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League Rules

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League Rules

Post by Tony on Tue Nov 19, 2013 11:02 pm

Table of Contents

  1. General Rules
          1.1 Scheduling
             1.2 Leave of Absence
  2. League Details
          2.1 Gameplay and Difficulty Settings
  3. CPU Gameplay
          3.1 CPU Guidelines
          3.2 Guideline Explanation
  4. Hurry Up Offense
  5. Gameplay Rules and Guidelines
          5.1 Gameplay
  6. Game Disconnects
  7. Retired Rules




1. General Rules
The forum is the league base of operations.
You are not required to spend all your time on the site, but check in for your game scheduling and to keep up with league updates.
You are expected to be on a few times between each advance to show your activity and keep up with the league.
The league and it's admins reserve the right to change the rules without warning and it is up to you to keep up with the rules.




1.1 Scheduling
When scheduling games, please go to the GameDay Scheduling section of the forums and create a thread containing information for your opponent to schedule your match.
Here is a template/guideline to follow when creating a scheduling thread.
You may discuss scheduling issues and updates with your opponent through PMs/chat or other means, but acknowledge the thread to help the league keep track of the matches.
If you have made a scheduling thread after advance and tried to contact your opponent without any response, you may ask Tony or Ents to play the CPU on the day of advance.

1.2 Leave of Absence
When you're going away or otherwise cannot visit the league for six (6) days or more you have to let the league know by posting in the Leave of Absence sub-forum under the League Office. You must state when you are leaving and when you expect to return.


Last edited by Tony on Wed Apr 09, 2014 2:18 pm; edited 8 times in total

Tony
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2. League Details

Post by Tony on Sat Dec 21, 2013 1:58 pm

2. League Details
The league advances two times a week except on holidays. The current days of progression are Fridays and Mondays. As we approach a holiday a schedule will be released to accommodate our members best we can.



2.1 Gameplay and Difficulty Settings
The league uses default sliders and will not be moved unless there is a game flaw encountered which requires a counter balance.
Quarter length is 8 minutes with the accelerated clock set to 25 seconds.
The league's difficulty is set to All-Pro.
Ball hawk, switch assist and heat seeker are all turned off.
Only coaches and owners are allowed.
You should always have three (3) Quarterbacks on your depth chart. Kickers or Punters do NOT count as a QB.

Tony
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3. CPU Gameplay

Post by Tony on Sat Dec 21, 2013 2:00 pm

3. CPU Gameplay

These CPU guidelines will also be used in determining improprieties in a User VS User game.

Do not stat pad with your team against the CPU. The CPU are considered weaker than human players, which means you have to vary your game play and not focus on just one or two aspects of offense or defense.
Do not run the score up. You don't have to beat the CPU by four or more scores as the CPU is unlikely to make a huge comeback.



3.1 CPU Guidelines
The following table is an example to indicate what would be the preferred limits in a game vs. the CPU.
They are not a restriction and exceeding these will not guarantee to be a violation of the rules. More than one factor will apply when determining if there is a violation.
If the game turns into a shootout it is possible to exceed the guidelines.
More detailed explanation is presented below the table.

#AllowedNot Allowed
Passing0-400400+
Rushing0-200200+
Receiving0-250250+
Pass/rush TDs0-66+
1 Non-QB TDs0-33+
QB TDs0-44+

3.2 Guideline Explanation
400 Yards Passing - Not too many real NFL QBs get 400 yards in a game. Even less do it consistently. In a 16 game schedule that's 6,400 passing yards in a season which is roughly 1,400 yards higher than the current NFL record. You won't be playing 16 CPU games, but you'll be playing a lot which will get you on the path to something like this.



200 yards rushing - See above. We're not setting out to crush NFL records while we're playing the CPU.



250 yards receiving to one WR/RB - There is a fine line between being a focal point of an offense and being your only option. This 250 preference assumes that you are passing for roughly the above 400 yards passing preference. It means this WR accounts for over half your passing offense and nearly half of your total offense.



6 Offensive TDs Rushing/Passing - Don't try to score only on passing plays or rushing plays. Also keep in mind to not run up the score and combine both rushing and passing for a total of 6 TDs maximum. However if the game turns in to a shootout this guideline is possible to exceed.



3 Non QB TDs - Try to limit any player who isn't your QB to 3 TDs. As stated there is a difference between being the focal point of an offense and being the sole part of an offense. No one player, exempting the QB, should be more than half your offense.



4 QB Tds - You can use your QB to score TDs but utilize all of your offense and your rushing as well. 4 TDs is a high number but is accommodating for teams with a mobile QB which can score on both passes and rushes.


Last edited by Tony on Sat May 10, 2014 12:36 pm; edited 1 time in total

Tony
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4. Hurry Up Offense

Post by Tony on Sat Dec 21, 2013 2:01 pm

4. Hurry Up Offense

Winning by 10
Do not use the hurry up offense consistently if you are winning by a score of 10 or more. You are only using it to change the pace of the plays and keep a drive going as opposed to trying to get a quick and cheap score when winning.
Example:
Huddle, huddle, huddle, hurry, repeat repeat would be ok
Huddle, hurry, huddle, hurry, repeat would not be ok


Within 7
Within 7 points winning or losing you are permitted to a more flexible hurry up offense.
Example:
Huddle, hurry, huddle, hurry, repeat would be ok
Hurry, hurry, huddle, repeat would be ok if losing by 7
Hurry, hurry, huddle, hurry repeat would not be ok


Losing by 10
When losing by 10 or more you are allowed to use the hurry up offense more freely, but make sure you are at least huddling every fifth play at minimum.
Example:
Hurry, hurry, hurry, hurry, huddle, repeat would be ok
Hurry, hurry, hurry, hurry, hurry, repeat would not be ok


Losing with less than 2 min
When you are losing and you have less than two minutes left in the game you are allowed to run a hurry up offense non-stop.

Tony
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5. Gameplay Rules and Guidelines

Post by Tony on Sat Dec 21, 2013 2:05 pm

5. Gameplay Rules and Guidelines
You are not permitted to;

  • Nano
  • Use glitches
  • Use money plays

These occurrences are depreciated and will not be tolerated.

5.1 Gameplay
The following gameplay sections are guidelines. There are situations where you may bend the following statements but you have to live with the consequences of your action in-game as well as if the league has to step in if it feels you have taken a guideline too far.
Make sure to read section 3. CPU Gameplay as they are used in Player vs Player gameplay as well.

Play calling
You should strive to mix up your play calling. You can be a pass or rush oriented team, but if you're focused on the passing game try to throw in some rushes. Conversely if you focus on rushing, throw in a couple of play action passes or other passing plays.


Running up the score
Running up the score is not permitted whether you are facing the CPU or another player. Run the clock down as much as possible when winning by a big margin and only score when you absolutely have to. Preferably you take a field goal instead of a touchdown when up big and out of reach for the other team.


Onside kicks
You are allowed to onside kick at the half if you are losing by a score of 14 or more. You are also allowed to onside kick in the fourth quarter if the difference is 14 or more. At 3.30 or less left in the game when being down 7 or more, you may attempt an onside kick.


Going for it on 4th down

ScoreQ1Q2Q3Q4Note
Winning by 7+NoNoNoYes*If on 50+ yard line if 4th and <5
TiedNoNoYes*Yes*If on 50+ yard line if 4th and <7
Losing by 7+NoNoYes*YesIf on own 40+ yard line
Losing by 10+NoYes*Yes*YesIf less than 4 minutesIf on own 40+ yard line

When losing and you have a 4th down within 5 yards of the end zone you may go for it in any quarter.
Do not go for 4th down if you are winning by 7 or more through the first 3 quarters. If you are up by 7 or less in the 4th quarter you may go for it on 4th down as long as you are on the opponents side of the field and you have a 4th and less than 5.
When you are tied you may go for it in the third quarter or later if you're on the 50 yard line or further and if you have a 4th and less than 7.
If you are behind by 7 or more in the 3rd quarter you may attempt to go for it if you are past your own 40 yard line.
If you are losing by 7 or more in the 4th quarter you may attempt to go for it at any yard line.
If you are losing by 10 or more with 4 minutes left in the 2nd quarter you may go for it at any yard line.

Tony
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6. Game Disconnects

Post by Tony on Sat Feb 22, 2014 11:27 pm

6. Game Disconnects

You and your opponent should first try to make your own arrangement for what you feel is best in your game, but failing to come into an agreement with each other the rules are as follows;


SituationQ1Q2Q3Q4
Close Game 0-16pt leadAutomatic RestartAutomatic Restart14pts + Loser PossessionFull pts + Same Possession
Mid Range 17-30pt lead7pts + Leader Possession10pts + Leader PossessionFull pts + Loser PossessionFull pts + Same Possession
Blowout 30+pts14pts + Leader Possession17pts + Leader Possession21pts + Leader PossessionSet to Auto

Explanations:

  • Automatic Restart means a regular restart from the beginning.
  • The amount of points is given as fast as possible at the start of the game then play will resume.
  • You are supposed to give the points so the score is 14-0 or 17-0 to simplify and speed up the process.
  • Full points means the difference in the point totals. e.g. if team A had the lead with 24-3 the points in the restart would be 21-0 to team A.
  • Leader Possession means the team with the lead gets possession before resuming of play.
  • Loser Possession means the team with the deficit gets possession before resuming of play.
  • Same Possession means the team with the possession at the disconnect gets possession before resuming of play.
  • To set possession use the kickoff or punt to the correct team and then resume play. This does not mean you can punt or kick it and regain possession due to a fumble or otherwise.
  • Set to auto means the team with the deficit get's set to auto and the leader may play vs the CPU.


Last edited by Tony on Tue Apr 08, 2014 12:44 pm; edited 2 times in total

Tony
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7. Retired Rules

Post by Tony on Sun Feb 23, 2014 12:26 pm

7. Retired Rules

This section is reserved for rules that are no longer in use.

Sub System
The league is using a sub system. A sub is a trusted member of the league who will mimic the CPU in the game, but be a much more formidable opponent.
Subs are limited to gameplan. They cannot choose their own plays. They cannot audible the play they are given in the gameplan.
Subs are allowed to, among other things, call timeouts and run the hurry up when absolutely necessary.
To obtain a sub for your CPU game contact Tony or Ents to set you up. At this time these are the only two members allowed to grant subs.
Unless your opponent doesn't show up to play there will no longer be any CPU games being played.

Tony
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Re: League Rules

Post by Tony on Sun Feb 23, 2014 12:27 pm

Reserved

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Re: League Rules

Post by Tony on Sun Feb 23, 2014 12:27 pm

Reserved

Tony
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Re: League Rules

Post by Tony on Sun Feb 23, 2014 12:27 pm

Reserved

Tony
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Re: League Rules

Post by Tony on Sun Feb 23, 2014 12:27 pm

The league rules are going to be updated over the next 3-5 days.

Changes to expect:

4th Down Tie Regulations

Game Disconnect Protocol

Anything else deemed necessary during the course of remodeling.

Tony
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