SFL Rules
As of 12-27-2020

The SFL Began in 2011 using 18 of the 32 NFL Teams. The league is now in it's 2nd tenure and is now operated under the reference "SFL2".

Sim Schedule
Changes Due: Time of Completion Varies (Schedule is Subject to Change)

I. General
I.A. The SFL is run using Sierra's FBPro98 Sim Engine.
I-B. Owners must have a valid E-Mail Address.
I-C. One team per human owner.
I-D. Be Respectful to all owners & League Administrators.
I-E. Participation is a must!
I-F. Have Fun!

II. Roster Moves
II-A. Each owner is required to make roster moves before the First Week of every season.
II-B. Every Roster must consist of a 53 Players at all-times.
II-C. You may ONLY exceed 53 Players if utilizing the Injured Reserve Option.

Each team is required to have a set amount of active players and open players.

Active (A)= 34
Open (O)=12
Inactive (I)=7

FBPro98 requires that the following positions have an appropriate amount of active players. (A)
QB- 2
HB/FB- 3
WR/TE- 5
C/G/T- 6
K- 1
P- 1
DE/DT- 4
LB- 5
CB/S - 7

Open (O) & Inactive (I) Roster Spots can be set to any position on the roster.

Interchangable Positions
HB <-> FB
C <-> G <-> T
DE <-> DT
CB <-> S

Injured Reserve
Any player that has an injury that is O-6 or longer may be placed on the IR list. They must be back on the active roster at the completion of the league championship.

III. Game Plans
III-A. The SFL will use the VPNFL02 plans.
III-B. Game plans: Your team's game plan is a collection of certain types of plays and formations that can be selected from during a game. You can select what game plan to use for both offense and defense. Each team's game plan uses different sets and plays, which can be viewed by clicking here.
III-C. Profiles: Your team's profile determines how often certain plays are selected from your game plan. On offense, you can choose to be either Run-oriented, Pass-oriented, or Balanced. Run-oriented will pick run plays roughly 65% of the time, Pass-oriented will pick pass plays about 65% of the time, and Balanced is about even. On defense, there is currently only one option which is Balanced.

Example game plan and profile setup for Team X:

Offensive profile - 3-E (Balanced Offense w/ Regular Substitution Ratio.)
Defensive profile - 2-H (Balanced Defense w/ Regular Substitution Ratio.)

Offensive game plan - Chicago
Defensive game plan - Denver

No custom plays, plans, or profiles (PPPs) may be used.

IV. Trading
IV-A. Trading is Encouraged.
IV-B. Any trade deemed unfair can be revoked by the commissioner.
IV-C. Trading of Draft Picks can not go past THREE upcoming seasons. (In 2018 you can trade picks from drafts in 2019, 2020, 2021.)
IV-D. Trade Conditions can be set and must be honored by the teams involved.
IV-E. Trade Deadline: Week 10 (No Waiver Trades)
IV-F. Trades must be confirmed by both teams via e-mail sent to the Commissioner.
IV-G. When a trade is accepted and confirmed, each team must meet roster limit requirements at the time of the trade.
IV-H. If a trade is made and one of the participants does not meet roster requirements the trade will be delayed until corrected.

IV-1. Fair Trading Act
IV-1. No 2 Teams may conduct trades more than 2 consecutive seasons worth of Picks. (Rounds 1-3)
Explaination: To expand trading throughout the league, giving all-owners opportunities to involve themselves in bidding for picks in an effort to level the playing field.

V. Free Agency
V-A. Free Agent Priority list be designated from Worst-to-First at beginning of every week.
V-B. To claim FA, E-Mail Commissioner and request to sign player.
V-C. Any player can be released at any time.

VI. Rookie Draft
VI-A. After every season a Rookie Draft will take place.
VI-B. Every draft will consist of 4 or more rounds.
VI-C. The final round in every draft will be Consolation Round. (Free Agents can be selected in the consolation round.)
VI-D. Each team is required to send in a list or participate.
VI-E. Draft Order is decided by Winning Percentage from Lowest to Best & Acts in Accordance to Trade Agreements between 2+ Teams.
VI-F. The Draft process is conducted using E-Mail and each pick utilizes a timed window for selection. Live Drafts are an option that is being considered for future drafts.
VI-G1. If a team does not make a selection, they will be skipped up to 2 picks.
VI-G2. If 'skipped' teams becomes available after 1 or more picks following their pick has been made, the team can then select a player that is still available in the draft pool.
VI-G3. If 'skipped' team does not make a selection after the following 2 teams have made selections, the league will step in and make a selection for 'skipped' team based on Rafies & Team Need.

Draft Order Tie-Breaker Rules:
The following information is used when deciding the draft order for the SFL draft.
1. The team with the lowest winning percentage at the end of the previous season drafts first in the SFL Draft.
2. The rest of the teams are placed in order from lowest winning percentage to the highest.
3. The Championship winner drafts last, even if they do not have the highest winning percentage.
4. The Championship loser drafts next to last.
5. If two teams with the same winning percentage tie and have played, the winner of that matchup will draft lower than their opponent.
5. Power Rankings for the previous season is the second tie-breaker for teams with the same winning percentage.
6. If playoff teams have the same record, the division winners will draft below the lower seeded team if both teams are eliminated in the same round of the playoffs.
7. Divisional/conference records are the next step in the tie-breaking procedure.
8. As a last resort, a coin toss is used to determine the order of selection for teams with the same winning percentage.
9. If a playoff and non-playoff team end the season with the same winning percentage, the non-playoff team selects before the playoff team regardless of tie-breakers.
10. Regardless of winning percentage, any team that advances further into the playoffs will draft according to their time of elimination.

VII-1. Individual Training Camp
VII-1A. Training Camp will take place following every draft.
VII-1B. Training Camp is run using CampComplete. (Available on SFL's Downloads Page.)
VII-1c. Training Camp uses a math formula to improve invidivual players on every team.
VII-1D. Each Player is given 100% allocation for improvement. You must allocate 100% to make your TC Valid.
VII-1E. Minimum per rating is 5%, Maximum 65%.
VII-1F. Send file named SFL2.C## that corresponds to your team, or a list in same order as roster.

VII-2. Positional Training Camp
VII-2A. Positional Training Camp will take place after Individual Camp every 5th season.
VII-2B. Training Camp is run using CampComplete.
VII-2C. Positions are to be completed as follows: To Be Decided At Time of Event
VII-2D. Each position is given 100% allocation for improvement.
VII-2E. Minimum per rating is 5%, Maximum 65%.
VII-2F. Send file named SFL2.P## that corresponds to your team, or a list in order from top to bottom.

VIII. Playoffs
VIII-A. 8 teams total make playoffs every season. 4 teams per Conference.
VIII-B. There are 3 Rounds. No Bye Week.
VIII-C. Team with best winning percentage earns homefield advantage in Championship Game.
VIII-D. Championship game will be played at Neutral Location (Home Team's 5% EN boost removed via app)

Playoff Seeding Information for each Conference:
#1 Seed goes to Division winner with highest winning percentage.
#2 Seed goes to Division winner with 2nd highest winning percentage.
#3 Seed goes to Wildcard team with highest winning percentage.
#4 Seed goes to Wildcard team with 2nd highest winning percentage.

Tie-Breaker Information
A. If a tie takes place between 2 teams for 1 & 2 Seed:
1. First Method: Head-To-Head
2. Second Method: Conference Record
3. Third Method: Division Record
4. Fourth Method: Power Ranking Position

B. If a tie takes place between Division Opponents for Division Winner:
1. First Method: Head-to-Head
2. Second Method: Division Record
3. Third Method: Conference Record
4. Fourth Method: Power Ranking Position

C. If a tie takes place between Wildcard teams:
1. First Method: Head-To-Head
2. Second Method: Conference Record
3. Third Method: Power Ranking Position
5. Fourth Method: Division Record

D. If a tie takes place between 3 teams or more for Division:
1. First Method: Head-To-Head (if 1 team defeated all, with no losses)
2. Second Method: Division Record
3. Third Method: Conference Record
4. Fourth Method: Power Ranking Position

E. If a tie takes place between 3 teams or more for Wildcard:
1. First Method: Head-To-Head (if 1 team defeated all, with no losses)
2. Second Method: Conference Record
4. Third Method: Power Ranking Position
5. Fourth Method: Division Record

IX. Player Ratings
SP- Speed (Quickness of Player)
AC- Acceleration (Quickness out of Snap)
AG- Agility (Spins, Jukes, Swim Moves, Ability to Move)
ST- Strength (Blocking Strength, Tackling, Break Tackle)
HA- Hands (Catching, Decreases Fumbles, Holds Block)
EN- Endurance/Energy (Ability to stay at best rating longer)
IN- Intelligence (Route Running, Blocking Assignments, Play Knowledge, Reduction of Penalties)
DI- Discipline (Route Running, Blocking Assignments, Play Knowledge, Reduction of Penalties

X. Retirements (As of 2027 Season)
X-A. Players who retire at exp of 1, 2, 3, & 4 will be unretired and placed back on to original team.
X-B. Players who retire at exp 5-8 will be added into FA & Eligible for consolation round of rookie draft.
X-C. Players who retire at exp 9 & older can be unretired using reward center tokens.
X-D. Players who retire at exp 5-8 can be protected by forfeiting their first available 4th Round Pick. If team that protects player does not own any of their own 4th round picks, they will forfeit first available 4th round pick, which can be specifically chosen by team if multiple are owned in same draft. (No Limit)
Explanation: If Atlanta has 0 ATL 4ths in their 3 drafts, but has MIN & DAL 4th in 2020 (out of '20, '21, and '22 drafts), then they can choose which of the two they forfeit.

XI. Custom Players
XI-A. Custom Player Rules will differentiate per player.
XI-B. Custom Players are allowed to be traded with no limitations.
XI-C. Custom Players may not receive Age Reduction Tokens.

XII. Reward Center - Cyber Cache
XII-A. Each Team will track their league bonus rewards via the Cyber Cache - Rewards Center.
XII-B. Tokens may not be traded at any time.
XII-C. Tokens do not expire! You do not have to use them by a specific date.
XII-D. Tokens, Points, & Rewards are only to be used during the off-season.

XIII. Age Reduction & Un-retire Token Usage
XIII-A. Age Reduction Max Per Player = 6 Seasons worth of tokens
XIII-B. No Player may be reduced to Rookie Experience. EXP 1 is lowest EXP you may reduce a player to.
XIII-C. Un-Retire Tokens may be used as many times as you desire on one said player.
XIII-D. Un-Retire Tokens may be used on players EXP 9 & Older Only.
XIII-E. When a player is unretired their age will progress as usual and there is possibility that their Actual & Potential Ratings can drop.
XIII-F. Players who have not been drafted (Rookie or Supplemental Draft) in the SFL2 era are NOT ELIGIBLE for Age Reduction Tokens.

XIV. Team Location & Name
XIV-A. Owner's can choose any City as their team location. There is no limit to teams per city.
XIV-B. Team name must be appropriate, not endorse criminal behavior and be chosen with pride.

XV. Rule Changes
XV-A. Can take place at any time if it is ruled necessary by Commissioner.
XV-B. Owners can propose rule change to league and commissioner. If deemed a wise decision and gets majority vote, it will be implimented.