BCS Chaos: League Rules We play sim football here, we don't glitch, cheese, cheat or disrespect our opponents. If winning is your biggest priority, leave now.... If being an ass to everyone is part of your personality, leave now... If your here to just play your games and not participate in the forums and community leave now.... if you don't it won't take us long to find you and weed you out. We've been doing this A LONG TIME, and it's become easy to find the odd bird that doesn't want to go along. If your still here, that means you might be the kind of coach we are looking for. We want to create an environment of friends first who take the game back to the way it is suppose to be played... like your on the couch with a buddy battling it out. The only way to do that is to take an active role in your community. You will be alot less tempted to abuse any aspect of gameplay if you feel like you might be disrespecting someone you have gotten to know.. that's just a fact. Here are the basic rules that we started with in TTI..... do these have to be memorize, engrained and followed without fail every snap of the ball... probably not, but the intent and spirit of the rules should be adhered to as much as possible... PRE-GAME AND GENERAL RULES 1.0 Depth chart changes are not permitted before the opening kickoff. Each owner is responsible for setting their depth charts weekly in the franchise. You are allowed to make a depth move during the game A. If a player is struggling. B. If you are trying to prevent an injury. C. If the game is a blow out. D. Formation subs are permitted before the opening kickoff and are limited to the following: QB (no subs) HB (can sub to 4th/5th WR in a 4/5 WR set) FB (can play FB, HB, or TE) TE (can play any slot WR position) WR (no subs) OLine can play any OLine position Dline can play any Dline position Lb's can play any Lb position SS or FS (are interchangeable) CB (no subs) KR/PR - Any player eligible 2.0 Controlling Players: You cannot pick plays and let the computer run them. Nor can you utilize the Ask Corso feature. You must control your QB throws and RB/RS movement at all times. 3.0 Audibles: When calling an audible, you must allow the defense to adjust and be set for at least one second before snapping the ball. OFFENSE 4.0 - Going on 4th Down: We encourage straight play in this league, however, we do not want to limit players to the point where they cannot play aggressively. With that in mind, there will be a simple rule on 4th downs: A. Going for it on 4th Down:Be realistic with going for it for 4th down. For example going for it on your own 30 yard line or going for it on 4th and 22 in your opponents territory. You have free reign in the 4th quarter when trailing. B. If you are behind by two touchdowns or more in the second half, you can go for it whenever you like. C. If you are the losing team in the 4th quarter, you can go for it whenever you like. 5.0 - Motioning: Motioning by backs and receivers is allowed. If the defense audibles before your motion is complete you must wait for the defense to get reset before snapping the ball, when possible. Otherwise, you are free to snap the ball when the Motion man reaches their spot on the field and the motion is complete. 6.0– Hurry Up Offense: All teams are allowed to run the "hurry up" offense in both two minute drill situations. Any team losing in the 4th quarter is permitted to hurry up as often as they like. When using the hurry up offense, please allow your opponent to set their defense before snapping the ball. Purposely trying to cause offsides penalties is obviously prohibited. 7.0 - Playclock Rule: We're all here to play football. Keep in mind we play 8 minute quarters in TT; not 15 like the NCAA. So please choose your plays as quickly as possible on offense and make every effort to do so before the play clock gets close to running out. We do realize, however, that certain situations in the game may require some extra time when choosing a play. You may run the chew clock with under 3 minutes remaining in the 4th quarter. Or if your trying to prevent another possession before the half. 8.0 - Playcalling, Mixing It Up, Play Action: Owners are expected to mix up plays on both offense AND defense. I'm sure we all experienced that slants and crossing routes are hard to defend, don't abuse it by having receivers run the same routes the whole game. If your team falls behind early in the game, it's understandable if you become a one-dimensional offense but still mix up the playcalling. As long as the game is close, we expect all box scores to reflect a concerted effort at reasonable play calling. Also, keep in mind it is unrealistic to call a PA Pass when it is 3rd down and more than 10. You may call a designed PA play and audible your RB to block or go into a pattern to stop the Playaction. Overuse of this or any other plays/patterns will be frowned upon. 9.0- QB Scrambling:Unrealistic QB scrambling/sprinting is frowned upon on pass plays, including screens. Constantly dancing from sideline to sideline, running straight backwards or well behind the line of scrimmage without being under pressure is not realistic. This does not include option plays, designed QB runs or broken/pressured play situations. 10.0 - Running Up the Score: Good sportsmanship is a major part of TT, so running up the score on user opponenets will not be tolerated. Please use good judgment when leading by a large margin, even when playing the CPU.. I don’t want to see multiple 70-80 pt scoring games. DEFENSE 11.0– Moving Players before snap: On defense, shifting linebackers and the defensive line is permitted. However, if you move a individual defensive player before the snap you must control that player at the snap of the ball. This includes moving a player to cover an assignment. Constantly spreading or pinching your DL or LBs falls under the rules for mixing up your playcalling. 12.0 – Blitzing: While blitzing is certainly a part of the game, please be realistic when doing so, and do not use it excessively. Any attempt to confuse the AI when blitzing is prohibited (ie. spreading your defensive line then shifting your LB's to create AI holes). This also falls under the rules for mixing up playcalling. SPECIAL TEAMS 13.0 - Fake Punts and FG’s: Any fake punt or field goal must follow the same rule used when going for it on fourth down. If you are allowed to go for it on 4th down in that situation, you can also fake the punt or field goal. Faking a FG or punt is part of the game and provides "the element of surprise," but please be realistic. These are utilized in NCAA but on a limited basis, so please keep that in mind. 14.0– Onside Kicks: Onside kicks are permitted at any time by the losing team in the 4th quarter only. WEEKLY GAMEPLAY 15.0 - Pausing: NCAA allows a limited number of pauses during the game, so please keep that in mind. If it's ever necessary to pause the game, please provide a quick explanation to your opponent if your not utilizing your headset at that time. Pausing the game to show poor sportsmanship will not be tolerated. Please do not start a game if you know something will interfere with your playing time. 16.0- Disconnects: Games will disconnect from time to time for various reasons. It will be up to the players involved to figure out a resolution; with the choices being to either replay the game from the beginning or simulate for an obvious winner. If you cannot reach a resolution, contact the commish. TT expects all owners to have a reliable, high-speed ISP. If you are having any type of Internet trouble, please do not start the game until the problem is resolved. 17.0- Player must leave game in progress - Please do not start a game if there's a chance you will not be able to finish it. In the case of an emergency situation where you are forced to leave the game, an agreement should be made between both players as to whether the game will be replayed from the start or simulated in the opposing teams favor. 18.0 - Scheduling Games: In BCS Chaos we go on a “fast as we can go” schedule, missing games will be necessary at times. Jvigorous1 simply asks that you make every effort to schedule and play your own games, but when that's not possible, we request the following: -- Notify your opponent via email or message board as early in the week as possible. -- Notify the commish that your opponent will need to play the CPU or that your CPU game will need to be simmed. * Failure to follow these guidelines will result in a sim loss to your team. 19.0 - There will be NO restarts on your user vs. cpu games. If I see a restart I will discuss it with you to see if there was an extenuating circumstance, but most likely any restart = automatic simulation of your game. The 2nd time.. = a simulation loss. There is no shame to losing to the CPU.. our difficulty and sliders will be targeted towards realistic challenge levels based on the caliber team the CPU is controlling… ie: CPU Ohio St will be a bitch… CPU Duke won’t… SCHEDULING REQUIREMENTS 20.0 - All user teams are required to play 2 user vs. user games each season. They must play all conference user opponents and fill in any remaining open games with non-conference user controlled teams. You can schedule a 3rd user game if you desire, but it is not required. You can schedule no more than 4 user games in any one season. 21.0 - You cannot have more than 2 additional home games over the amount of road games you play in a season, and that is only if there is a scheduling conflict keeping you from a 50/50 split. GAME RESTARTS 22.0 - Game disconnects against another user happen from time to time. As long as the two user's can come to an agreement, their game should either be replayed or simmed. If the two cannot reach an agreement, it is the responsibility of the commish to make the decision. 23.0 - Game restarts against the CPU are not allowed. There will be times, where forces out of your control will cause you to drop out of a game, and must be notified to the commish ASAP! Since it is impossible for the commish to tell whether a natural cause or personal reason cause the game interuption, this is the guideline we will be following: * First Offense - The game will be simmed (Unless the commish decides the offense is more/less serious) * Second Offense - The game will be simmed and the user will lose 5 hours of recruiting effort. * Third Offense - The game will be a sim-loss and the user will lose all of his recruiting effort. * Fourth Offense - Booted from the League PLEASE REPLY HERE TO LET US KNOW THAT YOU UNDERSTAND THE SPIRIT OF THE RULES AND WILL DO YOUR VERY BEST TO ABIDE BY AND NOT INTENTIONALLY BREAK THEM. __________________ Players Leaving and Transfers - Off Season Players Leaving: If you have a player transfer or go pro - you add on to the number of players you are allowed for THAT off season. Obviously, if you persuade a player to stay you don't get an extra scholly. Receiving Transfers: If you have someone who transfers to your school - it will count against your number of scholarships allowed the following season (assuming you accept the transfer). 24.0 - Run/Pass Commit/User Issues/Gameplan Feature Agressive Defensive Line jump snap can ruin a game and often is abused so it's banned. The Rest of the Game plan can be used but mix it up. Don't want to hear about a user using Aggressive Holding or Stripping the whole game. Remember to use these features during situations NOT the whole game. Position Changes Pos Notes Column 1 Column 2 QB: No Restrictions RB: No Restrictions FB: Restricted Weight restriction > 220 lbs Speed restriction < 90 WR: No restrictions TE: Restricted Weight restriction > 220 lbs Speed restriction < 90 OL: No restrictions DT: Restricted Weight restriction > 265 lbs DE: Restricted Weight restriction > 225 lbs Speed Restriction < 90 OLB: Restricted Weight restriction > 210 lbs Speed Restriction < 92 MLB: Restricted Weight restriction > 215 lbs Speed restriction < 92 DB: No restrictions RET: No restrictions Players leaving A player will not be allowed to attempt to sway a player from the pro draft if he: • is > 95 OVR • is a JR that has won the Heisman • is a JR or SO(RS) and has won a major award (Thorpe, Maxwell, Biletnikoff, etc) and is > 90 OVR Kickers and punters can be swayed from pro draft regardless of OVR and class. Scholarships RECRUITING Cap - B] How To Earn Top Recruits: [/B] Recruits (indicates number awarded) -Win at least 10 games (1) -Conference Championship Winner (1) -BCS Bowl Loser, excluding NC participants (1) -BCS Bowl Winner, excluding NC participants (1) -National Championship Winner (2) -National Championship Loser (1) -Undefeated Season (1) - Recruits (indicates number awarded) -Prestige of school multiplied by 2 (max:12) -Winning Record versus Rivals (1) -Win Heisman (1) -Have Player Named To All American Team (1 per; max 2) -Break BCS Chaos Record (1 per record; limit 2 per season) NCAA Sanctions/How To Lose Recruits Losing Four Star Recruits Go over recruiting limit= All five star recruits (3 or 4 four stars if you don't have 5 stars) that season Game Simmed(no reason given to commish)= one 4 star per sim (JVig's decision) Going over 5 star limit 1st Offense -Lose ability to recruit 5 stars for one season. Meaning your newly recruited 5 stars will be removed and any "5 star level" achievements you've completed will not be counted. -Lose 3 four star recruits the following season 2nd Offense -Lose 5 star recruits for two seasons (same principal as 1st offense) -Lose 5 four star recruits for 2 seasons (new recruits will not be affected) -Fired from school (moved to a 3 star prestiged school and below if your current school is 4 stars or above. moved to a 1 star school if your current school is a 3 star or below) A couple other things to keep in mind. If you have at any time a problem with how your opponent is playing please do not post on here calling them out. You let them know through a message. Hopefully, they will understand what is right and wrong in terms of rules and sim play and adhere to it. If not, you come directly to me through pm. If the problem still persists beyond me we can go to upper management.