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Strat Fan Forum Football Draft League Rules and Regulations

Updated on 8/20/21


1. League Purpose:
The SFFDL has been established to bring together fans of the Strat-o-matic Computer Football game that enjoy participating in a draft league that allows them to act as the Head Coach of their own Football organization.

2. Leadership:
The Co-Commissioners of the SFFDL are Tyke Wright and Dennis Crowley.
Any questions regarding the league constitution should be directed to the Commissioner Mark Long at longshot18@cox.net

3. Website & Private Forum:
The website: http://www.michaelstucchi.com/sffdl/
The forum: http://www.stratfanforum.com/sffipb/forum/41-strat-fan-forum-leagues-s28-sffrl-sffdl/

4. Communication:
The league uses Slack, The Strat Fan Forum & EMAIL in order to communicate.

5. League Requirements:
SOMFB Most Current Version
Slack Client or access to the slack team via a web-browser (http://sffdl.slack.com/)
High Speed Internet Connection & Email Account

Guidelines to be followed each week by each GM:
1) Games are to be completed by the deadline. If an extension is needed a request should be made to the commissioner at least 2 days prior to the deadline otherwise the game may be simulated. If you are having a difficult time reaching your opponent please try to use the telephone directory instead of email. If this does not work, please contact the commissioner at least 2 days prior to the deadline otherwise the game may
be simulated. If you know you wont be able to play your game or you can't contact your opponent, please send league wide e-mail asking for substitute as soon as you can.

2) The result POST file is to be sent via email to the entire league by the HOST team immediately after the game is completed. Sending to entire league will help those interested to follow results. Winning coach is encouraged to write a brief game summary as well- for entertainment purposes only.
3) Any GM that cannot meet the above guidelines may be removed from the league.

6. League Format:
The SFFDL is a modern day, continuous ownership draft league. All games are to be played using the NET PLAY feature. The league has 24 teams divided evenly between 2 Conferences (AFC & NFC). Each Conference has 3 divisions (East, Central & West). A 16 game regular season schedule is used.

7. Rosters:
Teams use a 54 man roster (carded + uncarded) plus Team Defense Cards (SP/LP, FP/ER, OT/LB), a Special Teams Card (KO & P Returns) and a Team Card QB/WR fumble rating and Team Penalty card).

Depth Chart Minimum (Maximum where listed) Requirements- note these min/max are for CARDED players only:

 

*****All positional maximums will be enforced when cuts are made a few days after the 10-round rookie draft and prior to the supplemental draft.*****

 

*****Only exception is that you are only allowed 1 carder kicker and 1 carded punter on your roster at any time.*****

*****All positional minimums must be met by the end of the supplemental draft.*****



OFFENSE:
QB  3 max (carded). 2 carded min. 
HB  2*
FB/BB 2*
*-Total RBs combined = 5 minimum. This means you have to have 1 extra HB or FB/BB- your choice.
TE  2 (min)  If you use a 2 TE offense, you must have a min of 3.
WR  5
C  2
OG  3
OT  3

8 OL minimum. If a player is listed at more than 1 position, he can count toward the minimum at any of those positions, but NOT more than once when counting for the 8 player overall minimum

 

DEFENSE:
DT: 3
DE: 3

7 DL total minimum, meaning you have to have 1 extra DT or DE your choice. If a player is listed at more than 1 position, he can count toward the minimum at either of those positions, but NOT more than once when counting for the 7 player overall minimum
MLB: 3
OLB: 3
7 LB total minimum, meaning you have to have 1 extra OLB, LB, MLB, your choice. If a player is listed at more than 1 position, he can count toward the minimum at either of those positions, but NOT more than once for the 7 player overall minimum
CB: 3
S: 3
7 total DBs minimum, meaning you have to have 1 extra CB, S, or DB, your choice .If a player is listed at more than 1 position, he can count toward the minimum at either of those positions, but NOT more than once for the 7 player overall minimum

Special Teams:
P: 1 (also the max)
K: 1 (also the max)

PR: 2 unless the 1 you have is carded as a lone returner defined as 15 or more attempts
KR: 2 unless the 1 you have is carded as a lone returner defined as 15 or more attempts

**Note when drafting and subsequently submitting final roster to the commish, it is the responsibility of each individual owner to ensure they meet roster minimums/Max. If, by the deadline to submit final rosters a team does not meet minimum roster requirements for positions, there will be penalties as follows: Loss of future 5th round pick for first occurrence in a season, and loss of higher picks in reverse order (4th, 3rd, etc) for every other occurrence.

Notes (See Following Table for more info):


Player Position Eligible Positions in the SFFDL
Right Tackle ORT, OLT, OT
Right Guard ORG, OLG, OG
Center C
Left Guard OLG, ORG, OG
Left Tackle OLT, ORT, OT
Quarterback QB
Fullback FB, BB, HBs with a 4 run block rating or greater (Note: HBs playing FB may not run while in the FB position)
Halfback HB
Blocking Back FB, BB, HBs with a 4 run block rating or greater (Note: HBs playing BB may not run while in the BB position)
Running Back HB
Flanker FL, SE, WR
Split End SE, FL, WR
3rd wide receiver FL, SE, WR
4th wide receiver FL, SE, WR
Tight End TE
2nd Tight End TE
Left End LDE, RDE, DE
Left Tackle LDT, RDT, NT, DT
Nose Tackle LDT, RDT, NT, DT
Right Tackle RDT, LDT, NT, DT
Right End RDE, LDE, DE
Left outside linebacker LOLB, ROLB, OLB, LB
Left inside linebacker LILB, RILB, MLB, ILB, LB
Middle linebacker MLB, LILB, RILB, ILB, LB
Right inside linebacker RILB, LILB, MLB, ILB, LB
Right outside linebacker ROLB, LOLB, OLB, LB
Linebacker LOLB, ROLB, MLB, LILB, RILB, OLB, ILB, LB
Left Cornerback LCB, RCB, CB, DB
Strong Safety SS, FS, DB
Right Cornerback RCB, LCB, CB, DB
Free Safety FS, SS, DB
1st defensive back LCB, RCB, SS, FS, CB, DB
2nd defensive back LCB, RCB, SS, FS, CB, DB
Positions as listed in the Computer Game

8. Minimum Number of Offensive Plays Per Roster:
Pass Attempts = 360 (QB only)
Rush Attempts = 330 (including QB carries)
Receptions = 220 (includes WR/RB/HB/TE)

9. Low attempt RB/QB
*We will not use Strat's New Rule regarding low carry RB's. Instead we will stick to our current rule, listed below*
1) RB's/HB/FB/, etc will be limited to 125% of their real-life touches.

 

REGULAR SEASON : RB's/HB/FB/, etc will be limited to 125% of their real-life touches. Once they reach 125% of their touches in the REGULAR season they are ineligible to play. TOUCHES are defined as rushing attempts + receptions.

 

Playoffs:

RBs with under 100 CARRIES are limited to 10% (rounded up or down to nearest whole number) of their regular season CARRIES per playoff game. 

(If your RB with most carries gets hurt in a playoff game, the 10% for remaining will be waived.  However, if starting RB returns, and the others are at 10% or more, they can not carry the rest of the game.)

Once they reach the maximum CARRIES in a playoff game they may remain in the game as a receiver but are not allowed to rush the ball and should be announced to the opposing coach.

 

RBs 100 carries or over are controlled by the regular fatigue rule.

 

Note this rule is in addition to the fatigue rules from Strat.  So even if you have another RB fatigued w/in the game, no other RB can exceed 125% of touches.  This is a rule that all people need to help monitor- and when a RB gets to 125%- anyone who notices (self-disclosure, opponent, anyone looking at stats) should mention this to the commissioner and a notice will be sent to the league so everyone is aware.   In essence, we all need to share responsibility in monitoring this rule.

 

**Note that since the game itself won't disable a low use RB from playing, it is the responsibility of BOTH people playing a game to honor the rule.   If neither is tracking it, and a RB is over used, a game will not be required to be replayed.  However, if any person playing notices during the game, said RB must be taken out of ALL FORMATIONS immediately, including as a backup so they can not be mistakenly used.

 

2) QB's with less than 50 attempts may start a max of 1 regular season game, no playoff games, and otherwise can only be used if there is an injury or if there is a 21+ point differential in the 4th quarter

10. TEAM DEFENSE ALIGNMENT (4-3 / 3-4):
Before the start of the season, each Head Coach must identify which base defense they will use for the up-coming SFFDL season. Teams selecting a 3-4 Defense may use a Defensive Tackle at Nose Tackle and teams selecting a 4-3 can use a NT at DT, but will incur all normal SOMFB ratings decreases.

11. POSITION ELIGIBILITY:A player may only appear at a position he is rated for in the SOM football computer game unless his position is allowed to be switched as per the Looser substitution restrictions rule

Notes:

 

12. GENERIC DYNAMIC DEFENSIVE CARDS:

The SFFDL uses the five generic team defensive Pass/Run cards (Excellent, Good, Average, Poor & Very Poor).

The following method is used to assign these Pass/Run defensive cards to each team.

 

STEP 1:

4-3 RUN DEFENSE = Total the defensive ratings of the 4 DL and add ½ of the combined run rating total of the 3 LBs 

4-3 PASS DEFENSE = Total the pass defensive ratings of the 4 starting DBs and add ½ of the pass rating combined total of the 3 LBs

3-4 RUN DEFENSE = Total the defensive ratings of the 3 DL and add ¾ of the combined run rating total of the 2 ILBs and ½ of the combined run rating total of the 2 OLBs 

3-4 PASS DEFENSE = Total the defensive ratings of the 4 DBs and add ¼ of the pass rating combined total of the 2 ILBs and ½ of the combined total of the 2 OLBs

 

STEP 2:

EXCELLENT PASS/RUN DEFENSIVE CARD

issued for a combined rating of 30 or better (>=30)

GOOD PASS/RUN DEFENSIVE CARD

issued for a combined rating of 27 or better but less than 30 (>=27 & <30)

AVERAGE PASS/RUN DEFENSIVE CARD

issued for a combined rating of 23 or better but less than 27 (>=23 & <27)

POOR PASS/RUN DEFENSIVE CARD

issued for a combined rating of 20 or better but less than 23 (>=20 & <23)

VERY POOR PASS/RUN DEFENSIVE CARD

issued for a combined rating of less than 20 (<20)

Notes:

1. In Step 1 the values are rounded down. For example, a calculated 4-3 Run

Defense rating of 20.75 = 20 (POOR)

2. The defensive team ratings against the Pass & Run are dynamic. This means a

trade can cause these ratings to change.

3.  Note that any 0 rating is counted as 3 points when calculating points.

4.  You may substitute the rating of ONE of your Slot CB's in place of ONE of your starting CB's for purposes of calculating your generic defensive card calculations.

 

13. TEAM OFFENSE / QB SUBSTITUTION:

Once your Starting QB is relieved by the back-up QB, he may not return to the game unless the substitution was due to an in-game injury. Once your back-up QB is relieved by the third-string QB, he may not return to the game unless the substitution was due to an in-game injury.Swapping your QB to take advantage of a superior flat pass card is not allowed. 

Note: QBs with less than 50 attempts may start a max of 1 regular season game, no playoff games, and otherwise can only be used if there is an injury or a 21+ point differential in the 4th quarter.

 

14. QB/WR FUMBLE RATING CARD:

Determine which NFL team has more of its players in the following positions: QB with most attempts, Top 3 WRs with most yards, and TE with most yards. It is possible for more than one team to use the same card.

 

15. SPECIAL TEAM CARDS (KICK-OFF RETURN & PUNT RETURN):

Your PK will determine your KO return coverage card.

Your P will determine your Punt return coverage card.

 

16. PENALTY TEAM CARD:

Every team will use the same penalty card which will be determined as the least penalized NFL team card.

 

17. ANNUAL DRAFT:

Each year there will be a rookie/free-agent draft consisting of all players who are not on an owned team.  Un-owned teams (if any) will participate in the rookie/free-agent draft so that no matter what happens there will be 24 draft picks in each round of the draft.  If a coach leaves the league then any draft picks owned by that team in the upcoming draft remain in the same position as if the coach remained in the league.

 

After the rookie/free-agent draft each team will cut down to 54 players with those cuts being added into the rookie/free-agent pool.  Shortly after cuts are made a supplemental draft will be held with the same format and order as the rookie/free-agent draft.  This draft will be held by the Dennis (or the current spreadsheet czar) using lists submitted by each coach who wants to participate.  Each team must cut one player for each player picked up in the supplemental draft with each cut being added into the rookie/free-agent pool.  After the supplemental draft the rookie/free-agent pool will be “locked” until next season.  Only the first three rounds of supplemental draft picks may be traded.

 

Players who are not rated by Strat-O-Matic with either a card or rating are not eligible to be drafted in the rookie/free-agent draft although they may be kept on a team if the coach chooses and they will count towards the 54 player limit but will not count towards specific position roster limits.

 

If a league member is unable to participate in the rookie/free-agent draft then that league member may send a detailed list with instructions someone else to use or he may designate someone not in the league to execute his draft picks.

 

During the draft cuts are not allowed, the only exception is you can only have one carded kicker or punter as any time. If you draft a second you must cut one.  All other cuts will be done after the rookie/free-agent draft.

 

The seeding for the Annual Draft will be based on the actual Won/Loss record of the previous SFFDL season for non-playoff teams. Playoff teams will be seeded based on how far they proceed in the post season & then Won/Loss records are used. The team with the worst record will seed #1 (first) and the SFFDL Super Bowl Champion will seed #24 (last).

 

In the rookie/free-agent draft non-playoff teams will draft in reverse order of their regular season record the previous season while the draft order for playoff teams is based upon how far the team advanced in the playoffs (the championship game winner drafts last, the championship game loser drafts second-to-last, the two teams which lost in the semi-finals games draft third-to-last and fourth-to-last, and so on).  
 
Ties for draft positioning are broken by a) head-to-head winning percentage in which the team with the higher winning percentage head-to-head drafts higher in odd-numbered rounds (if a team involved in a tie did not play any of the other tied teams, then skip this step altogether),  b) strength of victory, in which the team that adds up the winning percentage of the teams it beats drafts higher, and c) strength of schedule with the team with the tougher schedule picking higher.Teams in which ties were broken by tie-breaker draft in reverse order of each other in even-numbered rounds.  

 

18. TRADING:

The trading deadline is prior to the end of Week 6 of our regular season schedule defined as the moment a new week 7 league disk is sent out. Trading will resume in the off-season once the SFFDL Super Bowl Champion has been crowned.

 

Picks cannot be traded beyond the next year. 

 

No team can make a trade that leaves them without at least one pick in the first two rounds and two in the first five rounds of the next draft. 

 

Note once we start off season activities and owners are confirmed for the upcoming season, picks for next year can be traded, and confirmed teams can trade picks that affect the upcoming season w/o limits.

 

Note concerning trade vetos:  This league assumes you are all adults capable of making your own decisions, and believes there is a big difference between a trade that might favor one team or the other and a trade so dangerous to the league it should be vetoed.   However, that does not mean if a trade was done through acts detrimental to the league or that simply has such obvious talent differences that it wont be vetoed.  If you want to bring a trade up for question, you need to address an e-mail to the commissioner who will then get the other two co-commissioners involved.  We will question those who made the deal as well as whoever brought up the complaint.  If and only if all 3 co-commissioners vote to veto a deal, will it be vetoed.  No vote to veto will be held w/o first having discussions with those involved.

 

19. PLAYER PROTECTIONS:

We no longer make cuts prior to the start of the rookie/free-agent draft.  You are allowed to keep your entire roster and will only need to cut down to 54 carded and un-carded players once the cut deadline is announced.

 

Note:

Un-carded players cannot be drafted but, they can be protected only if they are on your roster and are un-carded. If you don't protect this player, then this player will be eligible to be selected in the annual draft the next time they appear in the SOMFB game.

 

20. GAME SETTINGS:

Penalties NO  (Voted out with 2019 Card Set)

Player Overusage  YES  125%

QB Starter File  NO

QB Overusage  YES  125%

Limit Overusage for All  NO

RB Fatigue   YES

Home Field Advantage  YES

LB in Run Containment  YES

Use Individualized Fumble Ratings YES

Do not allow Exceeding Longest Run  NO

Do not allow Exceeding Longest Reception  NO

Do not limit WR longest reception   YES

Exhausted RBs will get injured   NO

Do Not Allot QB to be Injured  NO

Use Split Defensive Ratings  YES

Dump-off Rule  YES

Updated Sack Rule  YES

In-Game Rest System - NO

Emphasize 6-Rated LB  NO

Great Player Impact Rule - NO

Looser Substitution Restrictions YES

Empty Flat Pass = Guessed Wrong  YES

Use Variable FG Rule   YES

QB ER Limits YES

Use Actual Team Interceptions  NO

Use Historical Pace - NO

Variable Pass Interference Yardage YES

Consider Flats As Runs   NO

Use Yards After Catch ratings - YES

Injuries  Single Game Injuries

 

Rules through the Years  Use Current Rules

Before Kick-off:

Auto Save after each play  YES

YAC- on

Flat Pass as Runs- No (We reserve right to modify this later should strat change how the rule is implemented)

 

21. REGULAR SEASON SCHEDULE:

Each SFFDL team plays a 16 game regular season schedule, two vs. each team in your division.

 

22. PLAYOFFS:

The following format is used to determine which teams make the playoffs:

Division Winners (3) & Wild Cards (3) = 6 teams per Conference qualify. Actual seeding for the Division Winners and Wild Card Teams is determined based on

Won-Loss Record. All NFL tie-breakers apply. Teams that qualify as the #1 & #2 Seeds have First Round Byes.

The SFFDL Super Bowl is played at a Neutral Site.

 

23. RULE CHANGES:

66% minimum approval is required to over-turn any changes to an existing rule.

51% minimum approval is required to implement a new rule.

 

Percentage is based on % of people that vote by deadline, not number in the league. If you don't vote, it wont be counted either way.

 

Note that most rules will be submitted to the league for vote. However, the co-commissioners may implement, interpret, or change rules at their discretion. Note this will most likely only occur to clarify existing rules or to cover situations that may be brought up not covered in current rules that need to be addressed promptly.

 

24. FINAL WORD:

The Commissioner and two Co-Commissioners reserves the right to remove any league member who 1) fails to meet deadlines, 2) is a distraction to the league operation or 3) has demonstrated poor sportsmanship in any SOMFB online league game.

 

25. Trading of Future Picks

No team can make a trade that leaves them without at least one pick in the first two rounds and two in the first five rounds of the next draft.

Coaches in their first year of playing in SFFDL may not trade their future first round pick. 

Draft Rules:

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