver or
return man if the team desires or can be protected without taking up a roster
spot.
7. PLAYOFF USAGE
This part has been replaced by
fatigue rules.
SECTION #7 -
POST SEASON PLAY
1. All division winners qualify and each league will have three wild card
teams in each Conference. Any ties for playoff spots will be broken according
to tie breaking procedures listed below in section 10.
2 - PLAYOFF SCHEDULE:
Week 17: In each league, Wild Card 2 @ Wild Card 1 Wild Card 3 @ Division winner
#3
Week 18: In each league, Worst
Record Round 1 Winner @ Div winner #1; Best record Round 1 Winner @ Div winner #2
Week 19: League Championships – Wild Card team can’t host vs. Division Winner
Week 20: Super Bowl
3 - Injuries will carry over from
the regular season.
4 - The Super Bowl will be played on a neutral field.
5 - Stats will not be reset to zero from the regular
season with additional usage added.
First round 10%, Second Round 10%, Third round 5% and Super Bowl 5%.
SECTION #8 - LATE POINTS
The following deadlines must be met:
Cut list
Start of the year coach file
Home game results
Every time an owner missed one of
those deadlines, that owner accumulates a late point. If you let me know you
will miss the deadline BEFORE the deadline occurs, no late points will be
issued.
The following penalties will be enacted for late points:
3 points: Loss of 5th round pick
4 points: Loss of 4th round pick
5 points: Loss of 3rd round pick and possible expulsion
These penalties are NOT
cumulative. 3 late points leads to a loss of ONLY
the 5th round pick.
SECTION #9
- POWERS OF THE COMMISSIONER
1. RESOLUTION OF CONFLICTS:
The commissioner will resolve any conflicts that arise that he determines are
not practical for a league vote. Any ruling by the commissioner may be
overturned by a league wide veto of at least 16 votes within two weeks of the
commissioner’s decision. Protests are excluded from this however.
2. LEAGUE MANAGEMENT:
The commissioner shall manage league affairs such as the draft, schedules, newsletters
& stat reports, backup coaches, expansion, administration of rules and
the general operation of the TAFL. The commissioner may delegate any of these
duties to league members who volunteer as he sees fit.
3. DISMISSAL OF MEMBERS:
The commissioner may dismiss any league member for not following league
rules, for excessive lateness, or for operating in a manner, in his opinion,
not in the leagues best interest.
4. PROTESTS:
Coaches may protest any game that resulted in a loss that may have been reasonably
due to the running coach’s failure to follow written instructions or line-ups
for that game. Failure to follow league rules or use of an illegal player is
admissible grounds also. A written report must be sent to both the accused
coach and commissioner (who will serve as arbiter) within two weeks of
receiving game results. He must list his reasons supporting his protest. The
accused coach then as one week to respond. He must do so in writing to both
the commissioner and opposing coach. The arbiter will then render his
decision which is final. The arbiter will uphold the protest only if in his
opinion the decisions made by the defendant might have reasonably affected
the outcome of the game. Any upheld protested games must be made up before
the playoffs begin. Any protests involving the commissioner will be
arbitrated by a mutually agreed upon league member.
5. MISCELLANEOUS RULINGS:
The commissioner shall rule on anything not specifically covered in this
constitution as the need arises.
SECTION #10 - PLAYOFF TIE-BREAKING PRODEDURES
DIVISION TIES - Two Clubs
1. Head-to-Head record.
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. Last team not to make the playoffs.
7. Coin toss.
Three or More Clubs
If two clubs remain tied after other clubs are eliminated during any step,
tiebreaker 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 net points in division games.
4. Best net points in all games.
5. Last team not to make the playoffs.
6. 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 tiebreaker
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. 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. Last team not to make the playoffs.
6. Coin toss.
Three or More Clubs
Once two teams remain, revert to step #1 in Two Club tiebreaker.
1. Apply division tiebreaker to eliminate all but highest-ranked club in each
division before 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. Last team not to make the playoffs.
6. Coin toss.
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