General Expectations
Running, passing, RPOs, man coverage, zone coverage and blitzing are all allowed. Balance is the word to keep top of mind.
As a general expectation, no single offensive or defensive approach should account for more than roughly three-quarters of your calls. This includes run versus pass on offense and man Cover 1, man Cover 2, man blitzes, zone blitzes, or zone Cover 2, 3, 4 or 6 on defense.
The only exception is a full flexbone offense. If you choose that system, it should be your complete offense—not something you repeatedly jump in and out of.
Pre-Snap Adjustments
A maximum of two hot routes per play is allowed, including route stems.
A maximum of three total pre-snap adjustments per play is allowed.
No-Huddle and Hurry-Up Offense
Different tempo options are allowed. However, no-huddle may not be your primary offense and should be used sparingly outside of end-of-game situations.
You must huddle after any play that stops the clock, including an incomplete pass or a runner going out of bounds.
If a tempo option is exploited or overused, this rule may be adjusted.
Fourth-Down Rules
At Any Time
- You may go for it in any “and goal” situation.
- If you are winning by 28 points or more, you must kick on every fourth down.
When Winning — First or Second Half
- Between the 50-yard line and your opponent’s goal line: fourth-and-5 or less.
Third Quarter — Losing or Tied
- From your own 40-yard line forward: any distance.
Fourth Quarter — Losing or Tied
- There are no fourth-down restrictions.
Overtime
- There are no fourth-down restrictions.
Fake field goals, PATs and punts are allowed, but do not abuse them. They are supposed to be a surprise.
Use common sense and good judgment. If this rule has to be changed because of your conduct, the rule may be named after you as a reminder to everyone—and you may also be removed from the league.
Play Action
On third or fourth down with 6 or more yards to go, you may not call a play-action pass.
During pre-snap adjustments on a play-action call, you may not audible the running back receiving the run fake into a blocking assignment. This cancels the play action while still creating the CPU-controlled defensive reaction to the fake.
QB Movement
Do not roll toward the sideline when there is no pressure on the quarterback. This is defined as drifting outside the numbers when no defender is actively pursuing the quarterback.
Play-action passes with built-in rollouts are allowed and should be used in moderation.
Without immediate pressure, quarterback dropbacks should not exceed 15 yards.
Do not call a pass play with the sole intention of immediately taking off with the quarterback. Designed quarterback runs should be called when that is the intended play.
If you are escaping a free rusher, you may scramble. If the defense is sitting back in coverage and no receiver is open, you may run. Use good judgment.
Offense
- Macros are banned on offense.
- Stemming corner routes is prohibited.
- A maximum of two hot routes per play is allowed, including route stems.
- A maximum of three total pre-snap adjustments per play is allowed.
Defense
- You must always have at least three pass rushers.
- If you move a defensive player before the snap, you may not switch to another defender until the ball is snapped. This also applies to field-goal and punt block or return plays.
- If the offense audibles to a new formation or puts a player in motion, you may switch to a second defender and move that player pre-snap in response.
- Do not manually stack linebackers or safeties in a gap or directly over the defensive line.
- Do not manually move defensive players to the line of scrimmage.
- If you rush with a player, you must engage with the offensive line before dropping into coverage. Do not attempt to trick the AI.
Chew Clock
Chew clock may only be activated in these three situations:
- You are leading by 28 points or more during the second half.
- You have a lead of any amount during the final two minutes of the game.
- The losing coach concedes and asks you to use it.
