1970 Rules Changes

 

  1. Any NFL team retaining a team Defense must play the same Defense (4-3 probably) that the NFL team did.
  2. 3-4 Team Defenses will use the Average Run card instead of Good. This is to offset the advantage of having another mobile player. The 3-4 becomes an option in 1974.
  3. Beginning in 1970, we will use a different system of retaining players-very similar, but increasing protected players from 26 up to 40. Uncarded players will count on 40 man rosters. It will still put a strain on a 2nd QB or 4th RB with 75+ attempts, as they can only be kept at Wild Card-1
  4. IFL Franchise will expand in 1976 from 20 to 24, when the NFL grows to 26 with Seattle and Tampa Bay joining the NFL. We will consider adding some poor cards from a prior year if needed with our strict attempt limits, or by having some poor QB/RBís be without limits.
  5. The schedule will retain some of the old AFL-NFL rivalries playing having twice as many non-division games be against your former AFL or NFL rivals in the other division. With 4 divisions of 5 teams each, we will play 14 games (until 1978), 8 divisional and 6 non-divisional. Each year, the six non-conference games will be: 3 games against your conferences opposite division, and 3 games against one division in the other conference. So each year you wonít play one division in the other conference at all, and neither will your division rivals. We will rotate the schedule and games, so that if you play teams A, B, and C in the other conference in one division one year, 2 years later you play teams D, E, and A in that division.
  6. The injury chart was updated slightly, no more half game injuries. Skill position injuries will be reduced by 6 instead of 7.
  7. If you have a K or P, you cannot draft another until Round 7 unless you cut one. If you do not have a K or P, you must draft one or acquire one before Round 12, round 7 in 1971+. Teams may never have more than 2 carded Kís or Pís on their team.
  8. Active Season Roster size is 45 men not including uncarded. This is different than the 40 man Protection System which counts uncarded.
  9. The League Champion will draft last.

 

 

Future Changes

 

Dime Defenses Allowed 1973. Same as 3-3-5 restrictions AND not vs.1 or 2 WR offenses

1970 Merger, Cannot draft Team Defenses

1971 New Protection System (40)

1972

1973 Dimes (only vs. 3 WR sets)

1974 3-4 Defenses, Goal Posts +10, Overtime

1975 Shotgun allowed

1976 Expansion (20 to 24), Limited Protection for Expansion Draft before trading

1977

1978 16 game schedule, Empty Flat Guessed Wrong

 

 

NFL Team Defenses

 

Adeline Assassins Cowboys

Motor City Tanks Rams

Dallas Destroyers Steelers

Cape Fear Leviathans Colts
Crystal Lake Butchers Vikings
Temecula Typhoons Lions

Dracut Middies Redskins

Severna Park Slugs Packers

Cincinnati Celts Falcons
Brazos Generals 49ers

Manhattan-N Riflemen Giants

North Dallas Spotted Rats Bears

 

 

 

1970 Constitution Contents
  1. Season Timetable
  2. Game Rules, Options, Formations
  3. Positions
  4. Rosters, trading
  5. Usage limits/Injuries
  6. Schedule, Playoffs
  7. Draft
  8. Expansion, Other Notes

 

1. Season Timetable 1970

A. Trading Opens 4-24-14

B. Announce 26 man protected rosters + Team D + additional players 27-33 + forfeited draft picks-,5-3-14 11:59 PM Central.

C. Drafts begin by email 5-5-14.

D. Teams announce starters on offense, defense, and special teams 6-1-14.

E. Teams make injury grids. Injury charts created 6-8-14.

F. League File completed with schedule and lineups 6-8-14.

G. Season begins around 6-12-14.

 

 

2. All Game Options will be ON except:

Player overusage

QB overusage

Home Field Advantage (Conference playoffs only)

Empty Flat pass = Guessed Wrong

Injuries are No Injuries

Rules Through the Years = Use Home Team Rules

 

If a QB is replaced after playing (except for a mistake on opening snap of half, running play only), he may not return until the following half.

 

Looser substitution restrictions are checked, however positional switches are not allowed between HB / FB or FS / SS. Exact positions for starters will be announced before the season (LG, SE), requiring a starting LG or SE to play that position all season while in the lineup.

 

Illegal formations/plays for IFL Franchise League for all situations through 1973

Offense: 4 WR sets, Blocking Back sets

Defense: Dimes (6 DBís), 3-4-4.

Defensively, only 2 double-teams allowed at once.

 

Allowed Formations:

Normal Situation

Offense can useÖPro SetÖ3 WR/2 RBÖTEÖFull HouseÖ 3 RB/2 TE sets only.

Defense can use 4-3 only.

 

Passing Situation allows additional formations

Offense can use 3 WR sets, or 2 WR 2TE 1 RB also

Defense can also use 3-3-5, or 4-2-5 also

Passing Situation defined by meeting one or more of the following criteria:

  1. 1st or 2nd Down and 11 yards or more for First Down (or TD if goal to go)
  2. 3rd or 4th Down and 5 yards or more for First Down (or TD if goal to go)
  3. 3:59 or less left in either half
  4. Offense trails with 6:59 or less remaining in game.
  5. Offense trails by 7 or more points in 4th quarter.
  6. Offense trails by 15+ points at any time.

A Passing situation is when 3:59 or less remains in half, offense needs 11+ yards for a 1st Down, or LB Run Containment is in effect. A few exceptions exist for score. It affects both offense and defense.

 

Free Safety Blitz allowed:

1st or 2nd Down: Only if 2:00 or less left in half, ball on either 1-5 yard line, OT

3rd or 4th Down: 2-pt Conversions-anytime

 

3. Positional rules

Starters will be permanent for an entire season. No in game, down by down switching. Teams may only replace their QB once per half.

 

The starting TE must remain at RTE in 2 TE sets. The starting SE for the season must play SE in a 3 WR set, and your FL must stay at FL if in the lineup. In a 1-WR set, teams can choose ANY WR.

 

Injury positional switches will be allowed as follows: A starter may now move to cover a new position. Your starting ORT 5-4 can move to play G (if rated) when a starting G is hurt, but the starting ORT may only play ORT. This allows some realistic versatile backups for multi-position players, and still keeps the injured team from cherry-picking a side of field matchups, which are not allowed.

 

If an injured player appears in the lineup or a FS Blitz is picked when not allowed, a timeout isn't required. You cannot throw or run to the injured player if he appears by mistake or FS Blitz if not allowed on that down-the defense can just accept the added sniper. Illegal formations require a timeout.

 

A coach should check his 3 or 4 major formations immediately to make sure they are accurate-don't just use/depend on the Sub Player button. If it occurs again, it should be reported with play logs and any penalties will be determined by the executive committee, perhaps awarding some of the violating teams draft picks to the team offended. 

 

IF the defensive coach notices this and brings it up to the offensive coach, he must admit his use (not the location) of an injured player (Yes, I am passing to my SE or I am running my FB). If an injured QB is used, he must note which receiver if a pass.

 

 

One kicker handles ALL FGA, XPA, and Kickoffs. One Punter always punts.

 

Each team must have a Kickoff returner and Punt Returner rated as the ONLY KO or PUNT return man on his team to do the same in the IFL. Otherwise, you many use any combination of guys rated as a #1 or #2 that you wish as your # 1 and # 2, as long as you have two. A bad returner not used will be added to teams that donít or canít get enough returners.

 

QB-WR fumbles are determined by averaging the F Rating for the Starting QB (counts double), SE, FL, TE. (QB+QB+SE+FL+TE)/5, rounded up if 0.5 or higher With Penalties I look for variety and just below normal for that year.

 

KO and Punt coverage are meant to be normal for that year, KO and Punt coverage are based on both average and TDís for that year. I often add a KO or Punt coverage return Long Gain on 12 (with the desired coverage average balanced with low yards on rolls of 7 and 8).

 

 

4. Rosters

Beginning in 1970, team defenses cannot be drafted. Any NFL team which enters the 1970 draft without one, or cuts one later, will convert to draft league defenses. Teams keeping Actual Team Defenses in 1970+ will pay a roster penalty of 1000 points (or a 2nd, or 3rd + 4th Round). Draft League Defenses pay nothing.

 

Eligibility: Only players rated by SOM on the1970 disk are eligible to be drafted, but a player already on a roster may be kept even if unrated. If the player finished the year in a different league however, he must be released.

 

Protected 40 players are announced before the draft, allowing teams to protect up to 40 players. This is for protection purposes only before the draft-you are not required to play or start a player at a position you protect them at.

 

If you donít have a valid player at a position (say your punter retiredÖI mean all of these guys have retired, but you know what I mean), the slot is left vacant until the draft and still counts against the 40 man roster (you should protect the uncarded punter unless he retired. No substitutions.

 

The maximums at QB, RB, KO/P Return, K, and P exclude uncarded players and those starting at another position such as FS or HB. For Return maximums, Lone PR or Lone KO count double. Each is measured separately.

 

 

 

1971+

1976

 

40

30

 

 

 

QB (3 max)

1

1

RB (6 max)

3

3

 

 

 

Wild Card 1- anyone

1

1

Wild Card 2
No QB/RB 75+ att /K/P

1

1

Wild Card 3
No QB/RB 25+ att /K/P

1

1

 

 

 

DB

6

4

LB

5

3

D Line

6

4

 

 

 

O Line

7

5

WR

4

3

TE

2

2

 

 

 

K (2 max)

1

1

P (2 max)

1

1

 

 

 

RET (4 PR or 4 KOR). Solo KOR or PR count as 2

1

0

 

 

Wild Card 1- no restrictions

 

Wild Card-2 No QB/RB with 75+ attempts /no K or P

 

Wild Card-3 No QB/RB with 25+ attempts /no K or P

 

Team Defenses do not count as a roster spot.

 

3-4 teams will get 1 additional LB spot and 1 less D-line slot

 

 

45 Man Roster:

 

A minimum exists for players rated to play these positions:

2 QBís, 2 HBís, 2 FBís, (4 RBís total) 4 WRís, 2 TEís

 

2 Cís, 3 OGís, 3 OTís (and a minimum total of 8 players who can play offensive line)

 

3 DTís, 3 DEís (and a minimum total of 7 players who can play defensive line)

 

3 CBís, 2 TSís, and 2 FSís (and a minimum total of 7 players who can play defensive back). A player rated at DB counts as one towards each of the position requirements, and as one of the required 7 defensive backs total.

 

2 MLB, 3 OLBís (and a minimum total of 6 players who can play linebacker)

 

A player may be counted at multiple positions, so your player rated at C/OG/OT can count towards the minimum at all 3 positions.

 

 

If a team has an injury or over usage, which depletes their roster (>150 % of passing ATTís or >125 % of rushing attempts), an undrafted player from the NFL (if possible) or AFL will be assigned for that game. He will be terrible, as bad as I can find, a 0 or worse J. But that will allow you not to have to keep that 3rd QB or 3rd TE if you donít want to. Some teams may have such high rushing attempts for starter and backup, that one player will always be eligible.

 

 

 

 

Active Roster

 

45

 

 

 

2

QB (3 max)

4

RB (6 max)

 

 

5

Wild Card 1- anyone

0

Wild Card 2
No QB/RB 50+ att /K/P

0

Wild Card 3
No QB/RB 50+ att /K/P

 

 

7

DB

5

LB

6

DL

 

 

7

OL

4

WR

3

TE

 

 

1

K (2 max)

1

P (2 max)

 

 

 

Trading

 

Each team received an opening allotment of 10 trade chips in 1968. Each year, 2 Trade Chips will be added to whatever total remains from the prior year. Trade Chips can never be traded, and are only expended when you trade away a player or trade away draft picks valued at 300+.

 

In addition to being used in trades, a Trade Chip can also be used to reduce your cost of protecting players or team D by exchanging them for 300 points when you announce your protected rosters.

  

Trading begins before the pre-draft cuts and ends just before the 45 men rosters are set. Trades are not permitted once the regular season begins until the next off-season begins.

 

No 1st Round picks for the future can be dealt, only 1st rounders for the draft for that season. You can only trade or acquire draft picks for the present season or the following year.

 

The committee will be Tim, Tom, Ron, Rob, and David. All unaffected are selected to review a trade, and a majority is required to void a deal.

 

5. Usage/Injuries

 

Running attempts will be capped at 125 %, and passing attempts at 150 %. These are the only caps in place on usage. Receptions will not be limited, but a WR /TEís real life reception total will determine his injury frequency.

 

The player becomes ineligible for the regular season once this is reached or exceeded. If they begin a game under the limit, they may break it by as much as they want in that game, but once exceeded, their regular season is over after the game.

 

The 125 % / 150 % are chosen to help with the fact we are using 20 teams of 26 team professional football league. There needs to be quite a few available passes and rushes to go around.

 

Injuries will be used, but not SOM random injuries. There will random injuries, determined each week before the pre-game files are emailed using a public lottery. If injuries exhaust a teamís depth chart at a position, the League Commissioner will assign a scrub player (a zero to be sure) for that week. Players can continue to play special teams if injured, though if they also play another position and are injured, they are only able to play on special teams

 

NON-SKILL POSITIONS

 

A teams 11 starting defensive players and 5 starting offensive linemen (league office may substitute a player if a backup is deemed better than designated starter) will miss a minimum of 1 game from scrimmage if they played 14 games (they still can play special teams and thus actually play 14 games). This is to simulate 60 plays over a 14 game season (4.29 plays/game) all at once. If SOM improves their injury system in a later version, consideration will be given to it.

 

11 starting defensive players and 5 starting offensive linemen use the following chart:

 

GP=NFL games played (David provides research)

GM= League games missed

 

GP GM

14 1

13 2

12 3

11 4

10 5

9    6

8    7

7    8

6    9

0-5 10

 

 

The chart reflects 60 assorted plays throughout the season served as a one game injury, plus the complete games missed based on actual stats. So a player who played 11 NFL games will miss 4 IFL entire games, and be available for every play in the other 10.

 

Each team will list these 16 players on a chart of 14 games played. Their injuries may be spread out as they like. The drawing in Week 1 will set the starting point on the 1-14 injury for defensive starters and O linemen, and week 2 will be the next highest week for each team. This will allow for more realistic consecutive injuries for players missing more than 1 game, and will reduce the number of things to look up each week.

 

The playoff system will be slightly different, in that 14 games played players must only miss the 2nd half. The chart will reset before the playoffs begin and a new starting point will be selected for defensive starters and O linemen.

------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

 

SKILL POSITIONS

 

Each injury will remove 6 chances from their total. So if they have 6 injury chances or fewer, they miss a max of 1 game, if they have 14 chances, a max of 2 games, etc.

 

This 1-100 chart only uses 14 "draws" per year, so these guys may or may not get hurt as much as they should, but QB (150 %) and RB (125 %) are also limited by attempts. Receptions are not limited, nor are rushing attempts for QB's since we use QB ER limits in game.

 

When a number is drawn, say 54, any injured players will have 54 removed as well as their next 5 highest numbers from the chart. So if a player with 20 chances per 100 draws an INJ, the next week he has a 14 in 100 chance of being hurt. SO each actual injury removes 6 chances for a future injury and can remove all chances.

 

We will use "linked" injuries as we did in 1964, where you spread out your skill-position injury chances out from 1-100 so that only 1 of your top 3-4 runners/receivers/QB's can be injured in the same game. These are listed by QB, RB (HB and FB), and REC (includes TE).

 

The playoff injury system for QB and RB will be based on allowed usage:

Non-INJ QB = 20 % of their NFL seasons ATT's, RB =15% of their NFL seasons ATT's

Injured QB or RB gets 5% ATT's.

 

WR and TE use their regular season chart that will reset before the playoffs begin.

 

Injury frequency for QB-HB-FB-WR-TE will be determined by their rushing attempts, passing attempts, or receptions. The coach will select the injury ďchancesĒ before the schedule is generated. If you have a QB who can play 12 games, and his backup can play 8, you can stagger them so that one of them is available for every game. But you wonít know until that weekís game who (if anyone) is hurt that week.

 

Allowing linked injuries (chosen by the coach) for your RBís, QBís and WRís is done because SOM only rates so many players and we are using 75 % of the players. Each position (QB, RB, WR) will then have their week-by-week injuries assigned a random ďstarting pointĒ in the schedule. A random starting point for QB, RB, WR will be determined by lottery, so that a coach cannot set his lead runner to be healthy if his QB is hurt that week.

 

Most weeks we will average 1 starter hurt on each side of the ball. Players who punt, kick, or return will always be allowed to perform those duties regardless of injury.

 

Each injury chance is a 1-100 chance of being hurt for each game, and which number 1-100 will be determined by a public lottery.

 

So if my starting QB had 259 attempts, I look at the chart and see the injury chance for a guy with over 250 but less than 260 attempts is 4. So he has a 4 % in 100 chance of being hurt each week, or 1 in 25. He probably wonít get hurt much if at all. If my starting QB had only 130 attempts, his chance of being injured each week is 16% of 100. On average, he will miss about 1 of every 6 games.

 

If a player suffers an injury, then his injury chance for future weeks is reduced by 6.

 

So as an example for QBís, I have a QB with 160 attempts, another with 120 attempts, and another with 20 attempts.

QB 1 = 13 injury chances. He is assigned 1-13 by the coach.

QB 2 = 17 injury chances. He is 14-30.

QB 3 = 30 injury chances. He is 31-60.

I will have all 3 healthy on 61-100.

 

A team may set their #1 HB to be hurt 1-9, and their # 2 HB to be hurt 10-22, and their # 3 HB to be hurt 10-36 because they want the # 3 guy healthy as often as possible when their poor #2 HB must play. The random starting point will then be added to the HB injury rolls, say the starting point is rolled as 60. Then HB #1 misses 61-69, #2 misses 70-82, and #3 misses 70-06 (70-00, and 01-06).

 

The 1-100 number will be random, generated from a public lottery (http://www.txlottery.org/online/pick3.cfm) just before that weekís games are played for both the regular season and playoffs. In the playoffs, a players original injury figure will be used, but teams advancing to Round 2+ will have players suffering an injury have their chances reduced using the regular season method.

 

6. Schedule/Playoffs

 

 

Division Rivals play twice (8 games), same conference-opposite division (3 games), and opposite conference-rotating division each year (3 games)

 

Playoffs

2 Division Winners and 2 wild cards make playoffs in each Conference. Teams are seeded by record, and the #1 seed will host the worst wild card, and the opposite division winner gets the #2 seed and hosts the top wild card.

 

Super Bowl is between AFC and NFC winners. Home field advantage will only be used for the conference playoffs, not the Super Bowl.

 

Tiebreakers (Point differential is not used in playoff determination.)

 

  1. W-L record vs teams in tie-breaker*
  2. Division W-L record* (regardless of division)
  3. W-L record vs Teams with 12+ wins*
  4. W-L record vs Teams with 11+ wins*
  5. W-L record vs Teams with 10+ wins*
  6. W-L record vs Teams with 9+ wins*
  7. W-L record vs Teams with 8+ wins*
  8. Lottery drawing

 

* 11-1-2 counts as 12 wins (ties are 1/2 wins)

 

Winning pct is not used period. Using W-L record in Tiebreakers, 1-0 is better than 0-0, 0-0 better than 0-1, 2-1 better than 1-1. Teams donít need to face same opponents or have equal # of games.

 

In tiebreaker process, if 4 teams (example AA, BB, CC, DD) are tied for 1st, and say using Tiebreaker # 5 AA wins, BB and CC remain tied, and DD loses. At this point, AA gets # 1 seed and DD gets # 4 seed. Teams BB and CC go back to Tiebreaker 1 to begin the tiebreaker to determine the # 2 and # 3 seeds.

 

7. DRAFT

 

The draft is non-serpentine, and based on seed, with two exceptions: A lottery draw for the top 2 picks of round 1 is held for seeds 16-20. Teams not selected for picks 1-2 will be seeded 3-5, so the worst seed will pick no worse than 3rd. Rounds 2-20 are based on seed, not the lottery which just affects the top 5 picks of round one.

 

Also, the prior champion will pick last beginning in 1971.

 

Lottery chances per 100.

 

NFL Seed (chances)

20 seed=40

19 seed=30

18 seed=20

17 seed=8

16 seed=2

 

Any cut player re-enters the draft pool at the beginning of the following round.

 

 

 

  1. Expansion / Other Notes

 

IFL Franchise will expand in 1976 from 20 to 24, when the NFL grows to 26 with Seattle and Tampa Bay joining the NFL. We will consider adding some poor cards from a prior year if needed with our strict attempt limits, or by having some poor QB/RBís be without limits. Trading will not be allowed until after the expansion draft and teams will only be allowed to protect 30.

 

Expansion Draft- Each Conferencesí expansion team will select 2 players from each team in their conference, and then the existing teams can protect any 2 additional players. The expansion team will select 4 more players from each team in their conference giving them a roster of 30. The expansion teams are not required to make cuts or meet any positional requirements before the draft, just when the final rosters are set.

 

The new teams will pick 6-7 in each round, with bonus picks at 15-16 and 27-28 in Rounds 1-3 in 1976. After the draft, the expansion teams will be considered regular teams with the possible exception of a relaxation of QB/RB attempt limits for some poor players.

 

I will retain final say on all matters (as I believe it is important for someone to have that), and I will be very open to ideas and input on the league and ways to improve it. I want a very stable league in both player retention and coaching, but believe there must be some safeguards to keep the league fun for all.

 

A five person Executive Committee reviews rules, injury or formation violations. Joe, Dan, David, Ron, and I serve on the committee.

 

A five person Trade Committee will review all trades, unless involved. The committee will be Tim, Tom, Ron, Rob, and David.

 

In 1970 NFL teams Adeline and Crystal Lake moved to the AFC to form the new 4-team AFC Marine Division with 3 teams from the old AFL, High Plains, Great White, and Sydney. The player pool for drafting will be combined in 1970.

 

I prefer realism to anything, but because of practicality believe for all intents and purposes for the league, SOM most current rules will serve as the 1st guideline for our rules. If they are really against what we want, we may change them. I want to use the standard SOM computer rules at the time our season is played as our baseline if they improve the game for our era. Future or potential changes are announced immediately,