ASL Constitution

General Rules

  1. 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.
  2. The ASL is a keeper league.
  3. 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
  4. The ASL will consist of 24 teams in 2 Conferences. Each Conference will consist of three divisions of four teams.
  5. The ASL plays a 16 game schedule, 1 game per week, from January through conclusion.
  6. 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

  1. 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. 
  2. 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).
  3. 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. 
  4. 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

  1. 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.
  2. From week 4 until the end of the season, the salary cap will increase to $90,000,000, to allow for trading. 
  3. There is no maximum salary from the end of the season until cut down day.

 

 

Trades

  1. Trading is allowed during the season up until the deadline for games for the 10th week of play.
  2. Trading isn’t allowed from week 11- until the end of the Super Bowl.
  3. 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.
  4. All trades must be confirmed by both parties via e-mail to the commissioner
  5. 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

  1. 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.
  2.  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.
  3. 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.
  4. 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.
  5. Only players listed on the current season Action! PC players disk will be eligible to be drafted.

 

 

Game Play

  1. 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.
  2. 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.
  3. 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

  1. You must be sure to create a subdirectory under your main Action PC game directory. (Ex: c:\program files\action2006\ASL 2006).
  2. Every week the commissioner will send you a new master file called ASL 2005.zip.
  3. Unzip this file into your ASL subdirectory and make sure you select ALL when it asks to copy over any info.
  4. You must update your data disk EVERY week with the new master disk that will be sent to you.
  5. 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

  1.  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

  1. Trick Plays no limit
  2. 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
  3. 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.
  4. 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.
  5. Playoff usage has been replaced by fatigue rules.

Playoffs

  1.  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.
  2. 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

  1.  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.
  2. 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.
  3. 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.
  4. 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.
  5. MISCELLANEOUS RULINGS:
    The commissioner shall rule on anything not specifically covered in this constitution as the need arises.