TTFBA League Rules

(some of the Rules were formatted from the SFL...thanks to Scott Griffin!)
LEGEND:
Section 1 - General Rules
Section 2 - Rosters
Section 3 - Trading
Section 4 - Drafting
Section 5 - Game Play
Section 6 - Player Usage
Section 7 - Post Season Play
Section 8 - Playoff Tie-Breaking Procedures

 

SECTION #1  -  GENERAL RULES  

1 - The Title Town Football Association (TTFBA) 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).

2 - The TTFBA 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 current season disk (currently Action PC version 2001 and 2000 NFL disk).

2 - The TTFBA 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 voting members.  All proposals shall be made in writing to the Commissioner by the date he sets.

4 -The annual dues are $25 ...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 TTFBA will consist of 24 teams in 2 Leagues. Each League will consist of 3 divisions with 4 teams in each.

6 -The TTFBA plays a 16 game schedule, 1 game per week, from August thru conclusion... for approx. 16-18 weeks of regular season play (not including playoffs).

7 - A schedule will be generated in the following manor yearly (John Hackel: Kaukauna Ghosts will be or schedule creator):

All teams play 6 games within their own division.
All teams play 4 games against one division (on a rotating basis) from the opposite conference.
The remaining 6 games for each team are determined by their order of finish as follows :

1st place – 4 games against 1st and 2nd place teams from other divisions within conference, 2
games against 1st place teams from remaining two divisions in opposite conference.

2nd place – 4 games against 1st and 3rd place teams from other divisions within conference, 2
games against 2nd place teams from remaining two divisions in opposite conference.

3rd place – 4 games against 2nd and 4th place teams from other divisions within conference, 2
games against 3rd place teams from remaining two divisions in opposite conference.

4th place – 4 games against 3rd and 4th place teams from other divisions within conference, 2
games against 4th place teams from remaining two divisions in opposite conference.
8 - 40 Second Play Clock: (adopted for 2003 season). 40 second play clock will be used for
ALL league games (unless agreed upon by BOTH playing coaches).
SECTION #2  -  ROSTERS

1 - Each TTFBA roster will consist of 50 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 Brett Favre in our 2000 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 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 SPORTS ATTIC 2001 season.....you could still protect him and keep him as part of your 50 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 - 3    RB - 3    WR - 3    TE - 2     OT - 3    OG - 3    C - 2
   - DE - 3    DT - 3   
ILB- 2 (adpoted 2009 season)    OLB- 3     CB - 3    S - 3
   - FG Kicker with 16 Attempts
   - Punter with 40 Punts
   - Kickoff Returner with 16 Returns OR 19.9 or LESS average and no TD's.
   - Punt Returner with 16 Returns OR 9.9 or LESS average and no TD's.




NOTE 1: No team may carry more than 4 QB's, but must carry at least 3.
NOTE 2: The following positions can be counted as a roster spot towards multiple player positions:
        HB - for a RB and TE positions
        OL - for C, G & T positions
        DL - for DE and DT positions
        LB - for ILB and OLB positions
        DB - for CB and S positions
(example: ILB and OLB requires 6 roster spots, 3 at each position.  If you carry a player that is rate
at LB, then this player can be counted toward the total at BOTH positions.  Thus, you could legitimately
only be carrying 5 players at the linebacker position and be within roster requirements.)


**Players can ONLY play the positions they are rated UNLESS a team is forced to play a player
out of position because of injury.



-----So draft wisely!!!!



SECTION #3  -  TRADING & FREE AGENTS

1 - Trading is allowed during the season up until the 14th week of play...no trading after week 13 until the end of the Super Bowl. Uneven trades are not allowed (2 for 1, etc.) and you must maintain a 50 man total roster.

2 - Draft choices MAY be traded but must be traded on an even basis (1 for 1 or 2 for 2, etc.).  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 recognize 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 1999 to trade draft picks for 2000.  The trade of
DP's will not be made until both parties pay their 2000 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.   Playoff rosters must be set at the end of the regular season, NO free agents can be acquired between the end of the regular season and the Super Bowl.  After the SB is finished, free agents may be acquired again up until the roster cut-back date.

4 - Trades must be confirmed by both parties and sent to the commissioner via e-mail in the following manner:
GREEN BAY receives: Brett Favre QB, Reggie White DE, and #7 pick in '99
CHICAGO receives: Troy Aikman QB, Emmit Smith RB, and #1 pick in '99

**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 - FREE AGENTS can be claimed at anytime during the year on a 1-1 basis (NO free agent acquisition, however, can be made once the NEW Dave K. player disk has been released through the end of the draft).  Changed for 2009 vote: SEE 6 WAIVER WIRE FREEZE RULE

6 - WAIVER WIRE FREEZE RULE: Freeze the waiver wire after the regular season ends until the start of the draft the following year. Get rid of being able to pick up players on waivers after the season finishes. There is no need for teams to get free players since they get an early look at the ratings before the other managers. Plus there is no usage associated with it since there are no games being played.  Adopted 2009 season

7 - An INJURED player can NOT be dropped from your roster to claim a FREE AGENT.  The injured player MUST remain on your roster until healthy before being released.

8 - FREE AGENT PROPOSAL - MODIFIED WAIVER RULE: 1) Any player acquired during the days of SUN thru WED. of each week would have to wait on the waiver wire until 9pm WED. night. If two or more teams claim the same player during this time period, the team with the worst record would get the player (NOTE: claims will not be publicized and they will be kept secret during this time period). 2)THR - SAT acquiring of FA's would be on a first come first serve basis. By THR., everyone should have had a reasonable chance to view NFL stats and pick up FA's. So, there would be NO waiver period on these days.....you claim him first, you get him (THR-SAT). I do realize there are THR games in the NFL, but that is why I claimed this to be a modified FREE AGENT proposal. TIE BREAKERS: 1) Standings 2) Head to Head 3) Pts for Pts against ratio 4) Action PC Power Rankings

9 - Trade Committee in place. 3 man committee - The member would be nominated and the league would vote for the 3 man committee positions from the nominees as well as 2 alternates in case 2 of the members are involved in a trade that is protested. There would be a protest period for each deal of 5 days in the offseason after it is posted on the web page. The time would be 1 day after it is posted during the regular season as not to interfere with league game scheduling. Any league member can protest a trade. If a committee member protests he must remove himself from the process and an alternate would be used in his place. The protest would be sent to the commissioner and he would inform the trade committee a trade has been protested as well as the owners involved. He would not divulge the name of the person protesting the trade. NOTE: it will take 2 of the 3 review board members to say NO to reject a trade.

2008 REVIEW BOARD

1. Greg English
2. Mark Liveringhouse
3. Pete Katsafanas
4. Mike Rodriguez
ALT Brandon Cox
ALT Tony Cox
ALT Vince Burns

  


SECTION #4  -  DRAFTING

1 - The inaugural draft will consist of a 50 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).  (changed to 1a & b per league vote)

1a) -  Instituted for 2002 draft: The top three picks would be determined as currently stated in the draft rules.
Picks 4 thru 6 are then filled in the actual order the teams finished the previous year.  (i.e. teams 1 thru 6 (1 being worst record) are thrown into lottery......team 3 draws 1st pick......team 5 draws 2ndpick......team 2 draws 3rd pick......picks 4 thru6 would then automatically be 1-4-6).
1b) REVISED for 2003 draft: For 2003 Draft and beyond: Use the lottery for the first round only. All subsequent rounds will be ordered by team finish

2 - PROTECTING PLAYERS: you will be able to protect 35 players at year end.(changed to 2a per league vote).
2a) - Instituted for the 2002 draft: you will be able to protect 30 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 June or July of each year, depending on when the current players stats disk is released.

4 - Tie Breakers & Draft will be organized in the following fashion:


SECTION #5  -  GAME PLAY 

 

1 - Only the current version of Action PC Football software may be used (currently Action PC 2003) 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 - All games are played in one of the following formats:
       - face to face versus the opposing coach (RECOMMENDED)
       - Solo versus the computer coach/or default coach that is sent from your opponent/or
          included w/ master disk
       - 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.)
       - Absent owners MAY find a replacement coach to play their games for them, if, arranged a head of time.

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 TTFBA01 (Ex: c:\action\TTFBA01
    b) Subdirectory in the TTFBA01 directory called TEMP1 (ex: c:\action\TTFBA01\TEMP1

-- every week I wil send you a new master disk called TTFBA (week 1 thru 16 depending on
    the play week) EX: TTFBAwk1.zip

-- Unzip this file into your TTFBA01 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 8pm EST.

-- Please contact your opponent and set up a date/time to play your game.
   This MUST be done by WEDNESDAY of each week or you are subject
   to having your game played using the computer coach....this is important!
   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 TEMP directory I had you
       set up underneath your Action Game/TTFBA 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 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@comcast.net


SECTION #6  -  PLAYER USAGE

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 20 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 game):

OFFENSIVE SEASON FATIGUE RULES:
1. SEASON : Mild - 100%, Moderate - 100%, Major - 100%
2. GAME: Mild - 10%, Moderate - 10%, Major - 10%
3. QB game fatigue - (check mark in box): REVISED per league vote: NO (for 2002 games and only for regular season games)
4. Special Teams Season fatigue - YES (check mark in box) REVISED per league vote: NO (starting  2004 season)
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. (NEW 9-28-01) QB's are hard to track because of scrambles and kneel downs, therefore, we will
    let the game fatigue system handle the QB's.  WR rushing will be considered a TRICK play...see below.
     Therefore, ONLY RB's are covered under this rule.

2 - RECEPTIONS - All player who had 20 NFL receptions and over will have no restrictions.
a. Any player with LESS than 20 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.
b. - QB's with actual NFL attempts under 50 can use up to 110% of his actual NFL total attempts.
c. No quarterback may attempt more than 75 passing attempts in a game.

4 - Trick Plays - REVISED per league vote: For 2002 season: Reduce the number of times a SKILL position player can run a trick play to their ACTUAL NFL attempts.

5 - PLACE KICKERS and PUNTERS - Any kicker who attempted at least 16 FGs may be used without limit. Any punter who attempted at least 40 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 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. 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.
 - 0 to 4 attempts = NO playoff attempts
 - 5 to 14 attempts = 1 playoff attempt
 - 15 to 24 attempts = 2 playoff attempts
 - 25 to 34 attempts = 3 playoff attempts
 - 35 to 44 attempts  = 4 playoff attempts
 - 45 to 49 attempts = 5 playoff attempts

9 - PENALTIES (NEW 9-28-01) for violating usage requirements: If a limited player violates usage rules the following penalties will be incurred:
a) If violation is within 10% range of actual attempts, catches, throws, etc.........E-mail WARNING
b) If violation is OVER 10% range.  E-mail WARINING and auto 2 game injury to player and reduction
of 1 pt of player durability
c) If continued violations AFTER ANY E-mail WARNING, which I will consider INTENTIONAL MISUSE.  Draft Pick
position will be lowered 1 spot for every attempt, carry, pass ect. that is violated.
 
 


SECTION #7  -  POST SEASON PLAY
 

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.
 - 0 to 4 attempts = NO playoff attempts
 - 5 to 14 attempts = 1 playoff attempt
 - 15 to 24 attempts = 2 playoff attempts
 - 25 to 34 attempts = 3 playoff attempts
 - 35 to 44 attempts  = 4 playoff attempts
 - 45 to 49 attempts = 5 playoff attempts

3 - INJURIES: Regular season injuries WILL carry over into the postseason.  Bye teams will get 2 days rest credit for injury and fatigue relief.

4 - 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
 

   DIVISION TIES - Two Clubs

  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: 10/17/04
Contact commish at: cweyenberg@comcast.net