PBML Constitution
SECTION TOPIC
0 - INTRODUCTION
1 - LEAGUE OFFICERS
2 - ROSTERS
3 - PLAYER TRANSACTIONS
4 - PLAYS FROM SCRIMMAGE
5 - REGULAR SEASON USAGE LIMITS
6 - METHOD OF PLAY
7 - LEAGUE GAME
8 - POST SEASON PLAY
9 - PLAYOFF TIE BREAKING PROCEDURES
10 - THE DRAFT
11- RULE CHANGES
12 - PROTESTS AND DISAGREEMENTS
SECTION 0 - INTRODUCTION
All PBML members are required to adhere to the both the letter and spirit of the constitution and all other PBML rules and practices. Members must be fair and prompt in their dealings with other members, and answer all correspondence from other managers without ANY form of personal attacks. Repeated failures to follow PBML league rules , practices, or violations involving personal integrity may result in a penalty up to
and including expulsion from the PBML. Also, all PBML members must have email capability for PBML business such as sending messages and attached files. Every member is encouraged to download and use Hamachi for our games. Some members have been unable to do FTF without it.
SECTION 1 - LEAGUE OFFICERS
1:01 Commissioner
The Commissioner shall be responsible for the overall management of the league: recruiting managers, imposing discipline, adjudicating protests, preparing and sending a weekly league file (during the playing season), preparing the playing schedule, etc.
1:02 Assistant Commissioner
The Assistant Commissioner shall receive details on all trades, determine their equitability, and send official notice to all managers. The AC shall also maintain the official roster for all teams, and conduct the annual draft.
1:03 Press Secretary
The Press Secretary shall maintain the league website, and assist the Commissioner with any public announcements that are needed.
1:04
These officials and a third manager shall serve as the executive committee, working together to make any needed decisions during the PBML season. Should it become necessary, an official may be replaced by the unanimous decision of the other two officials.
SECTION 2 PLAYER TRANSACTIONS
2:01
Each team may carry 50 to 56 players on its roster. Should a team fall short of players, the commissioner will assign players based on the following:
A: Any assigned player will be reduced to a grade #3 for the position.
B: Any assigned player will be released at the conclusion of the current season.
2:02
Each team may carry up to 3 players that do not appear on the disk. These are part of the 56-man roster.
2:03
You must have a backup for every position. A player may serve as the backup to more than one position. You are required to carry at least one more player at every position than you start. Should you not have proper coverage, the commissioner will require you to release your last owned drafted player and you'll be assigned a player using the guideline in 2:01.
2:04
First year expansion teams are allowed to carry up to 65 players on their roster. The extra nine may be on the disk or off the disk.
2.05
To begin each season your rosters must have at least:
QB - 3 (no more than 5 QB's)
RB - 3
WR - 4
TE - 2
T - 3
G - 3
C - 2
DE - 3
DT - 3
ILB - 3
OLB - 3
CB - 3
S - 3
Kicker with 16 or more field goal attempts.
Punter with 40 or more punts.
Kickoff returners - 2 (one unlimited and one limited, see section 5.04)
Punt returners - 2 (one unlimited and one limited, see section 5.05)
2:06 PLAYER POSITION MODIFICATION
By the due date given every year each Team may designate one player on the Offense Line, and one player on the Defensive Line, Linebackers and Defensive Backs,who are rated 6, 6/6 or less, to have one position adjusted in their file. Players positions can be altered in this way :
T, G, or C changed to OL (they will be able to play any OL Position).
DE or DT changed to DL (able to play DE or DT).
ILB or OLB changed to LB (able to play ILB or OLB).
CB or S changed to DB (able to play CB or S).
2:07 AUTOMATIC MODIFICATIONS
All players who played in 16 games will have their fatigue ratings changed to 10+. Players who played in 15 games will be changed to 9+. If a team does not have a player rated as a LS, a backup center will be so designated. If a team does not have a KR or PR who are unrestricted because of the number of returns, one of their players who can be unrestricted because of average will have their statistics modified to 16 returns.
2:08 INJURY REPLACEMENT
If a team loses a player to injury for 2 or more games, they may select a replacement player (at the same position) for the duration of the injury. The commissioner will add the requested player to the team. When the injured player reaches "1p" or better status, the replacement player again becomes a free agent. In the event that two teams request the same player, the team with the poorer record will have the first choice. Teams falling below the 50 player roster minimum must select replacement players, or have them assigned by the commissioner.
SECTION 3 - PLAYER TRANSACTIONS
3:01
New owners must serve a 10 day waiting period before they may negotiate or consummate trades. The 10 day waiting period may be waived upon request by the commissioner. The date they are eligible to trade will be announced to the league via an Email message.
3:02
All trades shall be reported promptly to the assistant commissioner, who shall examine each trade to ensure that it meets league rules and is fair to both teams. A trade becomes official only after the AC has notified all managers. (Any trade involving the AC must be approved by another member of the Executive Committee.
3:03
If the AC vetoes a trade, both managers will be notified immediately. Either of them may appeal the decision to the commissioner, who will convene the executive committee to make the final determination.
3:04
No trading of any kind is allowed from the roster freeze date until after the PBML Super Bowl is completed. After the completion of PBML Super Bowl, trades may be made until the roster freeze date (TBA ). Draft picks and players may be traded. Draft picks for the upcoming season and next season may be traded. All trades are final when consummated and may not involve future considerations or players to be named later. Dues (if any) for next year from both parties of the trade will be required for the trade to be legal. In any trades made before dues are collected from both parties involved, players or picks acquired from such trades must remain in place and not moved somewhere else, until those dues are paid.
SECTION 4 - PLAYS FROM SCRIMMAGE
4:01 TRICK PLAYS
These plays are considered Trick Plays:- QB Bootleg, End Around, Reverse, Double Reverse, Hook & Ladder,
Flea Flicker, Trick Pass, Fake Punt, Fake Field Goal. Players are limited to their actual NFL number of any particular trick play attempts. A maximum of 2 Trick Plays per game may be called. Trick Play's called by the Robot Coach do not count against a players limits.
4:02 ONSIDE KICKS
Only a team that trails or is tied may attempt an onside kickoff, maximum of three per game per team.
4:03 MISCELLANEOUS SPECIFIC GAME RULES
a - When you Blitz on defense you can send no more than a maximum of 4 players.
b - When you are in any of the following Platoon's, Nickel - Dime - Quarter, you cannot call the "GoalLine" or "Run Stuff" defense.
c - Absolutely NO Exhibition and Auto Played games are allowed on the Official Disk. Please create a separate directory and play those types of practice games there. This will avoid possible conflicts with the Official League disk.
d - The "audible" is never allowed to be called in a game. The Computer can of course call one.
SECTION 5 - REGULAR SEASON USAGE LIMITS
5:01 RUSHES
a - All players are limited to 110% (rounded off) of their actual NFL rushes. No player may attempt more than 50 rushing Aattempts in any game, Regular or Playoff. Quarterback rushes are limited to half of their actual NFL attempts.
b - A player which has 50 or less rushing attempts, and a rushing average of 5.0 or better, is limited to 50% of his 110% total per game.. Any runner with less than 60 NFL attempts is limited to no more than 15 attempts in any one game.
c - Quarterback rushing rules, "Called" QB Rushing Attempts are limited to half their Actual NFL Attempts for a season. Quarterbacks are only allowed 12 and no more than 3 per quarter "called" rushing attempt each per game. Scrambles do not count toward this limit. Only called running plays for QB's count as rushing attempts. "Called" QB Runs can only be Bootlegs, Draws, or Dives (which is considered the QB Sneaks). A "called" QB Run on a 2pt Conversion Attempt counts against a teams limit for that game.
The QB Bootleg is not allowed on 2pt Conversion Attempts. The QB Option call (which shows up in the PBP as a Sweep) is NOT ALLOWED. This will make it easy to keep track of these runs and enforce this rule both during a game and against season limits.
5:02 PASS ATTEMPTS
Quarterbacks will be limited to 110% (rounded UP) of actual NFL attempts. No player may attempt more than 75 passing attempts in any game, Regular or Playoff.
5:03 RECEPTIONS
Any player is limited to 110% (rounded up) of actual NFL receptions. No player may have more than 20 receptions in any game, Regular or Playoff.
5:04 KICK RETURNERS
Any player who returned at least 16 NFL kickoffs OR had an NFL average of 19.9 or less with no returns for a TD, is unlimited. All others are limited to 110% of actual returns. All teams must have at least one unlimited and 1 limited returner on their team or limited returners who total 50 returns to be legal for the season.
5:05 PUNT RETURNERS
Any player who returned at least 16 NFL punts (not counting fair catches) or had an NFL average of 9.9 or less with no returns for a TD is unlimited. All others are limited to 110% of actual returns. All teams must have at least one unlimited and one limited returner on their team or limited returners who total 50 returns to be legal for the season.
5:06 INNOCUOUS PLAYERS
At the beginning of each season, a manager may select one running back AND one quarterback AND one wide receiver or tight end as an innocuous player.
a - To be eligible for this change, a running back must have less than 100 carries and an average of less than 3.0 yards per carry. A quarterback must have less than 200 pass attempts and a rating of less than 70.0. A wide receiver must have less than 30 receptions and an average of less than 13.0 yards per catch. A tight end must have less than 20 receptions and an average of less than 10.0 yards per catch.
b - Players selected by the managers will have their statistics modified by the commissioner to 400 pass attempts, 150 rushes, 50 receptions (wide receivers) or 30 receptions (tight ends), whichever category is appropriate for that player. Their durability rating will also be modified to 10+.
c - Returners who qualify as unlimited because of their return average (see 5:04 and 5:05 above) and have less than 16 returns will have their statistics modified to that number and their durability rating set at 10. Only one kick returner and one punt returner per team will be modified.
5:07 USAGE PENALTIES
League rules will set usage penalties at “mild” for 100% of usage, “moderate” for 105%, and “severe” for 110% of usage.
5.08 TRICK PLAYS
These plays are considered Trick Plays : QB Bootleg, End Around, Reverse, Double Reverse, Hook & Ladder, Flea Flicker, Trick Pass, Fake Punt, Fake Field Goal. Players are limited to their actual NFL number of any particular trick play attempts. A maximum of 2 Trick Plays per game may be called. Trick Play's called BY the Robot Coach do not count against a players limits.
SECTION 6 - METHOD OF PLAY
Only the current version of the ACTION PC computer football game is allowed. Only the master PBML disk is to be used for league games. Games may be played solo or Face to Face (FTF) via internet against another PBML coach.
6:01
For PBML games played FTF against another PBML member either in person or over the internet, the home team will be given home field advantage. To facilitate head-to-head play, a manager may ask another PBML manager to substitute for him.
6:02 INJURIES
Injuries are always carried over.
6:03 SCHEDULE
The PBML will use a rotating schedule based on previous year's finish in the division. Tie breaking procedures will be the same as for the playoffs. The divisions will rotate annually to insure that the out of division games rotate to new division opponents each year.
SECTION 7 - LEAGUE GAMES
7:01
If you are going to be Hosting/playing an Internet Game, you will need to -
a - Set up a time to play the game with your opponent, and clear out about 2 hours to play the game.
b - Go into SETUP, make sure that you have the correct league directory selected, and make sure you have EXPANDED BOX SCORE selected. After all is correct, Save Changes to exit.
c - At the agreed upon time go to the Windows Start button, go to and click on Run, type in WINIPCFG and click on OK, in the second line write down the exact IP Address, send your opponent an email with this address. Then go through steps #1 through #4 below BUT IT IS IMPORTANT TO ALSO make sure you get to the point where either you or your opponent is about to kickoff, this is a must for the Host or the game won't load for the Visitor.
VISITORS NOTE
If you are the Visitor in an Internet Game, wait for the email from the host coach, then go into the Game, choose Play, then Internet - Join Game, type in the IP address, Click on Connect, wait for the game to load. That's all. The home team (or Host) does the rest.
HOME TEAM (or HOST) NOTES
a - Click Play, and choose the correct game from that week’s schedule.
b - Now click Play to play the game! Should an Internet Game crash during play, the Host must IMMEDIATELY Save the Game, exit ALL THE WAY OUT of the game & Action program (this allows everything to "reset" itself), go back into the Action program, then resume the game, and wait for your opponent's call to reconnect with you. This should allow everything to pick up right where you left off.
c - After your game is completed a screen will appear asking you what to do. Choose the Exit when done.
d - Click on Utilities, then Export Game.
e - Double Click the game you just played, an asterisk (*) will appear beside the game.
f - Now choose the Export Location by double clicking on the DISK directory I had you set up underneath your Action Game directory.
g - Click on the "Begin Export" button. A box should come up saying "Export Complete" with OK for the choice. This will create one file in that directory with a fairly descriptive name of the game (something
like RR 24 DUR12.XBX). You may now exit out of the game.
h - Send the Exported Game File created in step #7 above right away to your opponent and the commissioner so he can have up to date stats. Also include a game report, detailing highlights of the game.
7:02 TO USE HAMACHI
a - Click the Hamachi Icon. Then the power on icon upper left.
b - Click Network, Join an existing Network such as our own hosted by DKS
Network Name: DKS Open Lobby
Network ID: 337-515-697
Password: dks
c - Note: you will need a screen name. (your name or whatever). The Green ball on the left indicates who is active right now. When both managers are active, then play the game as described above (and/or as explained in the game manual).
7:03 UPDATING YOUR LEAGUE DISK EVERY WEEK
Every week the commissioner will send you a COMPLETELY NEW DISK called PBML week(1 to 16 depending upon the week just completed).ZIP. You MUST update your data disk every week with this new file.
7:04 ALTERING, SENDING AND RECEIVING COACHES
Choose Utilities/Export Coaches from the main screen, choose your team, and export the coach. Then send to your opponent or the commissioner. To Import Coaches, choose Utilities/Import Coaches, locate the file to import and click on the Begin Import button.
7:05 SCHEDULE
The PBML will use a rotating schedule based on previous year's finish in the division. Tie breaking procedures will be the same as for the playoffs. The divisions will rotate annually to insure that the out of division games rotate each year.
7.06 GAME SETUP INSTRUCTIONS
Visitor contacts are due to your opponent no later than the Tuesday night before the game is scheduled. If nothing is received by that Tuesday evening and after an attempt is made by the home coach to reach the visiting coach with no response by TUESDAY evening, the home coach may proceed playing on WEDNESDAY using the team coach to run the Visitor's team. Also, any home team not responding to the visitors coach email, if the visitors email is sent by Tuesday, or has not contacted the visitor coach at all may have their game played by the visiting coach.
NOTE: Members are NOT required to play FTF during the regular season but, what this rule does is require a response by THURSDAY. If no response sent by THURSDAY, then the visitors may play it on FRIDAY.. If the Home team responds by Thursday indicating they want to solo it, its still their choice.. The visiting team will have to accept the results.. Play-offs will still be played FTF.
7.07 REPORTING OF GAMES
The host coach is obligated to report his game results in the form of a Game Write Up to the league by Sunday evening of the weekend the game is scheduled to be played. (This may be sent to the commissioner instead of the entire league.) How long or how brief is up to you. The main thing is the final score and key play which determined the outcome.
SECTION 8 - POST SEASON PLAY
8:01 QUALIFICATION
The 4 division winners qualify and host the first round playoff games. The best 4 non division winners also qualify, ties broken based on SECTION 15. Division winners are seeded 1-4 based on record, non division winners 5-8 based on record.
PLAYOFF FIRST ROUND: 8 at 1, 7 at 2, 6 at 3 and 5 at 4.
PLAYOFF SECOND ROUND: Lowest remaining seed at highest remaining seed, 2nd lowest at the 2nd highest.
PBML SUPER BOWL: Lower seed at higher seed.
8:02 PLAYOFF PLAYER USAGE
All players subject to a 110% limitation during the regular season will be limited to 10% of their ACTUAL NFL total of receptions, rushes, passes, returns, kicks, punts or trick plays for each playoff game. If this results in a number less than 1, then that player will be limited to 1 for the duration of the playoffs.. The Innocuous receivers are limited to 8 Catches per game. The Innocuous RBs are limited to 15 rushes a game. The Innocuous QBs are unlimited in passing attempts..
8:03
Home field advantage will be turned off for the Super Bowl.
SECTION 9 - PLAYOFF TIE BREAKING PROCEDURES
9:01 DIVISION TIES INVOLVING TWO TEAMS
a - Best head to head record in games between the two teams.
b - Best won-loss percentage in division games.
c - Best won-loss percentage in games among common opponents.
d - Best won-loss percentage in conference games.
e - Best net points in division games.
f - Best net points in all games.
g - Best net Touchdowns in all games.
h - Coin flip.
9:02 DIVISION TIES INVOLVING THREE OR MORE TEAMS
Steps are the same as for two teams (9:01). When a team is eliminated in the tie breaking procedures, the remaining teams will start over again back at step (9.01a).
9:03 TIES INVOLVING WILD CARD TEAMS
If all teams are from the same division, apply the division tie breaker (9:01 or 9:02). If the tied teams are from different divisions, when the 1st wild card team is identified, all remaining teams revert to step a.
9:04 TIES INVOLVING TWO WILD CARD TEAMS FROM DIFFERENT DIVISIONS:
a - Best head to head record in games between the two teams.
b - Best winning percentage in common games, 4 minimum.
c - Best net points in all games.
d - Best net touchdowns in all games.
e - Coin flip.
9:05 TIES INVOLVING THREE OR MORE WILD CARD TEAMS FROM DIFFERENT DIVISIONS:
Apply the division tie breaker to eliminate all but the highest ranking team from each division prior to step (9.01a). ALL division tie breakers apply for any subsequent tie breakers to identify the four wild card teams.
a - Head to head sweep. (Applies if any of the teams either beat or lost to all the others in the tie breaker.
b - Same as for a two teams from different division wild card tie breaker (9:04).
SECTION 10 - THE DRAFT
10:01 LENGTH & TIME
10 rounds. All carded players not on a PBML roster are eligible. The annual draft will begin in June and be conducted via email. After a selection has been made, the next team has a 24 hour time limit to make their pick or send in a list.
a - Beginning with round 3, the time limit will be shortened to 12 hours.
b - If the time limit has expired, that selection will be skipped. The assistant commissioner will make the announcement, and the next team will be on the clock. Skipped picks may be made up at any time.
10:02
In order to help build competitive balance, the teams with the poorest six records (ie, those assigned the first six picks in the draft) will be allowed five additional picks (rounds 11-15.) These picks may be traded.
10:03
Draft positions 1-8 will be the teams not making the playoffs in the previous season, the team with the poorest record drafting first. (Note that four teams will be in the lottery group for positioning in round 1 only.) Positions 9-12 will be the teams losing in the first round of the playoffs, with the poorest regular season record drafting ninth, etc. Positions 13-14 will be the second round losers, with the poorer record drafting 13th. The Super Bowl loser will draft 15th, and the Super Bowl winner 16th. In rounds 2-10, teams with the same record will alternate draft positions, regardless of whether they were in the playoffs (but playoff results would still count for positioning.)
10:04 LOTTERY
Weighted. The teams will be slotted 1-4 based on regular season record, ties broken based on
a - Worst head to head record in games between the two teams.
b - Worst won-loss percentage in division games.
c - Worst won-loss percentage in games among common opponents.
d - Worst won-loss percentage in conference games.
e - Worst net points in division games.
f - Worst net points in all games.
g - Worst net Touchdowns in all games.
h - Coin flip.
Worst Record TIES INVOLVING THREE OR MORE TEAMS: Steps (9.01a) are the SAME as for TWO TEAMS (10:03). When a team is eliminated in the tie breaking procedures, the remaining teams will start over back at step one. Teams may fall no lower than three positions and will receive tokens based on the following:
Team 04 - 1 tokens, Team 03 - 2 tokens, Team 02 - 4 Tokens and Team 01 - 6 Tokens
10:05 EXPANSION TEAMS
Will draft first regardless of the lottery. The lottery will still determine the first 4 positions after the expansion teams.
SECTION 11 - RULE CHANGES
11:01
65% of the responding coaches are required to change this Constitution.
11:02
The rules vote will be held annually before or around the end of the PBML Season.
11:03
All managers are encouraged to submit proposals on any area that they feel would improve the PBML. Proposals and the rationale for the proposal should be sent to any member of the Executive Committee. That group will consider the proposal, and if they believe it has merit, will bring it the league for approval.
SECTION 12 - PROTESTS and DISAGREEMENTS
Any actual protests should be submitted ASAP so the statistician does not have to redo the stats. Keeping this in mind, Coaches may protest any game that resulted in a loss that may have reasonably been due to the home coaches failure to follow written instructions or line-ups for that game. Failure to follow league rules
or use of an illegal player are admissible grounds also. An email message report must be sent to both the accused coach and commissioner (who will serve as arbiter) within that week of receiving game results. He
must list his reasons supporting his protest. The accused coach then must respond ASAP. He must do so in a email message to both the commissioner and opposing coach. The arbiter will then render his decision which is final. The arbiter will uphold the protest only if in his opinion the decisions made by the defendant might have reasonably affected the outcome of the game. Any upheld protested game must be made up before the playoffs begin. Any protests involving the commissioner will be arbitrated by a mutually agreed upon league member.
SECTION 13 - VIOLATIONS
A coach found guilty of violating league rules outlined in this constitution will incur the following penalties:
a - First offense - a warning issued by the commissioner;
b - Second offense - loss of fourth round draft pick in the next draft (higher round if that pick has been traded);
c - Third offense - loss of first round draft pick (if this pick has already been traded, a player of equal value will be determined by the Executive Committee);
d - Fourth offense - expulsion from the PBML.
0 - INTRODUCTION
1 - LEAGUE OFFICERS
2 - ROSTERS
3 - PLAYER TRANSACTIONS
4 - PLAYS FROM SCRIMMAGE
5 - REGULAR SEASON USAGE LIMITS
6 - METHOD OF PLAY
7 - LEAGUE GAME
8 - POST SEASON PLAY
9 - PLAYOFF TIE BREAKING PROCEDURES
10 - THE DRAFT
11- RULE CHANGES
12 - PROTESTS AND DISAGREEMENTS
SECTION 0 - INTRODUCTION
All PBML members are required to adhere to the both the letter and spirit of the constitution and all other PBML rules and practices. Members must be fair and prompt in their dealings with other members, and answer all correspondence from other managers without ANY form of personal attacks. Repeated failures to follow PBML league rules , practices, or violations involving personal integrity may result in a penalty up to
and including expulsion from the PBML. Also, all PBML members must have email capability for PBML business such as sending messages and attached files. Every member is encouraged to download and use Hamachi for our games. Some members have been unable to do FTF without it.
SECTION 1 - LEAGUE OFFICERS
1:01 Commissioner
The Commissioner shall be responsible for the overall management of the league: recruiting managers, imposing discipline, adjudicating protests, preparing and sending a weekly league file (during the playing season), preparing the playing schedule, etc.
1:02 Assistant Commissioner
The Assistant Commissioner shall receive details on all trades, determine their equitability, and send official notice to all managers. The AC shall also maintain the official roster for all teams, and conduct the annual draft.
1:03 Press Secretary
The Press Secretary shall maintain the league website, and assist the Commissioner with any public announcements that are needed.
1:04
These officials and a third manager shall serve as the executive committee, working together to make any needed decisions during the PBML season. Should it become necessary, an official may be replaced by the unanimous decision of the other two officials.
SECTION 2 PLAYER TRANSACTIONS
2:01
Each team may carry 50 to 56 players on its roster. Should a team fall short of players, the commissioner will assign players based on the following:
A: Any assigned player will be reduced to a grade #3 for the position.
B: Any assigned player will be released at the conclusion of the current season.
2:02
Each team may carry up to 3 players that do not appear on the disk. These are part of the 56-man roster.
2:03
You must have a backup for every position. A player may serve as the backup to more than one position. You are required to carry at least one more player at every position than you start. Should you not have proper coverage, the commissioner will require you to release your last owned drafted player and you'll be assigned a player using the guideline in 2:01.
2:04
First year expansion teams are allowed to carry up to 65 players on their roster. The extra nine may be on the disk or off the disk.
2.05
To begin each season your rosters must have at least:
QB - 3 (no more than 5 QB's)
RB - 3
WR - 4
TE - 2
T - 3
G - 3
C - 2
DE - 3
DT - 3
ILB - 3
OLB - 3
CB - 3
S - 3
Kicker with 16 or more field goal attempts.
Punter with 40 or more punts.
Kickoff returners - 2 (one unlimited and one limited, see section 5.04)
Punt returners - 2 (one unlimited and one limited, see section 5.05)
2:06 PLAYER POSITION MODIFICATION
By the due date given every year each Team may designate one player on the Offense Line, and one player on the Defensive Line, Linebackers and Defensive Backs,who are rated 6, 6/6 or less, to have one position adjusted in their file. Players positions can be altered in this way :
T, G, or C changed to OL (they will be able to play any OL Position).
DE or DT changed to DL (able to play DE or DT).
ILB or OLB changed to LB (able to play ILB or OLB).
CB or S changed to DB (able to play CB or S).
2:07 AUTOMATIC MODIFICATIONS
All players who played in 16 games will have their fatigue ratings changed to 10+. Players who played in 15 games will be changed to 9+. If a team does not have a player rated as a LS, a backup center will be so designated. If a team does not have a KR or PR who are unrestricted because of the number of returns, one of their players who can be unrestricted because of average will have their statistics modified to 16 returns.
2:08 INJURY REPLACEMENT
If a team loses a player to injury for 2 or more games, they may select a replacement player (at the same position) for the duration of the injury. The commissioner will add the requested player to the team. When the injured player reaches "1p" or better status, the replacement player again becomes a free agent. In the event that two teams request the same player, the team with the poorer record will have the first choice. Teams falling below the 50 player roster minimum must select replacement players, or have them assigned by the commissioner.
SECTION 3 - PLAYER TRANSACTIONS
3:01
New owners must serve a 10 day waiting period before they may negotiate or consummate trades. The 10 day waiting period may be waived upon request by the commissioner. The date they are eligible to trade will be announced to the league via an Email message.
3:02
All trades shall be reported promptly to the assistant commissioner, who shall examine each trade to ensure that it meets league rules and is fair to both teams. A trade becomes official only after the AC has notified all managers. (Any trade involving the AC must be approved by another member of the Executive Committee.
3:03
If the AC vetoes a trade, both managers will be notified immediately. Either of them may appeal the decision to the commissioner, who will convene the executive committee to make the final determination.
3:04
No trading of any kind is allowed from the roster freeze date until after the PBML Super Bowl is completed. After the completion of PBML Super Bowl, trades may be made until the roster freeze date (TBA ). Draft picks and players may be traded. Draft picks for the upcoming season and next season may be traded. All trades are final when consummated and may not involve future considerations or players to be named later. Dues (if any) for next year from both parties of the trade will be required for the trade to be legal. In any trades made before dues are collected from both parties involved, players or picks acquired from such trades must remain in place and not moved somewhere else, until those dues are paid.
SECTION 4 - PLAYS FROM SCRIMMAGE
4:01 TRICK PLAYS
These plays are considered Trick Plays:- QB Bootleg, End Around, Reverse, Double Reverse, Hook & Ladder,
Flea Flicker, Trick Pass, Fake Punt, Fake Field Goal. Players are limited to their actual NFL number of any particular trick play attempts. A maximum of 2 Trick Plays per game may be called. Trick Play's called by the Robot Coach do not count against a players limits.
4:02 ONSIDE KICKS
Only a team that trails or is tied may attempt an onside kickoff, maximum of three per game per team.
4:03 MISCELLANEOUS SPECIFIC GAME RULES
a - When you Blitz on defense you can send no more than a maximum of 4 players.
b - When you are in any of the following Platoon's, Nickel - Dime - Quarter, you cannot call the "GoalLine" or "Run Stuff" defense.
c - Absolutely NO Exhibition and Auto Played games are allowed on the Official Disk. Please create a separate directory and play those types of practice games there. This will avoid possible conflicts with the Official League disk.
d - The "audible" is never allowed to be called in a game. The Computer can of course call one.
SECTION 5 - REGULAR SEASON USAGE LIMITS
5:01 RUSHES
a - All players are limited to 110% (rounded off) of their actual NFL rushes. No player may attempt more than 50 rushing Aattempts in any game, Regular or Playoff. Quarterback rushes are limited to half of their actual NFL attempts.
b - A player which has 50 or less rushing attempts, and a rushing average of 5.0 or better, is limited to 50% of his 110% total per game.. Any runner with less than 60 NFL attempts is limited to no more than 15 attempts in any one game.
c - Quarterback rushing rules, "Called" QB Rushing Attempts are limited to half their Actual NFL Attempts for a season. Quarterbacks are only allowed 12 and no more than 3 per quarter "called" rushing attempt each per game. Scrambles do not count toward this limit. Only called running plays for QB's count as rushing attempts. "Called" QB Runs can only be Bootlegs, Draws, or Dives (which is considered the QB Sneaks). A "called" QB Run on a 2pt Conversion Attempt counts against a teams limit for that game.
The QB Bootleg is not allowed on 2pt Conversion Attempts. The QB Option call (which shows up in the PBP as a Sweep) is NOT ALLOWED. This will make it easy to keep track of these runs and enforce this rule both during a game and against season limits.
5:02 PASS ATTEMPTS
Quarterbacks will be limited to 110% (rounded UP) of actual NFL attempts. No player may attempt more than 75 passing attempts in any game, Regular or Playoff.
5:03 RECEPTIONS
Any player is limited to 110% (rounded up) of actual NFL receptions. No player may have more than 20 receptions in any game, Regular or Playoff.
5:04 KICK RETURNERS
Any player who returned at least 16 NFL kickoffs OR had an NFL average of 19.9 or less with no returns for a TD, is unlimited. All others are limited to 110% of actual returns. All teams must have at least one unlimited and 1 limited returner on their team or limited returners who total 50 returns to be legal for the season.
5:05 PUNT RETURNERS
Any player who returned at least 16 NFL punts (not counting fair catches) or had an NFL average of 9.9 or less with no returns for a TD is unlimited. All others are limited to 110% of actual returns. All teams must have at least one unlimited and one limited returner on their team or limited returners who total 50 returns to be legal for the season.
5:06 INNOCUOUS PLAYERS
At the beginning of each season, a manager may select one running back AND one quarterback AND one wide receiver or tight end as an innocuous player.
a - To be eligible for this change, a running back must have less than 100 carries and an average of less than 3.0 yards per carry. A quarterback must have less than 200 pass attempts and a rating of less than 70.0. A wide receiver must have less than 30 receptions and an average of less than 13.0 yards per catch. A tight end must have less than 20 receptions and an average of less than 10.0 yards per catch.
b - Players selected by the managers will have their statistics modified by the commissioner to 400 pass attempts, 150 rushes, 50 receptions (wide receivers) or 30 receptions (tight ends), whichever category is appropriate for that player. Their durability rating will also be modified to 10+.
c - Returners who qualify as unlimited because of their return average (see 5:04 and 5:05 above) and have less than 16 returns will have their statistics modified to that number and their durability rating set at 10. Only one kick returner and one punt returner per team will be modified.
5:07 USAGE PENALTIES
League rules will set usage penalties at “mild” for 100% of usage, “moderate” for 105%, and “severe” for 110% of usage.
5.08 TRICK PLAYS
These plays are considered Trick Plays : QB Bootleg, End Around, Reverse, Double Reverse, Hook & Ladder, Flea Flicker, Trick Pass, Fake Punt, Fake Field Goal. Players are limited to their actual NFL number of any particular trick play attempts. A maximum of 2 Trick Plays per game may be called. Trick Play's called BY the Robot Coach do not count against a players limits.
SECTION 6 - METHOD OF PLAY
Only the current version of the ACTION PC computer football game is allowed. Only the master PBML disk is to be used for league games. Games may be played solo or Face to Face (FTF) via internet against another PBML coach.
6:01
For PBML games played FTF against another PBML member either in person or over the internet, the home team will be given home field advantage. To facilitate head-to-head play, a manager may ask another PBML manager to substitute for him.
6:02 INJURIES
Injuries are always carried over.
6:03 SCHEDULE
The PBML will use a rotating schedule based on previous year's finish in the division. Tie breaking procedures will be the same as for the playoffs. The divisions will rotate annually to insure that the out of division games rotate to new division opponents each year.
SECTION 7 - LEAGUE GAMES
7:01
If you are going to be Hosting/playing an Internet Game, you will need to -
a - Set up a time to play the game with your opponent, and clear out about 2 hours to play the game.
b - Go into SETUP, make sure that you have the correct league directory selected, and make sure you have EXPANDED BOX SCORE selected. After all is correct, Save Changes to exit.
c - At the agreed upon time go to the Windows Start button, go to and click on Run, type in WINIPCFG and click on OK, in the second line write down the exact IP Address, send your opponent an email with this address. Then go through steps #1 through #4 below BUT IT IS IMPORTANT TO ALSO make sure you get to the point where either you or your opponent is about to kickoff, this is a must for the Host or the game won't load for the Visitor.
VISITORS NOTE
If you are the Visitor in an Internet Game, wait for the email from the host coach, then go into the Game, choose Play, then Internet - Join Game, type in the IP address, Click on Connect, wait for the game to load. That's all. The home team (or Host) does the rest.
HOME TEAM (or HOST) NOTES
a - Click Play, and choose the correct game from that week’s schedule.
b - Now click Play to play the game! Should an Internet Game crash during play, the Host must IMMEDIATELY Save the Game, exit ALL THE WAY OUT of the game & Action program (this allows everything to "reset" itself), go back into the Action program, then resume the game, and wait for your opponent's call to reconnect with you. This should allow everything to pick up right where you left off.
c - After your game is completed a screen will appear asking you what to do. Choose the Exit when done.
d - Click on Utilities, then Export Game.
e - Double Click the game you just played, an asterisk (*) will appear beside the game.
f - Now choose the Export Location by double clicking on the DISK directory I had you set up underneath your Action Game directory.
g - Click on the "Begin Export" button. A box should come up saying "Export Complete" with OK for the choice. This will create one file in that directory with a fairly descriptive name of the game (something
like RR 24 DUR12.XBX). You may now exit out of the game.
h - Send the Exported Game File created in step #7 above right away to your opponent and the commissioner so he can have up to date stats. Also include a game report, detailing highlights of the game.
7:02 TO USE HAMACHI
a - Click the Hamachi Icon. Then the power on icon upper left.
b - Click Network, Join an existing Network such as our own hosted by DKS
Network Name: DKS Open Lobby
Network ID: 337-515-697
Password: dks
c - Note: you will need a screen name. (your name or whatever). The Green ball on the left indicates who is active right now. When both managers are active, then play the game as described above (and/or as explained in the game manual).
7:03 UPDATING YOUR LEAGUE DISK EVERY WEEK
Every week the commissioner will send you a COMPLETELY NEW DISK called PBML week(1 to 16 depending upon the week just completed).ZIP. You MUST update your data disk every week with this new file.
7:04 ALTERING, SENDING AND RECEIVING COACHES
Choose Utilities/Export Coaches from the main screen, choose your team, and export the coach. Then send to your opponent or the commissioner. To Import Coaches, choose Utilities/Import Coaches, locate the file to import and click on the Begin Import button.
7:05 SCHEDULE
The PBML will use a rotating schedule based on previous year's finish in the division. Tie breaking procedures will be the same as for the playoffs. The divisions will rotate annually to insure that the out of division games rotate each year.
7.06 GAME SETUP INSTRUCTIONS
Visitor contacts are due to your opponent no later than the Tuesday night before the game is scheduled. If nothing is received by that Tuesday evening and after an attempt is made by the home coach to reach the visiting coach with no response by TUESDAY evening, the home coach may proceed playing on WEDNESDAY using the team coach to run the Visitor's team. Also, any home team not responding to the visitors coach email, if the visitors email is sent by Tuesday, or has not contacted the visitor coach at all may have their game played by the visiting coach.
NOTE: Members are NOT required to play FTF during the regular season but, what this rule does is require a response by THURSDAY. If no response sent by THURSDAY, then the visitors may play it on FRIDAY.. If the Home team responds by Thursday indicating they want to solo it, its still their choice.. The visiting team will have to accept the results.. Play-offs will still be played FTF.
7.07 REPORTING OF GAMES
The host coach is obligated to report his game results in the form of a Game Write Up to the league by Sunday evening of the weekend the game is scheduled to be played. (This may be sent to the commissioner instead of the entire league.) How long or how brief is up to you. The main thing is the final score and key play which determined the outcome.
SECTION 8 - POST SEASON PLAY
8:01 QUALIFICATION
The 4 division winners qualify and host the first round playoff games. The best 4 non division winners also qualify, ties broken based on SECTION 15. Division winners are seeded 1-4 based on record, non division winners 5-8 based on record.
PLAYOFF FIRST ROUND: 8 at 1, 7 at 2, 6 at 3 and 5 at 4.
PLAYOFF SECOND ROUND: Lowest remaining seed at highest remaining seed, 2nd lowest at the 2nd highest.
PBML SUPER BOWL: Lower seed at higher seed.
8:02 PLAYOFF PLAYER USAGE
All players subject to a 110% limitation during the regular season will be limited to 10% of their ACTUAL NFL total of receptions, rushes, passes, returns, kicks, punts or trick plays for each playoff game. If this results in a number less than 1, then that player will be limited to 1 for the duration of the playoffs.. The Innocuous receivers are limited to 8 Catches per game. The Innocuous RBs are limited to 15 rushes a game. The Innocuous QBs are unlimited in passing attempts..
8:03
Home field advantage will be turned off for the Super Bowl.
SECTION 9 - PLAYOFF TIE BREAKING PROCEDURES
9:01 DIVISION TIES INVOLVING TWO TEAMS
a - Best head to head record in games between the two teams.
b - Best won-loss percentage in division games.
c - Best won-loss percentage in games among common opponents.
d - Best won-loss percentage in conference games.
e - Best net points in division games.
f - Best net points in all games.
g - Best net Touchdowns in all games.
h - Coin flip.
9:02 DIVISION TIES INVOLVING THREE OR MORE TEAMS
Steps are the same as for two teams (9:01). When a team is eliminated in the tie breaking procedures, the remaining teams will start over again back at step (9.01a).
9:03 TIES INVOLVING WILD CARD TEAMS
If all teams are from the same division, apply the division tie breaker (9:01 or 9:02). If the tied teams are from different divisions, when the 1st wild card team is identified, all remaining teams revert to step a.
9:04 TIES INVOLVING TWO WILD CARD TEAMS FROM DIFFERENT DIVISIONS:
a - Best head to head record in games between the two teams.
b - Best winning percentage in common games, 4 minimum.
c - Best net points in all games.
d - Best net touchdowns in all games.
e - Coin flip.
9:05 TIES INVOLVING THREE OR MORE WILD CARD TEAMS FROM DIFFERENT DIVISIONS:
Apply the division tie breaker to eliminate all but the highest ranking team from each division prior to step (9.01a). ALL division tie breakers apply for any subsequent tie breakers to identify the four wild card teams.
a - Head to head sweep. (Applies if any of the teams either beat or lost to all the others in the tie breaker.
b - Same as for a two teams from different division wild card tie breaker (9:04).
SECTION 10 - THE DRAFT
10:01 LENGTH & TIME
10 rounds. All carded players not on a PBML roster are eligible. The annual draft will begin in June and be conducted via email. After a selection has been made, the next team has a 24 hour time limit to make their pick or send in a list.
a - Beginning with round 3, the time limit will be shortened to 12 hours.
b - If the time limit has expired, that selection will be skipped. The assistant commissioner will make the announcement, and the next team will be on the clock. Skipped picks may be made up at any time.
10:02
In order to help build competitive balance, the teams with the poorest six records (ie, those assigned the first six picks in the draft) will be allowed five additional picks (rounds 11-15.) These picks may be traded.
10:03
Draft positions 1-8 will be the teams not making the playoffs in the previous season, the team with the poorest record drafting first. (Note that four teams will be in the lottery group for positioning in round 1 only.) Positions 9-12 will be the teams losing in the first round of the playoffs, with the poorest regular season record drafting ninth, etc. Positions 13-14 will be the second round losers, with the poorer record drafting 13th. The Super Bowl loser will draft 15th, and the Super Bowl winner 16th. In rounds 2-10, teams with the same record will alternate draft positions, regardless of whether they were in the playoffs (but playoff results would still count for positioning.)
10:04 LOTTERY
Weighted. The teams will be slotted 1-4 based on regular season record, ties broken based on
a - Worst head to head record in games between the two teams.
b - Worst won-loss percentage in division games.
c - Worst won-loss percentage in games among common opponents.
d - Worst won-loss percentage in conference games.
e - Worst net points in division games.
f - Worst net points in all games.
g - Worst net Touchdowns in all games.
h - Coin flip.
Worst Record TIES INVOLVING THREE OR MORE TEAMS: Steps (9.01a) are the SAME as for TWO TEAMS (10:03). When a team is eliminated in the tie breaking procedures, the remaining teams will start over back at step one. Teams may fall no lower than three positions and will receive tokens based on the following:
Team 04 - 1 tokens, Team 03 - 2 tokens, Team 02 - 4 Tokens and Team 01 - 6 Tokens
10:05 EXPANSION TEAMS
Will draft first regardless of the lottery. The lottery will still determine the first 4 positions after the expansion teams.
SECTION 11 - RULE CHANGES
11:01
65% of the responding coaches are required to change this Constitution.
11:02
The rules vote will be held annually before or around the end of the PBML Season.
11:03
All managers are encouraged to submit proposals on any area that they feel would improve the PBML. Proposals and the rationale for the proposal should be sent to any member of the Executive Committee. That group will consider the proposal, and if they believe it has merit, will bring it the league for approval.
SECTION 12 - PROTESTS and DISAGREEMENTS
Any actual protests should be submitted ASAP so the statistician does not have to redo the stats. Keeping this in mind, Coaches may protest any game that resulted in a loss that may have reasonably been due to the home coaches failure to follow written instructions or line-ups for that game. Failure to follow league rules
or use of an illegal player are admissible grounds also. An email message report must be sent to both the accused coach and commissioner (who will serve as arbiter) within that week of receiving game results. He
must list his reasons supporting his protest. The accused coach then must respond ASAP. He must do so in a email message to both the commissioner and opposing coach. The arbiter will then render his decision which is final. The arbiter will uphold the protest only if in his opinion the decisions made by the defendant might have reasonably affected the outcome of the game. Any upheld protested game must be made up before the playoffs begin. Any protests involving the commissioner will be arbitrated by a mutually agreed upon league member.
SECTION 13 - VIOLATIONS
A coach found guilty of violating league rules outlined in this constitution will incur the following penalties:
a - First offense - a warning issued by the commissioner;
b - Second offense - loss of fourth round draft pick in the next draft (higher round if that pick has been traded);
c - Third offense - loss of first round draft pick (if this pick has already been traded, a player of equal value will be determined by the Executive Committee);
d - Fourth offense - expulsion from the PBML.