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DOFL Rules |
League Overview | Team Management | Sportsmanship | Film and Logs |
Miscellaneous Rules | Play Design Rules | Non Legal Plays | Unretirements |
The mission of the DOFL is simple and that is to create the most realistic and entertaining experience in head to head league play for Sierra's FBPro98. While the league will emphasize roster management, play design and play calling abilities, the DOFL will also emphasize the importance of sportsmanship and respect towards others in the league.
Formally, the DOFL is a 30 Team Custom Play League using FbPro98. The league mimics the concept of the NFL by using the 2 Conference (AFC and NFC) and 6 Division (East, Central and West) as well as the logos of 30 NFL Teams.
The League currently plays a 17 week schedule that includes a bye week for each team. At the end of the regular season, the 6 divisional winners and 6 wild card entries will compete in the post season with the top 2 division winners receiving an opening round bye.
It is expected that all games will be played head to head. However, if there are issues which arise that prevent this from happening, then it is expected that an arrangement will be worked out by both parties. If not, then the Commissioner will simulate games using stock plans and plays.
It is expected that coaches will be active in the DOFL. While the League and Commissioner's Office understand that real life doesn't always play fair when it comes to scheduling games, it is the ultimate responsibility of the coaches involved to set a time to play their respective games as soon as possible. If a mutually agreed time cannot be established then the coaches may request an extension from the Commissioner or they may either 1) find a sit in, 2)let their opponent play the computer or 3)agree for the Commissioner to simulate the game. If it is the opinion of the Commissioner's office that a coach is not fulfilling his obligation then the Commissioner reserves the right to relieve that owner of his duties as Coach/GM of their respective team.
In order to manage your team efficiently throughout the course of the season, there is some basic information that each and every coach within the league must know. Here are some of the basic guidelines to know during the course of the season.
Preseason
The Preseason is perhaps one of the more quiet, yet eventful parts of the season. While there is various activities such as trading, there are three basic events that occur during this time frame.
The Draft
The DOFL Draft is a 7 round draft that allows coaches to select players from the draft pool that is created. It is highly recommended that all teams participate and it is strongly encouraged that teams attend the actual draft,which is held via Draftsock.
Free Agent Bidding
After the draft has been held, there will be a 3 round period of Free Agency that will be held prior to training camp. This is a period in which teams can attempt to improve their rosters through means of bidding amongst other teams for players. The specifics on this are mentioned under the Free Agency section. In the event your roster goes over the alloted 53 slots(each team is allowed to carry up to 63 players, 53 +10 on the IR), you will need to use the expanded roster tool. If you need assistance with it, please click here.
Training Camp
After these two phases, Coaches can begin to evaluate and set the percentages for their players. When attempting to complete training camp, it is recommended that Coaches use ITC 3.0,which is located in the utilities.zip file that can be downloaded from the filespage on the website. When setting up your TC file, please be sure to set the minimum amount to 5% and the maximum amount to 40%. If you need help with running ITC, please click here.
Regular Season
This is the part of the season everyone should live for because it's where you're supposed to have the most fun. However, in order for your experience to be a smooth one, there are several things you must note about the regular season.
A set of pre week files will be posted once all games have been completed. Once files have been posted and all coaches have been notified then all coaches will need to submit rmupdates to the Commissioner before the deadline of 7pm CST on the upcoming Friday. If you need assistance in using RMUpdate, then click here.
In addition to rmupdates, all FA bids must be placed on the message board with cuts by the upcoming Wednesday at 8pm CST. If a bid does not contain a cut, then it will need to be submitted as soon as possible as not to hold the league up.
When dealing with trades, be advised that all trades are subject to review. If it is felt as though the trade is not fair then they reserve the right to reject the trade. Trading may occur until the end of the 8th week of the season, at which point, no deals can be consummated until the end of the last game of the season, that being the DOFL Bowl. Also, trades cannot involve picks that are more than 1 year ahead.
All coaches are required to save all game film and all play logs from their contests so that the film and logs can be posted to the Film Vault. This means that all coaches are required to set their game to record all plays, which can be located under the "arcade settings" subsection of the of the Options section of the game. It is also required that the format of the zip file be listed as game xxyy with xx being the week and the yy being the game number for that week. Failure to provide film upon request could result in a penalty. For further information, please read the section under Game Film.
The use of Playcheck and any other utilities that allow coaches to capture plays from their opponent via online play are considered to be illegal. While the DOFL understand that there may be a need to protect oneself from opponent's use of questionable plays, the use of such utilities undermine the integrity of the game and the Coaches who play it. As a result, Coaches may be asked to use anti-playcheck. If you need assistance in setting up playcheck, then click here.
While everyone understands that there are things in life more important in our daily lives than just this game, it is important that all coaches make a wholehearted attempt to be active each and every week. It is highly recommended that all coaches keep up with their opponents at least a week in advance and contact their opponents prior to the release of that week's files. It's also important that coaches respond to each other in a timely fashion. If there are problems with scheduling, then an alternative time needs to be scheduled. If necessary, an extension will be granted but this must be approved by the Commissioner. In the event that an owner becomes delinquent in his responsibilities to his team and the league, then the Commissioner reserves the right to remove that owner from the league.
Weekly Schedule
Wed 8pm CST-All FA Bids must be in. Files to be released afterwards unless an extension has been requested.
Friday 8 pm CST-All RMUpdates and trades for that week must be in. If you want roster moves done on trades then you must make an RMUpdate reflecting that. However, be advised that if it doesn't work, it won't be used. So be sure indicate what players were dropped,if any, in addition to your traded ones.
Friday 8pm until Tuesday 11:59pm CST-Game Week. Be sure to schedule your games.
After Tuesday 11:59pm CST no files will be accepted unless they are from a game that has been given an extension.
End of Season
This is the point of the season where you basically clean up and prepare for the next season. This basically consists of making any final roster moves such as cuts or fa acquisitions as well as prepare for retirements.
It is expected that each and every owner approach each game and his opponent with respect. This is including and not limited to the following:
Running up the score
Crashing the game intentionally
Using non-legal plays
Intentionally copying plays
The purpose of this league is for people to have fun and enjoy themselves. However, the fun of the game can be taken out when such experiences take place. So try and enjoy the game and have fun with it and don't make it a bad experience for someone else. Also, cheating of any kind will not be tolerated. This goes for non league situations. When dealing with fellow DOFL Owners, even in exhibition or non-league mode, you are still dealing with a fellow league member and respect must be shown accordingly.
As stated previously, all teams are required to zip up game film for each and every game that they play this season. For all games, the home team will be required to zip and upload the game film to both his and his opponents film directory. Each team is required to name the zip file. gamexxyy with the xx being the week and the yy being the game #. So if you are week 1 game 1 then your file will be named game0101.zip. Be sure that all files are lower case and this includes the .zip extension. In the event that the film site is down, then you are required to keep your zipped file in the event your opponents would like to swap film. If there is not an even swap then the opponent has the option to decline sending film. In addition to film, all teams are required to send play logs with their game.out files as well as keep a copy of the play log in the zipped file for gamefilm. If you do not know how to set up a play log, please click here.
In the event, that film is not being submitted, then following penalties will be handed accordingly:
There are some basic rules that, in addition to the play design rules, are expected to be followed. Failure to follow these rules will result in penalties.
Any play that clearly violates clearly known rule from the NFL is deemed illegal.
It is illegal to modify any of the game's files with any tool other than FPS:FbPro98. Using a Hex-editor to modify any play is expressly forbidden. Also the use of any tool that allows a player to play any position other than the play editor allows (ie. DL playing on OL) is illegal.
Play Copying is illegal. It is assumed that all plays are the genius of the Coach utilizing them. To copy is considered a form of stealing. Therefore if a coach asks that you use anti playcheck then you will be required to do so. If you need help with using anti-playcheck then click here.
All plays must be called with no less than 20 seconds on the clock except on 4th down when the play must be called with 25 seconds left. Only within the last two minutes of the half or game can the clock move down to 18 seconds.
Fourth Down Rule(modified pre 2010 season)
The Fourth Down Rule was eliminated in a vote this past season. The only issue concerning 4th down is that teams are not allowed to run special teams fakes on 4th down.
Sit In Rule
In the event that your opponent can play or you have a team that is unowned, you will have to request a sit in to play as your opponent. This rule is intended so that teams will have to play their game out against a human rather than a computer.
For Human owned teams who are unable to play their games, Coaches must email the league and request a sit in. This is MANDATORY! There have been cases where coaches have tried to circumvent this by half-heartedly trying to find a sub. This will not be acceptable. A sit in must be found. If a sit in is not found then the game will be simmed by the Commissioner's office.
If a sit in is found then you must inform the Commissioner of who your opponent will be so that he will know that a sit in was indeed found. To eliminate any sense of impropriety, the sit in cannot be:
However, if the situation requires it, the Commissioner may waive those restrictions as he sees fit.
For all games, the Coach must play against custom plays. In most cases, unowned teams will be managed by another owner or by a group of owners so that the teams will remain at a competitive level in the event that they can be taken over.
This section is divided into several parts. They will deal with play design for offense, defense and special teams.
Offensive Play Design Rules
Definitions:
In the Box – The area on the offensive line of scrimmage that extends back 10 yards, and is horizontally extended from the left outer edge of the left hash-mark, to the right outer edge of the right hash-mark. A player must have at least half of his position designator inside the outer edge of the hash marks in a pre-snap formation to be considered inside the box, and must be recognized as backfield by man to man logic. See example:

LOS – Line of Scrimmage
Running play – A play which is recorded as “gives to” or “runs for” in the play log.
Example: Jacksonville's QB1 #16 Roger Staubauch gives to HB1 #33 Tony Dorsett.
Dorsett runs for a gain of just over 1 yard.
Passing play – A play which is recorded as “The pass from” in the play log.
Example: The pass from Jacksonville's QB1 #16 Roger Staubauch was knocked down by
Hells Kitchen's CB1 #35 Freddie Krueger.
Skill Position Player - Skill position player is any player who routinely handles the ball on an offensive play. They are normally QB, RB, HB, FB, TE, and WR.
Pre-set formation – The setup of players prior to the quarterback saying “Ready” and the offensive linemen assuming their 3 point stances.
Post-set formation – The setup of players after the quarterback says “Ready” and the offensive linemen assume their 3 point stance.
Pre-Snap movement is all motion and shifts prior to the snap of the ball.
Post-Snap movement is all motion after the snap of the ball.
Screen Pass – A short, quick pass dumped off to a running back or wide receiver in which he has offensive linemen blocking for him.

Swing Pass - A short pass to a back or receiver running to the outside without the offensive linemen blocking for him.

Play Logic Rules for all Offensive Plays:
“Throw a fake” logic is prohibited.
“Reverse Motion” logic is prohibited.
“Snap to” logic is prohibited.
“Pass > Fake Pass” and “handoff/pitch to > fake” logic may be used one time per play by the QB

All formations must meet all guidelines as per the rules of professional football. With the following additions:
Offensive linemen are always considered ineligible receivers.
No player may shift to, or from the LOS prior to the snap.
No player may go in motion if they are on the LOS.
There must be 7 and only 7 players on the LOS at the snap. This must be five offensive linemen, with an eligible skill player receiver outside
of the tackle position on both sides of the LOS.
All RB and FB designated players must begin in the backfield, inside the box, and be recognized as backfield
All TE’s and WR’s must start outside the box, and can not shift or go in motion and have their motion path ending inside the box prior to the snap, or be designed so that the player will be inside the box upon snap.
All players outside the box must line up within 5 yards of the LOS.
The QB can not be farther then 7 yards from the LOS at the time of the snap.
All RB’s/FB’s inside the box can not be further then 10 yards behind the LOS.
The QB must line up in a straight line behind the center, and no other player may impede that path between the center and the QB in pre-snap formation. This means no RB can line up between the C and the QB so that the ball passes through that player in the play editor on the snap or in play testing.
Five WR sets are legal, but, if all players are outside of the box in pre-set formation, they must be WR’s or TE’s, and can not be RB’s or FB’s.
No player can shift out of the box, and then go in motion back inside of the box.
Legal Formation:

Illegal formations:


Stop and wait logic is limited as follows for all players:
1) No skill position player may have stop and wait logic beyond the LOS.
2) The aggregate total of all stop and wait logics must be .5 seconds or less. There can only be a maximum of two logic boxes with stop and wait logic.
For example: Logic box one has “stop and wait .3 seconds”, then “move to” logic, then logic box two has “stop and wait logic .2 seconds”, then “Pass check receiver.” This is legal.
Logic box one has “stop and wait logic .5 seconds”, then “Pass check receiver.” This is legal.
Logic box one has “stop and wait .4 seconds”, then “move to” logic, then logic box two has “stop and wait logic 0.0 seconds” then “move to”, logic box three has “Pass check receiver.” This is legal.
Logic box one has “stop and wait .4 seconds”, then “move to” logic, then logic box two has “ stop and wait logic 0.0 seconds” then “ move to”, logic box three has “stop and wait .1 seconds”, then “pass check receiver.” This is illegal. (Three logic boxes containing stop and wait logic)
Logic box one has “stop and wait .4 seconds”, then “move to” logic, then logic box two has “stop and wait logic .2 seconds”, then “Pass check receiver.” This is illegal (Total amount is .6 seconds)
3) Any attempt to circumvent this rule and its purpose shall be punished as if the rule had been broken.
Post-Snap movement is limited by the following:
No player may have a movement path more then 10 yards behind the LOS.
No WR, TE, or RB who is outside of the box in post-set, pre-snap formation may move deeper then 7 yards behind the LOS, unless they are the intended recipient of a handoff, pitch, or pass. If the skill player is an intended recipient of a handoff, pitch, or pass, they then can have a movement path up to10 yards behind the LOS.
The QB’s movement path can not be outside of the box, until the QB is at least 5 yards or more behind the LOS.
The QB’s movement can not be in such away that it causes a defender (not in bump and run coverage) on the defensive side of the LOS, to drop coverage and either freezes or chase the QB. The determining factor for this is if it causes the defender to drop coverage more then 50% of the time under normal game circumstances, or if it does it more then 50% of the time when tested in the play editor.
For all plays, the distance limitations defined within the play rules are definitive and absolute and relate directly to what actually happens when the play is run in the editor and during the game. No additional yardage will be allowed for a player’s momentum. (added 12-03-2006 as a clarification).
Running Plays
RB’s and FB’s are only allowed to carry the ball if they are inside the box in pre-set formation.
WR’s and TE’s are only allowed to run the ball if they are outside the box and recognized as such in the pre-set formation but remember; no TE or WR may be set inside the box at any time.
All logic boxes that contain “handoff/pitch to” logic must be located inside the box.
“Look for pass” logic is allowed for the ball carrier only on plays where its designed to cross the LOS between the tackles. Otherwise, it is not legal.
Any player executing a “handoff/pitch to” logic (unless it is a fake), that player may not have “pass > check receivers” or “pass > timed pass” in any of his logic boxes.
On any pitch play, the RB must catch the pitch and be at least even with the QB.
No running play may be designed such that the reception of the “handoff/pitch to” is recorded as a forward pass. The play editor or play by play log must record all such transfer of the ball with the phrase “gives to..” when run without the defense present and all players at 100% success rate. This will be the determining factor as to whether the play is legal or not.
The intended recipient of a handoff/pitch must be either parallel or behind the QB in the post-set, pre-snap formation. This rule excludes any WR’s or TE’s who are outside of the box, but the WR/TE’s movement logic must move behind the QB’s pre snap position. If a player is in motion at the snap the only legal motion logic is “stop and get set at” logic.

Rules that apply to any passing play
On all check pass plays, the QBs last logic box has to be at least 5 yards from the LOS.
IIf a pass play is designed to have a QB roll out then the QB must be a minimum of 5 yards behind the line of scrimmage to receive the snap and,as previously stated, cannot have his logic box be 5 yards or less from the LOS. This is to prevent the AI of the game from ignoring any potential receivers coming out of the backfield and leaving those players uncovered
All receivers who are eligible to catch a pass must have “look for pass” logic before they cross 15 yards from the LOS.
An eligible receiver may not be behind the passer at any time where he could receive a pass. The deciding factor for this is not necessarily the logic, but where the receiver receives the pass at his earliest point without any defense in the play editor
If a player is in motion at the snap the only legal motion logic is “stop and get set at” logic.Any player with this logic must have “stop and wait .4 seconds” as the first logic executed after the snap.
No eligible receivers may have a route that comes towards the LOS once that player has crossed the 18 yard line in the play logic screen, or 20 yards in the actual play practice screen
No player who has “pass check for receiver” or “Timed Pass” logic may have any “run to” logic in any of their logic boxes. (i.e. run to daylight, run right)
Use of pass logic on a target behind the passer is prohibited.
After crossing 20 yards past the LOS, no logic of any kind may be used on any player to move back towards the LOS.
Rules that apply to “Pass Check Receiver” logic plays
A minimum of 2 receivers must enter into a pass receiving pattern, targeted by the passer in the check receiver logic.
“Stop looking for pass” logic is prohibited on all pass plays.
There must be a minimum of 2 players with “look for pass logic” on any “Pass Check Receiver” designed play.
Rules that apply to “Timed Pass” logic plays
The end point of a timing pass may not be past 7 yards from the LOS.
The intended receiver of a timing pattern may not go further then 7 yards downfield past the LOS at any point before the intended reception, or during the reception of the ball.
If the timing pattern is a comeback pattern, the intended receiver may not go farther then 6 yards in the play editor, thus keeping the receivers momentum from carrying him past the 7 yard limit.
No player with “Timed Pass” logic may leave the box at any time during the play.
All timing pass endpoints must end inside the yellow part of the last logic box of the intended receiver.
The QB and the QB only may have more then a .5 cumulative total on his stop and wait logics during a timing pass play.

Rules that apply to a Swing Pass as defined above.
QB will be allowed to rollout, outside of the box. He must maintain a distance of no more then 10 yards behind the LOS(be sure that when you're designing the play that the player's momentum is taken into account).
Offensive lineman are not allowed to use any logic that will have them pulling out in front of the swing pass recipient to block. Any movement of anyway to lead block, or block the defender is strictly prohibited.
The intended receiver of a swing pass can have a cumulative delay of up to .8 seconds. This rule must fit under the same constraints as the stop and wait rules above, but the total is now .8 seconds instead of .5 seconds.
LEGAL SWING PASS PLAYS
Rules that apply to a Screen Pass as defined above.
The QB cannot exit the box
The QB cannot have a drop of more than 10 yards(be sure that when you're designing the play that the player's momentum is taken into account).
The intended receiver of a screen pass can have a cumulative delay of up to .8 seconds. This rule must fit under the same constraints as the stop and wait rules above, but the total is now .8 seconds instead of .5 seconds.
A maximum of 2 OL can have logic other than "block-pass" but their logic and paths of movement must be so that there is no drop in coverage due to OL crossing the line of scrimmage prior to the passer's release of the ball to the intended recipient of the screen. In other words,it is the responsibility of the offense to ensure that it does not result in dropped coverage which is the result of the OL crossing the Line of scrimmage
Legal Screen Pass Plays
Illegal Screen Pass Plays


Defensive Play Design Rules
No Zone Logic can be located within the Offensive side of the box.
All defensive plays are required to have a minimum 3 defensive linemen in a 3 pt stance in the Defensive box at the start of the play. Furthermore, all defensive linemen are also required to be within this box at the start of the play.The box is the area in which a defensive lineman adopts a down stance on the field of play when the offensive tackles are set in their maximum split from center. The defensive box extends to approximately 3 yards wide of either hash mark and 2.5 yards behind the LOS.
Defensive Linemen cannot be sent into pass coverage. You are allowed to use read logic for run defense purposes and you are allowed to use "move to" logic for pass rush purposes but you can't use the move to logic to send a DL out to defend a pass. This is to prevent guys from sending out 11 guys into coverage.
Defensive Linemen are prohibited from having their 1st and only logic command be "pursuit." A flaw has been found where the use of this as the only logic for DL is that DL become unblockable by the OL when the OL has block left/right or fire out block logic, regardless of rating.
2 Linebackers are required for each defensive play that is a non special teams based play.
Special Teams Play Design Rules
There may be times when a coach may, inadvertently or not, use a play that does not qualify as a legal play under DOFL Rules. If this is the case, it is expected that the coach who suspects an illegal play, contact the offending coach and notify them of such and attempt to work out any disputes. If the dispute cannot be resolved at this stage, then the game must be halted and the dispute must be handled by the rules committee.
In the event that a non-legal play is used within a game, there will be several factors in determining the the outcome of the situation. The Penalty for the offending coach will be determined by 1) the intent of the offending coach in question and 2)the effect the play has on the outcome of the game. If it has been determined that the play in question does indeed have an effect on the game or has been knowingly used then following penalties may be issued:
1st violation-Warning and/or replay of the game.
2nd violation-DOFL Issued stock ppp's must be used by offending coach for a minimum of one week. Also, the offending team will forfeit the game in question to their opponent.
3rd violation-Forfeiture of game. Next 2 games played using LEGAL stock.
4th violation-Forfeiture of game. 2 week suspension. 2 games played using LEGAL stock.
5th violation-Release from league.
It should also be noted that the if further information is needed, the Commissioner reserves the right to ask for a copy of the play in question, in zip format as well as any video archives or play logs.
Effect the 2009 season, Unretirements will no longer be allowed.
Each team has an opportunity to name breakout players, with one player being an offensive player and another being a defensive player. For further infomation on this process, checkout the link for Breakout/Unretirement Guidelines.
Each team will earn a specified amount of points at the end of each season according to draft status. These points are tradeable but only once the amounts have been announced.
This will allow coaches to keep
players to develop that might otherwise go into free agency. However, there are
stipulations to the practice squad. They are listed as follows:
A
team cannot have more than 8 players on a practice squad. Those 5 players must
be either Rookie,1st or 2nd year players(R,1,2). Any
player who is "promoted" from the practice squad must remain on the active
roster for the rest of the season. A
team may keep a player on the PS indefinitely but must either "promote" or
release once they are at the end of their 2nd year after their rookie season. A
team may release a PS player but that player must go into free agency at which
point teams may place bids on the player. If that happens, then the team that
released the player must bid for his services in order to get him back. A
team may trade for a Practice Squad player but must keep him on the 53 man
active roster.
Coaches cannot "demote" players from the active roster to the practice squad
at any time.
The Commissioner has option to enact any rules or regulations he feels are in the best interest of the league without the final say of the Rules Committee. However, this will only be done if he feels that the rule or rules will, again, be in the best interest of the league. However, in most cases, the Commissioner will consult with the Rules Committee and come to a resolution on any rules that he feels need to be added to the Rules Page.
If there are any other individuals would like to contribute to the league by making webpages for their own teams, or for that matter, any league news or analysis pages, links will be provided from the main league page. Any other matters, feel free to email the Commissioner.
Also, I'd like to give a big thanks to Mick Peterson for putting the offensive section of the rules page together.