SNARL 1983 Rules and Options

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Option Settings

Penalties - Yes
Player Overusage - No
QB End Run Limits - Yes
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
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
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 and only one RB, or on any 3rd or 4th down, or during the last five minutes of each half. 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

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.

 

Click here to see the tiebreakers 

 

Overdue Games and Substitute Coaches

It is up to you coaches to get your games in on time. Any game not handed in by the posted deadline is overdue. It’s your responsibility to find a substitute and let me know as soon as you know that you can’t play on time. Besides ticking off everyone in the league, there will be penalties for repeated instances of unexcused blown deadlines. If there are chronic problems with unplayed games, I will be forced to create a duty roster and everyone will have to cover all the unplayed games according to a schedule.

Important Rules

 

Box Scores & File Handling

 

Playing Ahead

Other suggestions

·         PLEASE do not complain about your bad luck (or your opponent's good luck) during a game. This is extremely annoying to most coaches, and often leads to hard feelings because it's the equivalent of not giving the other coach any credit for beating you. Suck it up, don’t whine, and be gracious - or just keep quiet. If you’re not careful with your comments during games, you will end up with an unwanted reputation for being a jerk.

·         Be careful about piling on points late in the 4th quarter. This is always a judgment call, but be aware that point differential is NOT a tie-breaker element in this league.

·         Make an effort to do a writeup after the game, even if it's delayed a day or two, especially when it was a close or exciting game. This will make the league come alive for all of us.The score and a few words is fine for a blowout. Unless otherwise agreed, the winning coach should do the writeup. If you play ahead, please don't post a writeup until I post the weekly schedule for that game. If anyone wants the box score reporting program that I made, let me know.

·         Please remember that we are doing this for fun, not for glory. No one should feel like they have to prove anything here, so please try not to get too wound up about anything. Winning should take a back seat to having a good time and being a good league member. No matter how much you win, you’re not going to get hired by the NFL. Think of the league as a group effort to replay a season, or maybe even like a play where each of us is playing a certain part. I don't want to run a cut-throat "winning is all that matters" kind of league. If you act that way and you alienate other coaches, you might be asked to leave.

Team assignments

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. This is not a league where everyone gets to grab the best team he can get every season, because running bad teams is something we all have to take turns doing – it can't always be someone else. That's the reality if you want to use all the teams and play the full actual schedule. A replay league like SNARL is not possible unless there are guys willing to run the bad teams.

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 Steelers, Rams or Cowboys 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 thinks he has a god-given right to a playoff team every year and doesn't want to play unless he does, then this is not the league for you. Accepting the way that I assign teams, playing your games on time, and not whining or being a jerk during games are the three main things I want our league members to do.

 

 

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