The eXcellent Football Bowl Subdivision
An online NCAA-style football league using FBPRO'98.


XFBS League Rules


UPDATED ON JANUARY 4, 2015

 

Most of this league’s rules are the same as the PNFL’s rules; however, some minor differences exist to make sure this league more closely resembles what we see in the college-level game today. The rules are divided into 9 parts:
1. Team Ownership Rules. The rules cover the standards for owning a team in the XFBS and managing CPU teams
2. Play Design - AI Rules. These are present to protect us from the flaws in the game which allow the artificial intelligence to be exploited. These rules are considered serious, and carry the penalties listed below.

3. Play Design - Gameplan Rules. These rules define what is required and recommended with regard to mimumum plays in game plans.
4. Play Design - Profile Rules. These rules define what is required and recommended with regard to profiles.
5. PPP Naming and File Format Rules.  These rules describe the proper format for PPPs.
6. Teams, Roster and Recruitment Rules.  These rules describe the rules regarding XFBS Rosters. They also describe which teams are allowed in this league and how we conduct recruitment.
7. Scheduling and Conference Rules. These rules cover how the league is formatted/aligned and how schedules will be set.  

8. XFBS Playoffs and Ranking Rules. These rules cover the XFBS Playoff System that the league uses to determine its champion.  

9. Play Pool Rules. These rules explain how we determine which plays from playoff teams go into a play pool to be shared with the league (not meant to be confused with the PNFL play pool).  

 

1. Team Ownership Rules


Coach-owned teams:

The success of the XFBS is directly a result of the effort, energy, and integrity of the commissioner, and the level of involvement and activity of the owners.  The following rules are to ensure the integrity of the league, and to assure a long future for the XFBS.

 

  • Each team will have one primary “owner” who is ultimately responsible for all actions of that team.  The owner may delegate certain responsibilities to other people, such as GMs, assistant coaches, etc., but the owner remains fully responsible to make sure the team abides by all rules, and is sufficiently “active” to stay in the league.

 

  • No person can hold a role with more than one team.  That includes being an owner, GM, assistant coach, etc.  If a person is involved with a team, they cannot have ownership/management/coaching involvement with any other team.  This is to protect the integrity of competition and to eliminate any conflict-of-interest if the teams were to meet.

 

  • Owners are expected to participate and remain active.  If an owner is recurrently “absent” from team activities (roster moves, PPPs, recruitment draft, training camp, etc), they will be "retired" and will fall under the computer-owned team rules below.  If you’re going to be absent for some period of time (vacations, etc) – send an email to the commissioner letting him know your situation, and arrange for someone else to help with critical team activities in your absence.

 

  • If the commish does not hear anything from an "owner" for 6 game weeks in a row, his team will be listed as "retired" and will fall under the computer-owned team rules below. The commish will keep track of the last date he was contacted by each "owner" on the Coach's page.

 

  • If an "owner" does not participate throughout an entire offseason or the entire draft, his team will be listed as "retired" and will fall under the computer-owned team rules below.

 

  • If an owner does not send a Training Camp file, his team will be listed as "retired" and will fall under the computer-owned team rules below.

 

  • If a coach-owned team becomes vacant or inactive at any point, the folloiwng applies: If you quit, you can request an exception and ask that a former "retired" coach's PPPs or the CPU profiles be used for your team and that your profiles remain private. If you lose your team due to inactivity or do not request an exception when you quit, your latest profiles will be used.

 

  • New owners/coaches are encouraged to seek out advice from seasoned owners. Usually after a couple of seasons, you’ll be well on your way to building a strong franchise.

 

Commish-owned team:

  • If the commish owns a team, he can run it just like any other human coach. He can make roster, profile and plan changes weekly. He can use the XFBS and PNFL play pool. He can submit custom plays to the XFBS play pool in the offseason and between game weeks. Plays he submitted between game weeks will not become publicly available to the league until the following week just like it is for other human coaches. He is not required to make his actual game plans and profiles available ever.

 

  • If the commish reaches the playoffs, human opponents may request him to run the playoff game LIVE online through a screen sharing service to further provide full transparency.

 

Computer-owned teams

The reality of FBPRO in 2014 and beyond is that most of the coaches that used to play this game have retired. To address the decline of available active FBPRO coaches, computer-owned teams in the XFBS will be managed as follows:

 

  • The commissioner will manage all computer-owned teams including roster moves, PPPs, recruitment, and training camp.

 

  • Computer-owned teams will use the XFBS and PNFL play pool. The commish will endeavor to use profiles, plays and schemes being used by the team's NCAA counterpart. In other words, if NCAA Wisconsin is using the i-formation with a heavy run focus, so will the CPU Wisconsin team in the XFBS.

 

  • The commish will assign a 'retired' coach to each CPU team to give it 'personality.' The commissioner will ensure these "retired" coaches were successful in FBPRO in the past. During the offseason only, the commish can supplement the XFBS play pool with custom plays from that particular "retired" coach's plays that comply with XFBS play design rules.

 

  • Computer-owned teams will use the same set of PPPs throughout the regular season and playoffs. No plays will be added or removed from CPU game plans during the season. The same profiles will be used throughout the season. All CPU gameplans will be made available in the Play Pool. The Commish will also provide multiple sets of CPU profiles in the Play Pool that the CPU teams will use. DO NOT ASK WHICH PROFILES A CPU TEAM IS USING. You can use the CPU profiles if you like.

 

  • If a computer-owned team finishes THREE CONSECUTIVE regular seasons WITH A LOSING RECORD, the retired coach will be "fired" from that team. What this means is that the commissioner will simply start adding another "retired coach's" custom plays to the XFBS play pool during the offseason for use by that team (and the league). After the first losing season, the retired coach will go on 'coaching watch' status. After the second consecutive losing season, the retired coach will go on 'hot seat' status. After the third consecutive losing season, the retired coach will be FIRED. [We switched from 2 losing seasons to 3 losing seasons in 2019 to reduce wokrload on the commish, give the commish a chance to try to upgrade retired coach PPPs after 2 losing seasons, give their rosters more time to develop, and avoid running out of retired coach PPPs].

 

 

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2. Play Design Rules - AI


Any custom play that obviously takes advantage of the AI of the game is usually illegal. Please check your custom plays and keep them legal! If an offensive play works for huge gains against nearly any defense, with practically any players on the field, the play is probably illegal and should be checked before submitting it.

 

XFBS PLAY POOL:
Coaches may use the XFBS play pool for the XFBS. All of the plays in that play pool are considered legal when used "as is" from their designated directories. Custom plays for CPU teams will be included in this play pool.

 

The XFBS play pool ZIP file can be found here: http://www.xfbsfootball.net/files/playpool.zip

 

Make sure you unzip them so the plays show up in the proper C:/sierra/fbpro98/xfbs directory as follows:
Offense: C:/sierra/fbpro98/xfbs/playpool/Offense (should have folders for each play type)
Defense: C:/sierra/fbpro98/xfbs/playpool/Defense (should have folders for each play type)
Special Teams: C:/sierra/fbpro98/xfbs/playpool/Special

 

Please use plays 'as is' from the XFBS play pool's directories. If you load these plays in your gameplan 'as is,' it will show up automatically in your gameplan on the commishes computer when games are run.

 

SUBMITTING CUSTOM PLAYS TO THE XFBS PLAY POOL:


Custom Play submission is based on the whim of the commissioner. Normally it is 4 per week on each side of the ball during regular season. Unlike in the PNFL, new additions and tweaks to your existing custom plays are accepted in the playoffs. A limit of 50 per off-season will also be accepted. All of this is subject to change.

 

During the regular season, custom plays must be submitted by Thursday (overnight is okay - I do sleep) to give the commish at least Friday and Saturday to review them with you.

 

You must name the play properly according to our play naming standards and you must tell the commish what play directory you believe it is supposed to be placed in.

 

Plays submitted before week 1 will be made visible to ALL coaches in the league in the XFBS play pool before week 1 games. Sorry, you can't blindside your week 1 opponent with a plan full of custom plays no one has ever seen. We are trying to keep things transparent.

 

Plays submitted between game weeks; however, will be made available for use only to the coach who is planning to use them for the upcoming week. For example, if you submit 8 custom plays before week 2 games, you will be able to use them for your week 2 games; no one else will see them. After week 2 games, anyone will be able to use them as they will become available through an update to the league play pool.

 

Unlike the PNFL, this league will accept custom Special teams plays, but only in the offseason and they count toward your 50 play limit.

 

If too many coaches submit their max allowed number of custom plays between game weeks, the commish reserves the right to postpone game play to give himself time to review all of them.

 

ENFORCEMENT:


The Commissioner is responsible for PPP Enforcement and will review questionable custom plays discovered in the XFBS play pool. The Playcheck utility can catch some illegal custom plays, but not all illegal plays, so coaches must be vigilant as well.

 

Potential illegal plays in PNFL Play pool: Any play in the PNFL play pool is considered out of the range of XFBS enforcement. If it's illegal per our rules, it may be legal per their rules. Do not report plays in the PNFL play pool that you consider illegal to the XFBS commissioner. No action will be taken. Nothing stopsyou from reaching out to the PNFL commish about it, but I would recommend you only do so if you are also in that league.

 

Potential illegal plays in XFBS Play pool: If you think a play in the XFBS play pool may be illegal, you must report it to the XFBS commissioner BEFORE weekly game sims to ensure it has no impact on your game. If you report it after game sims, it will still be fixed, but the game result will stand.

 

Potential profile violations of CPU teams: If you discover a profile violation for a CPU team, please report the situation(s) where it impacted game results to the XFBS commissioner so he can investigate. The Commissioner will then investigate the violation and determine if a re-sim is warranted.  Re-sims will only occur if it “Clearly affected the outcome of a game result.” “Clearly affected the outcome of a game result” means the violation resulted in a score, a key first down on a drive leading to a score, or it was used throughout the game for a consistent yardage gain (e.g. used 5 or more times with an average of 10 yards or more). If you lost 31-10 and the potential profile violation was used only once for one big gain late in the 4th, it did not affect the outcome of a game result, so please get over it and move on. If the Commissioner's investigation reveals that the profile violation “Clearly affected the outcome of a game result,” the commissioner will provide a legal replacement of the CPU profile and the game will then be resimmed. If it did not affect the outcome of the game, the commish will just fix the profile to ensure it won't affect future results.

 

Potential profile violations of owned teams: If you discover a profile violation, please report the situation(s) where it impacted game results to the XFBS commissioner so he can investigate. Confrontational behavior is not appropriate. If you EVER contact the other coach directly about possible profile violations, results will not be changed. The Commissioner will then investigate the violation and determine if a re-sim is warranted.  Re-sims will only occur if it “Clearly affected the outcome of a game result.” If it did not affect the outcome of the game, the offending coach will just receive a warning and will be asked to fix it.

 

Repeat offenses of profile violations will meet stiff penalties and are at the ultimate discretion of the Commissioner. Additional penalties that will be considered for repeat offenses could include and are not limited to the following:

 

- Your team could be placed on probation (i.e. you will not be College Playoff eligible in the current season if you have a winning record)

- Your team could be placed on profile intervention (i.e. the offending profiles will be replaced permanently with legal CPU profiles provided by the commish and your profile will be locked "as is" for the remainder of the season or a specified number of games).

- Your team may be placed on scholarship probation (i.e. you will lose one or more rounds of recruitment starting with your first round of recruitment)

- The player(s) that benefited statistically from the profile violations will be classified as ineligble for the season or a specified number of games.

- You could be fired.

 

NO-CALL RULE: If the game does not call a penalty and the play clearly showed a penalty should have been called, the play stands. This rule is the result of the final play in regulation during the 2013 BCS Championship game in which Iowa's QB clearly did a forward pass past the LOS and Oregon's DBs in coverage went after the QB, thus leaving a player wide-open to score a TD and tie the game in regulation. It is up to the game to call the penalties.

 

PNFL PLAY POOL:
Coaches may use the PNFL play pool for the XFBS. All of the plays in that play pool are considered legal when used "as is" from their designated directories.

 

When you use the PNFL play pool, you have two choices:
  • Use their plays 'as is' from the PNFL directories. If you load their plays in your gameplan 'as is,' it will show up automatically in your gameplan on the commishes computer when games are run.
  • If you EDIT their plays (i.e. the logic, substitutions or the type of play), you must rename it, and submit it to the XFBS commish for addition to the XFBS play pool. Even if it is legal in the PNFL, it will be rejected if it is found to be illegal per our rules (e.g. unlike the PNFL, we don't allow custom rollouts where the QB moves toward the LOS).

PNFL play pool ZIP files can be found here: http://www.pnfl.biz/files.html

 

Make sure you unzip them so the plays show up in the proper C:/sierra/fbpro98/pnfl directory as follows:
Offense: C:/sierra/fbpro98/pnfl/Offense
Defense: C:/sierra/fbpro98/pnfl/Defense
Special Teams: C:/sierra/fbpro98/pnfl/Special

 

Make sure you check that page often as the PNFL tends to add more custom plays to their play pool after each week's games. The XFBS commish will always keep his play pool updated to reflect these submissions made in the PNFL.

 

NOTE: If you are in the PNFL and you submit custom plays to the PNFL commish, and you want to use those plays in the XFBS in the same week, you must send them to me by Saturday night with proof that they were approved by the PNFL commissioner for use in the PNFL. I will then add them to my copy of the PNFL play pool on my machine for your use in the XFBS that week. Plays submitted to the PNFL do not count against the XFBS weekly limit.

 

XFBS PLAY DESIGN RULES (THESE MATCH PNFL PLAY RULES 100% EXCEPT WHERE NOTED):

 

Rule of thumb: If any particular play design is not restricted or prohibited in these rules, it is LEGAL.

 

XFBS Philosophy on AI busting plays: "Promote realism within reasonable approximation based on the limitations of the game and the ability to detect and enforce violations." We have strived to limit AI busters to a limited extent. If an AI-busting play design cannot be detected easily via PlayCheck, the commish will not ban it. That said, if everyone can do an AI buster that has not been specifically banned or restricted in these rules, then it is still fair play. Furthermore, it also falls on each coach to design defensive plays to protect themselves as much as possible against 'legal' AI busters. Don't whine.

 

Terminology
LOS: Line of Scrimmage - the 20 yard line in the play editor


The “box”: the imaginary box that is bounded on 3 sides by the LOS, and the Offensive tackles. In the play editor, it is defined as the area between the hashmarks. When referring to the "backfield" of the offense, we are referring to the box.

 

"Inside the box": A player is “inside the box”, if he is behind the LOS and between the tackles. Having no more than 1 character of a player's position designation outside the hashmarks in the play editor, such that the player is recognized as "Backfield" by defensive man-to-man defenders. This latter part is the critical determining factor. If one or more RBs are used on an a play, at least one RB MUST be recognized as backfield by the defense in pre-shift position regardless of the RB's actual position.

 

"Outside the Box:" Placed such that none of the two numbers (of a two digit number) is touching the hash marks.


Runner: Recipient of a handoff or pitch


Receiver: Any offensive player who is eligible to be the recipient of a pass

 

 

OFFENSE
Formation, Shifts, and Motion Rules

There are no restrictions on shifts and motion, as long as they comply with all the rules below.

 

  • F01: INITIAL FORMATION
    - a. There must be exactly 7 players on the LOS in both the initial formation, and at the snap. These 7 players must consist of 5 OL (offensive linemen) and 2 skill position players (WR/TE/HB/FB), one on each side, outside the box. The 2 skill position players on the LOS at the snap do not have to be the same ones who were on the LOS in the initial formation.
    - b. On plays with one Tight End, he must line up on the right or left in the pre-shift formation, either on or off the LOS. On plays with two TEs, one of them must line up on the right pre-shift. Just to be clear, we will accept custom plays with trip-left formations and TE1s on the left side of the QB.

 

  • F02: OFFENSIVE LINE -
    - a. For all offensive plays, OL must be T1-G2-C1-G1-T2 in that order from left to right.
    - b.
    The offensive line must be balanced. The middle OL (i.e. the Center) must snap the ball to the QB or an “inside the box” HB, and there must be 2 OL on each side of the middle OL.

 

  • F03: RUNNING BACK RULES -
    - a.
    If one or more RBs (HB or FB) are used on any play, there must be at least 1 RB “inside the box” in the initial pre-shift formation.
    - b. Plays with no RBs are allowed.
    - c. Any RB “inside the box” in the initial pre-shift formation may shift out of the box prior to the snap.
    - d. [Not a PNFL rule] RBs “inside the box” in the initial pre-shift formation are the only players other than the QB that can receive the snap.
    - e. In the Shotgun passing formation, Running Backs (RB) can never be further from the LOS than the QB.

 

  • F04: QUARTER BACK RULES
    - a. The QB must be in every play. The QB must line up either directly behind the center or in the shotgun in-line with the center. The test being a straight line drawn from the player receiving the snap will contact a portion of the center's player designation.
    - b. If the QB is in the shotgun he cannot line up more than 7 yards behind the LOS.
    - c. When the QB is in the shotgun (QB is more than 5-yards behind the LOS), no player may be lined up between the QB and the center. The game will hike the ball "through" this player. This is unrealistic and also not a real formation.
    - d. The QB is not allowed to use any passing logic on any play where the QB's purpose is to run the ball.
    - e. 'Inside the box' the QB may not drop back more than 12 yards behind the LOS.
    - f. On roll out plays that go outside the box, the QB may not be more than 10 yards behind the LOS.
    - g. In the shotgun (QB is more than 5-yards behind the LOS), the QB may not roll for a Pass, nor move to pitch on a Run play outside the G1 or G2 alphanumeric of the Guards.

 

  • F05: RECEIVER RULES
    - a.
    WRs are not allowed to begin "inside the box"' in the initial pre-shift formation. After the initial pre-shift formation, they may motion or shift such that they are "inside the box" at the snap, provided that EXACTLY seven (7) players remain on the LOS. Unlike WRs, TEs can begin "inside the box" in the initial pre-shift formation.
    - b. TEs/WRs may not line up more than 4 yards deep behind the LOS "outside the box". Exceeding this takes advantage of the "cushion" the DBs give the WRs in M2M coverage. This is a game flaw. Inside the Box, they can set up at normal RB depths.
    - c. Two WRs/TEs may be stacked one behind the other so long as neither receiver violates the 4-yard rule and that they do not run the exact same route.
    - d. A Wide Receiver (WR) may not line up or shift "Go in Motion & Stop and Get Set At" a position where he is in a three- point stance.

  • F06: PLAYER REQUIREMENTS
    - a. [New in 2020 = new PNFL rule] Offensive plays may use any Back or Receiver in the depth chart, so long as the play does not violate other applicable rules that do not otherwise prohibit the use of a particular player position in the design.

    - b. [Different than PNFL] QB2+ can be used on no more than 4 pass plays and 2 running plays.  Unlike the (P)NFL, college football teams have been known to use multiple QBs simply because they have no apparent starter.  Using QB2+ on keepers/wildcats is normal in college football; however, the 2 running play limit is intended to prevent coaches from substituting QB2+ in for QB1 on all running plays to 'rest' their QB1.


  • F07: YARDAGE LIMITS BEHIND THE LOS - No player can line up behind the yard limits (listed below) at the snap. In the initial formation, they can start anywhere so long as they are not behind their yard limits AT THE SNAP. In addition, no player can move behind the yard limits (listed below) at any time during the play.

 

“At the Snap” Limits

 

“Player Logic” Limits

 

Position

Outside Box

Inside Box

Outside Box

Inside Box

QB

n/a

7

10

12

HB/FB

5

10
(7 if the “inside box” RB is receiving the snap)

10
(10 if the “inside box” RB received the snap and rolls out to pass)

10
(12 if the “inside box” RB received the snap and rolls out to pass)

WR/TE

4

10

4

10



Running Plays
Definition: a running play is defined as any play in which the QB uses the logic "handoff/pitch to" after receiving the snap from center.

  • R01: Hand-offs
    - a. No play may be designed such that the reception of the "handoff/pitch to" is recorded as a forward pass. Handing off the ball to a RB across the LOS is illegal. All hand-offs must be recorded as a "hand-off" in the play.log file. Sometimes hand-offs may happen to be recroded as passes in the play.log file due to player fatigue. If a hand-off was recorded as a "pass" in a play.log file, it is still legal if and only if it registers as a run (not a pass) when practiced in the play editor with no defense present.

- b. All logic boxes that contain "handoff/pitch to" logic must be located "inside the box." This applies to both the QB and any subsequent player who may use this logic.
- c. From under Center, the QB movement to the handoff or pitch Logic Box is restricted to five yards from the LOS and the Guards (G). That is, the handoff or pitch Logic Box may not be outside the G1 or G2 alphanumeric of the Guards. In addition, the Logic Box may not touch the yard line that is five yards from the LOS, on the Custom Play Editor Screen.

- d. The handoff or pitch Logic Box the command "handoff/pitch to" must be the first command assigned to the QB. No player executing a "handoff/pitch to" may have "pass-check receivers" or "timed pass" in any of his logic boxes.

 

  • R02: Recipients of hand-offs

- a. No recipient of a “handoff/pitch” may have “look for pass” logic in any of his logic boxes.
- b. RBs/TEs who start "inside the box" in the pre-shift formation can receive the handoff in the box or outside the box.
- c. RBs/WRs/TEs who are outside the box in the the pre-shift formation that shift into the box or motion into or through the box before the snap must receive the handoff “inside the box.”
- d. RBs/WRs/TEs who are outside the box in the the pre-shift formation can receive the handoff outside the box only if they remained outside of the box before the snap.

- e. The running path of the runner carrying the ball cannot go further than 5-yards beyond the LOS.

 

  • R03: Blocking logic usage

- a. No potential runner/receiver (any eligible runner/receiver who may, by design, potentially touch the ball on a given play) may have any blocking logic after that person is scheduled to touch the ball. 

- b. It is OK to have blocking logic (such as “block-release-to”) for a potential runner/receiver, as long as it ends prior to when he is scheduled to touch the ball in the design of the play. 
- c. Tight Ends (TE) and Full Backs (FB) may not line up, or shift, or go in motion and get set outside the widest WR, and may not touch, or line-up, or shift outside the field numbers for the purpose of Run blocking. Both TEs and FBs may go in motion and continue until snap for Run blocking.

 

  • R04: Throw a fake usage

- a. No "throw a fakes" allowed on running plays. The purpose of the fake play is to freeze one's defender to allow separation on a passing play. That is the only acceptable purpose in the XFBS.

 

  • R05: Backwards movement on a running play
    - a. No eligible receiver other than the ball carrier or QB may have logic that goes backwards.


Passing Plays
Definition: a passing play is defined as any play in which the QB uses the logic "pass-check receivers" OR "timed pass" after receiving the snap from center.

 

All passing plays must result in the play being recorded as a forward pass. The play-by-play log should record all such transfers of the ball with the phrase "The pass from....is caught by" or "The pass from....was incomplete." All passing plays must result in the QB throwing a pass to an eligible receiver when practiced in the play editor without a defense present.

  • P01: Screens - Screens are a special type of offensive play and they merit special rules. The objective of any good screen is to trick an aggressive defensive rush into overpursuing the QB. The offense takes advantage of this pursuit and throws a pass to the flat which -with proper blocking- can result it good yardage for the offense. The trick in FPBRO is accurately representing these plays without adversely affecting the stats of the game or unbalancing the game.
    - a. The QB may not drop back more than 12 yards from the LOS. The QB cannot move outside the hashmarks.
    - b. The offensive linemen may have "move to" logic before any blocking logic on the perimeter.
    - c. There is no restriction on the end point of their move to/lead block/block and release to logic, but all blocking logic must occur (or "start") behind the LOS. If an OL crosses the LOS before the pass it destroys the defensive logic. Therefore, there must exist a boundary, and that boundary is the LOS.

  • P02: Offensive lineman

- a. OL may go past the LOS to lead block on a screen pass only (a pass that is caught behind the LOS).
- b. Offensive linemen (C, G, or T) may not have a logic box or movement path that extends beyond the LOS in the design of any any other form of Pass play at any time - all OL logic boxes must at least touch or remain behind the LOS unless it is a screen.

 

  • P03: Timed Passes:

- a. There is a strict limit of 15 yards on Timing Passes. Timed passes may not go beyond 15 yards. The Receiver of the pass may not have any logic past 15 yards. The "spot" of the pass is also limited to 15 yards beyond the LOS.

- b. Timed Passes may not travel backward or “register” as runs. The marked end point may not be behind the passer.

- c. No player whose logic includes "timed pass" may have a logic box that touches or extends beyond the LOS. Furthermore, he may not have any logic which includes any of the "run" (inside, left, to daylight, etc.) logic choices.

 

  • P04: QB rollouts:
    - a. For a pass play to be considered a Roll-Out, the QB must have a "Move To" line that extends beyond (not to, not on) the yard line numbers in the Play Editor. Half rolls and "moving pocket" pass plays are not to be considered Roll-Outs.
    - b. The XFBS does not allow roll-outs from the shotgun (QB is more than 5-yards behind the LOS), but does allow roll-outs from the sawed-off shotgun position (QB is 5-yards or less from the LOS, but not under Center).

- c. The QB cannot go further than 10 yards behind the LOS on QB roll-outs. Furthermore, the QB rollout movement cannot be closer than 7 yards behind the LOS. So, basically, rollouts are limited to the space that is 7-10 yards behind the LOS.
- d. There must be at least 2 receivers running routes on any Roll Out pass. This is to prevent Roll-Outs with more then 8 men blocking.

- e. One WR may Pass Block, on the playside, on Roll-Out passes.

- f. All blockers 'outside the box' must be within 4 yards of the LOS. Blockers 'inside the box' can be up to 10 yards behind the LOS.

- g. The QB may not have any logic which includes any of the "run" (inside, left, to daylight, etc.) logic choices.

- h. A straight out movement by the QB will be only allowed on Goal Line Pass plays; this movement path may not extend beyond the T1 or T2 alphanumeric of the Tackles.
- i. [Not in the PNFL] For custom rollout plays made for use in the XFBS, the QB's rollout movement can only move away from or parallel to the LOS. What this means is if your QB rolls out 10 yards behind the LOS, he cannot move toward the LOS and must stay 10 yards behind the LOS throughout the execution of the rollout. The reason for this is that the defense will consider the QB a RB and drop out of coverage once he moves toward the LOS. The only exemption to this rule is the use of plays currently in the PNFL play pool that do not comply to this rule. If you use these plays, they cannot be edited and saved as custom plays for submission to the XFBS play pool.

- j. [Not in the PNFL] The WR/TE/HB on the LOS may not have any "stop & wait for” logic at the beginning of their logic before going out for a pass. The only exemption to this rule is the use of plays currently in the PNFL play pool that do not comply to this rule. If you use these plays, they cannot be edited and saved as custom plays for submission to the XFBS play pool.

- k. [Not in the PNFL] If the WR/TE/HB are in the Down position on the LOS (Normally the TE position), they may not go out for a pass if on the same side that the QB roll-out occurs. (This is to prevent an AI buster that causes the DB in coverage to go after the QB if they are in aggressive or shade under coverage. Thus, Leaving the WR wide open to a big gain.) The only exemption to this rule is the use of plays currently in the PNFL play pool that do not comply to this rule. If you use these plays, they cannot be edited and saved as custom plays for submission to the XFBS play pool.

- l. [Not in the PNFL] Plays which have the QB rollout and “check-receiver,” but have no eligible receivers with “look for pass” logic, are illegal. The only exemption to this rule is the use of plays currently in the PNFL play pool that do not comply to this rule. If you use these plays, they cannot be edited and saved as custom plays for submission to the XFBS play pool.

 

  • P05: Stop and Wait & Backwards Movement

- a. Plays that delay a receiver in the backfield until the defense thinks the play is broken, and then send the receiver out for a pass, are illegal. This includes plays that send the receiver backward until the defense thinks the play is broken. A receiver is not allowed to go backwards and then out on a route.

  • P06: Throw Fakes:

- a. Any skill player at or past the LOS (RBs/WRs/TEs) may not throw a fake within 5 yards of any other skill player. Also: a receiver may not throw a fake if the intent of the fake is to freeze a defender other than his own.

- b. Fakes may not be thrown, by anyone, behind the LOS.

 

  • P07: QB Pump Fakes

- a. No limits on number of pump fakes allowed on pass plays.

  • P08: Checked Passes

- a. Every player selected in the QBs "Pass - check receivers" logic must have "look for pass" somewhere in his own logic.
- b. A minimum of 2 receivers must be checked.

- c. No player whose logic includes "pass-check receivers" may have a logic box that touches or extends beyond the LOS. Furthermore, he may not have any logic which includes any of the "run" (inside, left, to daylight, etc.) logic choices.

  • P09: Pass blocking

- a. WRs are not permitted to “Pass Block” in any Drop-Back pass plays. One WR may Pass Block, on the playside, on Roll-Out passes.

- b. 8-man Blocking Schemes: It has been suggested that 8-man blocking schemes are AI busters or unrealistic because of the way they function in FBPRO. However, in real football many teams will use 8 man blocking schemes against opposing teams that blitz frequently. Therefore, in keeping with realism the we will allow 8 man protection schemes. EXCEPTION: not allowed for rollouts

 

  • P10: Passing zones and 'look for pass' logic of primary/secondary receivers

- a. In the Pass Short categories, only the Primary and Secondary receivers paths must stay within (not on, at, or beyond) 10-yards of the LOS, the zone. A third, fourth, or fifth receiver can have their pattern go longer. The latter three receivers must have "Look for Pass" logic before they touch 10-yards from the LOS, but their path can take them anywhere.
- b. In the Pass Medium categories, only the Primary and Secondary receiver paths must stay within (not on, at, or beyond) 20-yards of the LOS, the zone. A third, fourth, or fifth receiver can have their pattern go longer. The latter three receivers must have "Look for Pass" logic before they touch 20-yards from the LOS, but their path can take them anywhere.
- c. The passing zone requirement only applies to Pass Short and Pass Medium passing plays.

 

DEFENSE

  • D01: Zones

- a. The axis/center of any zone may not extend “inside the box” of the offense. The zone "box" can extend "inside the box" on the offensive side of the LOS, but the axis/center/point/line of any defensive players “zone” may not extend “inside the box” on the offensive side of the LOS.

 

  • D02: DL Requirements

- a. The DLs cannot overload one side of the line; that is, at least one DL must be on either side of the Center. You are not allowed to overload your defenders to one side of the ball. Having 3 DL and 2 LB's on one side of the center is not realistic.

- b. In 3-, 4- or 5-man lines,

-----All interior DLs must be DTs and DE1 must be on left side of the QB and Center and the furthest DL out (i.e. DE2 and DT1 should not be further left of him.). Examples: DE1-DT-DE; DE1-DT-DT-DE; DE1-DT-DT-DT-DE

-----If the play has no DE, DT1 must be treated as the nose tackle and always be closest to the Center (odd number DL) or G1 (even number DL). Examples: DT-DT1-DT; DT-DT-DT1-DT; DT-DT-DT1-DT-DT [DIFFERENT FROM PNFL]

- c. In 2-man lines, ONLY the following are allowed: DE1-DT(any); DT1-DT(any); DT2-DT(any except DT1); DT1-DE(any except DE1)

 

D03: Player Requirements

- a. Each defensive play must employ at least.

-------- 2 DL and 2 LBs or [DIFFERENT FROM PNFL WHICH ONLY ALLOWS 2-DL WITH AT LEAST 3 LB IN PASS DEFENSES]

-------- 3 DL and 1 LB or

-------- 4 DL and 0 LB (only time zero LBs is allowed)
- b. No defensive play can have more than 7 DBs.

- c. The following restrictions apply to 2-DL plays: [DIFFERENT FROM PNFL WHICH ONLY ALLOWS 2-DL WITH AT LEAST 3 LB IN PASS DEFENSES]

-------- RUN defense categories except RL must have at least 3 LBs (i.e. 2-2-7 is forbidden). Applies to RunRazzle, Goal Line Run, Run Right, Run Middle.

-------- RL defense category must have at least 2 LBs (i.e. 2-2-7 is allowed).

-------- PASS defense categories (PS, PM, PL, PassRazzle, GP) must have at least 2 LBs (i.e. 2-2-7 is allowed).

 

SPECIAL TEAMS

  • S01: Editing of Plays

- a. Editing of special teams play logic is allowed but if you do use any logic-edited special teams plays, the comissioner will share your plays for use by all coaches in the league.

- b. Any player substitutions may be made on special teams plays.

- c. On offensive PUNT plays the punter may simply catch the ball and punt it without any “stop and wait” or “move to” logic. This EDIT helps reduce blacked punts.

 

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3. Play Design - GAMEPLAN RULES


Offensive Gameplans

 

PLAY CATEGORY
Required in plan?
Min # plays required if used
Max # plays required if used
Max # of timed passes allowed
Max # of rollout passes allowed

(PSL) PASS SHORT LEFT

First down short pass.

 

YES
5
n/a
2
no limit

(PML) PASS MEDIUM LEFT

First down "not-so-short" pass.

 

YES
5
n/a
2
no limit

(PSM) PASS SHORT MIDDLE

Second down short pass. We've been assured that teams really do make different calls on second down than first, though there is some overlap.

 

YES
5
n/a
2
no limit

(PMM) PASS MEDIUM MIDDLE

Second down not-so-short pass.

 

YES
5
n/a
2
no limit

(PSR) PASS SHORT RIGHT

3rd down short pass.

 

YES
5
n/a
2
no limit

(PMR) PASS MEDIUM RIGHT

3rd down medium pass. The most likely call on 3rd & 6-10, these plays are designed to gain at least 10 yards.

 

YES
5
n/a
2
no limit

(PLR) PASS LONG RIGHT

3rd down long pass.

 

YES
4
n/a
2
no limit

(PRD) PASS RAZZLE DAZZLE

End-of-half, "Hail Mary" type plays. These are low-percentage passes.

 

No
2
4
1 if 2 in plan
2 if >2 in plan
no limit

(GLP) GOAL LINE PASS

Pass plays from goal line formations designed to make only a few yards.

 

No
2
4
1 if 2 in plan
2 if >2 in plan
no limit
Not Used - Pass Long Left, Pass Long Middle
X
X
X
X
X

 

 

PLAY CATEGORY

Required in plan?

Min # plays required if used

Max # plays required if used

Max # of

QB runs allowed

(RM) RUN MIDDLE

Base package, whether inside or outside.

 

YES

10

n/a

3

(RL) RUN LEFT

Short-yardage run, typically with beefed up personnel, most often extra tight ends.

 

No

4

n/a

2

(RR) RUN RIGHT

Long-yardage draw runs.

 

No

4

n/a

2

(GLR) GOAL LINE RUN - Runs from beefed-up packages designed to get into the end zone from close to it. The major difference between goal line runs and Run Left plays is that goal line runs are not necessarily safe to call near your own goal line.

 

No

2

4

1

Not Used - Run Razzle Dazzle.

X

X

X

X


REQUIRED

  • These are MANDATORY and MUST be in your gameplan:

1) Your plan must include at least FIVE of each of the following categories of plays with different names:
- Pass short left
- Pass short middle
- Pass short right
- Pass medium left
- Pass medium middle
- Pass medium right

2) {NEW IN 2019} Your plan must include at least TEN of the following with different names:
- Run Middle (no inside or outside restrictions)
3) Your plan must include at least FOUR with different names:
- Pass Long Right

  • These requirements apply if you use these categories only:
    4) If you include Run Right plays in your plans, you must have at least FOUR Run Right plays in your game plan with different names.
    5) If you include Run Left plays in your plans, you must have at least FOUR Run Left plays in your game plan with different names.
    Note:
    6) If you include Goal Line Run your plan must have at least TWO Goal Line Run plays with different names, but no more than FOUR.
    7) If you include Goal Line Pass your plan must have at least TWO Goal Line Pass plays with different names, but no more than FOUR.
    8) If you include Pass Razzle Dazzle your plan must have at least TWO PRD plays with different names, but no more than FOUR.

 

  • Special Teams Plays: Each owner will include a Kick Off, Squib Kick, Onside Kick, Free Kick, FG/PAT, and Punt in their Offensive Game Plans.

 

RESTRICTIONS

  • {NEW IN 2019} Only 3 QB runs max allowed for RM & 2 QB runs max allowed for RL & RR. Goal line runs have a max of 1 QB run allowed. [This slightly differs from the PNFL which limits RM to 2 max; we essentially have a 10% greater chance of QB runs being called than the PNFL which makes sense for a college league.]

 

  • The number of Timing Passes allowed is restricted to no more than two per pass category, and may not represent more than 50% of the passes in that particular category.

 

  • {NEW IN 2019} The number of Rolling Passes allowed is NOT restricted in the XFBS. [This differs from the PNFL where you can have no more than two per pass category: PSL 2/5, PSM 2/5, PSR 2/5, PML 2/5, PMM 2/5, PMR 2/5, PLR 2/4, GLP 1/2, RDP 1/2. A limit in the XFBS does not make sense as rollouts are seen more often in college football.]


RECOMMENDED
Coaches are encouraged to use "unique" plays in each category they use on offense. Keep in mind that overuse of the same plays could ultimately be a weakness for your team. Any coach that is effective at scouting can easily exploit this behavior. Use of unique plays makes you more difficult to scout. The only reason this rule is not required is that it takes too much effort to enforce.

 

  • Flipped plays ARE unique plays on offense because they attack different zones on the field.
  • Plays duplicated in the same category or across different categories are not unique plays.
  • Similar offensive plays are considered "unique" if:
    (1) the run/pass blocking scheme is altered,
    (2) the primary “white” route is altered on checked receiver passes,
    (3) the end point of a timed pass is different, the route of the primary receiver is altered on the timed pass, or the type of timed pass is different (i.e. lob vs. bullet)
    (4) the ball carrier is different on a running play (e.g. FB1 or HB2 is substituted for HB1), or
    (5) the primary receiver is a different player type (e.g. a TE is substituted for a WR)

 

Defensive Gameplans

 

PLAY CATEGORY
Required in plan?
Min # plays required if used
Max # plays required if used
Min # of DBs required in play

RUN RIGHT

Base-package defense (4 DBs REQUIRED) oriented toward stopping the run first (either Rush or Read logic).
"Eight-man front" plays.

 


YES
6
n/a
4

RUN MIDDLE

Base package (4-DBs REQUIRED) defenses with focus split between run and pass. Generally 7 of 11 defenders can be plausibly considered to have run defense as their primary duty.

 


YES
6
n/a
4

RUN LEFT

Pass-oriented base-package defenses. At most 6 defenders can be considered as primarily run stoppers.

 


YES
6
n/a
n/a

PASS SHORT

3rd-down defense for 2-5-yard situations. Often with an extra DB since even in the NFL anything over 3rd & 2 is a passing down.

 


YES
6
n/a

4 DBs minimum, but

at least 5 players must have pass coverage focus

PASS MEDIUM

3rd-down defense for 6-10-yard situations. Always either nickel or dime personnel.

 


YES
6
n/a
5

PASS LONG

3rd-down defense for 10+yard situations. Usually dime personnel, but always at least 5 DBs.

 


YES
6
n/a
5

PASS RAZZLE DAZZLE

Prevent defenses. These will give up a lot underneath to prevent the long completion. Called late in halves to string out an opponent's drive, especially when the opponent is behind late in the fourth quarter.

 

No
5
n/a
5

RUN RAZZLE DAZZLE

Short-yardage midfield plays, often with an extra LB. Called on 3rd & short, near goal lines and when the offense is likely to be trying to run out the clock. Differ from goal line defenses in that they tend to be looser, with a little more concern for defense in depth.

 


No
5
n/a
n/a

GOAL LINE RUN

Run-oriented goal-line defenses. Often gap-8 or other tight formation plays.

 


No
5
n/a
n/a

GOAL LINE PASS

Pass-oriented goal line defenses. Very aggressive since the assumption is that any catch is a score.

No
5
n/a
n/a

 

What does it mean when the description says: "oriented toward stopping the run first (either Rush or Read logic)" or "run defense as their primary duty" or "considered as primarily run stoppers"?

 

It means when the XFBS commissioner reviews your play, he will look to see if sufficient defensive players demonstrate defensive focus toward the run at a minimum. This means for a RR play, the commissioner will look for at least 8 players to be oriented toward stopping the run. For a RM play, the commissioner will look for no more and no less than 7 players to be oriented toward stopping the run. For a RL play, the commissioner will check to confirm that only 6 or less players are oriented toward stopping the run.

 

ALWAYS COUNT TOWARD RUN FOCUSED TOTAL:

  • stop and wait within 7 yards of the LOS, or
  • read logic within 7 yards of the LOS, or
  • a 'move to' toward the LOS by a player that takes them within the area between the LOS and 5 yards from the LOS, or
  • a 'move to' over the LOS by a player,
  • executing a zone that crosses the LOS into the offensive side of the field if the zone box does not go beyond 7 yards down-field from the LOS,
  • run rush within 10 yards of the LOS, or
  • man-2-man backfield within 10 yards of the LOS.

 

NO MORE THAN THREE PLAYERS EXECUTING THIS LOGIC CAN COUNT TOWARD THE RUN FOCUSED COUNT FOR RR AND RM PLAYS:

  • move to logic parallel to the LOS if within 7 yards of the LOS,
  • man-2-man 'either' within 10 yards of the LOS.
  • (basically, RR must have 5 players executing logic 'always' counted as run focused and RM must have 4 players executing logic 'always' counted as run focused before the commish will even begin to look for these to 'fill' the remaining count needed for RR or RM)

 

ALWAYS CONSIDERED PASS FOCUSED:

- Any player further than 10 yards from the LOS is not considered 'run focused' even if they execute obvious run-focused logic. Why? Because they really are too far away to do more than stop a big run.

- Players executing man to man non-backfield (only if they do not preceed this logic with logic listed above as 'always' counted as run focused).

- Players executing stop & wait for 0.0 seconds before executing man to man non-backfield (only if they do not preceed this logic with 'move to' logic listed above as 'always' counted as run focused).

- Players executing any logic that includes 'pass rush' or 'blitz' will NOT be counted toward the run-focus player minimum as their primary duty is truly pass focused even if they execute logic listed above as 'always' considered run focused.

- Players executing a zone are considered pass focused if the center spot of the zone is 5 yards or  more from the LOS and the zone box doesn't cross the LOS into the offensive side of the field (only if they do not preceed this logic with logic listed above as 'always' counted as run focused).

- Players executing a zone that crosses the LOS into the offensive side of the field will be counted as pass focused if the zone box extends 8 yards or more down-field from the LOS on the defensive side (only if they do not preceed this logic with logic listed above as 'always' counted as run focused).

 

 

REQUIRED

  • You cannot have more than one instance of the same play.

- Flipped plays are not unique plays.

- Plays duplicated in the same category or across different categories are not unique plays.

- Similar defensive plays are considered "unique" when:
(1) the formation is the same, but any logic is changed,
(2) a player's logic is changed from aggressive to conservative, etc.
(3) no logic is changed, but the type of player performing the logic is changed (e.g. an LB is replaced with a S).

 

  • All defense plans must have 30 unique plays. These are MANDATORY and MUST be in your gameplan:

Each defensive plan should contain at least SIX of each of the following categories of plays with different names:
Run right
Run middle
Run left
Pass short
Pass medium
Pass long


  • These requirements apply if you use these categories only:

3) If you include Pass Razzle Dazzle your plan must have at least FIVE Pass Razzle Dazzle plays with different names.

4) If you include Goal Line Run your plan must have at least FIVE Goal Line Run plays with different names.
5) If you include Goal Line Pass your plan must have at least FIVE Goal Line Pass plays with different names.
6) If you include Run Razzle Dazzle your plan must have at least FIVE RRD plays with different names.

 

  • Special Teams Plays: Each Owner MUST also include one of each of the following plays in each Defensive plan. If you do not select one of these plays from the Special Folder, the game will assign the “Stock” play for that category. If a team uses different Defensive plans for the first half and second half, any one or all of these plays can be different in the plans. These plays are located in the Sierra/FbPro98/PNFL/Special Folder (or the XFBS/playpool/Special folder).
  •  
  • Kick Return
  • FG/PAT
  • Punt Return
  • Squib Kick
  • Free Kick Return
  •  
  • Special Teams Plays not allowed in the Game Plan:
  • X Fake FG Run
  • X Fake Punt Run
  • X Fake FG Pass
  • X Fake Punt Pass
  •  
  • Teams MUST select an Onside Return play from the Special Folder and not use the Stock play. Both the Onside Return and the Onside Kick were designed specifically to give some opportunity for the receiving team to recover the Kick. The Stock plays do not account for this possibility.

 

 

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4. Play Design - PROFILE RULES

 

  • Every play category used in your game plan must be represented in your profile and it must have more than 0% chance of being used.
  • No calling of specific plays is allowed in profiles.
  • No calling of RANDOM plays is allowed in profiles.
  • No audibles allowed. Audibles must be unchecked in all profiles.
  • In each Offensive game plan, the QB substitution % must be set to 75/80. All other positions may be edited freely for Offense and Defense.
  • On 4th down (anytime in the game, anywhere on the field) the Defense can only call for Special Teams categories.

 

Offensive COACHING PROFILES

 

A. Regardless of how much time is left in the half.

Each profile situation must have THREE different offensive play categories, each with some chance of being called.
In other words, each category must have a number other than 0 (zero).

Exceptions to this rule are when punting and going for field goals.

 

B. With more than 5 minutes to go in both 1st and 2nd halves.
What you can call (or cannot call) depending on down and distance:

(inside DEF 5 means inside the Defense 5 yard line etc.)

DOWN, DISTANCE and ALLOWED CATEGORIES

1st down 0-1yds
inside DEF 5 RM RL - PSL PML - GLP GLR

1st down 2-5yds
inside DEF 5 RM RL - PSL PML - GLP GLR
between 5-5 RM RL - PSL PML
inside OFF 5 RM RL - PSL PML - GLP GLR

1st down 6-10yds
between 5-5 RM - PSL PML
inside OFF 5 RM RL - PSL PML - GLP GLR

1st down 10+yds
between 5-5 any category
inside OFF 5 any category

2nd down 0-1yds
all over the field RM RL - PSM PMM - GLP GLR

2nd down 2-5yds
inside DEF 5 RM RL - PSM PMM - GLP GLR
between 5-5 RM RL - PSM PMM
inside OFF 5 RM RL - PSM PMM - GLP GLR

2nd down 6-10yds
between 5-5 RM RR - PSM PMM
inside OFF 5 RM RL RR - PSM PMM - GLP GLR

2nd down 10+yds
between 5-5 any category
inside OFF 5 any category

3rd down 0-1yds
all over the field RM RL - PSR PMR PLR PSL PML PSM PMM - GLP GLR

3rd down 2-5yds
inside DEF 5 RM RL RR - PSR PMR PLR PSL PML PSM PMM - GLP GLR - PRD
between 5-5 RM RR - PSR (MANDATORY) PMR PLR PSL PML PSM PMM - GLP GLR - PRD
inside OFF 5 RM RL RR - PSR PMR PLR PSL PML PSM PMM - GLP GLR - PRD

3rd down 6-10yds
between 5-5 RM RR - PSR PMR (MANDATORY) PLR PSL PML PSM PMM - GLP GLR - PRD
inside OFF 5 RM RL RR - PSR PMR PLR PSL PML PSM PMM - GLP GLR - PRD

3rd down 10+yds
DEF 5 to DEF 35 any category
DEF 35 to OFF 5 any category PLR (MANDATORY)
inside OFF 5 any category

C. With less than 5 minutes to go in both 1st and 2nd halves.
Free. You can call whatever you want, whenever you want.

 

Defensive COACHING PROFILES

 

A. Regardless of how much time is left in the half.

Each profile situation must have at least TWO different defensive play categories with some chance of a play category
being called
in each situation. In other words, each category must have a number other than 0 (zero).

Exceptions to this rule are when defending against punts or field goals.


B. With more than 5 minutes to go in both 1st and 2nd halves.
With more than 5 minutes to go in both halves the use of these categories is mandatory:

3rd down 2-5yds
between 5-5 PS (MANDATORY)

3rd down 6-10yds
between 5-5 PM (MANDATORY)

3rd down 10+yds
DEF 35 to OFF 5 PL (MANDATORY)

C. With less than 5 minutes to go in both 1st and 2nd halves.

Free. You can call whatever you want, whenever you want.

 

 

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5. PPP Naming and File Format Rules

  • PPPs must be sent to the commissioner in ZIP format.  You may name your ZIP file anything you want, but it is helpful to simply use the team’s acronym and week number (e.g. UCLA01.zip).

 

  • When you create your profile you must include the game plan in the profile (i.e. save your game plan into your profile).  Since game plans are included in the profile, you may name them anything you want.

 

  • Profiles need to follow a simple naming convention.  Your team’s three or four letter acronym followed by OFF and the half number for offense and DEF followed by the half number for defense. For example, for the Alabama Crimson Tide:

 

BAMAOFF1.prf and BAMAOFF2.prf (offense)
BAMADEF1.prf and BAMADEF2.prf (defense)

 

  • The PNFL uses a very specific naming convention for plays that you should become familiar with if you are using their play pool. It will make it easier for you to scout your opponents who do use the PNFL play pool as well.

    The Offensive Line (“OL”) running holes are designated for PNFL running plays. Holes 1,3,5,7 are to the left of the QB and holes 2,4,6,8 are to the right of the QB.

    For Running plays, Hole 1 is between the Center (“C”) and Left Guard (“G2”). Hole 3 is between the G2 and the Left Tackle (“T1”). Hole 5 is between the T1 and a left-side receiver, a Wide Receiver or Tight End. Hole 7 is a run outside the left Wide Receiver or Tight End.

    Likewise, Hole 2 is between the Center (“C”) and Right Guard (“G1”). Hole 4 is between the G1 and the Right Tackle (“T2”). Hole 6 is between the T2 and a right-side receiver, a Wide Receiver or Tight End. Hole 8 is a run outside the right Wide Receiver or Tight End.

    Hole "0" is up the Center's butt!

    The HB1 is the 20-Back; the FB1 is the 30- Back; the HB2 is the 40- Back; the HB3 is the 50- Back; and the FB2 is the 60- Back. When play-naming run-middle plays, you designate the team identifier (e.g. the 49ers are SF), the back designation (e.g. HB1), and the hole (e.g. 7) and the last four characters, as pretty much desired. As such, a play where the HB1 is running off left-guard might be named SF23olt1, or the where the FB1 is running off right-center might be named SF32orc2. An HB2 run around the Left Split End might be named SF47ore3. When naming Run-Right and Run-Left plays, I try to use different designations for the last four characters. For example, a similar Run-Right run by the HB2 around the Left Split End might be named SF47Swep, and a similar Run-Left run by the HB1 running off left-tackle might be named SF23dive; SF23bull; SF23rush, or the like.

    Passing plays are also designated for play-types. Short-Left is a 1; Short Middle is a 2; Short-Right is a 3; Medium-Left is either a 4 or 7; Medium Middle is either a 5 or 8; Medium-Right is a 6, and Pass Long is a 9. Plays should be named to reflect the team name, the type of play, the primary receiver, and a description, as desired. For example, a short-left play to the WR1 might look like SF1Xflat, or a long-pass to the WR2, SF9Zbomb. Receivers are designated, as follows: X=WR1; Y=TE1; Z=WR2; A=WR3; B=WR4; C=WR5; U=TE2; V=TE3; W=TE4; H=HB1; I=HB2; J=HB3; F=FB1; G=FB2; Q=QB1. The one exception to the play-naming scheme is that if the play is a timed-pass, the play name must end in the letter (“T”).

 

  • When creating custom plays for example:

    Team Name/Play type/Primary receiver/description
    Iowa/medium left/wr 1/slant
    IA7Xslant

    Play Types
    1 short left
    2 short middle
    3 short right
    4 medium left
    5 medium middle
    6 medium right
    7 medium left
    8 medium middle
    9 long right
    0 razzle dazzle pass (PRD)

# goal line run

$ goal line pass

Offensive player designations for play design:
X = WR1
Y = TE1
Z = WR2
A = WR3
B = WR4
C = WR5
U = TE2
V = TE3
W = TE4
H = HB1
I = HB2
J = HB3
F = FB1
G = FB2
Q = QB1

Defensive play naming conventions:
Make sure you clearly indicate the category in the name of the play. In addition, you must indicate the number of DL before the category designation. Example: Iowa 2 DL Run Left man 2 man play = IA2RLman

 

 

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6. Teams, Roster and Recruitment rules

Team Rules

  • Initial rosters must mimic current FBS roster names as much as possible. All recruits should be named after actual players recruited by your team to maintain realism on an ongoing basis.

 

  • Only NCAA FBS level (formerly referred to as Division I) teams are allowed.

 

  • It is preferred that league teams are limited to major conference teams or mid-major teams that are notoriously considered good teams (e.g. Boise St.). Golden rule: If a team has never been ranked in the BCS, AP or Coach’s Poll top 25 in real life, it is unrealistic to have it represented in our league.

 

Roster Rules

  • Rosters during the regular season must conform to all position and slot requirements of the game itself so that a team is eligible to play a game. At a minimum, every team must have these player depth positions in (A)ssigned or (O)pen active status during the Season. They can not be (I)nactive. Parentheses indicate allowed equivalents.

    QB1 QB2
    HB1 HB2 HB3(FB1)
    WR1 WR2 WR3 WR4 WR5(TE1)
    C1 C2(G3/T3)
    G1 G2
    T1 T2
    K1
    DE1 DE2
    DT1 DT2(DE3)
    LB1 LB2 LB3 LB4 LB5
    CB1 CB2 CB3 CB4 CB5(S1) CB6(S2) CB7(S3)
    P1

    If one of these A/O depth spots cannot be filled due to injuries, e.g. T2 gets injured and you have only 2 Tackles on your entire roster, you must sign a Free Agent, promote a redshirt or change another player's position to fill the spot before the next week's games.

    If electing to change another player's position to fill the spot, the team can elect to make the position change temporary, to revert at the conclusion of the original player's injury, whereby the changed player's ratings will only be temporarily adjusted according to the new position's maximum potentials.

    ***Also, in addition to the above, the commissioner has the right to ask any owner to add a player at a certain position at any time. The game requires a minimum at each position group and to avoid simulation issues he may make such a directive.***

 

  • Because college football teams usually have large rosters, XFBS teams may carry up to 63 players. That said, XFBS teams must carry a minimum of 46 players.

 

  • Players will be aged R, 1, 2, 3, and 4. All 5 year players are automatically retired – no exceptions.

 

  • Redshirt recruits “R” must be on IR or (I)nactive. If you choose to skip their year of redshirt status and use them in the current season by moving them to an A/O slot at anytime, they lose their 'redshirt' recruit status but keep their 'injury redshirt' eligibility. This means they will automatically be aged to 2 years the following season. Although the commish will leave ALL 'R' players moved into A/O slots at their 'R' age throughout the season, it is for awards purposes only (and because the game needs at least one R player to have stats in order to start the next season [yeah, stupid game flaw]).
  •  
  • Any underclassmen aged 1-4 that are cut by teams during recruitment are considered eligible for transfer to other teams via being selected by another team during recruitment. They can only be signed in subsequent rounds after they were cut, not during the round they were cut. This ensures all teams have a shot at signing the transfer in worst-to-best waiver order. Transfers aged 1-4 signed by other teams do NOT get any redshirt status. They are basically free agents.
  •  
  • Because some teams simply won't have 10 recruits to put on IR, any team can put non-injured, non-recruits on their IR without penalty. That said, they do not get an extra year of eligibility from this. They basically just didn't make the trip with the team that week.
  •  
  • After recruitment is complete, players in the free agent pool can be signed anytime during the season (preferably no later than Friday during game weeks so the commish can provide updated league files and you can then send an RMUPDATE). Normally, FA Signings are first come first serve based on the date/time the email was received. HOWEVER, if a player is cut during the regular season (after training camp), the player will be signed via waiver wire approach during the 1st 24 hours of his release. This means the worst-to-best order of the current rankings (or the latest recruitment order before week 2) will be used as a waiver wire. After the 24 hours have passed, the player falls under the first come, first served rule.

 

  • Before week 7 games are run, you can move injured non-redshirts to IR/redshirt status in order to maintain a year of eligibility if and only if the injury is severe enough that they will not return to full health in the current regular season. Must be at least O-12 in week 2, O-11 in week 3, O-10 in week 4, O-9 in week 5, O-8 in week 6, O-7 in week 7. That said, you must activate an R redshirt if you do this. Example: If a 3 year player with an O-12 is moved to IR in week 6, an R redshirt must be activated to give up the IR spot. The R redshirt becomes a 2 next season, but the 3 stays a 3 for the following season.
  •  
  • PRIOR TO THE START NEWS SEASON BUTTON: The commish will cut all 4 year players from all teams. Using the final rankings from worst-to-best, he will then ensure all CPU teams are filled via any R-3 players still available in the FA pool.  This is done to 1) ensure those teams only need 10 recruits and 2) conserve available player IDs. If human coaches would like to sign players from the FA pool as well, they must voice an interest in signing players within 24 hours after the end of the championship game by sending a sign and cut list - this will be handled first come fist serve.

 

Retirements

At the end of the season, all 4 year players that did not receive redshirt protection due to a season-ending injury are automatically retired.

 

In addition, any juniors (i.e. 3 year) listed on the All-Pro Team generated by the Annual Awards utility will also be retired. Players who make the All-Pro team will only be retired if they are a 3-year player in the season they made the All-Pro team. Basically, this is our way of determining which of the best juniors in the league will declare early for the draft. Just like in the NCAA, juniors and seniors are eligible for the pros, so if your super star freshman LB just so happened to make it onto the All-Pro team, he will not be "retired" to go pro. He'll be back next season.

 

 

Player Ratings (Different from XFL and PNFL)
In the XFBS, we have established a player ratings matrix to promote realism at the player position level and to encourage the use of schemes that fit your roster (or to recruit players that fit your schemes). Player ratings changes will only be made to draft pools so the impacts are more gradually felt. Of course, the commish can make a global change in the best interests of the league when needed.

 

Players in this league use a capped rating system, so player ratings don’t get too exaggerated.  Like in real college football, there will be many average players and few superstars, and only the super stars will have ratings similar to professional players in the XFL.  Recruiting the right superstar could make or break your team, so make sure you get the superstars that can take the scheme you use to the next level.

 

The only players that will exceed the player rating maximums set for the league will be the "blue chip" players in each recruiting class. These players are intended to be men among boys and will have several ratings above the usual actual/potential maximums. This helps create a college-like set of rosters.


Position Changes
For the sake of realism, coaches are encouraged to use play design instead of making position changes. For example, if you prefer to use RBs with tons of ST to power your running game, you should change your plays so that the FB gets the handoffs. This adds to realism within the league. That said, it is recognized that the game has a limited substitution system and that position changes will be necessary for some coaches in order to provide sufficient depth. The following player changes within the generic player classifcation are allowed at any point without penalty:

  • RB: HB can be changed to FB and vice versa
  • OL: C, G, and T can be changed to C, G, or T
  • DL: DE and DT can be changed to DE or DT
  • DB: CB and S can be changed to CB or S
  • K/P: K can be changed to P and vice versa

 

HOWEVER! Max potential will be adjusted according to the new position figures. If this affects actuals, actuals will also be reduced to the max potential.
e.g. a Tackle with potST of 99 and actST of 98, moved to Guard, will have potST 97 and actST of 97.

ALL POSITION CHANGES MUST BE NOTED IN THE LEAGUE FORUM SO THE COMMISSIONER CAN MAKE THE NECESSARY RATING EDITS

 

The following position changes are NOT allowed:

  • Receivers: WR cannot be changed to TE nor vice versa
  • Linebackers: LBs cannot be changed to any other position
  • Quarterbacks: QBs cannot be changed to any other position

 

Position changes outside of a player's generic classifcation (e.g. RB, OL, DL, DB, etc.) are not allowed. In other words, DBs cannot be changed to WR/TE nor vice versa; DL cannot be changed to OL nor vice versa; WR/TE cannot be changed to RBs nor vice versa, etc.

 

Recruitment Rules

  • The first round will include the 4 teams that were in the XFBS Final Four Bowls from best to worst XFBS Ranking.

 

  • The second round will include all 12 playoff teams from best to worst based on playoff finish (ties determined by ranking). 

 

  • After the first two "reward" rounds, all future draft rounds will include all 30 teams in order of worst to best (First 18 will be based on XFBS ranking; remaining 12 based on playoff finish).

 

  • Player potential ratings will not be masked during the recruitment. Although it is somewhat unrealistic to know a recruit’s true potential, this ultimately reduces the work for the Commissioner by reducing the likelihood that coaches will cut recruits.

 

  • Recruitment draft will be handled per the below.

 

The first two rounds (XFBS Final Four and XFBS Playoff 12 rounds):

  • Recruitment is through the normal email pick approach. Players will have 24 hours to make a pick. Then the commish picks the player with the best total ratings for them.

 

  • For CPU teams, the commish will pick the best available from the master draft list based on the team's style of play and/or major talent need.

 

All remaining rounds:

  • Recruitment is through a slightly altered draft process. This unique draft process emulates recruiting competitions between universities and is ideal for a league with many CPU teams.


HOW EACH ROUND WORKS:

  • Each team submits up to 5 picks to the commish simultaneously by email (only to the commish, not the entire league). If a player is picked by more than one team, the team highest in the order gets that player. If a team submitted a list and fails to get a player in a round, they are moved to the front of the next round as compensation.
  • If a team does not submit a list, their latest list will be used. If they have no more players on their list and did not submit a new list, then their pick drops to the next round immediately before their next pick. If no list is submitted for two consecutive rounds, the team will be treated as a CPU team for the rest of recruitment.

 

  • If a team has filled their roster, their draft ends. The draft continues until each team has filled their roster.

 

  • Prior to the draft, the commish will provide a draft ranking based on a predefined, basic player ranking formula sorted by total points, then total potential, then total actual. Each round, the commish will list the position each CPU team will target. They will simply pick the next available player at the position.

 

Training Camp

After the draft, the XFBS runs an "individual" training camp. These are your choices:

1) Use Camp Complete (http://www.pnfl.biz/Utilities/CampComplete.zip) with max of 55 per rating (benefit: can go up to 55 and gives you a preview)

2) Use RosterViewer (http://www.xfbsfootball.net/files/rosterviewer.zip) with max of 25 per rating (benefit: it rounds up better than CampComplete; drawback: can't do more than 25)

The Commish will use RosterViewer to process training camp as this utliity will round up all .5 values (unlike Camp Complete).

 

These are the guidelines regardless of utility used:
•Min must be set at 5 for each rating.
•Total allotted across all ratings cannot exceed 100.
•Make sure you generate a .C## extension file.



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7. Scheduling & Subdivision Rules

The commissioner will use utilities to create a 12-game schedule. Scheduling priority is determined as follows:
(1) subdivision teams play the other 9 teams in their subdivision,
(2) historically common opponents or rivals play each other (e.g. Stanford vs. Notre Dame) or rivals (e.g. Arkansas vs. Texas A&M or Florida vs. Florida State),

(3) human vs. human match-ups where possible and
(4) last season finish so best plays best and worst plays worst (i.e. the draft order which is based on playoff finish and final XFBS ranking will be used to ensure best plays best and worst plays worst).

 

The commissioner will divide the league into 3 subdivisions of 10 teams. Teams will play all 9 of their subdivision opponents. The commissioner will strive to keep subdivision regionally split into western, central, and eastern teams. Although the commish will strive to group teams from current NCAA conferences together, regional approximation receives priority. That said, every effort will be made to use non-subdivision games to maintain traditional NCAA conference rivalries.

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8. XFBS Playoffs and XFBS Rankings Rules

College Football Playoffs (12 team bracket)

  • Unlike the NCAA, the XFBS does it right! Instead of some potentially biased committee seeding the playoffs, we have automatic bids (if you win your subdivision title) and unbiased rankings to determine at-large bids and seeding. Plus more than 4 teams get in our playoffs.

  • Top 12 XFBS ranked teams make the playoffs.

 

  • Seeds 1-4 get a bye week.

 

  • The East, West and Central subdivision champions will always be in the top three for playoff seeding. Win your subdivision and you are guaranteed a bye week and a 1-3 seed! Note: Subdivision champion is determined based on final subdivision record, not overall W/L record. Subdivision leader is determined based on 1) higher SubDivision W/L, 2) SubDivision H2H victory, 3) higher overall W/L %, 4) higher XFBS Ranking. If the top two teams in a subdivision have the same subdivision record, then the one that won the H2H game between them will be the subdivision champion. If three or more teams in a subdivision have the same subdivision record, then the tiebreakers after subdivision H2H will be used to determine the subdivision champion.

 

  • The final XFBS rankings are adjusted to reflect the following playoff seeding:
    (1) Subdivision leaders are seeded 1-3 even if their final XFBS ranking is lower than an at large team.
    (2) The 4-12 at large seeds are then based on final XFBS ranking.

 

  • The playoff will use a similar bracket format as the NCAA basketball tournament (we will NOT reseed after each round). First round is 5 vs. 12, 6 vs. 11, 7 vs. 10, and 8 vs. 9. Second round is 1 vs. 8/9 winner, 2 vs. 7/10 winner, 3 vs. 6/11 winner, and 4 vs. 5/12 winner. Third round is 1/8/9 winner vs. 4/5/12 winner and 2/7/10 winner vs. 3/6/11 winner. Championship game will always be 1/4/5/8/9/12 winner vs. 2/3/6/7/10/11 winner.

 

  • The twelve playoff berths are seeded based on final XFBS ranking.

 

  • In the first round (The XFBS Qualifier Round), the higher seeds (5, 6, 7, and 8) will play their opponents in non-major bowl games regionally close to their home stadiums (to create the sense of having a home field advantage).

 

  • In the second round (The XFBS Elite 8), the 1 seed and its 8/9 opponent will be in whichever major bowl had the championship game the previous season and the 2 seed and its 7/10 opponent will also be in whichever major bowl is the championship game that season. The 3 and 4 seeds will play their respective opponents in the other major bowls regionally close to their home stadium. The six major bowls are Chick-fil-A (Georgia Dome), Cotton, Fiesta, Orange, Sugar, and Rose.

 

  • In the third round (The XFBS Final Four), both games will be played in the major bowls that the 3 and 4 seeds played in (as close as possible to the higher seeded teams or based on tradition - e.g. if the Rose Bowl and Sugar Bowl are the bowls and the teams are Ohio State/USC and Florida/Miami, then bowl placement is obvious).

 

  • The XFBS championship game is played in the major bowl that the 2 vs. 7/10 seeds played in the second round, but neither of the final two teams gets a homefield advantage. The ENADD utility will be used to ensure there is no home field endurance advantage in the XFBS championship round. Please note, this utility does not work and the 'away' team will need to adjust accordingly if it does not.

    XFBS Rankings

 

This poll was created to give coaches an ability to directly impact their playoff chances and seeding. Over time, teams tend to remain in the same place in a power poll unless there is something factored in to account for the team's current winning or losing streak. This poll places extra emphasis on win / loss streaks. In fact, this poll makes it vitally important to end the regular season with a win streak as it could easily affect your XFBS playoff seed. The poll essentially weighs a team's Standings 'Win' Power Ranking and Loss Power Ranking by another factor called the Streak Adjustment (StkAdj). Early in the season, the XFBS rankings may be somewhat turbulent with teams likely to jump or drop considerably; however, this tends to ease considerably later in the season. Hint: The Loss Power Ranking will have a big impact. Don't lose to the really bad teams! It could hurt you if it ever comes to deciding your fate (i.e. if two teams are 10-1 and one lost to a 10-1 team and the other one lost to a 6-5 team, the one that lost to the 6-5 team will need a long win streak to offset that loss).

 

Here is a breakdown of the XFBS ranking components:

THE XFBS RANKING FORMULA: [(W X 2) + Opp W] - [(L X 2) + Opp L] + Streak Adjustment - Prev Rank = XFBS SCORE

 

Example: 9 wins, 45 Opp W, 3 losses, 10 Opp L, L1 = [(9 X 2) + 45] - [(3 X 2) + 10] + (-1) - 5 = 63 - 16 - 1 - 5 = 41 XFBS Score

 

      W: Purely based on your overall wins as shown in the Standings Power Rankings

      Opp W: This equates to a Quality Win Bonus. It is based on the "Opp W" amount on the Standings Power Poll. It essentially rewards teams for beating teams with good records.

       

      L: Purely based on your overall losses as shown in the Standings

      Opp L: This equates to a Quality Loss Penalty. It is the opposite of the "Opp W" amount on the Standings Power Poll in that it totals the losses of the opponents you lost to. It essentially punishes teams for losing to teams with bad records.

       

      Streak Adjustment: The Streak Adjustment is based on the team's current winning or losing streak (e.g. "W3" in the Standings). Using W3 as an example, the Streak aDjustment would be +3. Using L1 as an example, the streak adjustment is -1. Your current win / loss streak can send you up or down the rankings each week just like in the NCAA. Most importantly, it makes winning the last game of the regular season pivotal for bubble teams hoping to make the playoffs.

       

      Prev Rank: This modifier provides some additional stability to the rankings and is particlarly critical for week 1. For week 1, we will use each team's final end of season ranking (based on playoff finish) as the Prev Rank modifier to their XFBS score and then in week 2, we will use their week 1 ranking as the Prev Rank modifier, etc. Normal tiebreakers apply after week 1. Keep in mind, if you are having a losing season, this component can potentially help rank you higher at the beginning of the following season if you finish out strong.

       

      Tiebreakers: The Streak Adjustment should create a sufficent distinction between teams to avoid requiring a tiebreaker by the end of the season. That said, if needed the T1 Head-to-Head victories followed by T2 highest-to-lowest Total Wins, T3 highest-to-lowest Win Power Score ([your wins X 2] + total wins of opponents that you beat), T4 lowest-to-highest Loss Power Score ([your losses X 2] + total losses of opponents that beat you)and then T5 highest-to-lowest Streak Adjustment will be used as tiebreakers.

       

      If 3 or more teams have the same XFBS score, T1 H2H cannot be used as a tiebreaker - in this scenario, the next tiebreaker is used. T6 will be H2H if needed.

       



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