WFL Membership Information

Back to PCFootball.com (Action! PC Football)
Current News
WFL Teams
WFL Trades
WFL Schedule
League Newsletter
WFL Rules/Constitution
Information on the WFL
FAQs
WFL Draft
WFL Coaches
Download League Files
WFL Message Board
WFL Chat Room
WFL Yearbook
WFL History

The Wasatch
Football League
began in 1989 and
continues to be
one of the leaders
in the simulation
league arena

The WFL uses
Action! PC Football
exclusively

logothum.jpg (15721 bytes)

League Rules

 

The WFL (Wasatch Football League) was and is designed to allow for "dream teams" to be drafted and play head-to-head in a competitive nature. The league uses Action! PC Football Computer Game from Dave Koch Sports. Use the rules given by the game when playing games except for the rule modifications listed in this Constitution.

1.0 League Organization

1.1 The Wasatch Football League is a 20-team computer league.

1.2 Owning your own game (the current version -- latest Windows version), and the current season disk is, of course, required for all active coaches.

2.0 Season Dues

2.1 Each season, dues totaling $30.00 will be due following the season (usually the end of January).

2.2 There are fines imposed upon late games played, late rosters and gross over-use of skill position players (QBs, RBs, WRs, TEs). See the fine table for more information.

2.3 Note: League dues are non-refundable.

2.4 New coaches will be responsible for a $20 Setup fee, this is also non-refundable.

2.5 Following the completion of a coach's fifth year in the league, league dues are no longer required. However, the coach must be in "excellent standing". Meaning, each home game was reported on time, rosters were turned in on time, no errors on the team disk and no skill position overages will constitute "excellent standing." Coaches not in "excellent standing" will be required to pay yearly dues.

3.0 Rosters

3.1 There is a 70 player maximum per team. Each coach must be at or below the league's salary cap. There is no player minimum, although you must meet all position minimums.

3.2 To avoid the "stashing" of players, after the regular season, each coach must cut their rosters to 45 (forty-five) players. Your collegiate draft picks will NOT be included in the list of 45, but they will be added to your roster. The players which are cut will become free agents.

3.3 Sending in a printable version of your roster is no longer required.


3.4 Final rosters are due to the commissioner at the time the commissioner specifies.

3.5 To begin each season you MUST have at least :

QB - 3

RB - 4

WR - 4

TE - 3

OT - 3

OG - 3

C - 2

DE - 3

DT - 3

ILB- 3

OLB- 3

CB - 4

S - 4


3.6 FG Kicker with at least 20 Attempts

3.7 Punter with 40 Punts

3.8 A kick returner with at least 20 returns

3.9 A punt returner with at least 20 returns

3.10 The commissioner will perform all edits to the team disk. Any roster movements must be sent to the commissioner.

4.0 Transactions

4.1 Trades are to be reported promptly to the trade recorder. The Commissioner may void any trade that does not comply with WFL rules or which might jeopardize the balance of the WFL. Coaches may override the commissioner veto by a 14 of 18 vote of all coaches (excluding the Commissioner and the Trade Recorder).

4.2 The "trading season" lasts from after the conclusion of the Super Bowl to before your roster and disk are due. Trading is not allowed other than these times.

4.3 Trades are "unofficial" and not reported until both coaches have paid their dues in full for the current season - no exceptions.

4.4 Note: You may trade draft choices for future seasons, however, should a coach leave the league and you own his future pick, you will forfeit that pick(s). However, you may be awarded compensatory selections as designated by the Commissioner and Trade Recorder.

5.0 Scheduling

5.1 You will have 7 (seven) days to complete each game. If any problems arise please call the Commissioner. If a game is not reported on time, the Commissioner has the right to "AutoPlay" the game in order to keep the league on schedule.  There are 16 regular season games followed by the post-season Super Bowl tournament.

6.0 Playing the Game

6.1 We use "real home field advantage" in the WFL. Each team will be allowed to create their own stadium, complete with it own weather patterns. It is recommended, although not required, to base the weather patterns after the area in which you live.

6.2 When it is used: Any "Face-to-Face" meeting via NetMeeting, live, over the phone, etc. Anytime the computer robot is NOT used.

6.3 How it is used: The home coach will place his team as the Home team and select his team's stadium, and will set Home Field Advantage to YES. This will give the home coach an advantage for playing at home. Note: In the past "live" games were played on a "neutral" field. This process hurt teams who had home field in the playoffs -- as there was no real advantage for winning home field, since all games were played "live" and were "neutral".

6.4 Configuration: Based on number of wins over the last three seasons (translation to attendance and crowd participation).

Number of winsAdvantage
12.0 and above
5
9.0 - 11.99
4
7.5 - 8.99
3
5.0 - 7.49
2
4.99 and below
1


6.5 Note: Any team in the league less than three years is placed at "2" regardless of history. Any team in the league five years or more is guaranteed at least a "3" regardless of record (i.e. strong fan base -- Kansas City, Pittsburgh, Green Bay, Denver, Oakland, etc.).

6.6 All games played solo (vs. the computer coach) will use our own created WFL Stadium (which will have it's Home Field Advantage set to the maximum setting -- currently 5) with the Month Played being set at the month the game is listed to be played in on our schedule.

6.7 Here is the WFL Stadium Configuration :

Stadium:WFL Stadium
Wind: 3
Aug: 90
Sep: 75
Oct: 65
Nov: 60
Dec: 50
Jan: 40
Location: Anytown, USA
Precip: 3
Surface:Grass
Advantage: 5

6.8 Remember, to help the computer coach, the Visitor plays in the Home Position with Home Field Advantage turned ON if the Robot is running the Visitor's team to help the Visiting Team.

6.9 Only the ACTION PC Windows Computer Football Game in it's most current version is allowed for WFL games. Only the current master WFL disk is allowed to be used for league games.

6.10 At the start of each SOLO game, BEFORE any plays are called, the HOST coach MUST make any requested substitutions for starting units. During the remainder of the game, he MUST follow any stated instructions (limits, substitutions, etc...) he was given by the Visiting coach.

6.11 There are no ties in the WFL, and overtime is unlimited.

6.12 Hurry-Up Offense: There are no limitations to using the Hurry Up Offense.

6.13 Slow-Down Offense: There is no limitations to using the Slow Down Offense

6.14 Onside Kickoff: No Limits.

6.15 Audible: The audible CANNOT be used in any game. The game is programmed to call audibles in certain situations. Our positions in the league are "coaches" not "quarterbacks", therefore the audible is up to the quarterback on the field.

7.0 Player Limitations

7.1 Each Rusher (including quarterbacks), Receiver and Passer is limited 110% of their actual attempts for the current season of play (with exceptions as outlined below). Trick Plays (end arounds, non-quarterback passes, etc.) are limited to their actual real-life attempts. The only exception for this rule are Conference All-Pros which are limited to 120% of their attempts in the WFL (they will be announced at the beginning of each season) -- with the exception of the Trick Play. No player has unlimited attempts at a Trick Play. For the limits of all other players see below:

Kick Returns and Punt Returns

7.2 Returners with 20 or more returns are unlimtied. All others are limited to 110% of their attempts.

7.3 Punt Returners with a 7.0 average or below with NO TDS are unlimited

7.4 Kick Returners with an 18.0 average or below with NO TDS are unlimited

Receivers

7.5 With 35 or lower receptions with an average of 14.9 or lower are limited to 40 receptions.  Receivers with 35 or lower receptions averaging 15.0 or higher are limited to 25 receptions or their actual number of receptions, whichever is higher (the 110% rule does NOT apply to these receivers).

Note: The game has a built in factor which reduces the quarterbacks completions percentage and increases the interception percentage when attempting to throw to one of these receivers.

Quarterbacks

7.6 Passers with a QB rating of 59.9 or lower are unlimited.

7.7 Running plays with the quarterback as the ball carrier are limited to: Draw, Dive and Bootleg.

7.8 Quarterback Option: Limited to QBs with 75 or more rushing attempts.

Rushers

7.9 Any rusher with less than 60 NFL attempts is limited to 15 attempts per game.  Note: The Game Fatigue will handle these limit issues.

Trick Plays

7.10 If the computer (on the road) calls a Trick Play, that Trick Play is NOT counted against you in the limits. The stats will be adjusted at the end of the season, but you will not be penalized. Trick Plays are only counted when they are CALLED.

7.11 Remember: All players who are limited in attempts, their limits should be rounded down.

7.12 Conference All-Pros (the following players are limited to 120%)
QB - Kurt Warner, Rich Gannon
RB - Priest Holmes, Curtis Martin, Marshall Faulk, Ahmann Green
WR - David Boston, Terrell Owens, Marvin Harrison, Jimmy Smith
TE - Tony Gonzalez, Shannon Sharpe

8.0 Protected Lists

8.1 Following the regular season, you will send your list of 45 players (Collegiate draft picks excluded) to the Commissioner. Any players cut will be placed on the Free Agent List. These rosters will be posted on the Web Page.

9.0 Free Agency/Salary Cap

9.1 The WFL uses a modified version of the NFL's salary cap, as follows:

  • NFL salary cap is $82,500 million for the 2004 Season
  • Teams must cut down their rosters (total) to 45 players by March 15th.  Any players cut will be placed in the free agency pool.
  • Full roster cuts are due by June 1. Any roster cuts thereafter, half the player's salary is counted against the salary cap
  • Free Agency Bidding to be done via the Web with August 15th being the cut off date for all bids
  • Any inactive player on I/R with a salary less than $1M is excluded from cap total
  • If you trade a player acquired in free agency, half of the player's salary counts against your cap total
  • Players are awarded after not being bid of for 48 consecutive hours
  • Any player aquired by free agency and cut the same year, half the salary is counted against the cap and is listed as a signing bonus.
  • If a coach must have players assigned to their team to fulfill roster requirements, they will be done so by the Commissioner. The players must be released following the season and the salaries shall be a base of $200,000 and a salary bonus of $300,000.
  • Should a player not be bid on and "expires" after 48 hours, he is available to sign on a "first come, first serve" basis. However, the signing is for $400,000.
  • Any overage of the salary cap after June 1 will result in a fine of $250,000 per day until the team comes in compliance with the salary cap.
  • Salary Cap penalties issues in the previous year will carry forward by half. For example, if a team is fined $1,000,000 for overages during a season, that team is accessed $500,000 the following season. This is done to ensure that league rules are complied with - regardless of a team's standing with the salary cap. If the carry over results in a number below $100,000, the carry over is dropped.

10.0 Post Season Play

10.1 Qualification: Four division winners qualify and the four non-division winning teams with the best record qualify as wild-card teams

10.2 Seeding: 1-8 seeding will be done with the qualifying teams. The team with the best record plays the team with the 8th best record, the second plays the seventh and so forth (exception: Division winners are seeded 1-4).

10.3 Player Limitations: All limited ball carriers, passers and receivers are limited to 1/10th of their WFL regular season attempts per game. Any fractions are dropped. For example, if a player had 300 NFL attempts, he would be limited to 330 in the WFL, or 33 in each playoff game. Limited returners and trick plays fall under this rule as well. If this procedure results in a number less than one, the player is limited to one attempt for the entire playoff season.

10.4 To sumarize the other positions:

Kick Returns and Punt Returns

10.5 Main returners are unlimtied. All others are limited to 10% of their attempts per game.

10.6 Punt Returners with a 7.0 average or below with NO TDS are unlimited

10.7 Kick Returners with an 18.0 average or below with NO TDS are unlimited

Receivers

10.8 With 35 or less actual receptions with an average of 14.9 or lower are limited to 5 receptions per game. Receivers averaging 15.0 or higher are limited to 10% of their WFL regular season receptions per game (with 35 or less actual receptions).

Quaterbacks

10.9 Passers with a QB rating of 59.9 or lower are unlimited

11.0 The Draft

11.1 The WFL will have an 8-round draft occuring over two consecutive weekends. The first is a three round draft the night before the NFL draft. Each player eligible for the NFL draft is eligible to be drafted. The second is held the next weekend, lasting five rounds. This draft is done with full knowledge of which players were draft by each NFL team.

12.0 Fine Table

The fine schedule is as follows:

12.1 Note: If a player is overused by more than 10% of their WFL limits, that player will become a free agent.

12.2 Any player used in a game when he has been designated as being injured, that player will be lost for the season and declared a free agent

12.3 Each overage of attempt: $50,000 for salary cap

12.4 Each overage of yardage in accordance with the attempts $5,000 for salary cap.

12.5 Late games reported $250,000 for each occurance

12.6 Late rosters and disks $750,000 plus $250,000 per day

12.7 Non-compliance with the salary cap is $250,000 per day

12.8 A "no-show" on draft day is $200,000 per draft choice the league makes on your behalf

12.9 These fines are there as a sort of incentive if you will to complete your commitment to the other league members on time and not over-use your players.  This allows for additional free agents to become available should a coach not perform his duties. Note:   The fines for late games will double for each successive occurance.

13.0 Powers of the Commissioner

13.1 Resolution of Conflicts: The Commissioner will resolve any conflicts that arise that he determines are not practical for a league vote. Any ruling by the Commissioner may be overturned by a league wide veto of at least 12 votes within two weeks of the Commissioner's decision. Protests are excluded.

13.2 League Management: The Commissioner shall manage league affairs such as finances, dues, the draft, schedules, newsletters, stat reports, backup coaches, expansion, administration of rules and the general operation of the league. The Commissioner may delegate any of these duties to league members who volunteer as he sees fit.

13.3 Dismissal of Members: The Commissioner may dismiss any league member for not following league rules, non-payment of dues, excessive lateness or for operating in a manner not in the league's best interest, in the opinion of the Commissioner.

13.4 Protests: Coaches may protest any game that resulted in a loss that may have been reasonably due to the home coach's failure to follow written instructions or line-ups for that game. Failure to follow league rules or use an illegal player are admissible grounds also. A written report must be sent to both the accused coach and the Commissioner within two weeks of receiving the game results. The Commissioner will serve as the arbiter, unless he is the accused, by which another arbitrator will be chosen by a mutually agreed upon replacement. He must list his reasons supporting his protest. The accused coach has one week to respond in writing to both the Commissioner and the opposing coach. The arbiter will render his decision after hearing both sides and the decision will be 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 games must be made up before the playoffs begin.

13.5 Other Issues: The Commissioner will rule on any issue not specifically covered in this Constitution as the need arises.

13.6 You are allowed to make changes to an offensive lineman and/or a defensive player. Please see the table below.  To modify a player, click Player | Modify Player Enter the one you want for this player EXACTLY as it is listed in the box (in CAPS complete with a "-" if it is required).  

T = changed to C-G-T (they will be able to play any OL Position).DE = changed to DL (able to play DE or DT) or DE - LB (able to play ILB or OLB as well).
G = changed to C-G-T (they will be able to play any OL Position).DT = changed to DL (able to play DE or DT).
C = changed to C-G-T (they will be able to play any OL Position).ILB = changed to LB (able to play ILB or OLB).
 OLB = changed to LB (able to play ILB or OLB) or DE - LB (able to play ILB or OLB as well).
 CB = changed to DB (able to play CB or S).
 S = changed to DB (able to play CB or S).


For more league information, contact:
raiders@pcfootball.com

| Home | Current News | Teams | Trades | Schedule |
| Newsletters | Rules | Info | FAQs | Draft | Coaches |
| Download | Message Board | League Chat | Yearbook |
| WFL History | Contact Us | Advertising |

Page Last Updated June 13, 2004

Web Site Design, Marketing and Maintenance
West Web Design
"Watch the walls become sand beneath your feet"

© 1999 - 2004, PCFootball.com, All Rights Reserved.

No portion of this website may be copied and used

without the written permission of PCFOOTBALL.COM
Privacy Statement / Terms of Use