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.