Play Design Rules
To eliminate the
ability to design offensive plays which unfairly take advantage
of limitations in the game's defensive play design structure and
artificial intelligence, we have enacted the following play
design restrictions.
Formation Rules
***OL/LOS Rules***
1 - The offensive line MUST
have two (2) offensive linemene (C, G, or T) and one (1) skill
player (WR, TE, or RB) on each side of the ball on the line of
scrimage (hereafter referred to as "los"), not set
back, both in the initial formation and at the snap. There must
be seven (7) players on the LOS in the initial formation and at
the snap, no more, no less.
2 - The two (2) skill players who are on the
LOS at the snap do not have to be the same ones who were on ths
LOS in the initial formation.
***RB Rules***
Definition: "Inside the box" means having
no than one character of a players position designation outside
the hashmarks in the play editior, such that the player is
recognized as "backfield" by the defensive man-to-man
defenders. This latter part is the critical determining factor.
Regardless of the running back's actual position, he MUST be
recognized as "backfield" by the defense in pre-shift
position.
1 - The offensive team MUST employ ast least
one (1) running back (HB or FB) in all offensive plays (excluding
special teams), who must be lined up "inside the box"
in the initial formation.
2 - All RB's must line up "inside the
box" in the initial formation. A backfield may consist of as
few as (1) or as many as three (3) RB, but all must initially
start "inside the box" so they are recognized as
"backfield" by man-to-man defenders.
3 - RB's may shift or motion within or
outside of the box before the snap, as long as there were
"inside the box" in the initial formation.
***WR/TE Rules***
Definition: "Outside the box" is defined
as placement such that no part of the player's position
designation is touching or inside the hashmarks.
1 - All WR/TE whether on the LOS or set back
as a wing or slot, must line up with all parts of their position
designation "outside the box". After the initial
formation, they may motion of shift such that they are
"inside the box" at the sna;, provided that EXACTLY
seven (7) players remain on the LOS as described in rules
regarding the offensive line.
2 - Any player lined up "outside the
box" at the snap must be no more than 5 yards behind the
LOS. This applies also to RB who shift "outside the
box" after the initial formation.
***QB Rules***
1 - The QB must line up
directly behind the snapping center and must receive the snap.
Play Design Logic
Rules
***Running Play
Rules***
Definition: A "running play" is defined as
any play in which the QB uses the logic "handoff/pitch
to" after the snap from the center.
1 - All logic boxes that contain
"handoff/pitch to" logic must be located "inside
the box" as defined in the RB rules above. This applies to
both the QB and any subsequent player who may use this logic.
2 - No play may be designed such that the
reception of the "handoff/pitch to" is recorded as a
forward pass. The play-by-play log must record all such transfers
of teh ball with the phrase "gives to".
3 - No recipient of a "handoff/pitch
to" may have "look for pass" in any of his logic
boxes.
4 - No player executing a
"handoff/pitch to" may have "pass-check
receivers" or "timed pass" in any of his logic
boxes.
5- "Throw a fake" logic may only
be used by the ball carrier, and no more than once in the course
of his logic. No other player may use this logic.
***Passing Play Rules***
Definition: A "passing play" is defined as
any player in which the QB uses the logic "pass-check
receivers" or "timed pass" after receiving the
snap from center.
1 - No offensive linemen (C, G, or T) may
have logic box or movement path that touches or moves beyond the
LOS in the design of any passing play.
2 - Ineligible receivers, specifically OL,
must use only "block pass" in any passing play. No
other "block" commands may be used. Any other commands
may still be used.
3 - Rules "1" and "2" do
not apply to timed passes with a spot of throw that is beyond the
LOS, or to check passes in which no selected receiver has a logic
box past the LOS.
4 - The marked end spot of any "timed
pass" may not exeed 15 yards from the LOS. Furthermore, the
logic boxes and movement paths for the intended receiver may not
exceed that same 15 yard limit.
5 - No player whose logic includes
"pass check receivers" or "timed pass" may
have a logic box that touches or extends beyond the LOS.
Furthermore, he may not have any logic which includes any of the
"run" (inside, left, or daylight, etc) logic choices.
6 - All passing plays must result in the
play being recorded as a forward pass. The play-by-play log
should record all such transfers of teh ball with the phrase
"the pass from....is caught by" or "the pass
from....incomplete".
7 - On all passing plays, at least 2
eligible receivers other than the passes must have "look for
pass" logic that is not followed by any blocked logic. Also,
every player selected in the QB's "pass check
receivers" logic most have "look for pass"
somewhere in his own logic.
8 - All passing plays (see definition above)
must result in the QB throwing a pass to an eligible receiver
when practiced in the play editor without a defense present.
9 - The use of "throw a fake"
logic is limited as follows:
9a - A player in a check pass may only have
"throw a fake" in his logic only once.
9b - Only the intended receiver may have
"throw a fake" in his logic in any timed pass.
9c - No logic box located "inside the
box" may have "throw a fake" amoung it's commands.
9d - In all cases, no player may have
"throw a fake" appear more than once in his logoc.
9e - For all plays, no players other than
those specifically allowed in rules 9a and 9b may use the the
"throw a fake" logic.
***DL Rules***
1 - At least two (2)
defensive linemen (DT or DE) must be used on each defensive play.
Misc. Rules
1 - No offensive skill player may have a
position at the snap, a logic box, or movement path, that extends
more than 10 yards behind the LOS at any time.
2 - The logic of all special teams may not
be changed, either vie editign in a hex editor or by erasing of
logic with substitution. Players may be subsituted freely as long
as the above condition is met.
3 - Contrary to past practices, all stock
plays, including those in the "extra" directory on the
CD, are now also subject to these rules.
4 - Only DL are allowed on the LOS between
the hashmarks on special teams punt return, field goal, and extra
point defenses.
5 - No portion of a defensive players zone
logic (the zone box as drawn on the screen), or movement path to
the zone box, can be "inside the box" as described
above.
6 - All plays must be created using the
version of the game that is used to play in the league.
Copying the plays created
by another coach, whether taken from a ppp file or from a
website, is illegal. All plays used by a coach, unless modified
from stock or newstock plays, must be created by that coach in
his own play editior.
Penalties from play design violations will be determined by the
Files Commish (Mark Frail). As a guideline, first violations will
call for a forfeit, defending on whether the violations had a
material effect on the game. Repeat violations wil result in
league expulsion unless the Files Commish of the league
determines that the violation was inconsequential.