Jump to content
Sign in to follow this  
Highway Robbery

League Rules

Recommended Posts

Lombardi League Rules for 2004

 

TITLE I

 

OBJECTIVES OF THE GAME

 

1. Franchise football is a game using the actual statistical data of professional football games to determine game outcomes. The objective of each game is to win by scoring more total points (under these league rules) than the opposing club.

 

2. These league rules are in effect for the calendar year 2004.

 

TITLE II

 

MEMBERSHIP

 

1. Upon the receipt of an application for membership, the commissioner shall investigate the application, as he/she may deem appropriate, and shall confer with the league government for approval and/or a vote.

 

2. Membership may be terminated at any time through a majority of votes by the league government.

 

3. All transfers of ownership shall require the majority approval of the league government.

 

4. All other rule changes in relation to the league will be voted on by the entire league with the majority winning. The commissioner will be the deciding factor in case there are any ties.

 

TITLE III

 

LEAGUE FINANCES

 

1. The commissioner shall enact a budget for each fiscal year, detailing all projected league expenditures for the upcoming fiscal year.

 

2. The commissioner shall have the duty to personally pay any league debts incurred in excess of an annual budget. However, he/she shall have the option of being reimbursed by the league for his debt assumption either from dues paid or, if the commissioner is a team owner himself, entry into future seasons free or at reduced dues until such time as the debts are reimbursed.

 

3. Each official Lombardi League owner shall be required to send a check or money order in the amount of fifty dollars ($50) to the commissioner no later than 1 April 2004. Failure to send yearly dues will result in expulsion from the league.

 

4. Ownership withdrawal is only refundable before the 1 August. In the event of ownership withdrawal after 1 August…see below:

 

a. The fee is non-refundable.

b. The franchise then becomes the property of the Lombardi League.

c. All trades and deals (after payment) are final.

d. If a replacement owner cannot be found, the league government shall control the franchise.

e. Any prizes awarded to the "ownerless" franchise are to be divided between the playoff teams for that year.

 

5. Non-compliance with league rules will result in banishment from the league and without a refund of any monies.

 

6. League payouts:

 

a. Ultimate Bowl winner gets 40% of the pot.

b. Ultimate Bowl loser gets 25% of the pot.

c. Third Place gets 15% of the pot.

d. Fourth place gets 10% of the pot.

 

e. Total points champ from regular season gets 10% of the pot..

 

TITLE IV

 

GOVERNMENT

 

1. The government shall consist of three Highway Robbery; League Advisors: Fubars & Chasers Dawg.

 

2. Vacancies in the two (2) League Advisor spots shall be filled by an appointment made by the commissioner.

 

TITLE V

 

PLAYER SELECTION

 

1. The league commissioner shall conduct our annual draft, in which all owners in the league shall select players for the upcoming season. The league commissioner shall set-up the method of the draft. Each owner shall be entitled to participate in the draft, and may select any player available in the drafting pool (all rookies and free agents).

 

2. Our annual draft shall consist of four (4) rounds…1-12, 1-12, 1-12, 1-12 (not serpentine). The trading of draft picks are not only allowed, it is encouraged. In the event that an owner trades away a future year’s draft pick, each owner involved in said trader must pay one-half of the dues for next year immediately.

 

3. Drafting time limits will vary and be decided upon by the league government.

TITLE VI

 

LEAGUE SCORING SYSTEM

 

1. The commissioner shall adopt a league scoring system, which shall be used to determine the result of all regular season and playoff tournament contests of the league.

 

2. The scoring system will reflect the data sent forth from the online service that we use each year. In the event of a disagreement or a non-standard scoring situation, the league government will decide the scoring implications and will input the changes, if needed.

 

3. In the event a regular season game ends in a tie, the tiebreaker will be any selected player from an owner’s roster, which has to be declared when line-up is submitted.

 

4. The league commissioner shall review the league scoring system regularly. It shall be published each year and incorporated into these league rules.

 

5. See Attachment #1 for the actual scoring rules.

 

TITLE VII

 

LEAGUE PLAY

 

1. The commissioner shall schedule a minimum of twelve (12) regular season games for each owner, and must schedule an equal number of games for all owners.

 

2. The playoffs for the league shall be titled the "Ultimate Bowl". The commissioner shall administrate such games in a way where the top-seeded teams play the lowest-seeded teams throughout the playoffs with a bracket for a third place team.

 

3. The playoffs shall consist of the winner of each conference; in addition, the four (4) franchises with the next best records shall also participate in post-season play as wild card teams. The two (2) conference winners will be ranked one and two with the four (4) franchises with the next best records will be ranked three through six. The franchises shall be ranked based on the following tiebreakers.

 

4. To break a tie within a conference. If two or more teams in the same conference finish with identical records the following steps will be taken until a champion is determined.

 

a. Two teams:

 

i. Head-to-head record.

ii. Conference record.

iii. Total points. iv. Best won-lost-tied percentage in common games, if applicable.

v. Best gross points in conference games.

vi. Coin toss.

 

b. Three or more teams: (Note: If two teams remain tied after third or other teams are eliminated during any step, tiebreaker reverts to step one of the two-team format.)

 

i. Head-to-head record (best won-lost-tied percentage in games played among the tied teams).

ii. Conference record.

iii. Total points.

iv. Best won-lost-tied percentage in common games.

v. Best gross points in conference games.

vi. Coin toss.

 

5. To break a tie for wild card teams. If it is necessary to break ties to determine the four wild card teams from each conference, the following steps will be taken:

 

6. If the tied clubs are from the same conference, apply conference tiebreaker.

 

7. If the tied clubs are from different

conferences, apply the following steps:

 

a. Two teams:

 

i. Head-to-head record.

ii. Total points.

iii. Best gross points in common games (only if equal number of games are played).

iv. Best gross touchdowns in all games.

v. Coin toss.

 

b. Three or more teams: (Note: If two teams remain tied after third or other clubs are eliminated, tiebreaker reverts to step one of applicable two-club format.)

 

i. Head-to-head sweep (Applicable only if one club has defeated each of the others or if one club has lost to each of the others).

ii. Total points.

iii. Best gross points in common games (only if equal number of games are played).

iv. Best gross touchdowns in all games.

v. Coin toss.

 

8. Tie-breaking procedure for our annual draft:

 

a. The Ultimate Bowl winner is last and the Ultimate Bowl loser is next-to-last.

 

b. Playoff teams involved in a tie shall be assigned priority within its segment below that of non-playoff teams and in the order that the playoff team exited from the playoffs. Thus, within a tied segment a playoff team that loses in the first round will have priority over a playoff team that loses in the second round, which in turn will have priority over a team that loses the Ultimate Bowl. If two tied teams exited the playoffs in the same round, the tie is broken by one of the applicable two team tiebreaks above.

 

c. Tied non-playoff teams will use one of the applicable tiebreaks above with the loser of the tiebreak getting the higher draft pick.

 

TITLE VIII

 

PLAYER TRANSACTION

 

1. The types of player transactions permitted in this league shall be the trade and the waiver wire (free agency).

 

2. Trading of players between owners are permitted up to the start of the 11th week of the season or such date later in the calendar year as may be set by the Commissioner. This would be adjusted in the event of a NFL work stoppage for any reason..

 

3. The waiver wire is a procedure by which a non-rostered player is available to all other teams in the league.

 

4. Offseason Waivers: The waiver wire is closed at the end of each season. It will open directly after our annual drafts with a priority order until the first regular season game. The priority order for this process will be reverse order of the prior year’s standings using tiebreakers outlined in Title VII. The waiver wire schedule will be determined by the commissioner and will have at least 1 round after the draft, 1 before the preseason and 1 after each preseason week.

 

5. Regular Season Waivers: Waiver wire priority is the inverse order of the current league standings utilizing the tiebreakers outlined in Title VII. The waiver wire will open on Tuesdays at 8:00am and will close 1 hour before kickoff of the first scheduled game of the week. One round of waivers will be processed per week. The date will be on Thursdays at 1:00 PM Eastern for Saturday and Sunday 1st game kickoffs and will be TBD for Thursday kickoffs (i.e. Thanksgiving). After the "one round" of the week's processed waiver wire, priority will then become first come…first serve.

 

6. Any owner may construct a deal in which picks or players are to be named later. Only if, all interested parties agree.

 

7. Injured reserve (IR):

 

a. Two (2) IR spots are allowed (meaning your roster size can be 22).

 

b. Players must be listed as officially "Out" or on the "PUP / IR" to be placed on IR. League suspensions for substance abuse or non-injury are not eligible. Deactivated "Keyshawn Johnson" players are not eligible. Retired players are not eligible.

 

c. You "cannot" reactivate your IR players (meaning they are done for the year for your team).

 

d. You can cut them from your squad but they remain dead to you (meaning you can never pick them up again for that year). Other teams are allowed to pick up dropped IR players. You can trade them to another owner’s IR, not promote.

 

 

TITLE IX

 

ROSTERS AND LINE-UPS

 

1. Each club has the ability to acquire up to 24 players in the offseason through our annual draft, trades or through the waiver wire (after the draft). Teams with IR players will have those players added to their active roster after the season. Teams can never go over 24 players at any time. Ex: If you have 24 players and a draft pick on the clock you must either waiver a player or forfeit / trade that pick. Trades cannot be processed which will result in you having more than 24 players.

2. There will be no limitations on which players a team's roster may have. For example, any team can carry 20 quarterbacks and/or 20 defenses, if they so desire.

 

3. Each owner must declare which players from its roster shall participate in the upcoming week's contest. This completed weekly line-up must be submitted by kickoff time.. Any players that may play in games before Sunday or Saturday must have "their" status for that week's contest declared by kickoff time. This time is based on the beginning of the television broadcast and not by the actual kickoff. For example: If a game actually kicks off at 8:20 PM, however the television broadcast began at 8:00 PM, 8:00 PM will be used as the deadline. Once the early games start, those affected players will be locked but you can make line-up changes for the remainder of your squad prior to 1:00 PM on Sunday.

 

4. In the event our site goes down, each owner must submit their line-up by any means that shows an actual time stamp. For example: E-mail or our FFToday message board.

 

5. If an owner does not submit a weekly line-up by 1:00 PM Sunday, the commissioner shall utilize the team’s line-up from the previous week.

 

6. Each weekly lineup shall consist of at least: One (1) Quarterback, One (1) Running Back, One (1) Wide Receiver, One (1) Kicker, One (1) Defensive Team and Three (3) Flex Players. Each weekly line-up cannot exceed more than: One (1) Quarterback, Three (3) Running Backs, Four (4) Wide Receivers, (3) Tight Ends, One (1) Kicker and One (1) Defensive Team at any given time. Your weekly lineup must not be more than 8 players.

 

7. Owners "will" submit a competitive line-up every week. In the event the commissioner feels a game is being thrown, he/she will use current player rankings to change said line-up.

 

TITLE X

 

REGULAR SEASON SCHEDULING

 

1. The regular season scheduling of games shall be the responsibility of the commissioner, who shall distribute schedules to all team owners, as he/she may deem appropriate.

 

2. Each regular season schedule shall consist of a minimum of twelve games, and the commissioner shall insure that each club participates in an equal number of games during the regular season.

 

3. The commissioner may balance the regular season schedule in such a manner, as he/she may deem necessary.

 

TITLE XI

 

CONFERENCE ALIGNMENTS

 

1. There will twelve (12) teams.

 

2. The twelve (12) teams will be split into two (2) conferences consisting of six (6) teams each.

Share this post


Link to post
Share on other sites

Attachment #1

 

 

Rules for QB Event Range (Low-High) Points

Number of Passing TDs 1-10 4 points each

Passing Yards 0-24 0

Passing Yards 25-999 1 point for every 25

Pass Interceptions Thrown 1-99 -2 points each

Passing 2 Pointers 1-99 2 points each

Number of Rushing TDs 1-10 6 points each

Rushing Yards 0-9 0

Rushing Yards 10-999 1 point for every 10

Rushing 2 Pointers 1-99 2 points each

Number of Receiving TDs 1-10 6 points each

Receiving Yards 0-9 0

Receiving Yards 10-999 1 point for every 10

Receiving 2 Pointers 1-99 2 points each

Fumbles 1-99 -1 point each

Fumbles Lost (to Opponent) 1-99 -1 point each

Fumble Recoveries (from Opponent) 1-99 1 point each

 

Rules for RB Event Range (Low-High) Points

Number of Passing TDs 1-10 6 points each

Passing Yards 0-4 0

Passing Yards 5-999 1 point for every 5

Pass Interceptions Thrown 1-99 -2 points each

Passing 2 Pointers 1-99 2 points each

Number of Rushing TDs 1-10 6 points each

Rushing Yards 0-9 0

Rushing Yards 10-999 1 point for every 10

Rushing 2 Pointers 1-99 2 points each

Number of Receiving TDs 1-10 6 points each

Receiving Yards 0-9 0

Receiving Yards 10-999 1 point for every 10

Receiving 2 Pointers 1-99 2 points each

Fumbles 1-99 -1 point each

Fumbles Lost (to Opponent) 1-99 -1 point each

Fumble Recoveries (from Opponent) 1-99 1 point each

 

Rules for WR Event Range (Low-High) Points

Number of Passing TDs 1-10 6 points each

Passing Yards 0-4 0

Passing Yards 5-999 1 point for every 5

Pass Interceptions Thrown 1-99 -2 points each

Passing 2 Pointers 1-99 2 points each

Number of Rushing TDs 1-10 6 points each

Rushing Yards 0-9 0

Rushing Yards 10-999 1 point for every 10

Rushing 2 Pointers 1-99 2 points each

Number of Receiving TDs 1-10 6 points each

Receiving Yards 0-9 0

Receiving Yards 10-999 1 point for every 10

Receiving 2 Pointers 1-99 2 points each

Fumbles 1-99 -1 point each

Fumbles Lost (to Opponent) 1-99 -1 point each

Fumble Recoveries (from Opponent) 1-99 1 point each

 

Rules for TE Event Range (Low-High) Points

Number of Passing TDs 1-10 6 points each

Passing Yards 0-4 0

Passing Yards 5-999 1 point for every 5

Pass Interceptions Thrown 1-99 -2 points each

Passing 2 Pointers 1-99 2 points each

Number of Rushing TDs 1-10 6 points each

Rushing Yards 0-9 0

Rushing Yards 10-999 1 point for every 10

Rushing 2 Pointers 1-99 2 points each

Number of Receiving TDs 1-10 6 points each

Receiving Yards 0-9 0

Receiving Yards 10-999 1 point for every 10

Receiving 2 Pointers 1-99 2 points each

Fumbles 1-99 -1 point each

Fumbles Lost (to Opponent) 1-99 -1 point each

Fumble Recoveries (from Opponent) 1-99 1 point each

 

Rules for PK Event Range (Low-High) Points

Number of Passing TDs 1-10 6 points each

Pass Interceptions Thrown 1-99 -2 points each

Passing 2 Pointers 1-99 2 points each

Number of Rushing TDs 1-10 6 points each

Rushing 2 Pointers 1-99 2 points each

Number of Receiving TDs 1-10 6 points each

Receiving 2 Pointers 1-99 2 points each

Number of Field Goals Made 1-99 3 points each

Number of Field Goals Missed 1-99 -1 point each

Extra Points 1-99 1 point each

Extra Points Missed 1-99 -2 points each

Fumbles 1-99 -1 point each

Fumbles Lost (to Opponent) 1-99 -1 point each

Fumble Recoveries (from Opponent) 1-99 1 point each

 

Rules for Def Event Range (Low-High) Points

Number of Punt Return TDs 1-10 6 points each

Number of Kickoff Return TDs 1-10 6 points each

Number of Defensive Fumble Recovery TDs 1-10 6 points each

Fumble Recoveries (from Opponent) 1-99 2 points each

Number of Interception Return TDs 1-10 6 points each

Interceptions Caught 1-99 3 points each

Number of Blocked Field Goal TDs 1-10 6 points each

Number of Blocked Punt TDs 1-10 6 points each

Sacked a QB 1.00-20.00 2 points each

Safeties 1-99 3 points each

Total Points Allowed 0-0 7

Total Points Allowed 1-6 4

Total Points Allowed 7-14 2

Total Points Allowed 15-17 1

Total Points Allowed 18-99 -1 point for every 7

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
Sign in to follow this  

×