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)
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.
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.
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!!!!
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.
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.
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……
***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.
***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. ***
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!
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.
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.
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.
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.
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