ASL Constitution
General
Rules
- The
American Football League (ASL) will use the latest version of the Action!
PC Football and everyone must own a registered copy of the game. 2.
- The
ASL is a keeper league.
- Changes
to this Constitution may be made by the commissioner when he sees fit for
the best interest of the league or when an amendment receives 2/3 majority
vote of owners who submit a vote. All proposals shall be made to the
Commissioner at least four weeks before the start of the draft
- The
ASL will consist of 24 teams in 2 Conferences. Each Conference will
consist of three divisions of four teams.
- The
ASL plays a 16 game schedule, 1 game per week, from January through
conclusion.
- Team
names must stay with each franchise for the duration of the league.
Annual
Dues
Annual dues though optional are encouraged to help
off set the cost of the website so the commissioner doesn’t have to absorb all
costs to the league. Dues are $5.00 per
team for those who choose to help out.
Rosters
- Each
ASL roster will consist of between 50 active players, which may include up
to 3 players which were Non-Rated by APCFB during that season and stay
below the salary cap explained below.
- Each
team's roster must meet the following requirements.
- At all times between the end of the draft and the end of the Super Bowl,
each team MUST have at least: 2 QB’s, 4 RB’s, 4 WR’s, 2 TE’s, 3 OT’s, 3 OG’s, 2 OC’s, 3 DE’s, 3 DT’s, 2 ILB’s,
3 OLB’s, 4 CB’s, 3 S’s, 1 K (with 16 or more Fg attempts), 1 P (with 40 or more Punts), 1 KR (with
16 ore more returns) and 1 PR (with 16 or more returns).
- Each
team may put two players on injured reserve for the season with a
durability of 8 or less. This player will not count towards the salary cap
but they can’t play in a game.
- Each
team may declare a halfback with a 3.8 average or less and 150 or less
carries plus 30 or less catches moved up to a 5
durability with 320 rushing attempts (20 per game) at their same
average. The salary for the player
will be $500K. Teams must have one
running back with 150 carries on their roster in order to qualify.
No team may carry more then 5 QB’s.
Salary
Cap
- The
salary cap for 2008 is $85,000,000.
No team maybe above this amount after cut down day (to be announced
for each year), until week 4 of the season.
- From
week 4 until the end of the season, the salary cap will increase to $90,000,000,
to allow for trading.
- There
is no maximum salary from the end of the season until cut down day.
Trades
- Trading
is allowed during the season up until the deadline for games for the 10th
week of play.
- Trading
isn’t allowed from week 11- until the end of the Super Bowl.
- Draft
choices may be traded, but only for the upcoming season. (For example,
during the 2005 season, only picks in the 2006 draft would be allowed). Only picks in rounds 1-10 can be traded.
- All
trades must be confirmed by both parties via e-mail to the commissioner
- A
trade maybe voided if the commissioner feels the deal
was not done in good faith, any collusion exists in the deal and if the
commissioner feels the trade isn’t fair or in the best interest of both
teams future.
Drafting
- The
draft order will be determined in reverse order of prior year finish,
except for the playoff teams which will be in order of playoff elimination. Tie breakers will be the same as used in
the NFL.
- Each team will be required to cut
down to no more then 40 players prior to the draft at a date determined by
the commissioner. After that date,
no more cuts will be allowed.
- Each
team will draft until they have 50 players (a minimum of 10 picks) and at
no time during the draft can a team go above the listed salary cap for
that season. Also, position
minimums must be met during the draft.
Any team that fails to end up with the requirements,
will have to re-pick with their last pick(s) being voided.
- Each
team must make a pick after any of their own picks that they traded away.
For example, if Independence
trades their 5th round pick, they must make at least one pick after that
5th round pick. This prevents trading picks that a team is not intending
to use.
- Only
players listed on the current season Action! PC players
disk will be eligible to be drafted.
Game
Play
- Only
the current version of Action PC Football software may be used to play
your games. Only the master ASL league file may be used (as sent to you by
the commissioner each week) to play your games.
- All games are to
be played head to head. If one
coach can’t make the game, then a backup coach will be asked to fill-in.
- Here
are the rules settings we will use:
Check everything except for - ten minute ticker,
Put the marks by - Endline (Goalposts), Kick
spot (FG miss), 30 (Kickoff line), Draft league (League type), Homefield advantage ON 3 Salary cap $117,000
Fatigue settings
Season:
Mild -
110% of Real Life Use
Moderate - 120% of Real Life Use
Major - 130% of Real Life Use
Game:
Mild - 10%
of Real Life Use
Moderate - 15% of Real Life Use
Major - 20% of Real Life Use
Quarterback
game fatigue & Special Teams Season Fatigue will not be used.
Special teams
players will be unlimited on returns if they meet one of the following
criteria:
Kickoff
Returners with either16 or more returns or a 19.9 or less average and 0 TD’s are unlimited.
Punt Returners
with either16 or more returns or a 9.9 or less average and 0 TD’s are unlimited.
To Play A League Game
- You
must be sure to create a subdirectory under your main Action PC game
directory. (Ex: c:\program files\action2006\ASL 2006).
- Every
week the commissioner will send you a new master file called ASL 2005.zip.
- Unzip
this file into your ASL subdirectory and make sure you select ALL when it
asks to copy over any info.
- You
must update your data disk EVERY week with the new master disk that will
be sent to you.
- Master
files will be sent to all on Monday and all games must be turned in by Sunday
by 11:00 pm est.
Player Usage
- Usage rules for runners, receivers, and
passers have been replaced by fatigue. The settings are:
Fatigue settings
Season:
Mild - 110%
of Real Life Use
Moderate - 120% of Real Life Use
Major – 130% of Real Life Use
Game:
Mild - 10%
of Real Life Use
Moderate - 15% of Real Life Use
Major - 20% of Real Life Use
- Trick
Plays no limit
- PLACE
KICKERS and PUNTERS
a) Any kicker who attempted at least 16 FG’s may
be used without limit
b) Any punter who attempted at least 40 punts may be used without limit
c) Otherwise, they are limited to their actual NFL attempts
- KICKOFF
RETURNERS
A player is considered "unlimited" if he had in the previous NFL
season EITHER 16 Kickoff Returns OR had a Kickoff Return Average Yards Per
Return of 19.9 or LESS yards WITHOUT a touchdown return. You must have an
unlimited player listed in the primary kick return spot. There are no
restrictions to the second and third return slots.
- PUNT
RETURNERS
A player is considered
"unlimited" if he had in the previous NFL season EITHER 16 Punt
Returns NOT counting Fair Catches OR had a Punt Return Average Yards Per
Return of 9.9 or LESS yards WITHOUT a touchdown return. All other players
are LIMITED to their actual number of NFL Punt Returns NOT counting Fair
Catches. Note: If you have only one unlimited Returner, you should have
limited Returner's that total at least ten returns on your team.
- Playoff
usage has been replaced by fatigue rules.
Playoffs
- All division winners qualify and each
league will have two wild card teams. Any ties for playoff spots will be
broken according to tie breaking procedures listed below.
- PLAYOFF
SCHEDULE
Week 17:
In each league, Wild Card 2 @ Wild Card 1
Week 18: In each
league, Wild Card Winner @ Div winner #1; Div winner #3 @ Div winner #2
Week 19: League championships
Week 20: Super Bowl
Playoff Tie- Breakers
DIVISION TIES - Two Clubs
1. Head-to-Head record.
2. Best won-lost-tied percentage in games played within the division.
3. Best won-lost-tied percentage in common games if applicable.
4. Best net points in division games.
5. Best net points in all games.
6. Last team not to make the playoffs.
7. Coin toss.
Three or More Clubs
If two clubs remain tied after other clubs are eliminated during any step,
tiebreaker reverts to step #1 of two-club format.
1. Head-to-Head (best won-lost percentage in games between the clubs).
2. Best won-lost-tied percentage in games played within the division.
3. Best net points in division games.
4. Best net points in all games.
5. Last team not to make the playoffs.
6. Coin toss.
WILD-CARD TIES
If necessary to break ties to determine the two wild-card teams, the following
steps will be taken.
1. If all tied clubs are from the same division, apply division tiebreaker
2. If the tied clubs are from different divisions apply the steps below.
3. When the first wild-card team has been identified, the procedure is repeated
each time as necessary. In situations where three teams from the same division
are involved in the procedure, the original seeding of the teams remains the
same for subsequent applications of the tie-breaker if the top-ranked team in
that division qualifies for a wild-card berth.
Two Clubs
1. Head-to-Head, if applicable.
2. Best W-L-T % in common games, 4 min.
3. Best net points, all games.
4. Strength of schedule.
5. Last team not to make the playoffs.
6. Coin toss.
Three or More Clubs
Once two teams remain, revert to step #1 in Two Club tiebreaker.
1. Apply division tiebreaker to eliminate all but highest-ranked club in each
division before step #1. The original seeding within a division upon
application of the Division tie-breaker remains the same for all subsequent
applications of the procedure that are necessary to identify the four wild-card
teams.
2. Head-to-Head sweep (only if one club has either defeated or lost to each of
the others).
3. Best net points, all games.
4. Strength of schedule.
5. Last team not to make the playoffs.
6. Coin toss.
Powers of Commissioner
- RESOLUTION OF
CONFLICTS:
The commissioner will resolve any conflicts that arise that he determines
are not practical for a league vote. Any ruling by the commissioner may be
overturned by a league wide veto of at least 16 votes within two weeks of
the commissioner’s decision. Protests are excluded from this.
- LEAGUE MANAGEMENT:
The commissioner shall manage league affairs such as the draft, schedules,
newsletters & stat reports, backup coaches, expansion, administration
of rules and the general operation of the TAFL. The commissioner may
delegate any of these duties to league members who volunteer as he sees
fit.
- DISMISSAL OF MEMBERS:
The commissioner may dismiss any league member for not following league
rules, for excessive lateness, or for operating in a manner, in his
opinion, not in the leagues best interest.
- PROTESTS:
Coaches may protest any game that resulted in a loss that may have been
reasonably due to the running coach’s failure to follow written
instructions or line-ups for that game. Failure to follow league rules or
use of an illegal player is admissible grounds also. A written report must
be sent to both the accused coach and commissioner (who will serve as
arbiter) within two weeks of receiving game results. He must list his
reasons supporting his protest. The accused coach then as one week to
respond. He must do so in writing to both the commissioner and opposing
coach. The arbiter will then render his decision which is final. The
arbiter will uphold the protest only if in his opinion the decisions made
by the defendant might have reasonably affected the outcome of the game.
Any upheld protested games must be made up before the playoffs begin. Any
protests involving the commissioner will be arbitrated by a mutually
agreed upon league member.
- MISCELLANEOUS RULINGS:
The commissioner shall rule on anything not specifically covered in this
constitution as the need arises.