SNARL
1970 Rules and Options
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 - No
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
No 4 WR sets
No Blocking Back sets
No 2 TE, 2 WR, 1 RB set
No shotgun
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
3-4
3-2-6
4-1-6
5-6
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 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.
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
Both conferences will have three division winners and three Wild Card teams,
with first-round byes to the two division winners with the best records.
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
In the SNARL current
season league, most coaches keep the same team every year. In the retro league,
however, the goal is a system where we all take turns running teams that are
good, bad, mediocre, and occasionally great or terrible. It has to be that way
because I have more than 25 people to try to keep happy.
I truly appreciate the
coaches who volunteer to run bad teams and also the coaches who have a regular
assigned team and are willing to stick with it when it stinks. Some teams, like
the 1980's 49ers, the 1970's Cowboys, Steelers, Rams, Raiders and Vikings for
example, are too good year in and year out to give to any one coach every year.
Teams like that will often be found in the lottery, especially if there are
multiple fans of that team in our group. Those of you who do get the same team
every season are encouraged to lend someone else your team so that everyone
gets a chance to play his favorite.
I handle team assignments
through a combination of different methods. I ask for volunteers to take the
awful teams, and for someone who helps me cover those rotten teams, I might
promise him a team he really wants in another season. I approach people
privately and let them choose certain teams based on what they've had
previously. I keep a spreadsheet with weighted values for the teams each person
has had in the past. Sometimes I will ask people to take bad teams to even
things out more, and sometimes I will offer you a better team if you have been
playing bad ones.
I use a lottery for most
of the best teams each year, which helps give everyone a chance at getting a
really good team. The ping pong balls you get are based on a combination of
past team quality and to a lesser extent on seniority. Of course, if too many
people opt for the lottery, the last few choices might not be particularly good
teams. If you get a top team, you can expect to be excluded from the next
lottery, and to be asked to take a lesser team for the next season.
It’s a unique system for
assigning teams and it has worked well in the past because we have the right
kind of people in the league. I always try to be fair and I want to keep
everyone happy. 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.