WAFEL is a simulation of Australian Rules Football.  Each team consists of a number of players who are defined by  six attributes.  When placed in a lineup, the game engine determines a result using those attributes.  Thus the aim of the game is to arrange the players of your team in a lineup that will beat the opposing team.  Coaches in WAFEL have to deal with game tactics, training, aging of players, injuries and a salary cap.  What follows are the current rules - they are always subject to change.

PLAYER SKILLS

POSSESSION GATHERING (PG) 

This is the ability to get the ball while it is bouncing around on the ground and also an inherent knack of having the ball kicked to you. PG is good for all players.

POSSESSION GATHERING (PG) 

This is the ability to get the ball while it is bouncing around on the ground and also an inherent knack of having the ball kicked to you. PG is good for all players.

MARKING (M) 

How well can your player catch the ball? This tells you. It covers diving marks as well as high fliers. This is also the ability to spoil a mark with a punch - good for defenders. M is good for forwards, backs and rucks.

DEFENCE (D) 

This is how well your player keeps the ball from his opponent. It works in direct opposition to the PG ability. D is good for backs, centres, rucks and rovers.

FITNESS (F) 

You player's health is represented by his fitness level. Fitness will determine how often your player is injured and how well he recovers from injury.  Obviously all players would like to be fit. Fitness also influences other abilities.

AGE (A) 

Age is the player's real age.  At the end of the season players aged between 18 and 30 will generally see a slight increase in skill and players over the age of 25 will see a more rapid decline.

POSITIONS

The positions you will need for your lineup are 1 Full Forward, 1 Centre Half Forward, 2 Forward Pockets, 2 Forward Flanks, 3 Centres, 2 Back Flanks, 2 Back Pockets, 1 Centre Half Back, 1 Full Back, 2 Rovers and 1 Ruck. That makes 18 players, any player can play any position for any given game. Players are not defined in a position at creation, with the exception of the ruck. A ruck can play anywhere he likes but only designated rucks may play at the ruck position. Obviously, some players will perform better at one position than another so creating players that will be intended for a certain position is encouraged.

The frequency of goal opportunities is highest for the full forward, followed by the centre half forward, forward pockets, forward flanks, rovers, centres, ruck, back flanks, back pockets, centre half back and full back.

TEAM CREATION

This is a four  step process.

Step One - Determine (PG), (Gk), (M), and (D) Attribute.

Each manager will create twenty-two players with their full names. You must have 3 rucks, and at the end of each of these player's names you need to put a (r). To create a player, scores must be assigned to each of the  four primary attributes of PG, GK, M and D.  Players are  built from following templates. One player will be created with 28 points, four players with 25 points, seven with 23 points, seven with 20 points and three with 17 points. The highest any attribute can be is 10, the minimum any attribute can be is 1.

Step Two - Determine (F) Attribute

Having completed the creation of twenty two players with assigned attributes of PG, GK, M and D you must then determine the (F) Fitness attribute. To do this each club has a total of  110 fitness  points to divide  amongst your entire squad. This giving players a fitness rating between 1 and 10.

Step Three - Determine (A) Attribute

The  starting age attribute of your player is  determined randomly by the league.

Step Four - Participate in the Pre-Season Draft

In addition to these twenty two players created by you, at the start of your first season  each club shall participate in a League Draft. In this draft each club has two opportunities to draft from a pool of offered talent to boast their squad to a total of 24 players. 


 Players will be trained during the course of their career and age will take a toll on skill levels, so expect the skill levels of each player to change over time. There is no limit on the number of players in a team except for the ability to pay your players.

 

Each team will recieve one youth pick which i will give them, all I need from you is what sort of player on the field you are requiring.

LINEUPS

Every week you will send in a lineup for one game.  This will consist of 18 players as described above.  There is a very specific format for doing this.  A team lineup must be sent in the following format. Remember no blank spaces at the end of each line.

1: Subject line of email

WAFEL <Your team name> - Round <number>

2: Email content

Teams tactics for match - what tactics your wish to use
Tagging orders - player A to tag player B (or blank line if no tags)
Left forward pocket
Left half forward
Left Wing
Left half back
Left Back Pocket
First Rover
Full forward
Centre half forward
Centre
Centre half back
Fullback
Ruckman
Right Forward Pocket
Right half Forward
Right Wing
Right Half back
Right Back Pocket
Second Rover

Example of orders

Subject - WAFEL Taigum - Round 9 Lineupl

Taigum Terriers

No tagging

At

Ce

Pa

No

21

12

2

4

5

7

8

10

11

14

52

18

13

17

15

16

26

27

----------------------

Matthew Pavlich stop PG

Scott Camporeale Start PG

---------------------

any comments you like

 

 

Training Orders

At beginning of season you will give us a full list of who is being trained in what skill. Once this is done, every 4 weeks all you must indicate in your training orders is any changes you want to make. For example.

Simon Feast - stop M
Adam Lange - stop Gk
Simon Feast - start Gk
Adam Lange - start M

List the stops to training first then, the new training requirements.

 After the game has been played, the results will be posted on the results page, including goal scorers, reports (suspensions) and injuries.  A league ladder will be maintained for each division so you can keep up with your team's advancement towards the finals.

Any team that does not submit a lineup before the deadline will use the lineup from the week before.  The game will be played as usual, First Forfiet will see the forfeiting team lose 1  points from the “points for” on the premiership table, second forfeit will see it doubled to 2 points and forfeits 3 onwards will see 5 points lost PLUS 1 premiership point. That means, on your 3rd forfeit, you will lose 100 points scored in the game (from the premiership table only) PLUS 1 premiership point, so if you win the game, the best you can get is one poing instead of two. Sides playing a forfeiting side get no bonus. Repeated Forfiet’s will see you out of the league unless you can give me a valid reason for the forfiets (just forgetting to put in lineups isn’t a valid reason)  I am happy to make arrangements for teams when their coach can't be around, but you need to tell me in advance.  Forfiets in the finals will mean a automatic loss unless there is a very good reason for the forfeit.

TACTICS

Tagging

Tagging is choosing one player on your team to play on a non-defender from the opposing team. This allows your Brett Burton to follow your opponent's Matthew Pavlich should Pavlich sneakily move to the forward pocket.  A non-ruck who is asked to tag a player to the ruck position will not go.  Tags may be nullified in certain situations.

Team Tactics

There are four types of team tactics.  You must use one from each.

The first type has the choices Attacking, Defending and Normal. Attacking will give your forwards and runners more of the ball, but detract from the defending of your backs and runners. Defending will make your backs concentrate on their defence, but the forwards won't get as much of the ball. Normal is normal.

The second type has the choices Spread and Central.  Spread means the centres and backs get a more even amount of the play, bringing in the pockets and flanks for opportunities.  Central means the FF, CHF and C2 are the foci of the attack.

The third is for the attacking half of the ground.  You have the choice of Passing or Normal.  Passing means the players, including the runners, will attempt to pass the ball around looking for a better shot at goal.  This will reduce the number of shots, but increase the chance of converting for full points.  Normal is normal.

The fourth is for the ever-forgotten defenders.  The choices are Crumbs, Marking or Normal.  Crumbs means your defenders will be looking to collect the ball after it is knocked out of a pack, lowering the number of marks, but increasing the possessions.  Marking will mean your defenders will attempt to outmark the opposing forwards.  Normal is normal.

FINANCES AND PLAYER MOVEMENT

FINANCES

Each club at the start of each season will be given $2.9m. You can use this money however you like. With the money you can use the money to do the following things. Any money left over at the end of season can be used the following season, limit of 400k is allowed to be carried over to the next season.

PLAYER  CONTRACTS

Each player is paid according to a yearly sum set at the start of a contract. Coaches are told by me what each player is asking and must make a decision as to whether or not to hire them. The base length of a contract is two years. For every year over two that you wish to sign a player, you must add $5,000 to the price they are asking. If you wish to only sign them for one year you may subtract $5,000 from the asking price.

STAFF SALARIES

Coaching Staff will be paid for according to the system detailed in the training section. PLAYER MOVEMENTS

Trading players is allowed and encouraged. To do so, contact the owner of your desired player and offer the proverbial deal that can’t be refused. When he laughs in your face, offer something more realistic and when you have agreed on a trade, you both need to email me with the details. That’s all it takes. Player salaries are paid at the start of the season, so even if you trade the player, you will play the salary till the end of season. You may trade draft picks. At the start of each season there will be two rounds of drafting, so don’t trade for a third round pick.

When one of your players has allowed five goals to be kicked on him for the seventh time in row you may want to get rid of him. This is also allowed. When releasing a player, 50% of his salary is refunded. For example, you delist the old hack player in your team who isn’t performing. Delist Eric Klump on a 3 year 100k contract, you get 50k back. The free agent pool will have a list of players and the salary they are asking. If you wish to sign one of these players you must email me with an offer for their services, this offer will include how much you will pay the player per season and the length of the contract. The player will go to the club which will give the player the most money over the term of the contract. If I receive no better offer over the next 48 hours he will be your player. At the end of the season you may release any players on a one year contract without penalty in the upcoming season.  You cannot release a player who has more than one year on his contract unless you want to pay out as detailed above.

AT THE END OF THIS SEASON (SEASON 3), ANY PLAYER ON A ONE YEAR CONTRACT WILL NEED TO BE RE SIGNED, IF NOT AT THE END OF THE FOLLOWING SEASON, THEY BECOME A FREE AGENT,

BUYING HINTS

If you want some hints on what the real stats of your players are or how to improve what you are doing, i can be bought for a price :). Email me with what you want and i will tell you how much it will cost, will cost 5k per stat, max 15k per player. Other hints will be quoted when you tell me what you want to know. However some things i wont tell you though. no matter how much you offer me.

INJURIES AND SUSPENSIONS

Injuries

As with real Footy, WAFEL players can be injured. Injuries are determined by the game engine, taking into account a player's fitness. Players are more likely to be injured if they have a poor fitness rating. Also, fitness has an affect on the severity of an injury. An injured player can be used in a match, but his skills (including fitness) will be reduced. As fitness is also reduced, he will be more likely to sustain another injury. Degree of "unfitness" is indicated by his health percentage. The rate at which players recover their health will be determined by if they have a health recovery session assigned to them. Current health will be on your team page.

Suspensions

A player will be suspended if found to be guilty of any charge laid by the field umpires.  A player who is suspended may not come back early unlike players who are injured.  Match reports will detail any player who has been reported during a game and his name will be posted on the Team Page with the results of the tribunal.

TRAINING PLAYERS

At the start of the season, each team will pay for training staff.  This payment is included in the salary cap. Training staff provide Training Sessions (TSs) in each of the five skills that players. Three types of training is available.

1.Normal Training  - This is the same as general training from last season. This training is for PG, M, GK, D or F. Only one per session per week. ie if you purchase 20 sessions you have 20 sessions to use each week. Only one session can be used on any one player. These cost 10k per session.

2.Health Recovery Training – Cost 20k per session. This session will help your injured players recover from injury quicker than they would otherwise. Every time this training is used, it will cost you 2k for the use of the medical facilities. So if you want 2 health coaches it will cost you 40k + if you use one 10 times throughout the season (20k) and the other one 7 times (14k), total cost for the season would be 74k.

3.Team Training, 50k per session, with this training you can train the whole squad in all five stats, ie PG, GK, M, D and F. The rate of increase is much smaller than the skill specific Normal training. There is a limit of four team training sessions per side. This training is in ADDITION to any normal training a player receives. Once purchased, this training happens automatically for the rest of the season after purchased, no need to tell me of this type of training after purchased.

You may purchase any number of sessions in each type apart from team training where the limit is four.  Training sessions of any type may also be purchased after the season starts, but the price doubles. When a player is injured they can receive no training apart from health recovery training. On other hand an suspended player may train even though they cannot play.

SOME MORE INFORMATION ON TRAINING

Training Sessions are used to increase the skills of your players.  You have a certain number each week that you can use depending on how many you bought.  Each of these sessions are used on a player.  Each player can only have one session plus any team training sessions, injured players can receive health recovery training only.  So, you cannot train a player in PG and M with normal training in the same week.  If you purchase 10 training sessions at the start of the season, you have ten each week to use.

When sending in the first lineup of the season each coach should also send in their allocation of Training Sessions (TS). The coach must choose the players in each category who will each get a TS to spend on that skill. Each week of training will see an increase in the skill of the player.  The increase is determined by the current score in the skill and the Randomness Gods.  The increase will be in small increments, but it will still occur. Players aged less than 12 will have the benefit of the effectiveness of training being doubled. Thus a youth player (youth player is a player aged under 0) is best signed at the start of the season. A player can be under 12 but still be shown as 12 due to rounding. ie anyone aged over 11.50 but below 11.99 will be shown as 12. If actual age is below 0 then training is double.

ADDING NEW PLAYERS

THE DIVISIONAL SYSTEM

WAFEL is made up of one Division. This may expand in the future.

Each season teams will play an 18 match home and away series.

At the end of the season, the top five teams will play off for a chance to win the Grand Final.

Any drawn final games will be replayed.

Week One

Elimination Final 4th  v 5th -  Loser eliminated - Winner to progress to 1st Semi Final
Qualifying Final 2nd v 3rd - Loser to play winner of elimination final - Winner to play minor premier in 2nd Semi final

Week Two

1st Semi Final - Winner of Elimination Final v Loser of Qualifying final

Loser  eliminated, Winner progresses to Preliminary Final


2nd Semi Final - Winner of Qualifying Final v Minor Premier

Winner progresses to the Grand Final, Loser gets second chance to Qualify in Preliminary Final

Week Three

Preliminary Final - Winner 1st Semi v Loser of 2nd Semi <

Winner progresses to the Grand Final, Loser is eliminated.

Week Four

Grand Final

    

Player Draft

Teams are allocated 2 draft picks, which are used to select players from the pre-season draft pool.

The draft pool is made up of newly created; age 18 and up players.

 

Free Agents

The free agent pool contains delisted players, players from disbanded teams and younger players who were not picked up in previous drafts. When a player is not signed to a team, he will either retire or appear in the free agent pool. This pool lists those players, their skills and an asking salary

After the draft the WAFEL commissioner will signal the start of free agent bidding. If you wish to sign a free agent you must post a message on the Free Agents Board and if the bid has not been bettered after 48 hours the player is yours.

 

This initial bid for Free Agent must be equal to or greater than his asking salary. All subsequent bids must at least 10% higher than the previous bid. If you successfully bid for a free agent, your winning bid becomes that player's salary.? All free agents are signed to a minimum contract of 2 years (seasons).

  

 

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