Sacramento Football League
Play Design Rules
(LAST REVISED: 12/14/2008)
I. What is a Legal Play?
A. 7 PLAYERS ON LOS
As in the NFL, you must have seven men on the line of scrimmage (LOS) on every play for the play to be legal—each man on the line of scrimmage must be either an offensive lineman or an eligible receiver. The center, two guards and two tackles are not moveable. They must form the base five at the line. The seven men on the line rule also applies to any other players that are on the line then set in motion or shifted before the snap. For instance, if you line up 8 players on the line of scrimmage, then set the eighth man in motion, the play will be considered illegal. IF YOU HAVE QUESTIONS, CALL OR E-MAIL DAVE OR TODD AFTER CHECKING THE DIAGRAMS BELOW.
The following two plays are examples of illegal plays because they have eight men on the line rule: (the first example is the “set” at the snap, the second uses a man motioning off the line of scrimmage before the snap)
ILLEGAL ILLEGAL
1. THE BOX:
Definition: "Inside the box" means having no more than 1 character of a player's position designation outside the hashmarks in the play editor. The "Box" is an imaginary box that extends behind the line of scrimmage between the hashmarks about 10 yards deep into the backfield.
B. QB rules:
The QB cannot intentionally drop back more than 13 yards deep from center on pass plays, unless the play is a screen.
The QB must be in the box at the time of the snap.
The QB’s logic line (on rollout plays) must not extend past the line of scrimmage. (EXCEPT ON SCREEN PLAYS, if an OL pull’s to provide block protection for the QB, the OL’s “move” logic must be drawn so that the OL pulls 3 yards BEHIND the LOS. He may not move up to the LOS on a pass play.)
C. RB rules:
1. The offensive team must employ at least 1 RB in all offensive plays (excluding special teams).
2. RB’s (or TE’s in the backfield) must line up IN FRONT OF or BESIDE the QB when the QB is in a shotgun formation. A QB shotgun formation is defined as any play in which the QB lines up 5 yards deep behind the center.
3. At least one RB must line up inside the box in the initial formation on all plays. RBs who are in the box in the initial formation may legally shift or motion out of the box.
4. (Rule deleted 8/2002, based upon review of plays used in 2001. It was too hard to enforce because of goal line plays. Also lining up players more than 3 players in the backfield did not seem to create any unfair match-up problems if all the other rules are followed.)
ILLEGAL ILLEGAL LEGAL
5. All shovel passes that cause the handoff/pitch to go across the LOS are illegal. Shovel passes where the handoff occurs AT the LOS are also illegal. Shovel passes entirely behind the LOS are ok.
6. SHIFTS: RB’s that shift out of the backfield/out of the box, must shift to within 3-4 yards of the LOS.
ILLEGAL ILLEGAL
7. If a RB is going to be a receiver out of the back field, he may not line up more than 5 7 yards deep in the back field.
8. RB’s may not line up between the center and QB such that the ball is hiked through the RB to get to the QB. The RB must be moved slightly off to the side.
9. On pass plays RB’s may not lineup as a WR at the initial start of the play. On pass plays, RB’s must line up at the start of the play in the offensive backfield and then may shift or motion to a slot, flanker, TE (receiving) or split end position. One exception to the “backfield” lineup rule is that on pass and running plays RB’s can lineup on the line of scrimmage (3 point stance) for blocking purposes. Another exception is that on running plays, RB’s can line up anywhere along the LOS or in the “slot position” for blocking purposes. On running plays where a RB lines up split or in the slot, the RB can not have logic that moves him more than 10 yards down field for blocking (longer patterns by the RB could be viewed as a pass route and therefore the RB would not be lined up for blocking, but rather would appear to be decoy pass route). The offensive backfield is defined as the area between the hash marks or the outermost offensive lineman or TE lined up on the line of scrimmage. (This rule was revised October 2001 because it was inconsistent with the rule that allowed WR’s to shift or lineup in the backfield at start of play if the WR was there only for blocking purposes. In other words if a WR or TE can lineup in the backfield for blocking purposes only, why shouldn’t RB’s be allowed to lineup in WR and TE spots for blocking purposes only.)
10. RB’s who shift out of the backfield, must shift to a position within 3 5 yards of the LOS.
D. WR/TE rules:
1. WR/TE's in the initial formation must line up with all characters of their position designation on or outside the hashmarks (or “box”). After the initial formation, they may motion or shift such that they are inside the box at the snap, but they may not be assigned an intentional handoff.
2. TE's may only carry the ball if they are outside the box at the snap. (i.e.: They may not line up as a HB and take a handoff.)--but never on shovel passes (see rule D, above). Basically the only way a WR/TE can legally carry the ball “out of the box” in the SFL are on WR sweeps, reverses, fumble recoveries, and on a CPU called run audible.
3. WR’s and TE’s may not start in or shift into the box and then go out for a pass.
4. (Deleted 8/2002 based upon plays used in 2001 season. This rule is inconsistent with Rule 6 below.)
5. Receivers must line up at all times as "eligible" receivers before and after the snap, even on run or pass plays where they do not run active pass routes. (Except as provided in rule 4 below.) There is a flaw in Fbpro95-96-97 that allows ineligible receivers to sometimes line up and run routes without being called for "ineligible receiver downfield": just remember that there can be only one receiver (be it TE or WR) on the line of scrimmage at the set and at the snap, and that the line must have at least one receiver on each side of the line (either on or set back from the line of scrimmage) at the set and at the snap. This rule must be followed by receivers at the set and at the snap.
1. (Illegal) 2. (Illegal) 3. (Illegal)
In example 1, the slot receiver on the left side of the line is set illegally. Either the slot receiver or the outside receiver on the left must move off the line to be in a legal set.
Another way to correct the play would be to move one of the receivers to the right side on the line of scrimmage. In example 2, even though there are only seven men on the line of scrimmage, there are no eligible receivers on the left side, as well as there being an ineligible (slot) receiver on the right side. Move one of the receivers on the left side onto the line of scrimmage, and either the halfback or the receiver on the right side off the line of scrimmage.
Example 3 is an example of an unbalanced line, where there is no skill position lining up on the line of scrimmage to the right side. All plays must at least start with one skill position player (either WR, TE, or RB) on the line of scrimmage on both sides of the line. All of these plays can be pulled off as either run or pass plays in Football Pro 97 without the referees throwing a flag, yet all of them are illegal by SFL standards. Below, see examples of what legal plays can look like:
LEGAL (2 TE Formation) LEGAL LEGAL
6. WR's/TE's may not line up “inside the box” except under the following circumstances:
a. MOTION: They can motion into the box after setting up in the initial formation somewhere else, but they must follow rules 2 and 3 above. This means that a WR or TE cannot start in the backfield before the snap, then motion out to an eligible receiver position. They must begin the set outside of the box.
b. BLOCKING: However, in the initial formation, a WR or TE may line up in the backfield FOR BLOCKING PURPOSES ONLY. A TE in a RB position may not carry the ball or go out on a pass pattern, (except when an audible is called).
ILLEGAL LEGAL
c. Additional WR/TE “in the box” rule: on pass plays if a WR or TE lines up in the be backfield at the initial start of the play, the WR or TE must an HA (“hands”) rating that is lower than a RB that also lines up in the backfield. The purpose of this rule is to prevent someone from lining up their #1 WR in the backfield at the start of the play and to cause the #1 RB to be left uncovered. (New 8/2002.)
7. WR's cannot have a timed pattern route that extends more than 25 yards downfield. Normal routes which show up in the play editor with any color other than blue are not affected by this rule.
[NOT USED BY SFL YET] TEMPLATE.PLY shows the deepest any timed pattern may extend downfield, or count 20 yards out in your play editor. If a receiver's logic line is blue and it extends beyond the two deepest DB's in the template, 20 yards past the line of scrimmage, the play will be deemed illegal. Receivers on "dummy" routes must also abide by this rule.
8. ELIGIBLE RECEIVERS OFF THE LOS: Receivers (WR’s, RB’s and TE’s) may not line up off the LOS more than 3 5 yards deep behind the LOS. The reason for this rule is that formations with receivers more than 5 yards deep are (1) unrealistic; and (2) too difficult, if not impossible to cover. This rule applies to SHIFTS and players that go in motion.
E. DEFENSIVE LINE RULES
1. The defensive line must have at least 3 DL’s who line up on the LOS. (i.e.: be in a 3 point stance).
2. Blitzing rules. Linebackers or defensive backs who are blitzing between gaps created by defensive linemen must line up a minimum of three yards off the line of scrimmage. Linebackers and DB’s blitzing from the outside shoulder of either defensive end are allowed to line up on the line of scrimmage. In Man-to-man coverage, a linebacker or defensive back may line up between the gaps created by defensive linemen, as long as that player is in Man-to-man coverage and not blitzing.
F. SPECIAL TEAM PLAYS
1. FAKE FIELD GOALS AND PUNTS: Coaches must announce that they intend to "go for it" on 4th down or intend to call a fake punt or field goal. IT IS ALSO HIGHLY ADVISABLE THAT THE DEFENSIVE COACH (COACH OPPOSING THE PUNT OR FIELD GOAL) WAIT UNTIL THE OFFENSIVE COACH HAS SELECTED HIS PLAY BEFORE THE DEFENSIVE COACH CALLS HIS. The reason for this is that once you call a play, you cannot change it unless you take a timeout or hit the "F1" key. If the defensive coach selects punt return or defense field goal before the offensive coach has selected a play, the offensive coach can still select "regular" plays and burn the defense without the defense having an opportunity to adjust. Since there is a very high probability of a large gain on the play AND because this result is not realistic (since in real-life, the defense can see the offense is not lining up for a kick) use of this play needs to be carefully controlled this season while everyone is still learning the game.
2. If kicking or punting team called a special team play the defense must also call a special team play.
3. NO MODIFICATION TO ROUTES OR LOGIC OF SPECIAL TEAM OFFENSIVE PLAYS: the special team offensive plays cannot be modified to change the pass or run routes of players. Nor can any other change be made that will modify a player’s logic.
4. No Substitution of OL for DL’s: Offensive lineman may NOT be substituted in for DL’s on defense for PAT and Field goal attempts or punt returns. Similarly, you may not substitute DL’s for OL’s on other play
G. STOCK PLAYS:
All stock plays are legal, even if they violate the above rules, as long as the player alignments and logic remain unchanged. Only depth chart personnel changes (such as changing a G2 to a G1) and like position personnel changes (T to a G, WR to a TE, HB to a FB, etc.) are legal - note that you may not change a WR\TE to a RB and vice versa. If any logic whatsoever is changed, then the play is no longer considered to be a stock play and must comply with the above rules. If you use a stock play in your game plan and have saved it under a new name, you MUST keep a record of the original name in case the legality of the play is questioned at a later date. Plays from the XTRA PLAYS on the CD ROM are not considered to be stock plays by the SFL, and thus must conform to the above rules.
H. SPECIAL TEAMS RULES:
1. You are allowed to change personnel on all special teams plays, except for the following:
a. NO OL’s may be used on your defensive FGPATD play. DL’s and OL’s may NOT be substituted for each other in any FGPAT play.
b. NO CHANGE OF LOGIC: You are not allowed to substitute personnel that will cause the play editor to erase the logic of a particular player. The computer will let you know by saying "logic for this player will be erased." If you receive this message, you cannot use that player. Find a player who plays a different position.
I. SPIRIT RULE
As it has been for the last 11 years, the point of playing in this league is not to find ways to circumvent these rules and manipulate the computer editor. Above all, keep the spirit of the league and fair play in mind when designing plays. If something looks fishy, bring it to the attention of the league and ask questions. Use the telephone and e-mail to check on a play if you think something about is not correct. If you're not sure about a play that you're designing, bring it to the attention of the league and ask questions.
IV. Computer Issues
It is important that all owners follow proper procedures when using the play editor, copying plays, zipping and unzipping league files etc.
A. The directory tree for the league is:
SIERRA/FBPRO98/CUSTOM/xSFLPLYD1 [for league defense plays]
SIERRA/FBPRO98/CUSTOM/xSFLPLYO1 [for league Offense plays]
SIERRA/FBPRO98/CUSTOM/xSFLPLYO2 [for league Offense plays] and
SIERRA/FBPRO98/CUSTOM/PATRIOTS [or your team name]
B. Please be sure you understand how the SFLPLY “D1" “O1" and “O2" directories work. These directories constitute the play library and will contain a copy of each offensive play for every team in the SFL. All offensive plays will be submitted at the beginning of the season. Additional offensive plays may be submitted later in the season at a time to be determined. While you may not add offensive plays from outside sources, after all the plays have been submitted, you are free to use all plays in the SFLPLY directories. Here's how you do that.
C. Once you identify a play from another team that is located in the SFLPLY directory that you would like to use, copy the play to your team directory. Do this retrieving the play in FBPRO’s Play editor and then re-save it into your team directory.
After the official submission of plays you may not modify the logic of any offensive play, without the permission of the commissioner.
D. DO NOT REMOVE PLAYS FROM THE LEAGUE LIBRARY ON YOUR COMPUTER.
E Once you have copied a play into your directory and modified personnel (if necessary), you are ready to create your playbook. See FBPRO98 directions if you are unfamiliar with this procedure. When creating your playbook, be sure to use the new version of the play you copied into your team directory.
F. If you have any computer questions, feel free to call Pete at 725-4702, e-mail LeBlanc315@aol.com, or call Curt at 933-2462, or e-mail at SFLCURT@aol.com. Good luck.