EFL League Rules

(some of the Rules were formatted from the SFL...thanks to Scott Griffin!)
LEGEND:
Section 1 - League Overview
Section 2 - General Rules
Section 3 -
Salary Cap Rules
Section 4 - Rosters
Section 5 - Trading

Section 6 - Waiver Wire & Free Agent Claims
Section 7 - Free Agency Period
Section 8 - Contract Signing Rules
Section 9 - Drafting

Section 10 - Game Play
Section 11 - Player Usage
Section 12 - Post Season Play
Section 13 - Playoff Tie-Breaking Procedures
 

SECTION #1  -  LEAGUE OVERVIEW  

The Executive Football League combines the excitement of Action PC 2002 head to head action, with the challenge of being an effective GM. For the first time in Attic history, Salary Caps, Free Agency bidding, Waivers, as well as player talent will all effect your team’s performance on the field.

Have you ever wanted to take control of your own franchise from top to bottom and lead it to the promised land? Well, give it a try. We’ll start from the ground up in the 1983 season, perhaps the best array of talent ever to hit the NFL. From there, you build your franchise to completion. Check out the constitution, don’t be afraid, and pull up roots in this exciting league, but naming your franchise after your own hometown. Looking for 28 owners to fill this league and get underway, e-mail me to take a spot in the league. Thanks, and I’m looking forward to some hard-core owners who would like a little more of a challenge!

Member Requirements

Action! PC Football Version 2002

Reliable Internet & Email Service

Zip program (Free)

SECTION #2  -  GENERAL RULES
 

1 - The Executive Football League (EFL) is just one of a collection of football leagues in the SPORTS ATTIC. It will always use the latest version of the Action! PC Football (Currently, ActionPC 2002 for Windows).

2 - The EFL is a head to head football league and will strive to play all it's games live over the internet.  Therefore, in order to participate, ALL owners MUST own the current version of the Action PC software and the proper season disk.

3 - The EFL is a keeper league. This means that players are kept from season to season. See Section 5-Drafting for more details. The league exists for the enjoyment and sportsmanship of its members. It is intended to supply an outlet for fellowship, fairness, and competitiveness.

4 -Changes to this Constitution may made when an amendment receives 2/3 majority vote of the voting participants.  All proposals shall be made in writing to the Commissioner by the date he sets. **All rules proposals NEED to be either put up for vote PRIOR to the draft, if they are to go into place for the upcoming season, or if done after the draft, be for the season following the one set to begin.

5 -The annual dues are $35 ...See LEAGUE DUES for further information....discounts can be earned! If the commissioner does not have a member's dues by the first day of the draft (as set by the commissioner),  that member's franchise ownership may be revoked.

6 - The EFL will consist of 28 teams in 2 Leagues. Each League will consist of 2 divisions of 5 teams and 1 division of 4 teams...the league will mirror the number of teams in the NFL per which NFL year is being simulated (therefore, the EFL will expand when the NFL season in which we are playing does).

7 -The EFL plays a 16 game schedule, 1 game per week, from February thru conclusion... for approx. 14-18 weeks of regular season play (not including playoffs).

8 - A schedule will be generated in the following manner yearly: We will play the appropriate NFL schedule for the season in which we use the NFL player disk.  NFL schedule for 1983 will be used for the 1983 player disk season.


SECTION #3  -  SALARY CAP RULES

1) Salary Cap will be set at $14,500

2) We will use the salary cap numbers provided by Action PC!

3) At the end of every played season, your cap numbers will be updated before free agency, cut-downs or the draft begins.

4) Since there are no extended contracts in this league, you must operate at, or under, the salary cap at all times. Exception…..when a season is over and new salaries are then assigned for the upcoming season. Then, we will be in the cut-down phase and everyone will have to comply by the date specified.

 


SECTION #4  -  ROSTERS

1 - Each EFL roster will consist of 40-47 active players.  A minimum of 40 players are needed to fill the roster requirements listed below.  All teams must comply.  A roster may include up to 3 players which were Non-Rated by APCFB during that season. Non-rated players are players who have already existed on a teams roster for a year but are not rated for the next. For instance, lets say you drafted Dan Marino in our 1983 (2003) draft (and he has been on your roster for 1 complete SPORTS ATTIC season) but he get's injured in the NFL before he plays a down in the real 1984 (2004) season. Then he is already on your roster but will not have any stats for the '04 season and thus not rated for our SPORTS ATTIC 2004 season.....you could still protect him and keep him as part of your 40-47 man roster.

...NOTE: It DOES NOT apply to Rookies or players who have never existed on your roster before.

2 - IMPORTANT - Each team's roster must have enough players to fill all positions and have at least one backup for every position. To begin each season you MUST have at least:

   - QB - 2    RB - 3    WR - 3    TE - 2     OT - 3    OG - 3    C - 2
   - DE - 3    DT - 3    ILB- 3    OLB- 3     CB - 3    S - 3
   - FG Kicker with 14 Attempts
   - Punter with 30 Punts
   - Kickoff Returner with 16 Returns OR 19.9 or LESS average and no TD's.
   - Punt Returner with 16 Returns OR 8.0 or LESS average and no TD's.






NOTE: No team may carry more than 4 QB's, but must carry at least 3.





-----So draft wisely!!!!



SECTION #5  -  TRADING

1 - Trading is allowed during the season up until the 9th week of play...no trading after week 8. Uneven trades are not allowed (2 for 1, etc.) and you must maintain a 40-47 man total roster.

2 - Draft choices MAY be traded but must be traded on an even basis (1 for 1 or 2 for 2, etc.).  Trading of draft picks will be allowed ONLY for the upcoming season..not beyond.  A Sports Attic rule, will be that the commish WILL NOT accept trades of  future draft picks as official, until, both parties have payed their league dues for that
season.  (EX: Tm 1 and Tm 2 verbally agree in 2001 to trade draft picks for 2002.  The trade of DP's will not be made until both parties pay their 2002 league dues, and the DP portion of the trade will be null and void until dues are paid.)....so this can be a bit risky.

3 - PLEASE NOTE: you will not be able to trade unless league dues have been received. Also, there will be NO TRADING from week 8 until the end of the Super Bowl.

4 - Trades must be confirmed by both parties and sent to the commissioner via e-mail in the following manner:
GREEN BAY receives: Bart Starr QB, Ray Nitschke LB, and #7 pick in '03
MIAMI receives: Bob Griese QB, Larry Csonka RB, and #1 pick in '03

**please report the TEAM NAME in ALL CAPS and list the player position after the player FULL name...please do not take this reporting method lightly, it will save me tons of time and allow you to have the trade proccessed on a more timely basis.  


SECTION #6  -  WAIVER WIRE &
FREE AGENT CLAIMS

1) Free Agents currently sitting in the free agent pool may be picked up by the first team claiming them at any time. It is assumed that after the draft they have all cleared waivers and will be available to any team. This will hold true through week eight of the season for the guys who are on the list at that time.

2) Starting in week nine (9), teams may send any player on their team through waivers for the purpose of giving him his unconditional release. You may place a number of a draft pick next to the guy you waive, meaning that if any other team claims that player off of waivers, you will inherit that teams draft pick that you have designated.

3) If you claim a player off of waivers for a draft pick, you must present a plan that will enable you to BOTH be able to fit the player under your cap, AND to still meet the minimum roster requirements. This may require you sending some of your own guys through waivers, and the acquiring of other cheaper guys. For example, if you want to acquire a Free Agent Waiver who counts 1 thousand toward the cap, but in his arrival to your team puts you $500  over the cap, you must claim the player, and then in the same claim release enough cap space to acquire the player AS WELL AS fill roster requirements. If you do not show a plan that the commish can enact to fulfill your salary cap requirements and roster minimum requirements, it will be disallowed until you present a good plan.

4) All teams in the league can claim a waiver player. However, the player will be awarded to the team with the worst record who claims him in the league at that time. Tiebreakers will go to the team with the lower power rating.

5) Any player claimed off of waivers from weeks 9 through 12 will be eligible for post-season play. Any player claimed off of waivers from weeks 13-16 will be eligible to finish the regular season with the team, but will not be available for that team’s post-season schedule.

6) A player that clears waivers is then able to be re-claimed by his old team. That team may then trade that player to any team in the league through the end of the season. However, a player who is traded after week 12 will NOT be eligible for post-season play.


SECTION #7  -  FREE AGENCY PERIOD

1) Upon completion of the Super Bowl, and all league MVP voting, all teams will be converted to their new salaries for the upcoming year. Teams will be forced to cut down to the roster limit of 20 players and their franchise player, while staying under the $14,500 salary cap.

2) At some point, we will have a free agent signing period. This is the ONLY time salaries can change in the ACTION PC season. All of the players that are cut as free agents into the free agent pool are eligible for bidding on by any of the 28 clubs, including the club that cut him.

3) Each team may acquire up to 19 free agents per Free Agency period.  This would leave a roster with a maximum of 40 players, heading into the 8 round rookie draft.

4) There will be two rounds of bids for free agents. Round 1 bidding opens on any free agent cut by any other team. All bids will be posted on the wesbite for viewing, and will await round 2 of bidding.  In round one, there will be no monetary bids for any players.  If two or more teams bid on a player in the first round, that player stays alive for the entire league to bid on in the next round.  In round 2, all teams will send in monetary bids for each free agent they would like to acquire.

5) You may bid on as many free agents as you wish in both rounds, as long as you stay within the limit of 19.  If you are awarded a Free Agent in a round, then you may only bid on the number of free agent spots in future rounds that your team has left.

6) When teams are awarded all the free agents after a round, the next round begins, and the bidding process starts again.

7) Round Two is the final round of bidding. At this time, all players that are left in the free agent pool will then be placed in the Rookie Draft

8) FREE AGENT COMPENSATION

***Based on who your team loses in free agency, you will be compensated with a supplemental draft pick.  You will only be awarded ONE supplemental pick no matter how many players you lose.  Exception being, that if you lose zero players, you will not gain a supplemental pick.  You will be awarded the pick based on the best free agent you lose.

The commissioners office will decide what pick to award a team prior to the draft beginning.

 

9) FREE AGENT BIDDING INSTRUCTIONS:

*** Ok guys, we are going to make this as simple as possible, so that everyone can get through this in a fun way, yet not having to quit their job to do so.  Please read this and begin sending in your bids ASAP. ***

The basic premise will be two rounds of bidding with monetary values only needed in the final round!  Here’s how it works….

Round 1 – All you have to do is simply send me a list of the players you would claim along with their positions.  You DO NOT have to attach a salary bid in round 1.  They should be submitted like this……

  1. Title your email in the subject line with your TEAM NAME.  I will not guess which team you are.  Example:  It should read…The Richmond Crabbers Claim….
  2. Claim your player in the following manner:  QB – Paul McDonald.  It’s as simple as that.  List all of the players that you would like to claim with position and first and last name in one email.  You can claim as many players as you wish.
  3. Submit claims by the deadline.
  4. If you are the ONLY team to claim a player, he will be rewarded to your team at his current game salary after round 1 of bidding.  No salary changes are needed.
  5. For every player that is rewarded to you, you will lose a draft pick starting at the END rounds of the draft.  That should make everyone happy.

***ONE NOTE:  If, for example, you need 2 OLB’s and want to bid on more than two to make that you get at least one…..you may do so, with an insurance policy.  Say, for instance, you bid on 5 OLB’s and end up with all 5.  You may RE-RELEASE as many of them that you want, but you have to do it BEFORE the next round of bidding starts.  So, if you end up with all five, you can throw three of them back into the free agency pool before the next round.

***After the first round is over, I will send out another game disk with the narrowed lists of free agents.

Round 2 – The money round.   OK, the field will really be narrowed here.  Any player who WAS NOT bid on in the first round will be alive in round two.  All players that were bid on in round 1 by multiple teams will be available also. In this round, you MUST attach a salary offer to all players that you would like to claim.   

  1. Title your email in the subject line with your TEAM NAME.  I will not guess which team you are.  Example:  It should read…The Richmond Crabbers Claim….
  2. Claim your player AND post his salary in the following manner:  QB – Paul McDonald (975).  You don’t have to include the last three zeros.  It’s as simple as that.  List all of the players that you would like to claim with position, first and last name, and your contract offer in parenthesis.  Claim and offer all free agents in one email.  You can bid on as many players as you wish.
  3. Submit claims by the deadline.
  4. For every player that is rewarded to you, you will lose a draft pick starting at the END rounds of the draft.  That should make everyone happy.
  5. The player’s salary will be changed on the disk I send out and will only count for this year.  For each of the remaining years that you have the players for, they will be at normal, game set salary.

 

***At the end of Round 2, I will post which teams won the bidding wars by sending out the team and their winning bid to their player. ***

 

***I will send my bids for Round 2 Free Agents to Chad, before I accept any offers from teams so that I will bidding against everyone else fairly in the league.***

 

***If you wish to sign any of these free agents to Multi Year Contracts, you must do so BEFORE the rookie draft starts.  Keep that in mind!

 

***The Rookie Draft will start soon after the Free Agent bidding period is over. ***

 

***Remember to check the constitution about ROSTER REQUIREMENTS that need to be filled.  You must be in compliance with this after the rookie draft. ***  


SECTION #8  -  CONTRACT SIGNING RULES

 

The salary cap for the current EFL season is set at 14,500.

Signing your players to long term deals:

At season’s end, each team in the Executive Football League (EFL) will be able to protect 20 players.  Those 20 players must be signed by their club to contracts available to them each year.  There is one exception.  Each year, you may designate ONE player as your “franchise” player, and he may be kept at his salary (game set) for that year.  This player can be any player that you designate and may change from year to year. 

Each season, the clubs of the EFL will have these types of contracts available to them to sign their 20 protected players and 1 franchise player:

Franchise Player:          1 per year

5 Year Deals:               5 per team

4 Year Deals:               5 per team

3 Year Deals:               5 per team

2 Year Deals:               5 per team

1 Year Deals:               Teams may use any amount of one year deals (up to 20 during the protection period), as long as the total number of contracts issued is not more than twenty when protected lists are due.

This is a total of 20 contracts plus any number of one year deals available to each team.  An EFL club does not have to use all contract options available to them.  For example, the Richmond Crabbers may elect to sign three players to five (5) years, three players to four (4) year deals, two players to three (3) deals, and one player to a two (2) year deal.  That uses a total of nine contracts.  The other 11 may be used for one (1) deals. 

An important detail in offering contracts to players is this:  Teams will need to consider keeping contracts open to sign FREE AGENTS and ROOKIES to multi-year deals.  Once 20 players are protected, there will be a free agency period as well as the rookie draft.  Teams must keep some contracts available to sign these players also. 

Also, any contracts signed by the club that are multi-year deals will be carried over to the next season as a multi-year deal at the next lower level down.  For example, if Winnemucca signs 5 players to 5 yr deals in season #2, then those players will then be under contract the next season under the 4 yr deal status.  The team would then be left with no four year deals available to them in season #3, because all of the five year deal guys will now be using up all of the 4 yr deals a year later.

Re-Signing your own Free Agents:

You may have first dibs at re-signing your own free agents, but at a cost.  You may negotiate with your own free agents before they hit the market (which will be the set deadline).  However, in order to re-sign one of your own free agents, you must lock them up to a contract, at any length, for 150% of what his salary is (as defined by the game) for that year, as many years as you sign him for.  For example, if you’d like to lock up Dan Marino and his salary is game listed at $1,000, you must sign him for $1,500.  If you sign him to a multi-year deal, each year will be signed at 150% of his game listed value.  And you must sign him to a contract that you have available to you under the 20 different contracts available.

Cutting a Player Under Contract:

If you cut a player under contract, you are responsible for his salary under your cap for the remainder of his contract, even if he is not on your roster.  This becomes dead money that counts toward your salary cap.  Exceptions being, if a player is waived during the season, and placed through waivers, and picked up by another team, that team also assumes the remainder of his contract, and your team is off the hook.  Also, for example, if you cut a player with three years left on his deal, you may assume the rest of his contract over that three year span, or take it immediately, all in one lump sum, toward your cap in the next upcoming season.  Your choice!

 


SECTION #9  -  DRAFTING

 

1 - The innaugural draft will consist of a 47 round ground floor draft and will be determined by a random draw.
Each following year will consist of a Static order draft (draft order stays the same from round to round) for
following season, with Super Bowl Champs and Super Bowl runner-ups drafting last and 2nd last respectively.  All teams will be placed according to final regular season record.....there will be an 8 round free agent draft (this draft will include both rookies and leftover free agents that weren’t signed in the free agent draft period).

2 - PROTECTING PLAYERS: you will be able to protect 20 players and a franchise player at year’s end.

3 - ONLY players listed on the current season Action! PC players disk are eligible to be drafted. Drafting will take place in either January or February of each year, depending on when we get the draft pages ready.

4 - You may only protect a MAX. of 1 QB from season to season.


SECTION #10  -  GAME PLAY

1 - Only the current version of Action PC Football software may be used (currently Action PC 2002) to play your games.  Only the master FVFA league disk may be used (as sent to you by the commish each week) to play your games.

2 - Overtime/Sudden Death: overtime/sudden death was instated in the NFL in 1974.  So, we will play overtime games in the FVFA.

3 - All games are played in one of the following formats:
      a) -
Face to Face versus the opposing coach (RECOMMENDED)

      b) - Home team for a Half and Visitor for a Half: The home team may also choose to play half by half. Under this option the home team may choose which half of play they will control. The appropriate team will play the first half, zip the required files and send them to the other owner for game conclusion. When using this option, whoever plays the second half also controls any resulting overtime session. The "required files" will be found in the Player Disk subfolder (usually C:/Program Files/Action/[Player Disk] and consist of the following: Previous Play.HAL and [AWAY] @ [HOME].HAL where AWAY is the visiting team's three character abbreviation and HOME is the home team's three character abbreviation.

       c) - Solo versus the computer coach/or default coach that is sent from your opponent/or
          included w/ master disk

       d) - Computer vs. Computer using coaching profiles set by both coaches (This method will
          be used ONLY if both human coaches can not play their games and the games will be
          then run by the commish.)

NOTE: in a solo vs. computer game, the human coach must make any changes to the computer coached team as specified by the non-coaching owner.  If nothing is specified, then you can use the default settings.  If a game is contested because of not adhering to specific instructions sent by the computer coached owner, the game may be subject to being replayed.

3 - TO PLAY  A LEAGUE GAME!!!!!!
-- first you must be sure to have created the following subdirectories under your main     Action PC game directory:
    a) Subdirectory labeled EFL (Ex: c:\action\EFL
    b) Subdirectory in the EFL directory called TEMP1 (ex: c:\action\EFL\TEMP1

-- every week I wil send you a new master disk called EFL (week 1 thru 16 depending on     the play week) EX: EFLwk1.zip

-- Unzip this file into your EFL subdirectory and make sure you select ALL when it asks     to copy over any info.

-- You must update your data disk EVERY week with the new master disk that will be sent to      you.

-- Master disks will be sent to all on Monday and All games must be turned in by the following Sunday at 6pm EST.

-- Please contact your opponent and set up a date/time to play your game.
   Determine who will be the HOST of the game.  Generally, the home team will host but     it is better with the individual who has the fastest computer/internet connection to     host.  Using ICQ can be beneficial to the league as it will be easy for all members     to contact each other.  If you do not have ICQ (it is FREE), please let me know
    and I will forward it to you.

-- The host will need to find his IP address.  This is located by loading the game and going     to UTILITIES from the main page.  Click on "FIND IP ADDRESS",     send the address, EXACTLY as it is shown to your opponent.

-- The HOST must set up the game with the proper Home and Away teams.     Setup the GAME PREFERENCES screen and wait for your opponent to connect to your computer.  Connection can be made by your opponent by
    going to: Play/Internet Join Game and typing in the IP ADDRESS exactly  as it was sent to you.  Host will accept your contact and begin play!

--  After your game is completed a screen will appear asking you what to do. Choose the
    Exit button to return to the games main screen....this will be the HOSTS responsibility!
    a) Click on Utilities/Export Game.
    b) Double Click the game you just played to Export, make sure it has an asterisk (*)
        placed in front of it. This tells you it is selected..
    c) Now choose the Export Location by double clicking on the TEMP1 directory I had you
       set up underneath your Action Game/EFL directory.
    d) Click on the "Begin Export" button. A box should come up saying "Export Complete"
        with OK for the choice. The stats, in the form of one file, (Ex: BOS 23 GB 42 XBX)
        will go into the Temp directory. You may now exit out of the game.
    e) Now, ZIP the one file with the .XBX extension, in your TEMP directory, so you can
        send it to me and your opponent.
    f) The zipped file should include your team abreviation followed by opponnet team abrev.
        and the week number.
       EXAMPLE, for the above exampled game in Week #3,  I would name the Zip
       file : GBNEWwk3....send to CommishofEFL@aol.com.

 
 


SECTION #11  -  PLAYER USAGE

For all below...round to nearest whole number. If exactly 0.5, round up (ie, 1.5 = 2)

Modified player usage.  Let Action PC fatigue system work by eliminating  all player usages limitations...Place Kickers,  Punters, Kicker Returners and Punt returners would be restricted to usage rules as listed under the RULES page (I do not beleive that Action PC sets  a fatigue factor at these positions). Action PC 2002 player USAGE vaules MUST be set at (located under the RULES section in the game):

OFFENSIVE SEASON FATIGUE RULES:
1. SEASON : Mild - 100%, Moderate - 110%, Major - 120%
2. GAME: Mild - 20%, Moderate - 20%, Major - 20%
3. QB game fatigue - YES (check mark in box)
4. Special Teams Season fatigue - YES (check mark in box)
5. Injuries set to normal frequency

1 - Trick Plays - Skill position players used on trick plays are limited to twice their actual number of NFL attempts.

2 - PLACE KICKERS and PUNTERS - Any kicker who attempted at least 14 FGs may be used without limit. Any punter who attempted at least 30 punts may be used without limit. Otherwise, they are limited to their actual NFL attempts

3 - KICKOFF RETURNERS: A player is considered "unlimited" if he had in the previous NFL season EITHER 16 Kickoff Returns OR had a Kickoff Return Average Yards Per Return of 19.9 or LESS yards WITHOUT a touchdown return. All other players are LIMITED to their actual number of NFL Kickoff Return Attempts. If you have only one unlimited returner, you should have limited returner's that total at least ten returns on your team.

4 - PUNT RETURNERS: A player is considered "unlimited" if he had in the previous NFL season EITHER 16 Punt Returns NOT counting Fair Catches OR had a Punt Return Average Yards Per Return of 8.0 or LESS yards WITHOUT a touchdown return. All other players are LIMITED to their actual number of NFL Punt Returns NOT counting Fair Catches. If you have only one unlimited returner, you should have limited returner's that total at least ten returns on your team.

5 - Playoff Usage will be 10% of actual NFL usage, rounded off to the nearest whole number, per game for all limited players.
 


SECTION #12  -  POST SEASON PLAY

1 - The six division winners qualify, and each league will have three wild card teams. Any ties for playoff spots will be broken according to tie breaking procedures listed below in section 8.

2 - Playoff Usage will be 10% of actual NFL usage, rounded off to the nearest whole number, per game for all limited players.

3 - PLAYOFF SCHEDULE:
 Wild Card Round : (per conference) Seed 3 vs. Seed 6 / Seed 4 vs Seed 5
.....Seeds 1/2 get byes.

  Round 2 : Lowest remaining seed at Highest remaining.
  2nd Lowest remaining seed at 2nd Highest.

  League Championship Series : Lower seed at Higher seed

  Super Bowl: Super Bowl site is played on a NEUTRAL site, which will be determined by
the actual NFL Super Bowl site for that appropriate season (meaning, if we use the 1999 player
disk, we would use the SB site for 1999. Home field advantage would be turned OFF.


SECTION #13  -  Playoff Tiebreaking Procedures

   DIVISION TIES - Two Clubs

  1 -Head-to-Head (best won-lost percentage in games between the clubs).
  2 -Best won-lost-tied percentage in games played within the division.
  3 -Best won-lost-tied percentage in common games if applicable.
  4 -Best net points in division games.
  5 -Best net points in all games.
  6 -Strength of schedule (strongest schedule wins tie).
  7 -Best net TD's in all games.
  8 -Last team not to make the playoffs.
  9 -Coin toss.
 

   Three or More Clubs

  Note : If two clubs remain tied after other clubs are eliminated during any step, tie-breaker
  reverts to step #1 of two-club format.

  1 -Head-to-Head (best won-lost percentage in games between the clubs).
  2 -Best won-lost-tied percentage in games played within the division.
  3 -Best won-lost-tied percentage in common games if applicable.
  4 -Best net points in division games.
  5 -Best net points in all games.
  6 -Strength of schedule (strongest schedule wins tie).
  7 -Best net TD's in all games.
  8 -Last team not to make the playoffs.
  9 -Coin toss.
 

   WILD-CARD TIES

 - If necessary to break ties to determine the four wild-card teams, the following steps will be
  taken.

  1 -If all tied clubs are from the same division, apply division tie-breaker
  2 -If the tied clubs are from different divisions apply the steps below.
  3 -When the first wild-card team has been identified, the procedure is repeated each time as
  necessary to name the four wild-card teams. In situations where three teams from the same
  division are involved in the procedure, the original seeding of the teams remains the same for
  subsequent applications of the tie-breaker if the top-ranked team in that division qualifies for
  a wild-card berth.
 

   Two Clubs

  1 -Head-to-Head, if applicable.
  2 -Best W-L-T % in common games, 4 min.
  3 -Best net points, all games.
  4 -Strength of schedule.
  5 -Best net TD's all games.
  6 -Last team not to make the playoffs.
  7 -Coin toss.

 

   Three or More Clubs

  Note : Once two teams remain, revert to step #1 in Two Club tie-breaker.

  1 -Apply division tie-breaker to eliminate all but highest-ranked club in each division prior to step #1.
      The original seeding within a division upon application of the Division tie-breaker remains the
      same for all subsequent applications of the procedure that are necessary to identify the four
      wild-card teams.
  2 -Head-to-Head sweep (only if one club has either defeated or lost to each of the others).
  3 -Best net points, all games.
  4 -Strength of schedule.
  5 -Best net TD's all games.
  6 -Last team not to make the playoffs.
  7 -Coin toss.

 
 Last Updated: 1/11/04
Contact commish at: CommishofEFL@aol.com