2004 ROCKET CITY FOOTBALL LEAGUE

RULES AND PROCEDURES

OFFICIAL VERSION 9/21/2004

ALL TIMES ARE PACIFIC ZONE

1. THE BASICS

The object of Rocket City Football League Football is to assemble a team comprising of 18 National Football League player/teams, in order to participate in a weekly head-to-head match with a fellow league member. Each week, 10 of the 18 player/teams are activated, whereby, based on actual active player scoring, a win, loss or tie is determined for that week’s results. Following a regular season consisting of 13 weeks, those teams qualifying enter the head-to-head playoffs to determine the league champion.

2. TEAMS and ROSTERS

(2a) Franchise Fees for the RCFL season to the Commissioner will be $10 per owner (for software and web page) and $20 per owner for the MONEY POT. There will be a $1 fee per transaction which also goes into the MONEY POT. Of course, the PRIMARY reason for playing remains the PLAQUE and BRAGGING RIGHTS. The $30 fee must be in the commissioner's hands one week before the scheduled draft date or your team will be offered to a new player.

(2b) There are 12 teams in the league, comprising of 18 players/teams (assigned to a position qualified as set forth by the Commissioner), as follows with the minimum requirements:

1 Quarterback (QB) 1 Tight End (TE)

3 Running Backs (RB) 1 Place Kicker (PK)

3 Wide Receivers (WR) 1 Team (TM)

3. THE 2004 DRAFT

(3a) The Draft will be conducted Saturday August 21st commencing at 12:00 noon EDST/9:00 AM PDST via on-line chat using the RealTime Website draft system. Please take a look at the RealTime draft system before we start to save time. Keepers will be entered by the commissioner as they pop up by stopping the draft, so allow time before rushing a pick. You also need to have handy a list with all the keepers noted so you don't accidentally select a player somebody is keeping, even though the RealTimes computer might show that player as available. Accidentally selecting a keeper might cost you a turn, since the commissioner will have to correct it after the draft, then let you add a player later. The drafting order for the 2004 Draft will be:

RCFL 2004 Draft Order

==================

1. Aztecs - Michael Nease (3-10)

2. Chip's Chumps - Chip Conklin (3-10)

3. Dingleberries - David Tolliver (3-9-1)

4. Hubcap Snatchers - Gaston Delphino (4-8-1)

5. Okie Wardogs - Kevin Kidd (5-7-1)

6. Doc's Brothel - Allen Dockery (6-5-2)

7. Mike's Dykes - Mike Nazarek (8-5)

8. Explosive Diarrhea - Dan Pasquale (9-4)

9. Doomsday - Gil Brovar (5-7-1)

10. Moosedogs - John Sakamoto (11-2)

11. 11 Jerks & a Squirt - John Henderson via Mark Hanchey (9-3-1)

12. Bandits - Bob Dickson (8-4-1)

(3b) This draft order was organized by the following rules: 1) picks 1 through 6 go to the 6 non-playoff teams through inverse order of last season’s regular final standings; 2) picks 7 and 8 go to the first round playoff losers through inverse order of final complete records; 3) picks 9 and 10 go to the semi-final round playoff losers through inverse order of final complete records; 4) pick 11 goes to the league runner-up and pick 12 goes to last year’s league champion. This order will stand for all odd numbered rounds of the draft. This order will be inverted for all even numbered rounds of the draft.

(3d) A team may freeze from 0 to 8 players. However, in order to freeze a player, the team must give up a draft round at least 3 rounds earlier than the player’s draft round from last year. Players drafted during the first three rounds from last year may not be frozen. If a team wishes to freeze two players at the same former draft round then the next earlier draft round must be given up. A team may not freeze players if there is no legal draft round available. For example, in order to freeze two 6th round picks, the team would have to give up a 3rd and a 2nd round pick in the new draft; or for example, a team may not freeze two players who were drafted in the 4th round from last year because there would only be 1 draft round, the 1st, available.

(3e) The draft proceeds until all teams have filled their 18 player/team rosters according to the position requirements set down in section 2.

(3f) During succeeding years, draft order will consist of rules from 3b above.

(3g) Un-drafted Free Agents acquired shall be deemed to be 10th round draft picks, for the purpose of the following year roster retentions. That means they will move up three slots to the 7th position, or higher if more than one acquired player is frozen.

(3h) Free Agents acquired who were originally drafted and waived by any RCFL team DO RETAIN their original draft round number, for the purpose of the following year roster retentions. They WILL be moved up three places like all the others.

4. POSITION ELIGIBILITY

(4a) The RealTime website will list a player only at the primary position which he is openly recognized to play. Such recognition will come in the form of the rosters in the RealTime List.

(4a1) Recognition DOES NOT come in the form of a player lining up at a different position during a game.

(4a2) The Commissioner may amend the position designation if a player’s true position changes during the course of a season. Such new designation would not effect a player’s position status on his existing RCFL team, unless waived, moved, or traded by his original RCFL owner.

5. SCHEDULE and STANDINGS

(5a) RCFL is a 12 team head-to-head league, based on a schedule created by the Commissioner using the RealTime schedule system. Each team shall play 13 games of head-to-head play from which a win, loss, or tie shall be determined, based on scoring methods presented in section 6 below. Such won/loss/tie record shall be the sole determining factor in standings (save tiebreaker procedures described below).

(5a1) RCFL consists of two divisions, Henderson Heroes and Vegas Gamblers, with 6 teams in each division.

(5a2) Following the regular season of 13 games, a 3 week playoff shall commence as follows:

1) The top 3 teams in each division automatically advance to the playoffs. Tiebreaker procedures will be used as necessary to seed the playoff teams.

2) The First playoff round will be NFL Week 14. The #3 team in a division plays the #2 team with the #2 team receiving a 4 point home field advantage. The 2 Divisional Champions receive a bye.

3) The Semi-final playoff round will be NFL Week 15. The First round playoff winners play the Divisional Champion in its respective division with the Divisional Champion receiving a 4 point home field advantage. The winners of this round advance to the Fantasy Bowl.

4) The Fantasy Bowl will occur during NFL Week 16. No team receives a home field advantage. This game is strictly on NEUTRAL ground. Winner takes all, gets the plaque for a year, and is declared the RCFL Champion!

(5b) For playoff seeding and transactions, all ties in the standings shall be broken as follows:

1) Head-to-head results (3 or more way ties, the total record against all other tied teams shall be considered).

2) Results within the division (3 or more way ties, the total record against all other tied teams within the division shall be considered).

3) In the event of a continued tie, total team points (offensive and defensive) scored, for the year’s regular season (or up to the moment), shall be the determining factor.

4) Last resort is a coin flip between the teams still tied.

6. SCORING

(6a) Each week’s head-to-head match shall be determined by the following scoring method. Where applicable, points are scored by those players/teams on the ACTIVE roster, as outlined in section 7 below.

RCFL Scoring System:

(6a1) Touchdown scored........ 6 points.

(6a2) Touchdown passing....... 4 points.

(6a3) Point after Touchdown... 1 point.

(6a4) Two Point Conversion: passing... 1 point;

scoring... 2 points.

(6a5) Field Goals: (6a9) Defensive Additions:

1 - 39 yards..... 3 points. Sack..................... 1 point.

40 - 49 yards..... 4 points. Interception............. 2 points.

50 + yards........ 5 points. Def. Fumble Recovery..... 2 point.

Safety................... 2 points.

(6a6) Rushing Yardage: 1 point for every 20 yards

(6a7) Receiving Yardage 1 point for every 15 yards

(6a8) Passing Yardage 1 point for every 50 yards

NET Defensive Yardage Allowed

Did Not Play (Bye Week) = 0

<50 = 6

50 = 5

100 = 4

150 = 3

200 = 2

250 = 1

300 = 0

(6b) Only ACTIVE players (as defined in section 7 below), regardless of positioning (ie. PK can score a receiving TD), can score as follows:

Passing TD and Yardage

Receiving TD and Yardage

Rushing TD and Yardage

Punt TD

Kickoff TD

(6c) Defensive TDs can only be scored by ACTIVE team defenses on a:

Defensive Fumble Recovery

Interception

Blocked Punt

(6d) Safeties can be scored by the ACTIVE team defense.

(6e) Miscellaneous scores, such as offensive fumble recoveries by ACTIVE players (ie. Wide Receiver) DO COUNT!

(6f) Head-to-head match ups that end in a tie, shall remain a tie and be recorded as such for the purpose of REGULAR SEASON standings. During the PLAYOFFS, a tie shall be broken as follows:

1) Consider the scoring of the NON-ACTIVE BALANCE of the team roster, EXCEPT TEAM DEFENSE.

2) If the tie continues, consider the score of the INACTIVE TEAM DEFENSE.

In no other instance do NON-ACTIVE players/teams influence the outcome of a match.

7. LINE UPS

(7a) Each owner shall be required to submit a complete line up on the RealTime website before the first game of the current week (CLEARING TIME). You can make modifications to the line ups after Thursday and Saturday games by emailing Mike Nazarek AND Bob Dickson, who will confirm the legality of the change before entering it through the Commissioner's editing window. Last minute changes in this method must include the complete roster. Line ups will be comprised of the following positions:

1 QB 1 TE

6 Total Combination of RBs & WRs 1 PK

(Must start at least 1 of each) 1 NFL TEAM

Only these 10 players/team shall be considered ACTIVE for scoring purposes (score points for a given team that week).

(7b) If a correct ACTIVE line up is not presented prior to CLEARING TIME, the previous week’s ACTIVE line up, as listed on the website, shall be assumed. Furthermore, if by game time of a Thursday game, an owner has not presented any players for that game, but his previous week’s roster included a player that is playing in the Thursday game, then that player will remain ACTIVE for his team for the current week.

8. TRADES

(8a) From the completion of the Draft until the CLEARING TIME of WEEK #10, RCFL teams are free to make trades so long as the rosters of all involved owners reflect the position distribution upon completion of the transaction. All trades must be conducted by the COMMISSIONER using the RealTime website editing process.

(8b) Teams are prohibited from ACQUIRING (although WAIVING is permitted) a #1, #2, or #3 draft selection after the expiration of the Week #12 CLEARING TIME through the FANTASY BOWL.

(8c) During the off-season before the frozen player deadline date, an owner may trade any player to another owner for a draft pick no lower than the frozen draft value. The owner receiving the player may declare that player as one of his frozen players for the draft value of the player received. At that time in the draft, the owner with the new player receives that player as his draft pick, while the owner receiving the draft pick in return may pick a player from the draft pool when that draft choice comes up in the draft.

(8d) The Commissioner may void any trade if such trade is deemed by the Commissioner to be improper and/or not in the best interest of the RCFL.

(8e) Trades MAY also be made from the day after the Fantasy Bowl until rosters are frozen prior to the next year’s draft day. These trades are NOT bound by the position distribution requirement.

(8f) No owner is bound by any trade offer/discussion/negotiation until such time as said owner posts a transaction announcing the trade. Once such an announcement is posted, it MAY NOT be withdrawn although the other owner(s) are not bound to follow suit.

(8g) There is no limit as to the number of trades a team may make with fellow owners in any given week before the CLEARING TIME of WEEK #10. A trade counts as a valid transaction and costs each team involved $1 per trade (could include more than one player for each team).

9. WAIVERS

(9a) Any team may waive any player/team on its team and claim a replacement player/team from the free agent pool with regard to TIME and TRANSACTION LIMITS. Such a waiver, once posted is IRREVOCABLE.

(9b) All waivers and acquisitions will be conducted two ways. First in order of the current standings, from lowest to highest, by entering your choices in RealTime between Tuesdays at 7:00 AM EST and Wednesdays  at 11:59 PM EST. (Note: Week 12 it will close at Wednesday at 11:00 AM EST)
 

There is a delay while the computer makes those available transactions. Each owner can then use the RealTime website Free Agent system on a first come, first serve basis, commencing at 11:00 AM EST each Thursday through the NFL first game of that week. Because there are Thanksgiving games on week 12, Free Agency will only be available from 9:00 AM Thursday until 11:00 AM Thursday.

Any waived player/team becomes a FREE AGENT, and is immediately available to be acquired providing that the player is currently on a NFL ROSTER. (Rule change from previous years)

(9c) A valid transaction consists of any team roster change. This roster change will include either one waiver and acquisition, one injured reserve move and acquisition/waiver, or one trade (may include more than 2 players). Each owner shall be permitted to make UNLIMITED transactions at the cost of $1 per transaction during the season and 1 transaction during each week of the playoffs in which that team is still playing.

(9d) All transactions from immediately upon completion of the Draft to Clearing Time of Week #1 are first come, first serve and are unlimited and free of charge.

(9e) All RCFL transactions MUST include any necessary roster balancing moves. At the completion of a transaction, rosters MUST BE BALANCED. The Commissioner WILL NOT adjust rosters accordingly. All non-balanced transactions WILL NOT be considered official.

(9f) In order for a transaction to be approved, all its parts must be VALID. For trades, all owners involved must verbally confirm the trade to the Commissioner or the trade will be considered INVALID.

(9g) The ultimate responsibility for a given owner’s transactions rests in the hands of that owner.

(9h) Free Agent acquisitions may be activated immediately for ACTIVE roster use.

(9i) A Free Agent MAY NOT be acquired if he is INJURED, SUSPENDED, or NOT CURRENTLY on the ACTIVE ROSTER of his NFL team. This rule, however, DOES NOT HOLD DURING THE DRAFT (ie. a player holding out, unsigned, or injured MAY BE drafted).

10. INJURED RESERVE

(10a) Each team has access to a 1 player Injured Reserve to be used only for seriously injured players (NO HOLD-OUTS, TEAMS NOT ELIGIBLE). An owner placing a player on Injured Reserve must immediately acquire a replacement player to fill that player’s spot on the team. All transaction rules and limits DO APPLY (cost of $1 each).

(10b) The Injured Reserve WILL NOT be filled during the Draft. However, this position may be filled immediately upon completion of the Draft.

(10c) The injured player MUST REMAIN on Injured Reserve for 4 weeks and will then be eligible to be placed back on the regular team roster. The owner MUST do one of the following at this time:

1) Waive a player at any position (as long as minimum roster requirements are met) and then place the IR player back on the regular roster.

2) Leave the IR player on Injured Reserve for another 4 weeks.

3) Waive the player on Injured Reserve WITHOUT acquiring replacement.

(10d) Placing a player on Injured Reserve and then later (in 4 week intervals) returning that player to the regular team roster DOES count as separate valid transaction for that team (cost of $1 each). However, leaving the player on Injured Reserve after 4 week intervals DOES NOT count as a transaction.

(10e) When waiving a player on Injured Reserve, a transaction is NOT counted, and NO acquisition is needed as a replacement.

(10f) A player on Injured Reserve is eligible for trades with regard to the TIME and TRANSACTION LIMITS (team receiving injured player must have no one currently on INJURED RESERVE). Upon completion of a trade, this player retains current Injured Reserve status.

(10g) A player on Injured Reserve at the end of the RCFL season, MAY BE frozen for next year if he meets the FREEZE rules and restrictions (section 3d).

(10h) All Injured Reserve transactions are subject for Commissioner’s approval and may be REVOKED if deemed to be improper and/or not in the best interest of the RCFL.

11. ROSTER PROTECTION (FROZEN PLAYERS/TEAMS)

(11a) A list containing the names of players/teams being protected (frozen) must be presented to the Commissioner by 12:00 AM PST ONE WEEK BEFORE THE DRAFT.

(11b) NO alteration to a team’s Frozen Roster is permitted from the time it is received by the Commissioner until the completion of the Draft, unless directed by the Commissioner for failure to comply with the rules stated herein.

(11c) Non-receipt of a team’s Frozen Roster by the Commissioner by the stated Deadline will result in the loss of all players on that roster (NO players/teams will be protected).

12. WINNINGS BREAKDOWN

The RCFL Champion receives 50% of the MONEY POT (excluding software costs which go to the commissioner), the RCFL Runner-up receives 25% of the MONEY POT, and the 2 RCFL Semi-Finalists receive 12.5% of the MONEY POT. To the Champion... go the SPOILS!

13. OFFICIAL DISCLAIMER

ALL RCFL happenings are subject for Commissioner’s approval and may be REVOKED if deemed to be improper and/or not in the best interest of the RCFL. THE COMMISSIONER HAS FINAL SAY! Please remember, even though things can get a little "competitive" at times, this league exists for FUN.