Play Pool Rules
1a. PNFL PLAY POOL:
Coaches may use the PNFL Play Pool for the PNFL only. All of the Plays in that Play Pool are considered legal when used "as is" from their designated directories. Custom Plays for CPU teams will be made available in this Play Pool.
The PNFL Play Pool ZIP file can be found here: (Enter web address)
Make sure you unzip them so the Plays show up in the proper C:/sierra/fbpro98/PNFL directory as follows:
• Offense: (http://pnfl.biz/files.html) (will have folders for each Play type)
• Defense: (http://pnfl.biz/files.html) (will have folders for each Play type)
• Special Teams: (Enter web address)
Please use Plays 'as is' from the PNFL Play Pool's directories. If you load these Plays in your game plan 'as is,' it will show up automatically in your game plan and on the Commissioner's computer when games are run.
The Commissioner reviews game plans each week and will notify coaches when he discovers any 'Play not found' gaps in the game plans. If you don't fix it, he will either remove the gap if there are sufficient Plays in the category already or fill it with a random Play to ensure the game plan meets the category minimum so that he can run/Sim the game.
1b. SUBMITTING CUSTOM PLAYS TO THE PNFL PLAY POOL:
Custom Play submission is at the discretion of the Commissioner. Normally, it is 4 Plays per week on each side of the ball during the regular season. A limit of 20 per off-season will also be accepted, 10 on each side of the ball. Special Plays may be submitted with personnel changes only, not Player logic.
• Basic guidelines:
o You must name the Play properly according to the PNFL naming guidelines below and you must tell the Commissioner what Play directory in which to place the Play.
o If too many coaches submit their max allowed number of Custom Plays between game weeks, the Commissioner reserves the right to reduce the number of Plays being submitted.
o New Custom Plays are due to the Commissioner by Tuesday evening of each week. The Commissioner reserves the right to reject any Custom Plays submitted after this deadline.
• Plays submitted before week 1 (as part of the offseason submission):
o A limit of 30 per off-season will also be accepted (15 on each side of the ball).
o All of these will be made visible to ALL coaches in the league in the PNFL Play Pool before Week 1.
• During the regular season:
o Up to 8 Custom Plays can be submitted (4 offensive & 4 defensive) can be submitted weekly.
o They must be submitted by Tuesday to give the Commissioner sufficient time to review them and give back any necessary feedback before approval.
o These Plays will be made available for use only to the coach who is planning to use them for the upcoming week. For example, if you submit 8 Custom Plays before Week 2 games, you will be able to use them for your Week 2 games; no one else will see them. After Week 2 games, anyone will be able to use them as they will become available through an update to the league Play Pool.
o CPU team Custom Plays are only edited or added to the Pool by the Commissioner during the offseason. The Commissioner will fix CPU team Custom Plays in the regular season if legality issues are discovered.
1c. PNFL PLAY POOL:
Coaches may use the PNFL Play Pool for the PNFL. All of the Plays in that Play Pool are considered legal when used "as is" from their designated directories.
PNFL Play Pool ZIP files can be found here:
Make sure you check that page often as the PNFL tends to add more Custom Plays to their Play Pool after each week's games. The PNFL Commissioner will always keep his Play Pool updated to reflect these submissions.
When you use the PNFL Play Pool, you have two choices:
• Use the Plays as is from the PNFL directories. If you load the Plays in your gameplan 'as is,' it will show up automatically in your gameplan on the Commissioner’s computer when games are run.
• EDIT the Plays (i.e. edit the logic, substitutions, or the type of Play). If you do this, you must rename it, and submit it to the PNFL Commissioner for addition to the PNFL Play Pool.
Make sure you unzip them so the Plays show up in the proper directories as noted above.
2. Play & PPP Naming Standards
The PNFL uses a very specific naming convention for Plays with which you should become familiar. Knowing these naming conventions will make it easier for you to scout your opponents as well.
All Play names must be no more than 8 digits long.
2a. Naming Offensive Running Plays:
All running Plays begin with the team identifier, then the RB designation number, then the 'hole' number, then the Play category designation letter, then the Play descriptor.
For example, if the 49ers create a running Play in which the HB1 is running between the Left Guard (“G2”) and the Left Tackle (“T1”) and saves the Play as Run Middle, the Play might be named SF23Mdiv. SF = the team identifier, 2 = the RB designation number, 3= the 'hole' number, M = Run Middle, div = descriptor indicating this is a dive Play.
1. The team identifier should be 2 digits. Example: SF = San Francisco 49ers.
2. The RB designation number is as follows for running Plays:
o 1 = QB1
o 2 = HB1
o 3 = FB1
o 4 = HB2
o 5 = HB3
o 6 = HB4
3. The Offensive Line (“OL”) running holes are designated as follows for running Plays:
o Holes 1, 3, 5, 7 are to the left of the QB.
Hole 1 is between the Center (“C”) and Left Guard (“G2”).
Hole 3 is between the G2 and the Left Tackle (“T1”).
Hole 5 is between the T1 and a left-side receiver, a Wide Receiver or Tight End.
Hole 7 is a run outside the left Wide Receiver or Tight End.
o Holes 2, 4, 6, 8 are to the right of the QB.
Hole 2 is between the Center (“C”) and Right Guard (“G1”).
Hole 4 is between the G1 and the Right Tackle (“T2”).
Hole 6 is between the T2 and a right-side receiver, a Wide Receiver or Tight End.
Hole 8 is a run outside the right Wide Receiver or Tight End.
o Hole 0 is up the Center's butt!
4. The final 4 digits in the Play name should describe the type of running Play if possible. For example:
o swp, sw1, sw2, etc. = sweep
o bll, bul, bl1, bl2, etc. = bull
o sprd, wide = spread formation
o ot1, ot2, ol1, or2, etc. = off tackle
o pch, tos, ts1, ts2, etc. = pitch/toss
o Unlike offensive passing Plays, there currently is no restriction on the final digits of the Play name.
2b. Naming Offensive Passing Plays:
Passing Plays should be named to reflect the team name, the type of Play number designation, the primary receiver letter designation, and a description as desired. For example, a short-left Play to the WR1 might look like SF1Xflat, or a long-pass to the WR2, SF9Zbomb
1. The team identifier should be 2 digits. Example: SF = San Francisco 49ers.
2. The type of Play is described by a single digit as follows:
o 1 = Short-Left
o 2 = Short Middle
o 3 = Short-Right
o 4 or 7 = Medium-Left
If the Primary receiver is on the left side of the field, use 4; on the right side, use 7;
o 5 or 8 = Medium Middle
If the Primary receiver is on the left side of the field, use 5; on the right side, use 8;
o 6 = Medium-Right
o 9 = Pass Long
o 0 = Pass Razzle Dazzle
o # = goal line run
o $ = goal line pass
3. Receivers are designated, as follows:
o X = WR1
o Y = TE1
o Z = WR2
o A = WR3
o B = WR4
o C = WR5
o D = WR6
o E = WR7
o U = TE2
o V = TE3
o W = TE4
o H = HB1
o I = HB2
o J = HB3
o K = HB4
o F = FB1
o G = FB2
o Q = QB1
4. The final 4 digits should describe the type of route being performed by the primary receiver such as 'cmbk' for a comeback route, 'slnt' for a slant, etc.
5. The only exception to the descriptor is if the Play is a timed pass or roll-out:
o If the Play is a timed pass, the Play name must contain or end in the capital letter (“T”)
o If the Play is a rollout pass, the Play name must contain or end in the capital letter ("R")
o If a Play is not a timed pass or a rollout, please avoid ending it with "T" or "R".
2c. Naming Defensive Plays:
Defensive Plays should be named to reflect the team name, the number of DLs, the category designation, and end with a descriptor of the Play. For example, the 49ers create a 3 DL Run Left play that mostly uses man-2-man. This Play would likely be named SF3RLm2n.
1. The team identifier should be 2 digits. Example: SF = San Francisco 49ers.
2. You must indicate the number of DLs and LBs used in the Play before the category designation. For example, SF34RM01 would be 3 DLs and 4 LBs, or SF43RR01 indicating 4 DLs and 3 LBs, etc. Alternatively, use the number of DLs, the play designation, and a descriptor as shown in #4 below.
3. Make sure you clearly indicate the 2-digit category type in the name of the Play.
RL = Run Left
RM = Run Middle
RR = Run Right
PM = Pass Medium
PS = Pass Short
PL = Pass Long
GP = Goal Line Pass
GR = Goal Line Run
PD = Pass Dazzle
RD = Run Dazzle
4. Make sure the descriptor describes the type of defense somehow (e.g. m2m = man to man; rzn = read/zone; blz = blitz; cvr2 = cover 2, etc.)
5. Unlike offensive passing Plays, there currently is no restriction on the final digit of the Play name.
2d. Submitting Plans, Profiles and Plays (a.k.a. PPPs):
PPPs must be sent to the Commissioner in ZIP format. You may name your ZIP file anything you want, but it is helpful to simply use the team’s acronym and week number (e.g. SF-W01.zip).
When you create your profile, NEVER save the game plan into the profile. The Commissioner needs to be able to review both the profiles and game plan and keeping them separate eases this effort. It also makes it easier for you to replace only one game plan when needed if errors are discovered.
Profiles need to follow a simple, consistent naming convention THROUGHOUT THE SEASON. Your team’s acronym is followed by OFF and the half number for offense and DEF is followed by the half number for defense. For example, for the San Francisco 49ers: SFOff01.prf and SFOff02.prf (offense)
Plans also need to follow a simple naming convention THROUGHOUT THE SEASON. Your team’s acronym is followed by OFF and the half number for offense, and DEF is followed by the half number for defense. If you prefer to use the same game plan for both halves, you can. For example, the SF 49ers could use these: SFDef01.pln and SFDef02.pln (Defense) or just SFDfense.pln, or SF-Off01, or whatever works for you.
3. Play Design Rules
3a. Basic Guidelines:
• Golden Rule: If any particular Play design is not restricted or prohibited in these rules, it is LEGAL.
• PNFL Philosophy: Promote realism within reasonable approximation to the NFL based on the limitations of the game and the ability to detect and enforce violations.
o We have strived to limit AI busters. Any Custom Play that obviously takes advantage of the AI of the game is usually illegal. Please check your Custom Plays and keep them legal! If an offensive play works for huge gains against nearly any defense, with practically any Players on the field, the play is probably illegal and should be checked before submitting it.
3b. ENFORCEMENT:
The Commissioner is responsible for PPP Enforcement and will review questionable Custom Plays submitted (or discovered) in the PNFL Play Pool.
• Potential illegal Plays or missing Plays in PNFL Play Pool:
• Coaches can use any Play in the CURRENT PNFL Play Pool without restriction.
o If it is discovered that you are using a Play in your game plan that was deleted from the current PNFL Play Pool, the PNFL Commissioner will usually restore it by adding it to the PNFL Play Pool. He will always make sure it complies with PNFL rules before doing so. Before doing so, the Commissioner will ask you if you would like to submit a new game plan or restore the missing Play. If the Play cannot be restored, you must submit a new game plan.
• Potential illegal Plays in PNFL Play Pool: If you think a Play in the PNFL Play Pool may be illegal, you must report it to the PNFL Commissioner BEFORE weekly game Sims to ensure it has no impact on your game. If you report it after the game Sims, it will still be fixed, but the game result will stand.
• NO-CALL RULE: If the game does not call a penalty and the film or live footage clearly showed a penalty should have been called, the Play stands. It is up to the game to call the penalties. Apparently, even its FBPro Refs can suck at making or missing calls sometimes.
3c. PNFL PLAY DESIGN RULES:
Terminology
• LOS: Line of Scrimmage - the 20-yard line in the Play Editor;
• The Box: the imaginary box that is bounded on 3 sides by the LOS, and the Offensive tackles. In the Play Editor, it is defined as the area between the hash marks. When referring to the "backfield" of the offense, we are referring to the box;
• Inside the Box: A Player is “inside the box”, if he is behind the LOS and between the tackles. Having no more than 1 character of a Player's position designation outside the hash marks in the Play Editor, such that the Player is recognized as "Backfield" by defensive man-to-man defenders. This latter part is the critical determining factor. If one or more RBs are used on a play, at least one RB MUST be recognized as backfield by the defense in pre-shift position regardless of the RB's actual position;
• Outside the Box: Placed such that none of the player’s letters or numbers is touching the hash marks;
• Runner: Recipient of a handoff or pitch;
• Receiver: Any offensive Player who is eligible to be the recipient of a pass;
• Shotgun passing formation: QB is more than 5 yards behind the LOS;
• Sawed-off shotgun passing formation: QB is 5 yards or less from the LOS, but not under Center;
• Audible: The QB calling Audible plays is NOT allowed in any situation.
OFFENSE - Formation, Shifts, and Motion Rules
There are no restrictions on shifts and motion, as long as they comply with all the rules below.
F01: INITIAL FORMATION:
There must be exactly 7 Players on the LOS in both the initial formation and at the snap. These seven Players must consist of five OLs (offensive linemen) and two skill position Players (WR/TE/HB/FB), one on each side of the QB, outside the Box. The two skill position Players on the LOS at the snap do not have to be the same ones who were on the LOS in the initial formation.
1. On Plays with one Tight End, he must line up on the right or left in the pre-shift formation, either on or off the LOS. On Plays with two TEs, one of them must line up on the right pre-shift. Just to be clear, we will accept Custom Plays with trip-left formations and TE1s on the left side of the QB.
F02: OFFENSIVE LINE
1. For all offensive Plays, OLs must be T1-G2-C1-G1-T2 in that order from left to right.
2. The offensive line must be balanced. The middle OL (i.e. the Center) must snap the ball to the QB or an “inside the box” HB, and there must be two OLs on each side of the Center.
F03: RUNNING BACK RULES
1. If one or more RBs (HB or FB) are used on any Play, there must be at least one RB “inside the box” in the initial pre-shift formation.
2. Plays with no RBs are allowed.
3. Any RB “inside the Box” in the initial pre-shift formation may shift out of the Box prior to the snap.
4. RBs “inside the Box” in the initial pre-shift formation are the only Players other than the QB that can receive the snap.
5. In the Shotgun passing formation (QB is more than 5 yards behind LOS), Running Backs (RB) can be further from the LOS than the QB.
F04: QUARTER BACK RULES
1. The QB must be in every Play. The QB must line up either directly behind the center or in a shotgun formation in-line with the Center.
2. If the QB is in the shotgun he cannot line up more than 7 yards behind the LOS.
3. When the QB is not under the Center, no Player may be lined up between the QB and the Center. The game will hike the ball "through" this Player. This is unrealistic and also not a real formation.
4. The QB is not allowed to use any passing logic on any Play where the QB's purpose is to run the ball.
5. 'Inside the Box' the QB may not drop back more than 12 yards behind the LOS.
6. On Rollout Plays that go outside the Box, the QB may not go more than 10 yards behind the LOS.
7. In the shotgun (QB is more than 5 yards behind LOS), the QB may roll for a Pass, but not move to pitch on a Run Play outside the T1 or T2 alphanumeric of the Tackles.
8. Since we want the QB1 to tire during the game, we will not allow Custom plays with the QB2.
F05: RECEIVER RULES
1. WRs and TEs are not allowed to begin "inside the Box"' in the initial pre-shift formation. After the initial pre-shift formation, they may move or shift such that they are "inside the Box" at the snap, provided that EXACTLY seven (7) Players remain on the LOS.
2. WRs and TEs may not line up more than 4 yards deep (the player designation cannot touch the line 5 yards from the LOS) "outside the Box". Exceeding this takes advantage of the "cushion" the DBs give the WRs in M2M coverage. This is a game flaw. Inside the Box, they can set up at normal RB depths.
3. Three WRs/TEs may be stacked one behind the other so long as they do not touch the line 5 yards from the LOS. This is a tight fit, but it works.
4. WRs are not allowed to be in a position where they take a 3-point stance.
F06: NON-STARTER PLAYER RESTRICTIONS
1. Offensive Plays may use any Back or Receiver, so long as the Play does not violate other applicable rules that do not otherwise prohibit the use of a particular Player position in the design.
F07: YARDAGE LIMITS BEHIND THE LOS
Ten yards inside the Box, four yards outside the Box.
OFFENSE - Running Play Rules
Definition: a running Play is defined as any Play in which the QB uses the logic "handoff/pitch to" after receiving the snap from the Center.
R01: Hand-offs
1. No Play may be designed such that the reception of the "handoff/pitch to" is recorded as a forward pass. Handing off the ball to an RB across the LOS is illegal. All hand-offs must be recorded as a "hand-off" in the Play.log file. Sometimes hand-offs may happen to be recorded as passes in the Play.log file due to Player fatigue. If a hand-off was recorded as a "pass" in a Play.log file, it is still legal if it registers as a run (not a pass) when practiced in the Play Editor with no defense present.
2. All logic boxes that contain "handoff/pitch to" logic must be located "inside the box." This applies to both the QB and any subsequent Player who may use this logic.
3. From under Center, the QB movement to the handoff or pitch Logic Box is restricted to five yards from the LOS and the Tackles (T). That is, the handoff or pitch Logic Box may not be outside the T1 or T2 alphanumeric of the Tackles. In addition, the Logic Box may not touch the yard line that is five yards from the LOS, on the Custom Play Editor Screen.
4. The handoff or pitch Logic Box command "handoff/pitch to" must be the first command assigned to the QB. No Player executing a "handoff/pitch to" may have "pass-check receivers" or "timed pass" in any of his logic boxes.
R02: Recipients of hand-offs
1. No recipient of a “handoff/pitch” may have “look for pass” logic in any of his logic boxes.
2. RBs/WRs/TEs that start "inside the Box" in the pre-shift formation can receive the handoff inside the Box or outside of the Box.
3. RBs/WRs/TEs who are outside the Box in the pre-shift formation that shifts into the Box or moves into or through the Box before the snap must receive the handoff “inside the Box.”
4. RBs/WRs/TEs who are outside the Box in the pre-shift formation can receive the handoff outside the Box only if they remained outside of the Box before the snap.
5. The running path of the runner carrying the ball cannot go further than 5-yards beyond the LOS.
R03: Blocking logic usage
1. No potential runner/receiver (any eligible runner/receiver who may, by design, potentially touch the ball on a given Play) may have any blocking logic after that person is scheduled to touch the ball.
2. It is OK to have to block logic (such as “block-release-to”) for a potential runner/receiver, as long as it ends prior to when he is scheduled to touch the ball in the design of the Play.
3. Tight Ends (TE) and Full Backs (FB) may not line up, shift, or go in motion and get set outside the widest WR, and may not touch, or line up, or shift outside the field numbers for the purpose of Run blocking. Both TEs and FBs may go in motion and continue until the snap for Run blocking.
R04: Throw a fake usage
1. No "Throw a Fake" allowed on running Plays. The purpose of the fake Play is to freeze one's defender to allow separation on a passing Play. That is the only acceptable purpose in the PNFL.
R05: Backwards movements on a running Play
1. No eligible receiver other than the ball carrier or QB may have movement paths that go back behind the LOS.
R06: Running Play Category Determination Requirements
1. Play Type Rules:
o Run Left: High percentage run between the field numbers to get short-yardage gains (e.g. Ace or Jumbo Plays).
At least one Player must be recognized as a ball carrier by the defense by being inside the Box in the initial pre-shift formation.
The ball carrier's 'move to' route must stay between (not on or outside) the field numbers before crossing the LOS and can go anywhere after it crosses the LOS, but cannot exceed 5 yards from the LOS. Basically, sweeps outside the field numbers cannot be saved in this.
No more than one Player (HB/WR only) can be outside or on the field numbers at the snap.
Any Players executing run-blocking logic must stay within 10 yards of the LOS.
o Run Right: Long-yardage running Plays disguised as passing Plays (e.g. Draw Plays).
At least three Players must always start outside the Box in the initial pre-shift formation so that they are recognized as receivers by the defense. At least two of those Players must be WRs.
The ball carrier's 'move to' route cannot exceed 5 yards from the LOS.
Any Players executing run-blocking logic must stay within 10 yards of the LOS.
o Run Middle: Base run package, whether inside or outside. Basically, anything goes but ideally averages 3-6 yards or better.
The ball carrier's 'move to' route cannot exceed 5 yards from the LOS.
Any Players executing run-blocking logic must stay within 10 yards of the LOS.
o Goal Line Run: High percentage run intended to get short-yardage gains for TDs.
Goal line Plays have additional blockers near the OL, so at least one Player other than the ball carrier must be in a 3-point stance before the snap. If you want to use a single back and no blockers, use Run Right or Run Middle instead.
The ball carrier's 'move to' route cannot exceed 5 yards from the LOS.
Any Players executing run-blocking logic must stay within 10 yards of the LOS.
Unlike Run Left, sweeps sometimes do happen at the goal line so there is no restriction on the ball carrier's 'move to' before crossing the LOS, nor are there any personnel placement restrictions.
OFFENSE - Passing Play Rules
Definition: A passing Play is defined as any Play in which the QB uses the logic "pass-check receivers" OR "timed pass" after receiving the snap from the Center.
All passing Plays must result in the Play being recorded as a forward pass. The Play-by-Play log should record all such transfers of the ball with the phrase "The pass from....is caught by" or "The pass from....was incomplete." All passing Plays must result in the QB throwing a pass to an eligible receiver when practiced in the Play Editor without a defense present.
P01: Screens
Screens are a special type of offensive Play and they merit special rules. The objective of any good screen is to trick an aggressive defensive rush into over-pursuing the QB. The offense takes advantage of this pursuit and throws a pass to the flat which -with proper blocking- can result in good yardage for the offense. The trick in FPBRO is accurately representing these Plays without adversely affecting the stats of the game or unbalancing the game.
1. The QB may not drop back more than 12 yards from the LOS. The QB cannot move outside the Tackles before attempting the pass.
2. The offensive linemen may have "move to" logic before any blocking logic.
3. Any Players executing run blocking logic (move to/lead block/block and release to) must stay within 10 yards of the LOS, and all blocking logic must occur (or "start") behind the LOS. If an OL crosses the LOS before the pass, it destroys the defensive logic, and may/probably be called as an illegal player downfield penalty. Extensively test screenplays in the Play Editor.
P02: Offensive lineman
1. OLs may go past the LOS to lead block on a screen pass only, but not pass the LOS before the pass is attempted (a pass that is caught behind the LOS).
2. Offensive linemen (C, G, or T) may not have a logic box or movement path that extends beyond the LOS in the design of any other form of Pass Play at any time - all OL’s logic boxes must at least touch or remain behind the LOS unless it is a screen
P03: Timed Passes
1. For Timed Lob passes saved as Pass Razzle-Dazzle (PRD) Plays, the endpoint of the Timed Lob pass must be 30-yards or greater from the LOS.
2. There is a strict limit of 15 yards on all other Timed Passes. Timed passes may not go beyond 15 yards. The Receiver of the pass may not have any logic past 15 yards. The "spot" of the pass is also limited to 15 yards beyond the LOS. The only exception to this rule is the PRD Lob passes.
3. Timed Passes may not travel backward or “register” as runs. The marked endpoint may not be behind the passer.
4. No Player whose logic includes a "timed pass" may have a logic box that touches or extends beyond 15-yards of the LOS. Furthermore, he may not have any logic that includes any of the "run" (inside, left, to daylight, etc.) logic choices.
P04: QB rollouts
1. For a pass Play to be considered a Roll-Out, the QB must have a "Move To" line that extends beyond (not to, not on) the yard line numbers in the Play Editor. Half rolls and "moving pocket" pass Plays are not to be considered Roll-Outs.
2. The PNFL allows Roll-Outs from the shotgun (QB is more than 5 yards behind the LOS), and allows Roll-Outs from the sawed-off shotgun position.
3. The QB cannot go further than 10 yards behind the LOS on QB Roll-Outs. Furthermore, the QB Rollout movement cannot be closer than 7 yards behind the LOS. So, basically, Roll-Outs are limited to the space that is 7-10 yards behind the LOS.
4. There must be at least two receivers running routes on any Roll-Out pass. This is to prevent Roll-Outs with more than eight men blocking.
5. One WR may Pass-Block, on the Play side, of Roll-Out passes.
6. All blockers 'outside the Box' must be within 4 yards of the LOS. Blockers 'inside the Box' can be up to 10 yards behind the LOS.
7. The QB may NOT have any logic that includes a "run" (inside, left, to daylight, etc.) logic choices on Roll-out pass plays.
8. For Custom Roll-Out Plays submitted for use in the PNFL, the QB's rollout movement must stop somewhere between 7-10 yards from the LOS. What this means is if your QB rolls out 10 yards behind the LOS, he cannot move toward the LOS more than 3 yards, stopping before 7 yards from the LOS. The reason for this is that the defense will consider the QB an RB and drop out of coverage once he moves toward the LOS. The only exemption to this rule is the use of Plays currently in the PNFL Play Pool that do not comply with this rule. If you have one of these plays in the Play Pool, report it to the Commissioner.
P05: Throw Fakes
1. Any skill Player at or past the LOS (RBs/WRs/TEs) may not throw a Fake within 5 yards of any other skill Player.
2. Fakes may not be thrown, by anyone, behind the LOS.
P06: QB Pump Fakes
1. No limits on the number of pump fakes allowed on pass Plays. The game limits the QB to two!
P07: Checked Passes
1. Every Player selected in the QB "Pass-check receivers" logic must have "look for pass" somewhere in his own logic.
2. A minimum of two receivers must be checked, except for Screen passes.
3. No Player whose logic includes "pass-check receivers" may have a logic box that touches or extends beyond the LOS. Furthermore, he may not have any logic that includes any of the "run" (inside, left, daylight, etc.) logic choices.
P08: Pass blocking
1. WRs are not permitted to “Pass Block” in any Drop-Back pass Plays. One WR may Pass-Block, on the Play side of Roll-Out passes.
2. Eight-man Blocking Schemes: It has been suggested that 8-man blocking schemes are AI busters or unrealistic because of the way they function in FBPRO. However, in real football, many teams will use 8-man blocking schemes against opposing teams that blitz frequently. Therefore, in keeping with realism, the PNFL allows 8-man protection schemes.
P09: Passing zones and 'look for pass' logic of primary/secondary receivers
1. In the Pass Short categories, only the Primary and Secondary receivers' paths must stay within (not on, at, or beyond) 10 yards of the LOS, the zone. A third, fourth, or fifth receiver can have their pattern go longer. The latter three receivers must have "Look for Pass" logic before they touch 10 yards from the LOS, but their path can take them anywhere.
2. In the Pass Medium categories:
o The Primary (white) receiver path and end spot must stay within (not on, at, or beyond) 20-yards of the LOS, the zone
o The Secondary (yellow) receiver path and end spot must stay within (not on, at, or beyond) 20-yards of the LOS, the zone.
o A third, fourth, or fifth receiver can have their pattern go longer than 20 yards but must have "Look for Pass" logic before they touch 20 yards from the LOS. Their path can take them anywhere.
o For Plays saved as PMR, the end spot of the Primary receiver's route should be 5 or more yards from the LOS, unless it is a screen (as the purpose of the PMR category is to get at least 10 yards).
3. In the Pass Long Right category, the end spot of the Primary receiver's route should be at least 20 yards from the LOS unless the Play is a screen.
4. In the Pass Razzle Dazzle category:
o If the Play is a Checked-pass, the end spot of the Primary receiver's route must be more than 25 yards from the LOS. No restrictions on any other receiver.
o If the Play is a Timed Lob pass, the end spot of the Primary receiver's route must be at least 30 yards from the LOS.
o If the Play is a Timed Bullet pass, it must meet the 15-yard limits defined in Rule P03b.
DEFENSIVE - Play Design Rules
D01: Zones
1. The Logic line of any Defensive Zone (box, point, or line zone) may not touch, extend into or through, or terminate "Inside the "Offensive" Box (the Box)";
2. A Defensive Zone Box may extend "inside the "Offensive" Box" on the offensive side of the LOS, but it cannot violate #1 above.
D02: Bump-at-line
1. No more than three Pass Defenders (Non-Backfield and Either) can "Bump at the Line" with no delay required. These players must be within 10 yards of the LOS.
2. Any 4th or more Pass Defenders (Non-Backfield and Either) must "Stop and Wait" for not less than 0.5 seconds before using their "Bump at the Line" logic. These players must be within 10 yards of the LOS.
3. Defenders of a Backfield player or designated as 'either' must always "Stop and Wait" for not less than 0.5 seconds before using their "Bump at the Line" logic if defenders have already been assigned to three other receivers even if those defenders do not have Bump in their designation. To clarify, any 4th or more defenders must always wait 0.5 or more seconds or a fraction thereof before a Bump even if the first three or lesser number of defenders do not have Bump in their designation. Bump players must be within 10-yards, but not less than 5-yards of the LOS.
D03: DL Requirements
1. The DLs cannot overload one side of the line; that is, at least one DL must be on either side of the Center. You are not allowed to overload your defenders to one side of the ball. Having 3 DLs and 2 LBs on one side of the center is not realistic.
DT1 must be treated as the nose tackle and always be closest to the Center; DE1 must be on the left side of the QB and Center and the furthest DL out. DE2 must be on the right side of the QB and center and the furthest DE out. The following are allowed (in brief, interior DLs must be DTs):
3-man: DE1-DT1- (any) DL;
4 man: DE1-DT2 (or any other than DT1)-DT1-DE2;
5 man: DE1-DT2 (or any other DT than DT1)-DT1-DT3 (or any other DT)-DE2;
6 man: DE1-DL (or any other than DT1)-DT (any)-DT1-DT (any)-DE2;
Plays with no DEs are allowed. If the Play has no DE, DT1 must be treated as the nose tackle and always be closest to the Center. In 2-man lines, any DL or combination is allowed in pass defenses. Two-man defensive lines are NOT allowed for run defenses.
In brief, if you have three or more DLs in a play, all interior DLs must be DTs.
D04: Defensive Player Formation Requirements
Note: The following applies to new plays for the PNFL 2043 season and going forward. It does not require retrofitting of existing plays unless the original designer elects to make changes, which may only be done in the off-season.
1. Unless otherwise noted by other restrictions below, each defensive play must employ at least.
• 2 DL and 2 or more LBs; or
• 3 DL and 1 or more LBs; or
• 4 DL and 0 or more LBs.
2. RUN defensive plays (GLR, RRD, RR, RM, and RL):
• Must have at least 3 players defending the LOS.
• Must have at least 3 DLs.
• Run Left, Middle & Right must have at least 2 LBs (e.g., 3-2, 4-2, etc.).
• Run Dazzle & Goal Line Run must have at least 3 LBs (e.g., 4-3, 3-3, etc.).
• No run defensive play can have more than 6 DBs
3. PASS defensive plays (GLP, PS, PM, PL, PRD):
• No pass defensive play can have more than 7 DBs, except 2DL Pass Dazzle.
• With 4 or more DLs, no LBs are required.
• 2-DL PASS SHORT defenses must have at least 3 LBs and 4 DBs
• 2-DL PASS MEDIUM, LONG & RAZZLE DAZZLE defenses must have at least 2 LBs and 5 DBs (any).
Definitions:
“Defend the ('LOS') Line of Scrimmage" means
1. A Defensive Lineman with the logic of Run Rush, Pass Rush, or Read;
2. A Linebacker with a Key on Quarterback, Run Defense, or Blitz; and
3. A Defensive Back with a Key on Quarterback, Run Defense, or Blitz.
RUN FOCUSED DEFENSE examples:
DLs can be Run Rush or Read (no more than 50% of the DLs can be Pass Rush), and LBs or DBs can be Blitz, Key on Quarterback, or Read.
Note: Any LB or DB with READ (if run, the pursuit is) and is within 5 yards of the LOS is considered RUN Focused.
Special Note: DLs and LBs must line up inside the field numbers in Run defense mode, or with Read.
PASS FOCUSED DEFENSE examples:
DLs can be Pass Rush or Read (no more than 50% of the DLs can be Run Rush), and LBs or DBs can be M2M, Zone, Bump at the Line (with or without a .5 Delay), or Read.
Note: A LB or DB with READ (if pass, the pursuit is) and is outside 5 yards of the LOS is considered PASS-Focused.
Special Note: Defenders with ‘Bumps’ are never allowed against a Backfield (HB or FB) player nor ‘Either’ or WR4 or WR5 without a .5 Delay.
Cheat Sheet by Category:
Goal Line Run
Minimum player requirements: 4DLs-3LBs; 5DLs & 2LBs; 6DLs & 1LB & 7DLs & 0LBs.
No more than 4DBs allowed.
Other requirements:
At least 6 Players (ANY) must have RUN FOCUSED defense, which includes ‘Reads’. See RUN-FOCUSED above.
Run Razzle Dazzle
Minimum player requirements: 3DLs-4LBs; 4DLs & 3LBs; 5DLs & 2LBs; 6DLs & 1LB; 7DLs & 0LBs.
No more than 3DBs allowed
Other requirements:
At least 8 Players (ANY) must have a RUN FOCUSED defense. See RUN-FOCUSED above.
Run Right
Minimum player requirements: 3DLs-3LBs; 4DLs & 2LBs; 5DLs & 1LB; 6DLs & 0LBs
No more than 4DBs allowed
Other requirements:
At least 7 Players (ANY) must have RUN FOCUSED defense. See RUN-FOCUSED above.
Run Middle
Minimum player requirements: 3DLs-3LBs; 4DLs & 2LBs; 5DLs & 1LB; 6DLs & 0LBs
No more than 5DBs allowed
Other requirements:
At least 6 Players (ANY) must have RUN FOCUSED. defense. See RUN-FOCUSED above.
Run Left
Minimum player requirements: 3DLs-2LBs; 4DLs & 1LB; 5DLs & 0LBs
No more than 6DBs allowed
Other requirements:
At least 5 Players (ANY) must have RUN FOCUSED defense. See RUN-FOCUSED above.
Pass Short
Minimum player requirements by formation:
2DL formations must have a minimum of 3LBs
3DL requires a minimum of some combination of 2LBs
4DL requires a minimum of 1LB
5DL or more does not require any LBs
Must have a minimum of 4DBs but no more than 7DBs allowed
Other requirements:
At least 5 Players (ANY) must have PASS-FOCUSED defense and see PASS-FOCUSED above.
At least three players (DLs, LBs, and/or DBs) must defend the LOS.
In 2DL formations, at least one of the two DLs must defend the LOS. As such, one DL is permitted to drop into pass coverage, but two other defenders (LBs, CBs, or Ss) must cover the LOS.
_ In more than 2DL formations, no more than 50% of the DLs may drop into pass coverage (3DL-1Drop; 4DL-2Drops; 5DL-2Drops) as long as other defenders (LBs, CBs, or Ss) meet the 3-man LOS coverage.
Pass Medium
Minimum player requirements by formation:
2DL formations must have a minimum of 2LBs
3DL requires a minimum of 1LBs
4 or more DLs do not require any LBs
Must have a minimum of 5DBs but no more than 7DBs allowed
Other requirements:
At least 6 Players (ANY) must have PASS-FOCUSED defense and see PASS-FOCUSED above.
At least three players (DLs, LBs, and/or DBs) must defend the LOS.
In 2DL formations, at least one of the two DLs must defend the LOS. As such, one DL is permitted to drop into pass coverage, but two other defenders (LBs, CBs, or Ss) must cover the LOS.
_ In more than 2DL formations, no more than 50% of the DLs may drop into pass coverage (3DL-1Drop; 4DL-2Drops; 5DL-2Drops) as long as other defenders (LBs, CBs, or Ss) meet the 3-man LOS coverage.
Pass Long
Minimum player requirements by formation:
2DL formations must have a minimum of 2LBs
3DL requires a minimum of 1LBs
4 or more DLs do not require LBs
Must have a minimum of 6DBs of which two must be Safeties
Other requirements:
At least 7 Players (ANY) must have a PASS-FOCUSED defense and see PASS-FOCUSED above.
At least three players (DLs, LBs, and/or DBs) must defend the LOS.
In 2DL formations, both DLs can drop into pass coverage as long as LBs, CBs, and/or Ss fill in to meet the minimum 3-man LOS coverage.
Pass Razzle Dazzle
Minimum player requirements by formation:
2DL formations must have a minimum of 1LB
3 or more DLs do not require LBs or Ss
Must have 6 DBs but no more than 8DBs allowed
Other requirements:
At least 8 Players (ANY) must have a PASS-FOCUSED defense and see PASS-FOCUSED above.
Must have at least three players (DLs, LBs, and/or DBs) must defend the LOS.
In 2DL formations, both DLs can drop into pass coverage as long as some combination of LBs, CBs, and/or Ss fills in to meet the minimum 3-man LOS coverage.
Goal Line Pass
Minimum player requirements:
Must have a minimum of 3DLs and 2LBs
No more than 6DBs are allowed, two of which must be Ss.
Other requirements:
At least 6 Players (ANY) must have PASS-FOCUSED defense and see PASS-FOCUSED above.
At least three players must defend the LOS
The distinction between Pass Short and Run Left depends on how you plan to use the Play. The main difference is that Pass Short is required in 3rd & 2-5 situations, but there is no requirement to use Run Left in your profiles. Considering all defensive Plays in your game plan must be unique Plays, you basically must decide when you save the Play if you want the Play to always be eligible to be called in 3rd & 2-5 situations.
Any Plays already in the PNFL Play Pool that do not meet these requirements is considered an exception until the Commissioner or submitting coach corrects or deletes it when identified and/or when it is necessary or appropriate.
Since one could argue both sides of the coin for different players in different situations and with different logic, the Commissioner is always willing to discuss these types of situations. However, the Commissioner has the final word.
S01: Editing of Plays
Editing of Special Teams plays is limited to making edits to Plays currently existing in the PNFL Play Pools per the restrictions below:
1. Any Player substitutions may be made to existing PNFL Special Teams Plays and submitted as a Custom Play or replacement for that team. Such substitutions and submissions will not be considered in the weekly restrictions associated with Custom Plays. The existing logic in these plays can NOT be changed.
Only DLs may be edited/used in the Defensive line positions if rushing on punt return plays!
The Onside Kick & Onside Return plays MUST be included in your game plans. No exceptions!
Play Pool Rules
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