Tradition III Description and Rules THE TRIFECTA TT III Dynasty Description THe Trifecta is the second spin off of the original Tradition Online Franchise. This is a premier online dynasty for NCAA '10. As with all of the Tradition Leagues we play the game SIM style, the way it's supposed to be played. This year the online franchise will be played with players spread out across the ACC, SEC and Big 12. We will be using lower ranked teams as we will try to build these teams up into powerhouses. Roster Name Team KnighNoles Virginia Bruce80 NC State Jman Duke Blaza South Carolina mcyork Auburn Sweetness Arkansas Ravedown Kansas State EaglesIrish5 Texas A&M marcman777 Texas Tech Sliders & Settings Column 1 Column 2 Difficulty: Heisman Quarters: 7 mins Sliders Offense Human CPU[/U][/B] QB Accuracy 45 50 Pass Block 50 50 WR Catching 50 50 RB Ability 50 55 Run Blocking 50 50 Defense Human CPU[/U][/B] Pass Coverage 50 55 Pass Rush 50 50 Interceptions 30 30 Rush Defense 50 50 Tackling 50 50 Special Teams Human CPU[/U][/B] FG Power 40 40 FG Accuracy 45 45 P Power 50 50 P Accuracy 50 50 Kickoff Power 55 55 *Subject to change Week Advances We will follow a strict advance policy of a max week duration of 72 hours. If there are a few games remaining and there has been effort in scheduling the game in the scheduling thread then the deadline can be extended. The goal s to keep the dynasty moving swiftly and not have any long lags in between weeks. The league will never wait on a player to just do their recruiting unless that person is out of town and will be back within the 72 hours and he asked that we wait. If you have a bye, spend 5-10 minutes and get your recruiting in, because if everyone else has had time to play their games and their is only one player with recruiting left, we will advance. If all 11 of the 12 league players have finished their games within 24 hours, and their is one guy who has a game against a CPU left, he has 24 hours to get his game in, or 24 hours to post that he needs the full 72 hours. If he does that he will be given the full 72 hours, once again this will be posted on the league message board that he has 24 hours to play his game, and as long as the member posts that he needs the time it won't be a problem. USER vs USER games, these are league killers, we all enjoy them but they can halt a dynasty in its tracks. We will have a game scheduling thread on the message board, and I want Users obviously scheduling those games on the message board. Also, I want the next week User's trying to schedule as well. Offseason advancing - We will try and schedule a night once bowl season begins to do offseason stuff, with 12 people it can be very difficult, but we will try. If that can't be done, we will work out a hard and fast schedule that will not be altered. Position Changes Pos Notes 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 Depth Chart Please realistic when setting your depth chart. This means not putting a 66 OVR player in the game over a 80 just because he is faster. If I see a lot of issues with this I will have no choice but to create a rule but I trust that you guys will police yourselves. Gameplay OFFENSE 4th Down: * If you are behind by two touchdowns or more in the second half, you can go for it whenever you like. * If you are the losing team in the 4th quarter, you can go for it whenever you like. * 50 to 40 yard line with 1 yard or less you may go for it * 40 yard line on in with 3 yards or less 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. 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. Playclock Rule: We're all here to play football. Keep in mind we play 7 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 game clock with under 3 minutes remaining in the 4th quarter. Or if your trying to prevent another possession before the end of the half. Chew Clock can be used with 2 min remaining in each half. Playcalling, Mixing It Up, Play Action: Owners are expected to mix up plays on both offense AND defense. If your team falls behind early in the game, it's understandable if you become a one-dimensional offense with your passing game. 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. 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. 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 60-70 pt scoring games. DEFENSE 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. 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 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. Onside Kicks: Onside kicks are permitted at any time by the losing team in the 4th quarter only. 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 The amount of scholarships that can be offered at any given time will be dictated by the following formula: A = number of seniors on your team that will graduate B = number of underclassmen that qualify for pro draft with aforementioned rules. So underclassmen that are 90+ and have won an award. C = number of walk-ons on your team. Walk-ons may be cut at any time. D = 70 - current amount of players currently on roster A + B + C + D = total number of available scholarships. Do not sign more players than you have roster spots. If I see too much of this there will be penalties. Note: Committed players count against your scholarship limit. Participation/Board Activity This is very important for a dynasty to be strong. Please be active on the forum posting recaps of games and any interesting news about your team (recruiting, injuries, visits, etc). Let's keep things fresh at all times to keep the interest up.