Frozen Tundra

2020 League Charter

Red – Significant changes from prior year. 

 

 

Table of Contents

 

Philosophy

 

Foundation

 

Infrastructure

 

League Structure

 

Playoffs

 

Franchise Ownership

 

Rosters

 

Drafting

 

Procedures for Acquiring Players

 

Trading

 

Frozen Tundra Game Rules

 

Strat-O-Matic Game Rules

 

Philosophy

 

What is the OCFL?

 

The OCFL, OOPS Computer Football League, is three separate (“Autumn Wind”, “Spring Fever”, and “Frozen Tundra”) keeper football leagues played over a wide-area network.  Members in good standing may participate in either or both leagues contingent upon team availability.  Information for each league is kept separately at the website www.oopscfl.org.  The administration of each league is handled by separate governing bodies.  The information contained herein applies to the Frozen Tundra only.

 

Vision Statement

 

The OCFL shall continue from season-to-season, year-to-year providing it’s members with a constantly improving “fraternal” computer football environment.

 

The establishment and maintenance of a superior website as a public relations tool will display the superior level of enjoyment attained in our league.  The website will be the centerpiece for information and execution of nearly all league functions such as: league membership, league and game rules, expansion and rookie drafts, team rosters and transactions, and posting stats and correspondence.

 

Mission Statement

 

The goal of the OCFL is to provide an enjoyable computer football league experience for it’s members through the use of experienced administration and advanced technology.  This goal is to be achieved through:


 

Foundation

 

What is Frozen Tundra?

 

The greater league, referred to as the OCFL, consists of three sub-leagues: two played in the autumn, Autumn Wind and Frozen Tundra, and one played in the spring, Spring Fever.   Each sub-league has its own administrative group but adheres to the common tenets of the OCFL philosophy mentioned above.

 

Membership

 

Membership in Frozen Tundra is a privilege, not a right.  There is no tenure.  There is no upper class.  All members are equal, but organization, direction, and authority rest with those best-suited to do it.  At no time will league membership exceed thirty.  Membership in the league automatically renews if there are no outstanding conduct or financial issues pending.  However, events that constitute issues of questionable conduct are purely the decision and discretion of the board.  The membership privilege is revocable at any time.  Members are responsible for making their intention to play in the upcoming year known by June 1 prior to the season in question.

 

Team Name

 

Members may name their team any name used by the following leagues: NFL (1960-Present), CFL, USFL, WFL, WLAF/NFLEL, XFL, or Arena Football.  Once a member has chosen a team name he automatically retains that team name, if he so chooses, from year-to-year as long as he remains in good standing.  Team names may be requested as soon as a member submits his membership application.  Team names are assured once a member’s league fees are paid (re: when the check clears).  All team name requests must be submitted to the Commissioner via email for approval.  Coaches who desire a team name currently owned by another franchise should send a request for team name seniority to the Commissioner.  Once a team name is abandoned, new ownership of a team name will be based on seniority of request.

 

Participation Requirements

 

Participation in Frozen Tundra requires adherence to league and game rules and the purchase of certain game components and technology services.

 

Frozen Tundra league rules are defined later in this document.  Strict adherence to all league rules and any published addendum is mandatory.  It is each member’s responsibility to know and abide by all league rules.

 

Frozen Tundra is played using the most recent version of the Strat-O-Matic computer football game.  Currently we are using version 19.0.  To find out which version you are running: start the game, click on Help on the menu bar, then click on About.  You must download the latest game patches.  They can be found in the Patches section on the Strat-O-Matic game site at http://www.strat-o-matic.com/patch.html.

 

Each league member must own their own licensed copy of the game.  It is strongly recommended that each member purchase the card image option in addition to the computer game.  The game and card image can be purchased at http://www.strat-o-matic.com/ .

 

In addition to owning the game, each member must also have the following technology services at their disposal:

·        Internet access,

·        A PC meeting the requirements necessary to play the latest version of the Strat-O-Matic game, and

·        A Slack account.

 

Conduct

 

At no time will poor conduct be tolerated.  Poor conduct includes, but is not limited to, swearing, threatening, unethical trading, intentionally slow play, or illegal player changes during a game.  Conduct issues will be dealt with swiftly and harshly.  We have people waiting to play in this league, we’re not going to tolerate any crap from anyone.  Participation in Frozen Tundra is a privilege not a right.  Don’t abuse your privilege.

 

League Fees

 

No league fees are required for participation in Frozen Tundra.

 

Infrastructure

 

Frozen Tundra Administration

 

Similar to the administration of Autumn Wind, Frozen Tundra is an oligarchy, not a democracy.  There is no league-wide voting.  Members have no authority or power, only responsibility for their actions and commitment to finish what they started.  Again, “membership is a privilege, not a right.”  This league has the following administrative positions:

 

Commissioner

 

This is the position of ultimate responsibility in the league.  All administrative decisions are approved here.  Some of the key responsibilities include roster maintenance, master schedule maintenance, league statistics, and other administrative functions. In addition, this position takes information and professional opinions from the appropriate executive member, combines it with the opinions of other executives and league members at large, and then presents the decision to the entire league.  Final decision-making and responsibility rests here.

 

Currently this position is held by Garry Nagata

 

League Structure

 

League Structure

           

The league currently consists of 24 teams included in one conference.  There are no divisions.

 

Schedule Structure

           

The 16-game schedule will be divided into four quarters of four games each.  The four quarters are referred to as: Q1, Q2, Q3, and Q4.  The schedule will be randomly developed where each team will play 16 different opponents and every team will have 8 home games and 8 away games.  Prior to the start of each season, teams are allocated to one of three different groups based on their prior season record. Teams in each group are guaranteed to play at least 5 games against teams in their group. Please refer to the draft workbook where there is documentation for how the schedule was determined. Each team must play all games of each quarter by the schedule deadline.

 

Playoffs

 

Playoff Structure

 

The top 10 teams in the league will qualify for the play-offs.  These 10 teams will be seeded # 1 through # 10.  Play-off rounds will be as follows:

 

 

Ties

 

The general rule governing all ties is that tiebreaking rules only apply to the determination of play-off seeding. No team can be eliminated from the playoffs by any tiebreaking rule.

 

If two or more teams are tied for play-off seeds #1 through # 9, the tie will be broken based on the following tiebreakers, in order of precedence:

 

 

When breaking ties among three or more teams with the same record, the following will be considered:

 

When multiple teams are tied for the last play-off spot, a special play-off tournament will occur. Seeding for this special play-off tournament is determined in the same manner as described above.

 

 

Franchise Ownership

 

Coaching Status

 

A franchise coach is one who has played in the prior year and is considered a member in good standing. He will be allowed to keep his team for the upcoming new season.

 

An “interim” coach is one who took over a franchise mid-way through the immediately previous season.  Interim coaches have the right to keep their team in the current season or may have rights to unowned teams.

 

The Team Lottery

 

Interim coaches from the previous season may keep their teams for the current season or have first priority in the following season to assume an unowned team.

 

If there is more than one vacancy for the current season, a team lottery will be held to determine how the teams are allocated to the new coaches.  The order of selection as determined by the Commissioner can be either of:

 

Naming

 

Each year, coaches are able to change the name of their franchise to a team name that is not already selected.  The change will be honored provided that it occurs prior to any of the drafts conducted that year. Interim coaches may not change the name of the franchise they are assuming control of.

  

Rosters

 

General Comments

 

The definition of a rated player (for all purposes) is:  A player that receives from SOM a passing card, a running card, a pass receiving card, a kicking card, a punting card, a punt-returning card, or a kickoff-returning card, or who’s name appears on a Team Offense card or Team Defense card.

 

During the beginning of any league season when trading is allowed to occur, there is no maximum roster limits for any team. All teams rosters are limited to a maximum total of 53 players (rated and non-rated) from the date of the initial cut-down deadline to the conclusion of the championship game.  This maximum limitation is temporarily lifted after acquiring players from the Supplemental Draft and will be back in place at the final cut-down deadline.   

 

Maximum Roster Limits by Position

 

Maximum roster limits apply only to quarterbacks, kickers, punters, kick returners and punt returners as follows:

 

                                                                                             Max # of           Roster              

                                                                                             Rated                 Players in        

Position Group                                                                        Players              this group

                                   

Quarterback (By Initial Cut-down Deadline)                         3                       QB                                        

Kicker (Before Rookie/FA Draft)                                          1                        K                              

 

Punter (Before Rookie/FA Draft)                                           1                        P                                           

Kick Returners (Before Rookie/FA Draft)                             (A)                    LK, KR                                

Punt Returners (Before Rookie/FA Draft)                             (B)                     PK, PR                     

 

(A)  2 LK and 0 KR, or 1 LK and 2 KR, or 0 LK and 4 KR.

(B)  2 LP and 0 PR, or 1 LP and 2 PR, or 0 LP and 4 PR.

 

Teams are required to release kickers, punters, kick returners, or punt returners in order to be at the maximum for those positions prior to the rookie/free agent draft. See “Forced Cut Draft Compensation” for the procedures regarding compensation to the team that must release these players.

 

During the draft, teams can kick or punt returners that will take them over the maximum for those positions. If this does occur, the teams are not forced to cut a player immediately in order to remain at the maximum. Instead, they will be given up to three days following the draft to either cut or trade the kick or punt returners to be within the maximum requirements.

 

Forced Cut Draft Compensation

 

All kickers, punters, kick returners, and punt returners that are cut from teams in order to meet the maximums at those positions, are now placed into the rookie/free agent draft pool.  If a team drafts such a cut player during the rookie/free agent draft, the team that gave up that cut player will receive a compensatory draft pick at that point during the draft.  As an example, assume that the New Jersey Hitmen cut a rated kicker prior to the Rookie/Free Agent draft. Then that kicker was selected by the Cincinnati Bengals with the 1st selection in the 6th round. New Jersey would then be awarded an extra 6th round pick immediately following the Cincinnati 6th round selection. With these compensatory picks, the rookie/free agent draft would have more than 240 total draft selections. If a player that is forced to be cut is not drafted during the rookie/free agent draft, then the team that cut that player will receive no compensation. The cut player will then roll into the supplemental draft pool.

 

Teams must meet the quarterback maximums by the initial cut-down date. If a team is forced to cut a quarterback at this deadline, they will receive no compensation for that player.

 

Minimum Roster Requirements for Rated Players by Position

 

The minimum roster requirements by position group are listed below.  Please note that these requirements are for RATED players.  Non-rated players will not satisfy these requirements.  The position groups are comprised of one or more roster positions.  A player may only satisfy the minimum requirement for ONE position group.  If a player is listed with more than one roster position, he may still only satisfy the minimum requirement for ONE position group (coach’s choice).  The only exception is kickoff returners and punt returners.  A player who returns kickoffs and punts counts towards the minimum for returners as well as for his primary position.

 

All positional minimums must be met by the final cut-down deadline.


Position Group          Minimum # of Rated Players          Roster positions that comprise this group

 

Quarterback                                        2                                    QB

Halfback                                             2                                    HB

Fullback                                              1                                      FB, BB (must have run card in order to run)           

Wide Receiver                                    4                                    WR   

Tight End                                            2                                    TE

Offensive Tackle                                 3                                    OT

Offensive Guard                                 3                                    OG

Center                                                 2                                    C

 

Defensive End                                    3                                    DE

Defensive Tackle                                3                                    NT, DT

Outside Linebacker                             3                                    OLB, LB

Middle Linebacker                              3                                    MLB, ILB, LB

Cornerback                                          3                                    CB, DB, SC (Note C)

Safety                                                  3                                    SS, FS, S, DB

 

Kicker                                                 1                                      K    

Punter                                                  1                                      P

 

Kick Returners                                    Note A                LK, KR (Note A)

Punt Returners                                    Note B                 LP, PR (Note B)

 

Note A – Each team must have at least one rated LK or two rated KR’s.

Note B – Each team must have at least one rated LP or two rated PR’s.

Note C – SC’s are slot cornerbacks.

 

Injured Reserve (IR)

 

Above and beyond the 53-player roster limits, teams may place up to three players on their injured reserve list. The rules and procedures governing the injured reserve rule are as follows:

 

·         Only non-rated players may be placed on IR.

·         No more than three players may ever be on a team’s IR list.

·         Players on a team’s IR list may never be traded for the current year.

·         Players placed on a team’s IR list must remain on the list during the current year and cannot be removed until the following Frozen Tundra season.

·         A teams’ starting roster are all players who were on their 53-man roster or IR list from the prior season. If a player who was on the IR list last season is still un-rated, he may be placed on the IR list for the current season.

 

As further clarification, players placed on IR must be non-rated players and cannot be traded. However, non-rated players as part of an existing team’s 53-player roster are eligible for trades.

 

For the 2021 season, the IR list maximum will be increased from 3 to 6 non-rated players.  The maximum will revert back to 3 non-rated players for the 2021 season and beyond.

 

Special Teams – Coverage Teams

 

The punt return coverage will be the NFL team correlating with the punter. Likewise, the kick return coverage will be the NFL team correlating with the kicker.

 

Drafting

 

General Comments

 

Frozen Tundra has two types of player drafts that can occur. They are:

 

  1. Rookie/Free Agent Draft – Mandatory. Will occur each season.
  2. Supplemental Draft – Voluntary. Will occur each season.

 

Further explanations and reasons for the two types of drafts are below.

                                                                                    

Process for Slack Draft Rooms

 

All teams should have access to Slack and the Frozen Tundra channel.  There will be a Slack draft room in which the draft will be conducted.   This room will be a broadcast source only, not a dialogue location.  A separate Slack room will be setup for inter-coach dialogue.  Confirmation of each pick is not official until the Commissioner or Draft Coordinator announces “the next team on the clock is…”.

 

Each pick must be made within a given time frame (either one or two minutes depending upon the draft round).  If a team fails to make a selection within the allotted time (and technology failure is not to blame), the Commissioner or Draft Coordinator will announce “the next team on the clock is…”, and at that point the next team may make a selection.

 

Trades may be executed during the draft, but only negotiated in the secondary chat room or separately.  When a trade is announced, it may only be announced in a fashion like this: “Trade - The Green Bay Packers trade their 1st round choice to the Shreveport Steamer for …”.  The other team involved in the trade must confirm it.

 

Each team must furnish a phone number they can be reached at during the draft.  If technical difficulties occur during a draft, all drafting may pause until the error is corrected or disconnected user is re-connected.

 

Team Requirements

           

Each team is responsible for making selections or trades in every draft round possible.  Coaches are not allowed to pass on a draft round; they are allowed to exceed their time limit (which may cause other coaches behind them to make their selections) but they may never permanently pass on a selection.

 

Draft Pool Eligibility

 

Rookie/Free Agent Draft:  (1) Unowned players rated by SOM in the current card set that have never been rated in a previous card set.  (2)  All unowned rated kickers and punters regardless of whether they were rated in previous card set or not.

 

Supplemental Draft:

·       All rated players that went undrafted in the Rookie/Free Agent draft.

·       All rated players cut by teams as part of the initial cut-down deadline.

 

Draft Order

 

Team placement will be handled in reverse order of win-loss percentage from the previous year using all tie-breaker methods. The league champion and runner-up always draft last and next-to-last respectively in each round.

 

Procedures for Acquiring Players

 

Rookie/Free Agent Draft

 

There will be a Rookie/Free Agent Draft each season. The only players that will be included in this pool are rated, unowned players.  The Rookie/Free Agent Draft will last 10 rounds. 

 

In determining the draft order, team placement will be handled in reverse order of win-loss percentage from the previous year using all tie-breaker methods. The league champion and runner-up always draft last and next-to-last respectively in each round.

 

Supplemental Draft

 

After teams have been initially reduced to 53 man rosters, there will be a “Supplemental Draft” consisting of the remaining free agents.  The supplemental draft pool will consist of undrafted players from the recently completed Rookie Draft and players cut by live teams in reaching the initial 53 man roster maximums.  The time and date of this draft will be announced to the league.  This draft is conducted by the Commissioner.  Each team wishing to participate sends a list of players in order of preference to the Commissioner via email. 

 

There is no limit to the number of players on a supplemental list.  However, the maximum number of players a team can draft in the Supplemental Draft will be the greater of:

  1. 5 players, or
  2. The difference of 58 and the actual number of players on their roster after the initial reduction to the 53 man roster. Example:  In meeting the cut-down deadline to the initial 53 man roster, the Los Angeles Chargers team has 50 players on their roster (including both rate and non-rated players). The Chargers can therefore draft up to 8 players (58 minus 50) in the Supplemental Draft.

 

One of the primary purposes of the supplemental draft is to help teams meet positional minimums. Accordingly, supplemental draft picks cannot be traded nor are the players acquired through the supplemental draft are allowed to be traded.  The Supplemental Draft order will be the same as the recently completed Rookie Draft. Once the Supplemental Draft is complete, a list of players selected and thus added to rosters will be published to the league. At this point, the 53-man maximum roster limit would be temporarily lifted. The final deadline will be provided where teams must make their final cuts to reach the 53-man roster maximums and meet all positional minimums and maximums.

 

Trading

 

Trade Review Procedure

 

Each coach participating in a trade must send an e-mail directly to the Commissioner announcing the exact terms of the trade.  After the cut deadline immediately succeeding the rookie/free-agent draft each team involved in a trade must be receiving the same number of players as they are giving up.  Trades for draft picks may only include those for the current year and/or following year rookie/free agent drafts. No money or unspecified exchanges for trade value (for example, “future considerations”) may take place. Trades may not include any player rentals; for example, a trade in which coach “A” trades player Smith to coach “B” with a condition that in the future player Smith is traded back to coach A is not allowed.

The trade review procedure is as follows:

 

 

It is the philosophy in Frozen Tundra that coaches have the latitude to create their team as they desire. Trades do not have to be balanced.  A coach may trade more in value in order to obtain a player that they covet. With this in mind, a coach can have a trade reviewed if it meets one of the criteria in the following trade review guidelines:

 

  1. A trade is clearly lopsided which significantly benefits one participant over the other. In making this conclusion, be aware that the coach with the weaker end of the transaction:

·         Might be intentionally hurting his team in order to improve his following season’s draft position.

·         Might be clueless as to player values.

  1. A coach appears to not be taking the league seriously and therefore accepts a significantly imbalanced trade.
  2. A coach is suspected of not returning and therefore is trading away an inordinate amount of future value (young players with potential or draft picks) in exchange for veteran players with high current ratings and no future.

  

Trading may only occur when the Commissioner-announces the official date of the beginning the trading season. The trading season will officially begin when the following 3 conditions are met:

·         The Strat Football Ratings Guide is available

·         The Commissioner has published the first preliminary Frozen Tundra Draft Workbook

·         All 24 teams have an assigned coach.

Deadline

 

The trading deadline will be a date determined by the Commissioner following the Supplemental Draft and will coincide with the Final Cut-Down deadline.

 

Components

 

Trades may only be conducted for players and draft picks.  No contingencies may be included in a trade (i.e. first round pick if a player is rated a “6” next year, 3rd round pick if the player is a “4”).  No “players to be named later” may be included in a trade.  No “future considerations” may be included in a trade.

 

Trade Restrictions

 

Unlike in the other Oops computer leagues, all coaches are eligible to make trades.

 

Trading Draft Picks

 

Coaches may trade Rookie Draft picks for the current season and the next following season. As an example, for the 2006 Frozen Tundra season, a coach may trade 2006 and 2007 Rookie draft picks.

 

Frozen Tundra Game Rules 

 

Declarations

           

At the beginning of each season, teams must declare the type of base defense (3-4 or 4-3) they will be using. No other declarations are required.

  

Defense Cards

 

Frozen Tundra has adopted the use of draft defense cards provided in the SOM Computer Football Game.

 

There are two sets of defense cards; run and pass. Each set is divided into five card types: Excellent, Good, Average, Poor, and Very Poor. Teams "qualify" for a particular type of card based on the combined numeric defense rating of certain players. Deciding which Run Card set type to use is based on the ratings of defensive lineman and linebackers. Pass Card set types are based on the ratings of defensive backs and linebackers. At the start of the season each team must declare their intention to use either a 3-4 or 4-3 defense (See Declarations). This declaration determines which players will be used all season for defense card type qualification. The following formulas are used to determine the run and pass ratings for a team:

 

4-3 Run Defense = Total the ratings of the four defensive linemen and add ½ the combined total of the three linebackers.

4-3 Pass Defense = Total the ratings of the four defensive backs and add ½ the combined total of the three linebackers.

3-4 Run Defense = Total the ratings of the three defensive linemen and add ¾ the combined total of the two inside linebackers and ½ the combined total of the two outside linebackers.

3-4 Pass Defense = Total the ratings of the four defensive backs and add ¼ the combined total of the two inside linebackers and ½ the combined total of the two outside linebackers.

 

Each of the different card types has a different value or threshold to achieve:

 

Excellent is a combined rating value of 30 or better. (>=30)

Good is a combined rating value of 27 or better but less than 30. (>=27)

Average is a combined rating value of 24 or better but less than 27. (>=24)

Poor is a combined rating value of 21 or better but less than 24. (>=21)

Very Poor is a combined rating value of less than 21. (<21)

 

These values are the same for run and pass card thresholds.

 

There is no rounding; all decimal values are truncated.  If you have a 20.75 run rating, that’s a 20, not a 21.

 

In calculating the total ratings for determining the card qualifications, the following should be considered:

 

Players Eligible to Play at Various Game Positions

 

With Frozen Tundra’s election of the computer game’s loose substitution rules, there is greater flexibility in determining which players can be used for game positions.  The following chart documents the football game’s game positions and which roster positions are allowed to be used for the game positions:

 

Game Position                         Roster Positions That Can Play This Game Position

 

Right Tackle                                  OT

Right Guard                                  OG

Center                                           C

Left Guard                                    OG

Left Tackle                                    OT

Quarterback                                  QB

Fullback                                        FB, BB (May not run if no running card)

Halfback                                       HB

Blocking Back                              Any FB or BB; any HB with a run blocking rating of “4” or higher

Running Back                               HB, FB, BB (May not run if no running card)

Flanker                                          WR

Split End                                       WR

3rd Wide Receiver                        WR

4th Wide Receiver                                    WR

Tight End                                      TE

2nd Tight End                               TE

 

Left End                                        DE

Left Tackle                                    DT, NT                                    (NT – automatic minus 1 reduction to roster rating)

Nose Tackle                                  NT, DT                                    (DT - automatic minus 1 reduction to roster rating)>

Right Tackle                                  DT, NT                                    (NT – automatic minus 1 reduction to roster rating)

Right End                                     DE

Left Outside Linebacker               OLB, LB

Left Inside Linebacker                  MLB, ILB, LB

Middle Linebacker                        MLB, ILB, LB

Right Inside Linebacker                MLB, ILB, LB

Right Outside Linebacker             OLB, LB

Linebacker                                                OLB, MLB, ILB, LB

Left Cornerback                            CB, DB, SC,               (SC, DB – automatic minus 2 reduction to roster rating)

Strong Safety                                SS, FS, S, DB

Right Cornerback                          CB, DB, SC                (SC, DB – automatic minus 2 reduction to roster rating)

Free Safety                                   FS, SS, S, DB            

1st Defensive Back                       SS, FS, CB, S, DB, SC

2nd Defensive Back                      SS, FS, CB, S, DB, SC

                                                                                                                            

Please be aware that the “game position” is the position that is listed in the depth charts in the Computer Manager of the game.

 

With the use of the looser substitution game rule, the game will allow some roster positions to be used at a game position that is not allowed in Frozen Tundra per the above chart. Is the responsibility of each coach to make sure that they are using players only in allowed game positions.

 

Adjustments to Player Ratings

 

The game will make automatic adjustments when certain roster positions are playing out of position:

 

For the DT’s and NT’s playing out of position, the minus 1 reduction will be included in determining run defense card qualifications. 

 

For SC’s and DB’s playing out of position, the minus 2 reduction will be included however, none of these game positions will have a pass defense rating less than 3 for pass defense card qualifications.

 

3-3-5  & 4-2-5 Formation Restrictions

 

The 3-3-5 and 4-2-5 defense may only be used under the following game conditions:

1)      If the offensive formation consists of one halfback/fullback and three or more wide receivers.

2)      If the down is 3rd or 4th

3)      If 2 minutes or less remain in the first half

4)    If the game is in the 4th quarter or overtime.

 

Showing Blitz Restrictions

 

The defense may NOT elect to SHOW BLITZ on 1st down.  EXCEPTION: The defense may SHOW BLITZ on 1st down with 2 minutes or less remaining in either half or any time during an overtime period.

 

4-3 and 3-4 Base Defense Restrictions

 

As mentioned earlier, teams are required to declare a base defense (4–3 or 3–4) at the beginning of the season.  If a team declares a 4–3 formation as their base defense, it is prohibited from using a 3–4 defensive formation. Likewise, a team that declares a 3-4 formation may not utilize a 4-3 defensive formation.

 

In addition, teams that use either the 4–3 or 3-4 base defense are not restricted from using any of the formations (i.e. a 4-3 base defense team can use the 4-2-5 and 4-1-6 but may also use the 3-3-5 or 3-2-6). The use of the 3-3-5 and 4-2-5 are still subject to the restrictions as documented in the “3-3-5 and 4-2-5 Formation Restrictions” section of this charter.

 

Quarterback Minimum Qualification Rule

 

To qualify as a starting or relieving QB a player must have thrown a minimum of 100 passes in the NFL season that the current card set is based on.  Quarterbacks that had fewer than 100 pass attempts in the NFL season that the card set is based on may not play in any game at any time with the following exceptions:

 

  1. There will be a blowout rule exception.  If there is 5:00 or less remaining the fourth quarter, and one team is ahead by 17 points or more, either team may play a quarterback with fewer than 100 NFL pass attempts.  However, if at any time in the final five minutes the difference in the score is less than 17 points, then the play restriction on quarterbacks with fewer than 100 NFL pass attempts is once again in force.

 

Pre-Game Files

 

Pre-game files are created at the beginning of each scheduled league quarter (i.e. Q1, Q2, Q3, or Q4).  Teams have an opportunity to modify their lineups before the start of each quarter if they provide the Commissioner a revised coach file in a timely manner.

 

Pre-game files must be downloaded/(pulled) from the Strat Football Cloud.  League ID, league #, and league access code for both regular season and playoff games will be documented in the Frozen Tundra Draft Workbook under the Cloud tab.

 

Post-Game Files

 

At the conclusion of each game, both teams must separately mail their post file, and all log files to the Commissioner (garrymak@aol.com).  Failure to do so in a timely manner becomes a conduct matter for the league administration.

 

Coaches have the option of pushing the post file for their games to the Cloud.  This is preferable.  However, coaches may email the post file along with the other files to the Commissioner if they like.

 

The post file can be found in the following path: C:\Program Files\ Strat-O-Matic\Strat-O-Matic Football\Leagues\LEAGUE “x”(FT2008)\Week “x”\POST – where LEAGUE “x” is the league number and where Week “x” is the week of the schedule this game is due to be played.  The game file name will be in the format: 2007visitor_AT_2007home.POST – where visitor is a 3 character acronym for the visiting team and home is a 3 character acronym for the home team (e.g. SCS is the Southern California Sun).

The log file(s) can be found in the following path: C:\Program Files\Strat-O-Matic\Strat-O-Matic Football\Leagues\LEAGUEx(FT2008)\Logs - where “x” is an incremental number assigned to each league as it is created.  The log file name will be in the format: 2003visitor_AT_2003home.log – where visitor is a 3 character acronym for the visiting team and home is a 3 character acronym for the home team (e.g. SDC is the San Diego Chargers).

 

Game Length

 

This game normally takes anywhere from 60 to 90 minutes to play – for novice coaches 120 minutes.  120 minutes is 2 hours.  Once you know the game, if you can’t complete the game in 2 hours, you shouldn’t be playing in this league.  Regular failure to play games in the expected time frame is a conduct issue.

 

Exception:  During the Q1 and Q2 portions of each season new coaches will be given latitude to learn rules, ask questions, and generally get familiar with the game.  This may cause some games to go over 2 hours.  This is expected behavior.  By Q3 all coaches are expected to be able to complete their games in 2 hours or less.

 

 

Strat-O-Matic Game Rules   

 

What Strat-O-Matic Game Rules are Used?

 

Frozen Tundra uses all regular game rules as defined in the Strat-O-Matic game rules with exceptions noted below.  The rules can be found at http://www.strat-o-matic.com/sphere/fbrules.htm.

 

Frozen Tundra does use the following SOM Game Rules:

 

Quarterback End Run Limits

Running Back Fatigue

Linebacker Run Containment

Individualized Fumble Ratings

Do Not Allow Exceeding Longest Run

Do Not Allow Exceeding Longest Reception

Do Not Limit WR Longest Reception

Updated Sack Rule

Emphasize 6-rated Linebackers

Looser Substitution Restrictions

Empty Flat Pass = Guessed Wrong

Dump-Off Rule

Use Variable FG Rule

Low Usage Running Back

Split defensive ratings

 

Frozen Tundra does not use the following SOM Game Rules:

 

                        Penalties

                        Home Field Advantage

                        Player Over-usage

                        Quarterback Ove-usage

                        Great Player rule

                        In-Game Rest System

                        Injuries

                        Use QB Starter File

                        Exhauster RB’s Will Get Injured

                        Use Actual Team Interception Returns

                        Use Historical Team Pace     

                        Consider Flat Pass as Runs

                        Use Yards After-the-Catch Ratings

                                                                                                                                                           

Strat-O-Matic Game Rules are defined in each pre-game file and may not be changed by individual coaches.  Consult the Strat-O-Matic Game Rules for details on how each rule works.

 

Game Options

           

Certain Game Option variables need to be set to play the game optimally.  Perform the following steps to ensure proper configuration:

           

·         Choose Game from the Menu

·         Choose Options - The following options are mandatory and must be checked:

1.      Auto Save After Each Play

4.      No Play Animation (Also have play animation set to the fastest speed)