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ALL-STAR FOOTBALL LEAGUE

AFL DYNASTY RULES

  1. Settings
    1. Advanced after 72 hours or sooner
    2. Sliders –Custom Sliders – Adjusted as Needed
    3. Game Speed – Fast
    4. Player Speed – 5
    5. Level –Heisman
    6. Recruiting –No Limitations
    7. Quarters - 7 min

  2. General Conduct
    1. Each participant is expected to display conduct that of an exemplary standard. 
      Good sportsmanship, honesty, respect and pride is demanded from all participants. The league commissioner reserves the right to ban any participant from play based on any violation of the code of conduct, stated, or unstated.
    2. All users must have a smart phone and the free application "groupme" and me active on this application. (Commissioner can waive this for a user if needed.
    3. We have NO rules against running up the score vs. the CPU. You run the risk of injuries. 
    4. Do not run up the score on a "user” opponent if possible.
    5. PAUSING THE GAME – Do not do this excessively.
    6. RESTARTS: There will be no restarts vs. CPU. If one is needed confirmation from a member of the rules committee is required first.
      1. If I see a restart I will discuss it with you, but most likely any restart equals automatic simulation of your game. The 2nd time equals a simulation loss. (I.e. system froze) 
    7. Quitting a game will result in being removed from the league.
    8. If a user is inactive for 2 weeks without notice, they will be set to auto-pilot and the league will not wait for them if all others are ready to advance.
    9. All users inactive for 4 straight weeks or 6 total in a season are subject to removal.
    10. Glitch / Rules Violation –If you are found to be exploiting a glitch or breaking a rule, you will be removed.
    11. Failure to comply with any rule will result in game results being thrown out and other user may re-play the CPU.  All game play rules are viewed as equally important.

  3. User Game Disconnect
    1. Lag /Freezing / Disconnects
      1. This will be handled on a good faith basis.
    2. Disconnects in the first quarter will be replayed in full unless the 17 point rule is in effect.
    3. If the game is after the 1st quarter the following rules will apply: 
    4. If the team in the lead maintains connection:
      1. If a team is leading by 17 points or more they have the choice to finish vs. the CPU or replay vs. the CPU.
      2. If a team is leading by fewer than 17 points the losing team may request to finish the game as follows.
        1. The users will note the score difference, ball location, and the time remaining.
        2. They will then start a new game and allow the leading team to get the proper score advantage.
        3. Teams will run chew the clock, and run 3 plays then punt.  Until they are close to the time remaining for the restart.  At that point they will focus on getting the ball within 5 yards of that location.
        4. The game is then played out as normal.
    5. If the losing team maintains connection:
      1. If losing by less than 7 points, the losing team can either offer a SIM of the game or they may finish vs. the CPU.  The choice is that of the team in the lead.
      2. Once a choice is made, it cannot be reversed.

  1. Game Play Rules - Offense
    1. Quads Formations are not allowed. (Or motioning to a Quads Set)
    2. No Switching on offense to make a USER catch. All offensive catches are CPU based.
    3. You must punt on 4th down inside your own 50 (not in 4th Quarter).
    4. Goal Line Offense and Defense are not base formations. They should be used in short yardage.  (Hulk formation in I formation is not a Goal line set, but the defense may use their goal line.)
    5. No changing the formation or play right as you break the huddle. Show what you called.
    6. If you audible and change formation, you must allow the defense time to do the same. (3-5 Seconds to view formation and audible, then allow their defense to set.)
      1. If the defense calls an audible, but the offense did not change formation, they are not required to wait.
    7. No-huddle offense is allowed, but you must allow the defense time to line up properly. (Offense is required to wait roughly 3-5 seconds at the LOS before the snap.)
    8. No-Huddle Formation Changes are allowed with limitations.
      1. If you change formation, you are not allowed to have a player move into an "ineligible” position according to your substitution rules. Meaning a WR moving to a TE position in an audible or moving to a RB position is not allowed.
      2. Also you may not call a goal line offense then purposely switch to a new formation such as 3-5 wide sets. Or go 3 RB's then switch to 4 WR set to exploit the AI)
    9. Do not run the clock out on every play until in the 4th quarter. We limit this since we cut down game time. Snaps should occur before 10-15 seconds on the play clock.
    10. Drop Backs – With Exception to a Screen, the QB should never be deeper than 12 Yards from the LOS. Any pass thrown from deeper than this, will result in loss of possession via a missed field goal on the next play.
    11. Scramble - If the play is not a designed roll-out the QB should not roll out right away, unless pressured. They should complete their of drop 3-5-7 first.
      1. If you leave the pocket before the completion of your designed drop, you are not allowed to throw a pass. (If a ball is completed, the player must attempt a FG on their next play and MISS IT.)
    12. If the QB leaves the pocket (defined by an area of up to 12 yards deep from LT to RT), after the completion of their designed drop (must come to a stop then move), the QB can then only throw a pass to an eligible player that is of equal width to the same sideline or wider. No throws can be back to the middle of the field, or inside the QB's passing location. (Designed Roll out plays have a sprint out design, sliding line protection is not a designed roll out play.) [ SEE EXAMPLE 1. Below]
    13. Jump Ball– Not allowed. If WR stops and squares up to out-jump the defense, it is most likely a violation. (If a jump ball is completed on purpose, the player must attempt a FG on their next play and MISS IT.)
    14. If the Offense commits one of the above violations and it does not have a listed punishment, the punishment is the Offense must attempt a FG on their next play and miss it, resulting in a loss of possession.  If the violation results in a TD, the user must allowed the other team to score a TD then kick a FG  and miss on their next possession at the location they start their next drive.


  2. Game Play Rules - Defense
    1. Defense may not switch and make a play on a pass in the air.  If a player switches while the ball is in the air, the defense must make NO attempt to tip, knock down, or intercept the pass.  Even if the CPU overrides the movement and does makes a play on the ball, the result is a violation.  You may switch in an attempt to tackle or hit the WR while the pass in the air, but the WR must make first contact with the ball. (If you violate this rule regardless on the outcome, on your next offensive possession you MUST take a safety and punt the ball.
    2. You can only manually align one defensive player per play.  And you must remain as that player for roughly 1 second after the snap. 
      1. D-lineman: D-lineman can be moved by the in game shifts.  If a user is controlling a D-lineman, he can adjust the player, but must remain as that player.  They cannot be backed off the LOS, or moved between or around other D-Linemen.  DE's can only be moved up to 2 shades wider than any in game shifts, or the last offensive player on the line of scrimmage.
      2. Line Backers: LB's may be moved tighter or wider, but cannot swap or stack a position with another LB. (Meaning: Shift LB's right and then moves ROLB inside the MLB. This also includes moving in front of another LB.) [ SEE EXAMPLE 3. Below]
    3. NO player can be moved by a user toward the LOS beyond what is a natural shift by showing blitz. [ SEE EXAMPLE 2. Below]
      1. LBs must be at a depth of 3.5 yards of the LOS at the snap, UNLESS in a short yardage situation (2 yards or less), then they can be moved up to the 1.5 yards off the LOS, but not in between the DL players.
      2. FS and SS can get NO CLOSER than 5 yards from the LOS unless in short yardage, when they can move up to 3.5 yards from the LOS, unless playing bump and run on a WR or TE.
      3. CB’s and DB's can move no closer than 1.5 yards from the LOS (in bump and run they move up to 1.5, so that's where we'll leave it).
    4. No "Nano” Blitzing – (Not the same as an overload block) 
      1. Example of overload, defense blitzes 6, offense only blocks with 5.  This is allowed.
    5. Do not continuously shift players.  You should not be shifting with the intent of having the players in movement when the ball is snapped.
    6. Run commit may not be used at all. 
    7. If the defense violates an above rule and the punishment is not called out, the team must take a safety (2 points) on their next possession and the punt the ball away.

  3. Roster Management
    1. ALLOWABLE SUBSTITUTIONS – Or In game Formation Subs ONLY! (Player Position = Positions he can play, not the other way around)
      QB=QB, WR, RB
      FB=FB, RB, TE
      RB=RB, FB
      TE=TE, FB, WR (But not WR @ TE via Audible, only via formation Subs.)
      WR=WR
      O-line=O-line
      D-line=D-line
      ROLB=MLB=LOLB
      CB=CB, FS, SS, WR (but not WR @ CB) 
      FS=FS, SS, CB
      SS=SS, FS, CB
      K=P
    2. DO NOT make any depth chart or player changes the week of a user game. If you need to adjust your depth chart, inform your opponent you need to do so at the start of your game.
    3. Player names and numbers may be changed, but not height and weight. This will result in removal from the league.


  4. Recruiting: 
    1. Each Team should manually do their recruiting during the season. If you do not, then you will not be allowed to take part in the off-season or pre-season recruiting which includes, players leaving early, and position changes.
    2. We are looking for active coaches who want to try to build their own programs.
    3. Only teams that complete weekly recruiting can request a game extension.


  5. Scheduling Games: 
    1. Home team should make contact.
    2. If a time cannot be arranged, the following will decide who gets priority.
      1. Most active user (counting created stories, videos and games played) gets priority.
      2. Years in the league
      3. Life time wins
      4. Commissioner coin flips
    3. Each team can request 1 extension per season for more time to complete a game.
    4. Group me on a Cell phone can be used, but only the message board will be used by the commissioner to determine who scheduled a game and who did not.

  6. Online Dynasty: 
    1. Please post videos within the game. It will add value and will add in "scouting” your opponents. A min of one video per week needed, of a "big play”.
    2. We also recommend you post stories if possible.

  7. Complaint or Rules Request / Change
    1. All complaints get filed to Brad Keysor
    2. Requests to change rules are voted on by all "active” coaches. A vote will take place on the home page of our web-site.
    3. The rules committee will be made of 3 users. The commissioner and two others.
    4. WHAT TO DO: IN CASE OF A RULE VIOLATION
      1. It is YOUR RESPONSIBILITY to report a rule violation WHEN it happens. Reporting a violation after the game will not help your case. Games will not be replayed 
        because of an unreported violation. When you see a rule violation, you must PAUSE the game and inform your opponent that you think they have violated a rule 
        (no matter how serious). Both parties consult the rules and correct the infraction in a sportsmanlike manner.
      2. PLEASE notify the Commissioner (bkeysor) of any rule violation, even if you think it's not a big deal.
      3. It is recommended that you PRINT out a copy of the rules to keep at hand during games.

  8. Online Access: 
    1. Go to http://www.easports.com/dynasty/
    2. www.afl-league.com

  9. Users Setup
    1. We use a max of 2 Teams per Conference, and we will have "custom conferences” if needed to balance out teams.
    2. All user teams will have at-least 2 non-conference games based on a rotation schedule of conference match-ups. (3 Non-conference games with 10 or more teams) 
    3. DO NOTE CREATE A coach as we will have coaching contract on, and once you’re a league member, we will follow the off-season job offers.
    4. A new user in the off-season may pick any team they want.
    5. A new user after the season begins may not pick any team that is undefeated, or they must loss their first game.

SLIDER SETTINGS

Offsides-  85 --Now 80
False  Start- 59 -- Now 80
Holding- 53
Facemask- 57
Offensive  Pass Interference- 99
Defensive  Pass Interference- 98
KR/PR  Interference- 35 -- Now 40
Clipping-  51
Intentional  Grounding- 77 --Now 79
Roughing the Passer- 52
Roughing the Kicker- 59
User
QB  Accuracy- 5
Pass  Blocking- 45
WR  Catching- 45 -- Now 40
RB  Ability- 50 
Run  Blocking- 40 -- Now 5
Pass  Coverage- 25
Pass  Rush- 25
Interceptions- 35 - Now 30
Rush  Defense- 35 - Now 5
Tackling-  40 - Now 15
FG  Power- 55
FG  Accuracy- 40
Punt  Power- 50
Punt  Accuracy- 40
Kickoff  Power- 40
CPU
QB Accuracy- 5
Pass Blocking- 45
WR  Catching- 40
RB  Ability- 55
Run Blocking- 50 - Now 5
Pass Coverage- 20
Pass Rush- 30 
Interceptions- 30
Rush Defense- 15 - Now 5
Tackling- 25 - Now 15

FG  Power- 55
FG  Accuracy- 40
Punt  Power- 55
Punt  Accuracy- 40
Kickoff  Power- 40

EXAMPLES

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EXAMPLE 1. LEGAL PASSING ZONES
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EXAMPLE 3. LEGAL MOVEMENTS OF DEFENSIVE PLAYERS
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EXAMPLE 2. LEGAL DEPTHS TO MOVE UP DEFENSIVE PLAYERS
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