SNARL 2010 Rules and Options

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Option Settings

Penalties - Yes
Player Overusage - No
Use QB Starter file - No
QB Overusage - No
Running Back Fatigue - Yes
Home Field Advantage - No
Linebacker Run Containment - Yes
Use Individualized Fumble Ratings - No
Do not allow exceeding longest run - Yes
Do not allow exceeding longest reception - No
Exhausted RBs Will Get Injured - No
Dumpoff Rule - Yes
Updated Sack Rule - Yes
In-Game Rest System - No
Emphasize 6-rated LBs - Yes
Great Player Impact Rule - No
Looser Substitution Restrictions - No
Empty Flat Pass=Guessed Wrong – Yes
Use Variable FG Rule - Yes
QB End Run Limits - Yes
Use Actual Team Interception Returns - Yes
Injuries - None
Use Home Team Rules

 

Game Options

Auto Save After Each Play: Required
Show "Other Highlites" on Box Score: Required

Prohibited Offensive Moves

The QB who starts a drive must finish it. No shuttling QBs on the same drive.

No flanker or split end may be slotted as the third or fourth wide receiver unless he is rated at both positions.
The starting TE must be on the right side in any multiple-TE formation.

No altering the #1 and #2 kick and punt returners in any way

 

Prohibited Defensive Moves

The starting FS (and other starting DBs) may not play as extra defensive backs. This is to prevent cherry-picking the matchups (as are the restrictions on moving starting receivers).


Safety Blitzes

The safety blitz is now unlimited.

3-3-5 and 4-2-5 Limitations

3-3-5 and 4-2-5 can only be used when the offense is in a formation with three or more WRs, or on any 3rd or 4th down, or during the last five minutes of each half. They can also be used at any time on 1st or 2nd down with 16 or more yards to go. There is no restriction in overtime.


Squib Kick Limitations

Squib kicks can only be used during the last two minutes of the half or the game. There is no restriction in overtime.

 

Overusage Provisions

The QB and RB with the most attempts will have no limits. The others will be limited to 133% of their actual attempts or carries. This is a seasonal limit, not weekly or game-by-game. For example, a running back who is permitted 32 carries could use them all in one game - he is not limited to 2 carries per game. Backup QBs with less than 50 attempts will be limited to 50 attempts, or 133% of their total attempts, whichever is greater. In the playoffs, backup QBs with over 100 passes in real life can play no more than either the first half or the second half of the game. Other backup QBs may not play at all. The Commissioner may also impose additional playoff limits on certain backup running backs, in his discretion.

Backup QB Usage Rule

Any backup QB with 120 or more passes must start at least two games. Any backup QB with 75 or more passes must start at least one game. The coach can pick which games. No other QBs can play in these special games. 

 

Playoffs

The playoffs will follow the actual NFL arrangements for the 2010 season

 

Click here to see the tiebreakers 

 

Overdue Games

It is up to you coaches to get your games in on time. Any game not handed in by the posted deadline is overdue. With the way I now do the schedule and the stats, I can let overdue games slide for a while as long as you are playing other games, but you might want to post on the forum or ask someone to sub for you. Sometimes there are good reasons for absences and delays, but if you demonstrate that you are not committed to playing, I will replace you.

Important Rules

 

Box Scores & File Handling

 

Playing Ahead

Other suggestions

Team assignments

For SNARL 2010, which is a keeper league, I am handling team assignments differently than in the retro SNARL seasons. The majority of us already have our favorite teams – only a handful of people do not - mostly Cowboy fans :). I’m hopeful that we will have very few changes in team ownership, because I think that will definitely help make the league more successful in the long run. After thinking it over, I decided not to use a “mechanical” rule for teams that become available. I don’t want 12 teams to change owners every time there’s an open team. Each of you will give me the names of your two favorite teams and I‘ll use that as a guideline for discussions with the people involved about potential changes when teams become available. In some cases, I will upgrade people who are stuck with bad teams that they don’t want, depending on what teams are open, but I am always going to try to do what I think is best for the league. I want to keep ownership changes to a minimum, and my main goal will be to maintain the character of the league, which is grounded on each coach having a strong connection to his team.

 

The main thing about SNARL 2010 is that I want all coaches in the league to be coaching their favorite team every year, and that's whether it's 15-1 or 1-15. When we eventually reach perfection, every franchise will be like that. It's definitely not about constantly switching to better teams, because there isn't a lot of movement each year. And even if you don't have your favorite you are expected to be ready to stick with the same team every year. Whatever movement we have is typically just to try to get people situated with the right teams. If you're one of those people that think you’re entitled to a playoff team every year and don't want to play unless you do, then this is not the league for you. The three main things I want our league members to do are: play your games on time, don’t whine or be a jerk during games and accept the way that I assign teams.

 

You are all encouraged to lend your team to another coach for a year so everyone can get a chance to play his favorite once or twice.