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MLFL Rules
General Rules
1) Salary cap of 65 Million dollars, which will increase each season.
2) There are known flaws/bugs in the game. All bugs will be considered part of the game, except for deleted players. These deleted players will be put back in the game.
3) If a team is over the cap or has an injured player, the computer takes it upon its self to make changes. If you do not want this to happen, be ready and micromanage you franchise. All moves will stand.
4) Sims will be done twice a week, on Monday and Thursday, for a period of one week. Rosters are due by noon EST each sim day.
5) If there is a league vote, each owner will get the amount of votes equal to the number of years in the league. A 50% vote will pass.
6) Any team that is deemed dead or the owner quit will be run by the commish until an owner can be found.
7) Every team must write a mandatory preseason and end of season report.
8) Scouting expenses for each team cannot go below $100,000 per game.
9) In season FA moves and releases will not be posted, b/c of the volume of moves. This will leave it up to each team to check the file.
10) I also reserve the right to change player ratings. The reason for this is that on occasion the game will make "abnormal" players. For example, some QB's will have more completion's than attempts. This is obviously insane and will be fixed.
Draft Rules
1) Each season we will put real NFL players and college players into the college draft pool and former NFL players. The Draft will be based on the previous years record. The worst 5 teams will be put into a "NBA" type lottery.
2) When sending in draft choices, make sure the subject has the team name and what number in the draft you are. Also include enough players to fulfill all draft picks for that round. Also include player's name, salary (total), years for contract and signing bonus given to player.
Salary Cap Rules
1) Any move that the game does not allow because of salary cap problems, will be ignored.
2) If a team is over the cap, they will be assessed a fee of 1M dollars for every 2M dollars over the cap (this is on a per week basis). As long as their is money to pay for the fees, feel free to go over the cap. All fees will be due at end of season. All totals will be rounded up.
Off season Rules
1) Each team will be able to "franchise" one player. This allows you to put one player per season in the free agent market, and the team that franchised the player can either choose to sign the player or let him go to another team.
Trading Rules
1) Both teams have to agree to a trade and send it in before the next sim for the trade to be official.
Moving a Franchise
6) To move a franchise to a new city will cost 10M dollars for the first move and ten years later you can move again for 20M. You will get a 40,000 seat stadium for 5 extra million, then 2 million for each 2500 seats to be added, and each stadium will start with a poor and for 5 million dollars each category can be raised one bar. The 5 million is for an open aired stadium, 7 million for a domed stadium and 10 million for a convertible stadium.
Free Agent Rules
1) A player that has been signed as a free agent or resigned to a contract cannot be traded for the period of one season. They can be released though.
2) Free Agency will be on highest total bid, unless a sufficient reason for the player to sign is sent in with request and the player chooses to except that reason (IE: Promised playing time etc.). During season, players can be signed for asking price only.
3) During the season free agent pickups go to the highest bidder (starting at asking price), then fall to the team with the lowest record if the bids are the same.
Incentive points
1) Teams will be given incentive points for being active.
2 pts for sending in a roster for the sim (even if it just says no changes)
5 points for each monthly report (includes mandatory reports)
15 pts for voting on the pro bowl
10 pts for preseason predictions
20 pts for each season completed
The commish may give points out as he sees fit (for helping the league etc.).
These points can be spent:
60 pts to heal an injury for half the time injured
100 pts to heal an injury for 100% of the injury
500 pts to raise convenience, comfort, sight
500 pts for 1500 seats
750 pts to change playing service
1000 pts to change to open, dome or convertible
Gambling
1) Sports betting 101 (by Pete rose):
This will be an introduction to wagering on football games in case some owners are not familiar with the terms and rules of wagering. To the gambling degenerate, these terms and explanations are useless, and YOU, my degenerate friend, can skip to the rules section. If you have ever opened your paper and saw in the sports section: Oakland -6 vs. Baltimore, and couldn't understand what was meant by this, it simply means the Raiders are favored to win by 6 points. The minus indicates the Raiders are "giving" Baltimore six points for gambling purposes.
The reason? Because its to easy to pick a winner. Example: Who are you going to pick to win in an NFL matchup, the Cleveland Browns, or the Oakland Raiders? Of course you would take the Raiders. So Las Vegas has ingeniously come up with a way to make that game interesting (from a degenerate standpoint). The Raiders would "give" say..... thirteen points (Raiders -13 vs. Cleveland). Not so sure if you still want to place a wager on the game now, huh? Let's say the Raiders have a bad game and win 20-10. They still won, but did not cover the point spread. You lose. What if the Raiders tie the spread, i.e.; Raiders 20, Cleveland 7? Now nobody wins. The money you wagered is simply given back to you because the spread is right on.
Now on to the wagering terms:
A straight wager is simply one wager on one game. A 2-team (or more) parlay wager is a bet that involves the outcome of two games (or more) to win the bet (but it pays better than a straight wager). Example: You place a 2-team parlay on the 49ers -5 vs. the Bears and Eagles -2 vs. the Giants. Let's say the 49ers cover the -5 spread but the Eagles fail to cover -2 against the Giants. You lose the bet because it requires both teams to cover to win the bet. (NOTE: It is possible to bet on more than one game and it would not be considered a parlay bet. Parlay bets are only parlay bets if you specify that it is what you're doing.) Another thing, if a team is favored to win by X and a half (i.e.; 2.5 or 2 1/2), this simply means the point spread cannot be tied, thus, you either win or lose the wager. Why, well, have you ever seen a team get a half point?
Now, onto the rules:
Rules of MLFL Wagering:
1. All wagers must be in to (WILL: Fill in here who the wagers are to be sent to) no later than Midnight (EST) prior to the day of the sim.
2. A maximum of five games can be used for a parlay wager.
3. You will be unable to place wagers on the game involving your own team. (Your pist, aren't you. Now you can't throw a game in Week 15 when your team has a record of 1-13 and the season has become meaningless)
4. A maximum of 10 incentive points will be allowed for wagering purposes each sim. (That is, if you didn't gamble them all away yet)
5. The minimum wager is 2 points.
6. Make sure you specify if your bets are a straight wager(s) or a parlay bet.
7. When e-mailing (fill in the name), make sure you include both teams involving the game(s) you are wagering on AND specify who you are betting to win.
Straight wager example: Baltimore -3 vs. Pittsburgh
Straight wager I pick PITTSBURGH
Wagering: 5 points
3-team parlay example: Denver -6 vs. Seattle Pittsburgh -2.5 vs. San Diego Green Bay -12 vs.
Chicago 3-team parlay wager I pick DENVER, SAN DIEGO, CHICAGO
Wagering: 10 points
Wagers Won returns: Straight wager: Doubles the wager amount 2-team parlay: Triples 3-team: Quadruples 4-team: Times five of the wager amount 5-team: Times six of the wager amount
If there is any questions about the rules, please e-mail the commish at william4192@yahoo.com.
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