The South African Electronic Football League (SAEFL) - RULES

 

Season Thirteen rule book. Know these rules well. If you have any problem Mail me at: peterb@saefl.com

 

1. INTRODUCTION

 

1.1 The South African Electronic Football League (SAEFL) has a home page at

http://www.saefl.com

1.2 SAEFL is a 24 hour a day, 7 day a week league. There is no such concept as sessions in this league.

 

1.3 There is no difference between right and left sides in SAEFL tactics.

 

1.4 In SAEFL, the home team is always listed FIRST. (Unless other wise stated, for example in the Cup group stages and Cup Final both teams play away)

 

1.5 While descriptions assume the masculine gender in this rule set, please assume that descriptions apply equally to either gender.

 

1.6 The term “roll” means to use the Random Number Generator (RNG).

 

1.7 There are two terms to mark the passage of time in SAEFL - Weeks and Rounds. Weeks refers to the number of weeks into a season we are, which includes cup games etc., while rounds just refers to the number of league games played - for example Round 20 of the league might occur in Week 24 of the season.

 

1.8 The term “inverted league position” means a clubs position on the league table turned upside down (that is 12th is 1st, 1st is 12th). So if a club gets a bonus of $10,000 for it’s inverted league position, 1st place gets $120,000 and 12th gets $10,000.

 

1.9 The rules will use several of abbreviations and concepts, here is a small list of important abbreviations:

         NSL - Nominal skill level of a player reaching from 1-10 (exception is a star player with a NSL of 12.5)

         EMP - Effective match performance of a player. The EMP is a function of the players NSL and several factors such as individual characteristics, tactical bonuses, home team advantage, morale etc. The EMP can range from 1 to 20 or even more.

         CMA - Club man average. This represents the average number of games played by the players in the squad.

 

2. THE LEAGUE

 

2.1 SAEFL operates on a divisional system, with no more than 12 teams in each division.

 

2.2 Currently, SAEFL operates a 12-team 1st, 2nd and 3rd division No sign of a 4th Division yet J. At the end of the season the bottom 3 of the 1st & 2nd divisions are relegate to division below them. In Division 2 & 3 the first and second placed teams get promoted directly to division above them, the 3rd promotion spot (from division 2 & 3) is determined by the play-offs. 4 teams will play in the play-offs, which is made of the teams who finished numbers 3 – 6 in the league table.

 

PLAY-OFFS:

All matches are played at a neutral stadium. The matches are determined on basis of league position:

         Game A League pos. 3 - League pos. 6

         Game B League pos. 4 - League pos. 5

         Game C Winner Game A – Winner Game B

         The winner of game C gains promotion

 

Rules for the play-offs are:

         No boosts and grudge cards allowed

         SP and DP are used just as in the league

         Suspensions and injuries from league carry over to play-offs

         No morale-rules in the play-offs

 

2.3 From season to season, SAEFL may admit new clubs into the league as expansion clubs, or it may choose to restructure the league along different lines. This will only be done with the majority vote of current league manager. Interested parties from outside the league are always welcomed to make observations or comments.

 

2.4 Each team in each division will play each other twice in a season in a series of home and away games. Clubs will not necessarily alternate home and away matches.

 

2.5 Teams will be awarded three points for a win and one point for a draw.

 

2.6 The team, which has earned the most points at the end of the season, shall be the champion of each division, and the champion of the First Division has sole and unequivocal title as Champion of SAEFL.

 

2.7 Should two teams be equal on points at season’s end, superior GOAL DIFFERENCE shall be used to determine which team has the higher placing. Any further arrangements for determining league placement shall be at the discretion of the Commissioner’s.

 

2.8 The draw for each division will be made available at the start of the season. This draw will include the schedule for league games and cup-ties.

 

2.9 The season will be deemed to end when all competitions have been concluded to the satisfaction of the Commissioner’s, having considered all appeals and righteous petitions. The protocol for payment of Prize money is:

        The Clubs financial position is “Snapshot” is taken.

         End of season prizes are paid.

         Clubs are then paid their league position bonus.

 

2.10 Managers are expected field competitive teams. This means teams, must field a minimum NSL in League matches. This minimum NSL is without counting the GK. Teams will be fined $10,000 per point or part point of NSL fielded below the acceptable figure. Managers who feel they will be unable to field a competitive side must notify the Commissioner and gain dispensation. The minimum NSL for the divisions are:

         Division 1 teams - 80 NSL

         Division 2 teams - 70 NSL

         Division 2 teams - 65 NSL

 

 

3. PRIZE MONEY

 

3.1 Prize money for the league is:

         Champions, Div 1 - $500,000

         Runners Up Div 1 - $400,000

         On top of that all 1st Division clubs will be paid $11,000 for each inverted league position.

 

         Division 2 Teams getting promoted to Division 1 will earn an extra $520 00 which is from new TV rights as these teams will now be playing in the top flight of the SAEFL

         Champions Div 2 - $350,000 + $520 000 (TV rights)

         Runners Up Div 2 - $300,000 + $520 000 (TV rights)

         Winner of the play offs - $520 000

         On top of that all 2nd Division clubs will be paid $9,000 for each inverted league position.

 

         Division 3 Teams getting promoted to Division 1 will earn an extra $350 00 which is from new TV rights as these teams will now be playing in a league which has its games broadcast J

         Champions Div 2 - $220,000 + $350 000 (TV rights)

         Runners Up Div 2 - $200,000 + $350 000 (TV rights)

         Winner of the play offs - $350 000

         On top of that all 3rd Division clubs will be paid $7,000 for each inverted league position.

 

 

3.2 Prize money will be reviewed at the beginning of each new season.

 

3.3 These monies will be paid according to the protocols set out in 2.9.

 

4. THE SAEFL CUP

 

4.1 The SAEFL Cup will start with a group phase. 9 Groups will be created, each group will have at least 1 team from each division in it, the remaining 9 teams (3 from each division) will be placed in a group. The teams in the group will play each other once (in an away game). The winner of each group will advance to the knock out stages, then the next best 7 teams from all the groups based on Points, GD, Pen shoot out will advance

 

4.2 Draws in the cup, to create the groups and for each round will be made “Out of the Hat”. The cup is not a seeded competition.

 

4.3 In the Knock out stages of the cup, Cup matches will be resolved over a series of home and away games, with the team with the superior goal difference after the game progression going to the next round. Should both teams be even after two games, away goals shall count as double to determine the winner.

 

4.4 Should away goals fail to resolve a tie, penalty kicks shall decide the winner. Teams will have 5 penalties. The scorer of the most penalties during this time will progress to the next round. Should the scores be tied, teams will continue to shoot until one side has a one goal advantage after an equal number of kicks.

 

4.5 Penalty kicks will be taken in the order of forwards to Goalkeepers. As each player has an equal chance of scoring a penalty, this will make no real difference to resolution.

 

4.6 The Group Stage games and the Cup final will be staged at SAEFL Super Stadium. Should the Cup Final end in a drawn, a penalty shootout will be run.

 

4.7 BOOSTS and GRUDGE CARDS may be applied to Cup-Ties, except for the Cup Final, MORALE is not a factor in Cup-Ties when the two teams playing are from the same Division. If a Div2 plays a Div1 team the div2 team will get a plus 5 morale , if the teams are not in the same division the lower division team gets a +5 morale (including SA# teams)

 

4.8 The prize money for Cup-Ties is as follows:

 

         Normal round matches - usual stadium arrangements.

         Semi Final losers will get $200 000 bonus each.

         Final is a one off game played at the SAEFL Super stadium with a capacity of 100 000 all supporters will be allowed, Ticket income will be split 50/50*.

         The winner will get $400,000 and the runner up will get $380,000.

 

4.9 All Cup Games will be played as Midweek games Unless it’s a World cup season then only From round 2 until the final will it be played as mid week games. This means managers involved in these games will have to submit two sets of orders. The cup-tie will always be resolved first. Should any injuries or suspensions arise from cup ties, the Commissioner will consult as best he can with Managers affected, however should this not be possible, the Commissioner will make necessary substitutions given the bench provided. No correspondence can be entered into regarding the perspicacity of the Commissioner’s sub choices.

 

4.10 Managers are expected to take the Cup seriously and field competitive teams. This means teams, must field a minimum NSL in Cup matches. This minimum NSL is without counting the GK. Teams will be fined $10,000 per point or part point of NSL fielded below the acceptable figure. Managers who feel they will be unable to field a competitive side must notify the Commissioner and gain dispensation. The minimum NSL for Cup matches for the divisions are:

 

         Division 1 teams - 80 NSL

         Division 2 teams - 75 NSL

         Division 2 teams - 65 NSL

 

5 THE WORLD CUP AND INTERNATIONAL FOOTBALL

 

 

5.1              The SAEFL World Cup will be played every 2 seasons. (Season 4,6,8 etc)

5.2              At the Start of the SAEFL, teams that were link to world cup sides example New Zealand has the following sides assigned to it IQ,DS,AS – if a manager wishes to change the WC side his team is linked to he must find another manager who is willing to swap, once this is done the managers of both sides will not be able to control a WC side for 2 seasons.

 

5.3              There will is 10 Nation’s, the manager who has the highest league position (in the previous season) in the SAEFL league will take control of that team for the World Cup.

 

5.4              Each player that has been created and that is to be created will be assigned to one of the 10 countries, once a player gets a nationality it may NOT be changed.

 

5.5              If a manager NMR’s in an international match, the manager of the next highest league from that country shall replace him. Should there be no manager available, the manager will be suspended from international play until the beginning of the next season and the Commissioner will take control of the team or assign it to another manager.

 

5.6              The World Cup will be a seeded tournament and the draw for both qualifiers and finals will be formulated in respect of the Commissioner’s seedings.

 

5.7              There will be a group stage with group winners and runners up proceeding to single game knock-out semi-finals and a final. The World Cup final will be resolved in the same fashion as the SAEFL Cup Final.

 

5.8              Boosts, Grudge Cards or CMA do not apply in World Cup games, as well as the effects of assistants are cancelled.

 

5.9              Managers of competing countries have unfettered access to players who are qualified for their countries when it comes to selecting sides. The Commissioner will issue ad hoc guidelines to the effect that Managers may only pick so many players from their own teams (this is to discourage monopolization of bonuses).

 

5.10          Managers of clubs are obliged to release players for international matches, the only reasonable grounds for their refusal shall be that the player has 21 or less SP(In the roaster his name will be red in colour and then I need an email from the Club stating he can play for his country), or if he is injured. One can request though that the international manager doesn’t use a player with more than 21 SP, but it remains the international manager’s choice (See rule 5.13). For the international manager to leave out one of his players an email must be sent to the Commish to be approved.

 

5.11          Players have a separate DP count for international matches. After every 10 DP points a player will be suspended for the next World Cup match.

 

5.12          Player’s injured in a World Cup match are treat the same as if they were injured in a league match.

 

5.13          If a manager makes a player unavailable he cannot play a league game for 2 weeks

 

5.14          If an international manager does not select the top side he must email the Commissioner with the reasons, other wise he will be removed as the international manager and fined. This rule is to stop top managers from either giving there players the international Bonus or saving his teams SP for important league\cup games

 

NEW INTER EFL : SAEFL VS THE DESL LEAGUE (http://www.desl.nl)

 

There are 4 teams from each league that plays in this Elite Cup competition each season.

3 of them are automatic entries which is

Finish 1st in the Div1 League

Finish 2nd in the Div1 League

Win the SAEFL Cup

 

The four place is a play off between teams who finish 3rd – 6th in Division 1.

3 Plays 6 – Game 1

4 Plays 5 – Game 2

 

Winner Game 1 vs Winner Game 1 – This winner takes the last spot

 

For each game you win in the play offs you get $50 000

For each game you win in the main tournament you get $130 000

 

If you win the Inter EFL cup you get $300 00, Second place gets $150 000

 

Should the Cup Winner finish in position 3 – 6 in Division 1 the team in the 7th place will be entered into the play offs.

 

Should the Cup Winner Finish in 1st or 2nd in Division 1 and gain automatic entry from Both league and cup places , they will use there league position as there Entry to the competition and the runner up in the Cup get automatic entry

 

 

6. OTHER COMPETITIONS

 

6.1 Over the course of the SAEFL season, a number of other competitions will be operated.

 

6.2 The Player of the Season award: which will be given to the player who has the highest total match performance ratings over the year. This carries a $30,000 prize to the club or clubs for whom the player plays. There will also be a

* The Michael Paps "McGoo" Award. Goes to the Defender of the season it carries a $50,000 prize – (Prize carries an increase amount due to it being selected by a manager who got a 10 season award)

* Midfielder of the season carries a $20,000 prize

* Attacker of the season carries a $20,000 prize

 

6.3 The Rookie of the Year award: which will be given to the 18 or 19 year old (after midseason it will be 19/20 yo) player with the highest total match performance ratings over the year. This carries an $35,000 prize to the club or clubs for whom the player plays.

 

6.4 The Golden Boot award (div1 only) : for the player with the highest number of goals scored for the season. This carries a $40,000 prize to the club or clubs for whom the player or players plays. All goals count. (if there is a tie the player who has played the lest amount of games takes the title)

 

6.5 The Silver Boot award (div2 only) : for the player with the highest number of goals scored for the season. This carries a $40,000 prize to the club or clubs for whom the player or players plays. All goals count. (if there is a tie the player who has played the lest amount of games takes the title)

 

 

6.6 The Bronze Boot award (div3 only) : for the player with the highest number of goals scored for the season. This carries a $40,000 prize to the club or clubs for whom the player or players plays. All goals count. (if there is a tie the player who has played the lest amount of games takes the title)

 

6.6 The Manager of the Year award (Div1,Div2,Div3): which shall be given to the Manager whom the Commissioner deems to have made the biggest improvement, most dominant performance or generally contributed the most to the art of Management over the year. This carries a $50,000 prize to the Manager’s club.

Managers manager of the year at the end of the season managers will select a manger who they think was the best over the season or played an important role in the SAEFL ($50 000 prize)

 

6.8 The Pressman of the Year award: managers will select a manger who they think had the best press throughout the year, what helps is mascots, mad players, a crazy manager. This carries a $35,000 prize to the club with whom the winner is involved.

 

6.9              Top GK (Div1,Div2,Div3) of the season Save % (must have played more than 10 games). This carries a $35,000 prize to the club with whom the winner is involved.

 

6.10          Defense of the season (Div1,Div2,Div3) Least amount of goals conceded. This carries a $35,000 prize to the club with whom the winner is involved

 

6.11          Top Strike Rate (Div1,Div2,Div3) Player in each division with the best strike rate must have played 10 games and had 15 shots at goal. This carries a $35,000 prize to the club with whom the winner is involved

 

Special Awards (Managers who have long service or have made an extra ordinary contributed to the SAEFL)

 

6.12          The Robert Gustavsson "Giant Killer" Award Goes to the manager who team made the biggest up set of the season. It is voted on by the managers and carries a 50k bonus

 

6.13          The Michael Suwandi "Trade" Award Goes to the manager who made the buy of the season. It is voted on by the managers and carries a 50k bonus

 

6.14          The Bruce Laishley "Wingplay" Award Goes to the manager whose Team wins the most points using the WP. It will carry a 30k Reward (This award only carries a 30k award because not all teams can win this award)

 

6.15          The Nuno Santos "Counter Punch" Award Goes to the manager whose Team wins the most points using the CP Tactic It. will carry a 30k Reward (This award only carries a 30k award because not all teams can win this award)

 

6.16          The Simon Bracegirdle “School Of Hard Knocks Shield”. Awarded to the team who had the most grudge cards played against them in league games. In the event of a tie count the number of boosts played against them or maybe just share the prize. (This award carries a 50k award)

 

6.17          NEW The Len Lear “Most Improved Team Award” Goes to the team who has improved their points scored the most, Last Season I score 4 points this season I score 44 points my score is 40 – Highest Score wins (This award carries a 50k award)

 

6.18          New The Bart Lathouwers Tactician Award goes to the manager who played the best tactical match and/or the best executed mind game (This award carries a 50k award)

 

6.19 All Star Games : at the mid point of the season the manager who is leading the Division 1 table and the manager who is leading the division 2 table will pick the best 16 players from there respective leagues (with a maximum of 5 players from any team) and play each other .

The second All Star Game will happen at the end of the year and the managers this time will pick 1 player from each team (12 players ) the remaining 4 players he may pick a random with a maximum of 3 players from any team , this match well see what kinda trick’s the top managers of each division can come up with . Players who play in either of these matches will get international experience – ON HOLD UNTIL I GET SOME PROBLEMS SORTED OUT

 

6.20 Individual clubs may compete amongst themselves for any trophies they may nominate, provided they supply the prize money. If these require extra games to be resolved by the Commissioner, the usual Stamina, Injury and Disciplinary rules apply.

 

 

7. THE PLAYER

 

7.1 There are 13 different positions in SAEFL that player can occupy:

 

1. GK - Goalkeeper, the shot stopper.

2. DS - Defensive Sweeper, a purely defensive option.

3. CB - Centre Back. A defensive stopper, sometimes he gets forward to have a crack at goal.

4. FB - Fullbacks, very versatile players who can be used primarily as defenders, but modified to more attacking roles.

5. AS - An Attacking Sweeper who plays in front of the defence, a useful option for the manager who wants a greater deal of control or creativity in midfield.

6. DM - Defensive Midfielders. A midfield player whose primary duties are to tackle and pass, but also moves forward more than an attacking sweeper, but is not as creative.

7. CM - Central Midfield. The most influential passing player, primarily influential in attack, but can be modified to play a less “exuberant” role, or a totally attacking role, which involves moving forward as well as creative duties.

8. MF - All purpose midfield player, primarily an attacking player, but extremely flexible and adaptable.

9. WH - Wing Half. He traditional British running midfielder. A good alternative to wingers, and with some useful tactical and stylistic applications. An attacking alternative to conventional midfielders, or a more defensively useful alternative to attacking midfielders.

10. AM - Attacking Midfielder. A withdrawn striker who contributes usefully to ball winning and short passing in the midfield. A useful balancing player, particularly for the more cautious manager.

11. W - Winger. A tactically idiosyncratic player, wing play is a potent tactical style, particularly for the more flamboyant or adventurous manager. Wingers greatly improve attacking potency but contribute nothing to defence.

12. S - Strikers are the goal scorers. They contribute a little towards defence, mainly through their ball winning skills and speed. The use of wingers or wing halves greatly increased the potency of strikers.

13. CF - Centre Forward. Centre Forwards are not as skilful as strikers, but they contribute totally towards attack. The use of wingers massively increases the power of Centre Forwards, due to the abundance of high crosses, wing halves will also improve CF’s, but to a lesser extent.

 

7.2 Managers can name their players as they see fit, as long as it is in the bounds of good taste. No players may exist in SAEFL who have the same initials and last name. In the case of 2 identical names, the manager who used the name first, will be allowed to use it. The other manager(s) will have to rename their player. (The commish has the right to change any players name if /when he see the need). Names should be in the following format Init. Surname = P. Babcock

 

7.3 Each new player starts football life at age 18, with a set maximum skill level, which the player might have. For new clubs, their players will start at a range of ages. When a player is created, he is stored in a database by the Commissioner, with his skill rating at each year pre-set. Each position’s skill levels increase and decrease with age differently. For example, wingers are brilliant “juveniles” but rather poor “senior citizens”. Players who require passing and creative skills tend to hold them into old age better than those who require speed and evasion. It is up to the Manager to discern whether a player is on a downward career curve, or whether to persevere with a player who may be a “slow-developer”. Unlike other EFL games, the manager will not know how many skill level points he will have available to him season to season.

 

8. NOMINAL SKILL LEVEL (=NSL)

 

8.1 Player skills range between 1 and 10. They are usually but not always graded by divisions of .25. This is known as a nominal skill level (NSL) and it is the Manager’s first guide to the value of his player. Due to the other factors which effect a game, a player can perform at a skill rating of up to 23.5 or higher, or down to <1 (this is know as their EMP = effective match performance). Managers have to look at the difference between a players nominal skill rating (the rating they have on their roster) and their EMP rating (the level at which they performed in a game). Players which consistently perform above their nominal rating are very valuable indeed, whereas players who perform below may be unsuited by tactics or style, or have individual attributes which effect their performance.

 

8.2 About one in every 50 SAEFL players shall be a FREAK player, who can possess an NSL of up to 12.5.

 

8.3 Every player with the age of 32 or older has a 50% chance (non-cumulative) at the end of each season that he will retire.

 

8.4 There is mid season Aging in the SAEFL. Any player who at mid season decides to retire at the end of the season will play at +1.5 nsl (max of 12.5 and GK max of 10) for the rest of the season.

 

8.5 Players cannot acclimate to other positions in the SAEFL.

 

8.6 Any other player may play GK at 20% skill level, and GK may play any other position at 20% skill level.

 

8.7              PLAYING OUT OF POSITION (OOP)

First off, there are 3 groups of players: Defenders (DS,CB,FB & AS), Midfielders (DM, CM, MF, WH & AM) and Attackers (W, S & CF).

 

         Playing out of position in his own group: Player loses 15% NSL + 10% for every position further out of position than 1.

         Example: DS playing AS will lose 15% + (2*10%) = 35% (NSL * 65%)

         Example: AM playing WH will lose 15% + (0*10%)= 15% (NSL * 85%)

         Playing out of position in another group : Player loses 25% NSL + 10% for every position further out of position than 1.

         Example : AM playing W will lose only 25% NSL. (NSL * 75%)

         Example : AM playing CF will lose 25% + 2*10% = 45% NSL (NSL * 55%)

 

Pos

GK

DS

CB

FB

AS

DM

CM

MF

WH

AM

W

S

CF

GK

1

0.2

0.2

0.2

0.2

0.2

0.2

0.2

0.2

0.2

0.2

0.2

0.2

DS

0.2

1

0.85

0.75

0.65

0.45

0.35

0.25

0.15

0.05

0

0

0

CB

0.2

0.85

1

0.85

0.75

0.55

0.45

0.35

0.25

0.15

0

0

0

FB

0.2

0.75

0.85

1

0.85

0.65

0.55

0.45

0.35

0.25

0.05

0

0

AS

0.2

0.65

0.75

0.85

1

0.75

0.65

0.55

0.45

0.35

0.15

0.05

0

DM

0.2

0.45

0.55

0.65

0.75

1

0.85

0.75

0.65

0.55

0.35

0.25

0.15

CM

0.2

0.35

0.45

0.55

0.65

0.85

1

0.85

0.75

0.65

0.45

0.35

0.25

MF

0.2

0.25

0.35

0.45

0.55

0.75

0.85

1

0.85

0.75

0.55

0.45

0.35

WH

0.2

0.15

0.25

0.35

0.45

0.65

0.75

0.85

1

0.85

0.65

0.55

0.45

AM

0.2

0.05

0.15

0.25

0.35

0.55

0.65

0.75

0.85

1

0.75

0.65

0.55

W

0.2

0

0

0.05

0.15

0.35

0.45

0.55

0.65

0.75

1

0.85

0.75

S

0.2

0

0

0

0.05

0.25

0.35

0.45

0.55

0.65

0.85

1

0.85

CF

0.2

0

0

0

0

0.15

0.25

0.35

0.45

0.55

0.75

0.85

1

 

 

9. PLAYER QUALITIES

 

9.1 Players also have individual qualities - Leadership, Determination, Team Ethics, and their Experience. The strength of these qualities is not made known to the manager on his roster - he has to discern them himself, by looking at his players performances and adjust his squad and team to take them into account. Sometimes, a player with a high nominal skill level can perform at much reduced level due to these factors, and a player with what seems like a lower nominal skill level can outshine the stars because of them. Goalkeepers are not affected by any player qualities, except CMA and the Captians leadership.

 

9.2 LEADERSHIP - Great captains raise their performance to help the team. Every player has a leadership rating which can effect their performance on the pitch. In each match, the Manager will nominate a Captain and his performance will be adjusted by the percentage corresponding with his Leadership rating (thus a captain with rating 5 gets a 10% bonus on his NSL during matches). Also, the rating of each outfield player on the team will be raised by 50% of the Captain’s Leadership rating (thus, if the Captain is a rating 5 player, each outfield players gets a 1/2 of 10% is a 5% boost to his NSL rating). If the Manager sees his Captain performing below expectations, he may have to nominate a new Captain until he finds one who responds to the challenge with an increased performance. The degree to which a Captain’s performance is effected is listed below. As you can see, it is well worth finding a suitable captain. If a captain is injured, his influence over the other players remains undiminished. I know it should be diminished, but it’s too hard! GK cannot be Captains.

 

  • Rating 1-5%
  • Rating 2 no change
  • Rating 3 +5%
  • Rating 4 +8%
  • Rating 5 +10%

 

 

9.3 DETERMINATION. Some players have high morale regardless and will “run through a brick wall” to gain victory. Others are lacking in this moral fire. That is what the Determination rating of each player assesses. Under performance of a player may be due to a lack of determination, and a player with a lower nominal skill rating may be able to outperform a higher rated player due to his greater determination. Each player gets a bonus on his NSL when playing a match according to his Determination rating:

 

  • Rating 1 -5%
  • Rating 2 no change
  • Rating 3 +5%
  • Rating 4 +8%
  • Rating 5 +10%

 

9.4 TEAM ETHIC. Some players are great team men, some are more individuals who play only for themselves. Brilliant as they might be, they can still prove a liability on the field and a good team man with a lower nominal skill rating may prove better value than a star with a “bad attitude”.

 

  • Rating 1 -5%
  • Rating 2 no change
  • Rating 3 +5%
  • Rating 4 +8%
  • Rating 5 +10-%

 

9.5 MORALE. Each team has a Morale rating (MR), which ranges from -2 to +2. For each point on the MR scale, the club gains or loses 1% of each player’s EMP. This rating is determined by the previous week’s result in the league. For each goal a team wins or loses by, the MR is moved one point - for example, Team A beats B 2-0, for the next week’s matches, Team A’s MR is 2 (thus +2% EMP) and Team B’s is -2 (-2% EMP).

  • The MR resets every week and is not cumulative.
  • If a team wins or loses by 2 goals or more, the MR stays at maximum + or – 2.
  • If two teams draw, the MR for both sides is 0.

 

9.6 CLUBMAN BONUS. After each match, the Commissioner will advise the Manager of his squads CLUBMAN AVERAGE (CMA), which reflects the average number of first team games each player has played for his current team. For each 15 CMA points a club has, each player on the team (including Goalkeepers) gets a 1% boost in their EMP. This CMA is worked out proportionately - thus, if a side has a CMA of 25, each player gets a boost of 1.67%. CMA is only applied up to a CMA of 150, or a 10% boost. Currently the divisor for the resolution of CMA is 1500 for Div 1 teams. Division 2 will be 1500 till further notice.

 

9.7 INTERNATIONAL EXPERIENCE. Players can also improve their match performance (EMP) because of their experience. Players already get bonuses from the CMA (see 9.6), but they can improve their individual EMP because of their experience in international matches (like World Cup). A player gets a bonus of 0.4% of NSL added to EMP for every international match he has played. For instance a player has played 10 international matches for Holland. This means he gets a 0.40% times 10 matches = 4% bonus of his NSL.

 

10. STYLES AND FORMATIONS

 

10.1 FORMATIONS each team submitting orders must submit a basic formation that their team will play. This formation can run from extremely defensive patterns (6-3-1) to highly attacking ones (3-2-5), while all the time retaining a competitive balance. The formations are:

 

 

Limitations

Defenders

         A max of 6 Defenders is allowed and a minimum of 3

         For formations with 3 defenders, no attacking sweepers can be played

Position Limits

         DS max 4

         FB max 4

         CB max 4

         AS max 3

 

Midfielder

         A max of 6 Midfielders is allowed and a minimum of 2

         For formations with 2 midfielders, no wing halves can be played

         For formations with 2 midfielders, no attacking midfielders can be played

Position Limits

         DM max 4

         CM max 4

         MF max 4

         WH max 3

         AM max 3

 

Attackers

        A max of 5 Attackers is allowed and a minimum of 1

        For formations with 2 or less attackers, only 1 winger can be played

Position Limits

        W max 2

        S max 4

        CF max 2

 

Other Limits

         Teams playing 2 wing halves may not play a winger, and vice versa. Teams playing 1 winghalf may only play 1 winger, and vice versa.

 

The penalty for not nominating, fielding an ineffective or illegal FORMATION shall be that the offending team will play at -4% EMP for that game, plus be fined $20,000.

 

10.2 STYLES. The style of play is the way in which players effective match performance points are apportioned between defensive duties and attacking duties. If one plays a more defensive style, players give a greater percentage of their EMP to defensive points. How much depends on the position they play. For example, playing “total attack”. Style, a full back with a EMP rating of 8 gives 6 points to the teams defensive effort and two points to it’s attack. Playing all out defence, it gives 7 points to defence and one point to attack. The wide range of styles allows managers to be very precise in the roles their teams play and obliges them to balance their sides accordingly. Some styles determine that certain types of players cannot or must play, and some styles also allow players percentage chances at goals. If a manager does not nominate a style, or an incorrect style the commissioner will apply the “usual balance” style. With certain tactics it states which positions must be played. For instance with all out attack it states: must play 3 of W, S, and CF. This can be 1 W and 2 CF’s, or just 3 S’s etc.

 

10.3 Usual balance (UB) – If the style in the orders are illegal the program uses this style as the default

 

Ds total defence

Cb 7/8 def 1/8 att

Fb 7/8 def 1/8 att

As 2/3 def 1/3 att

Dm def att

Cm 1/4 def 3/4 att

Mf 3/8 def 5/8 att

Wh 1/3 def 2/3 att

Am 1/4 def 3/4 att

W total attack

S 1/8 def 7/8 att

Cf total attack

 

10.4 All Out Attack (AA)

 

Ds total defence

Cb 7/8 def 1/8 att

Fb 3/4 def 1/4 att

As 2/3 def 1/3 att

Dm def att

Cm 1/5 def 4/5 att

Mf 1/4 def 3/4 att

Wh 1/6 def 5/6 att

Am 1/8 def 7/8 att

W total attack

S total attack

Cf total attack

Must play 2 of W, S, and CF

 

10.5 Total Risk (TR)

 

Ds total defence

Cb 3/4 def 1/4 att

Fb 5/8 def 3/8 att

As 2/5 def 3/5 att

Dm 1/3 def 2/3 att

Cm 1/8 def 7/8 att

Mf 1/6 def 5/6 att

Wh 1/8 def 7/8 att

Am 1/10 def 9/10 att

W total attack

S total attack

Cf total attack

Must play 4 of W, S, and CF

 

10.6 Counter Attack (CA)

 

Ds total defence

Cb 7/8 def 1/8 att

Fb 5/8 def 3/8 att

As 1/3 def 2/3att

Dm def att

Cm 1/4 def 3/4 att

Mf 3/8 def 5/8 att

Wh 2/3 att 1/3 def

Am 1/4 def 3/4 att

W cannot play

S 1/8 def 7/8 att

Cf total attack

No wingers with this style

 

10.7 Running Game (RG)

 

Ds total defence

Cb 7/8 def 1/8 att

Fb 7/8 def 1/8 att

As 2/3 def 1/3 att

Dm 1/2 def att

Cm 1/4 def 3/4 att

MF 1/4 def 3/4 att

Wh def att

Am 1/8 def 7/8 att

W total attack

S 1/8 def 7/8 att

CF total attack

 

10.8 All Out Defence (AD)

 

Ds total defence

Cb total defence

Fb 7/8 def 1/8 att

As 3/4 def 1/4 att

Dm 3/4 def 1/4 att

Cm def att

Mf 2/3 def 1/3 att

Wh cannot play

Am 3/8 def 5/8 att

W cannot play

S 1/8 def 7/8 att

Cf total attack

 

10.9 Fluid (FL)

 

Ds total defence

Cb 7/8 def 1/8 att

Fb 2/3 def 1/3 att

As1/3 def 2/3 att

Dm 1/3 def 2/3 att

Cm 1/4 def 3/4 att

Mf 3/8 def 5/8 att

Wh 1/3 def 2/3 att

Am 1/4 def 3/4 att

W total attack

S 1/8 def 7/8 att

Cf total attack

 

10.10 Stopper (ST)

 

Ds total defence

Cb 7/8 def 1/8 att

Fb 7/8 def 1/8 att

As 3/4 def 1/4 att

Dm 5/6 def 1/6 att

Cm def att

Mf 3/8 def 5/8 att

Wh 1/3 def 2/3 att

Am 1/4 def 3/4 att

W total attack

S 1/8 def 7/8 att

Cf total attack

 

10.11 Midfield Control (MC)

 

Ds total defence

Cb 7/8 def 1/8 att

Fb 7/8 def 1/8 att

As def att

Dm 3/4 def 1/4 att

Cm def att

Mf def att

Wh 1/3 def 2/3 att

Am 1/4 def 3/4 att

W total attack

S 1/8 def 7/8 att

Cf total attack

 

10.12 Midfield Influence (MI)

 

Ds total defence

Cb 7/8 def 1/8 att

Fb 7/8 def 1/8 att

As 2/3 def 1/3 att

Dm def att

Cm 1/5 def 4/5 att

Mf 3/8 def 5/8 att

Wh 1/3 def 2/3 att

Am 1/6 def 5/6 att

W total attack

S 1/8 def 7/8 att

Cf total attack

 

10.13 Midfield Dominace (MD)


Ds total defence
Cb 7/8 def 1/8 att
Fb 7/8 def 1/8 att
As 2/4 def 2/4 att
Dm 5/8 def 3/8 att
Cm 1/2 def 1/2 att
Mf 4/10 def 6/10 att
Wh 2/8 def 6/8 att
Am 1/10 def 9/10 att
W total attack
S 3/8 def 5/8 att
Cf total attack

 

11 TACTICS

 

11.1 Match tactics affect players EMP either positively or negatively according to the tactic. A club with strong strikers, playing an attacking style, may want to choose long ball, wing play or winghalfplay to compliment them. Managers must be careful that tactical choices do not conflict with style choices.

 

11.2 OFFSIDE TRAP (OFF) (DEFENSIVE)

         Takes 25% from each opp striker and 37.5% from each opp center forward in attack

         Takes 20% from each opp winger,

         Adds 15% in attack to each opposition WH or AM in attack

         Must play 4 of CB, FB, AS, DM (for instance 2 CB's and 1 FB and 1 AS)

         No DS allowed with this tactic

 

11.3 ZONAL DEFENCE (ZD) (DEFENSIVE)

         All of your FB, AS, DM, CM, MF get 25% in defence

         All opposition W, S and CF get 15% bonus in attack.

 

11.4 MAN TO MAN (MM) (DEFENSIVE)

         All opposition Strikers and CF's lose 8% in attack

         All opposition AM 27% in attack

         All opposition CM, MF and WH lose 20% in attack

         All opposition DM loss 10% in attack

         Adds 20% in attack to each opposition AS

         All of your FB, DM, CM, MF, WH lose 15% attack

 

11.5 LONG BALL (LB) (ATTACKING)

         All your Strikers get +30% in attack

         All you CF's get +25% in attack

         All your AS gain 23% in attack

         All your Wingers, WH lose 25% in attack

         All your DM, CM, MF and AM's lose 17.5% in attack

 

11.6 ONE TOUCH (ONE) (ATTACKING)

         All your AM gain 30% in attack

         All your WH gain 23.5% in attack

         All your CM & MF gain 21.5% in attack

         All your AS gain 18 % in attack

 

11.7 WINGPLAY (WP) (ATTACKING)

         All your CF's gain 42.5% in attack

         All your Strikers gain 30% in attack

         All your W gain 10% in attack

         All your AM, CM, DM, AS lose 20% in attack

         You must play at least 2 Wingers to use this tactic

         No WH allowed with WP

 

11.8 WINGHALF PLAY (WH) (ATTACKING)

         All your CF gain 18% in attack

         All your S gain 20% in attack

         All your AM gain 30% in attack

         All your WH gain 23% in attack

         All your WH gain 4% in Def

         All your CM, DM lose 15% in attack

         You must play 2 WH's and 1 DM, CM, or MF

 

11.9 THE ENFORCER (ENF) (DEFENSIVE)

         All your CB gain 25% in defence

         All your DS gain 15% in defence

         All your FB and DM gain 10% in defence

         All your FB and CB lose 75% in attack

         All your DM lose 12.5% in attack

         Must play 4 out of DS, FB and CB

 

11.10 THE CRUSHER (TC) (DEFENSIVE)

         All your FB's get 25% in Defence

         All your CB's and DS get 17.5% in defence

 

11.11 THE SILENCER (TS) (DEFENSIVE)

         All your DS's get 22.5% in defence

         All your CB's and FB's get 17.5% in defence

         All your CB's and FB's lose 25% in attack

 

11.12 SOLID MARKING (SM) (DEFENSIVE)

         All shots by opposition are reduced (number of shots divided by 4, rounded up)

         All your shots are reduced (number of shots divided by 3, rounded up)

 

11.13 COUNTERPUNCH (CP) (ATTACKING)

         All your FB, AS gain 25% in attack

         All your DM, CM, MF get 17% in attack

         All opposition WH, AM, S and CF lose 12.5% in attack

         All opposition AS,CM gain 15% in attack

 

11.14 BALL CONTROL (BC) (DEFENSIVE)

         All your AS, DM get 20% in defence

         All your AS get 10% in attack

         All your CM get 15% in defence

         All your CM get 15% in attack

         All your MF get 15% in defence

         All your MF get 15% in attack

 

11.15 OVER LAP (OL) (ATTACKING)

         All your DS get 7.5% in defence

         All your CB get 32.5% in attack

         All your DM get 20% in attack

         All your WH get 25% in attack , 5% in defence

         All your W get 20% in attack

 

11.16 DESIGNATED MARKERS - In submitting orders, a manager may nominate a specific player on his side to mark a specific player on the opposition team. The effect of this is a reduction in the attacking potency of the marked player, with a reduction in the marking player’s all over contribution. The effect is as follows:

 

EFFECTS OF DESIGNATED MARKERS

 

Tactic Played

Effect of Marked Player

Effect on Marking Player

TC

-16% in attack

-9% EMP

TS

-15% in attack

-8% EMP

MM

-12% in attack

-8% EMP

OFF

-10% in attack

-7% EMP

ENF

-8% in attack

-6% EMP

 

 

 

These are the only tactics with which a manager may nominate a designated marker.

 

Information on designated marking:

 

         Only players in the following positions may be a marker: DS, CB, FB, AS, and DM.

         The difference in NSL between the designated marker and the marked player has no relation to the effect of this rule.

         With a designated marker, a player whose discipline rating (see below) is 1-3 becomes rating 4 for that match, a rating 4 becomes rating 5 and a rating 5 had 10% added to all percentages.

         A maximum of two players may be nominated as designated markers.

         If a manager nominates a designated marker to mark a specific opposition player, and that player does not play, the order is cancelled.

         If the marked player is injured or sent off, the reduction in the marking player’s stays

         If the designated marker is injured or sent off, the reduction in the marked player stays.

         A manager may NOT “double team” an opposing player by nominating two designated markers on him. Thus only 2 markers may be nominated, and they may not mark the same player!!!

 

11.17 SMOOTHER RULE - For every 5 full points by which one teams EMP exceeds another’s they shall be awarded one extra.

12. DISCIPLINE

 

12.1 Each player has a discipline rating, which may effect his performance on the field. A great player may be a liability because of his poor self-discipline. Managers are not made aware of each players discipline rating on their rosters, they have to work it out themselves.

 

12.2 Two things can happen in a game due to ill-discipline. A player can be booked and he can be sent off. The higher a players discipline rating, the greater the chance. Discipline table.

 

Rating Booked Sent Off

Discipline Rating

Chance of Booking

Chance of being Sent Off

1

5%

0%

2

8%

2%

3

15%

4%

4

22%

8%

5

32%

13%

 

12.3 If a player is sent off, a roll is taken to determine the minute at which he is sent off, and his total skill level reduced as a percentage.

 

12.4 If a Goalkeeper is sent off, the player with the lowest NSL is substituted for the nominated reserve GK. Should this GK be sent off, the player with the highest NSL will take his place at 20% NSL.

 

13. STAMINA

 

13.1 Players start each season with 30 stamina points (SP) (subject to the effects of ASSISTANTS - see below) and expend them at a rate of one per game. They regain two for each Week they rest, to a maximum of 30. A player may not start a game with 0 or less SP.

 

13.2 Players playing the Cup Tie Replays do expend stamina in those games.

 

13.3 Players of clubs not involved in Cup matches make up extra stamina for that week’s rest.

 

13.4 In weeks where there are 2 games, like a league match and a cup match, players expend SP in the following matter:

Play Midweek game –1 SP

Rest Midweek game +0SP

Play Weekend game –1 SP

Rest Weekend Game +2 SP

 

14. INJURY

 

14.1 Players are injured by the wear and tear of a long season. Every time a player takes the field, he risks injury. The lower a players’ STAMINA is, the greater the risk.

 

INJURY RISK BY STAMINA

STAMINA

RISK

STAMINA

RISK

36-30

No risk

14

45% (Roll 1 – 82)

29

2% (Roll 1 – 14)

13

50% (Roll 1 – 82)

28

3% (Roll 1 – 14)

12

55% (Roll 1 – 86)

27

6% (Roll 1 – 29)

11

60% (Roll 1 – 86)

26

7% (Roll 1 – 29)

10

65% (Roll 1 – 90)

25

10% (Roll 1 – 41)

9

70% (Roll 1 – 90)

24

11% (Roll 1 – 41)

8

75% (Roll 1 – 92)

23

14% (Roll 1 – 50)

7

80% (Roll 1 – 92)

22

17% (Roll 1 – 58)

6

85% (Roll 1 – 94)

21

18% (Roll 1 – 58)

5

90% (Roll 1 – 94)

20

21% (Roll 1 – 66)

4

93% (Roll 1 – 96)

19

24% (Roll 1 – 70)

3

95% (Roll 1 – 96)

18

25% (Roll 1 – 70)

2

97% (Roll 1 – 99)

17

28% (Roll 1 – 74)

1

99% (Roll 1 – 99)

16

35% (Roll 1 – 74)

0

Cannot play

15

40% (Roll 1 – 78)

 

 

 

 

14.2 If a player is deemed to have been injured, the injury table (below) is rolled against:

 

ROG = rest of game, PLF = player leaves field, SP = stamina point, GO = Games out

 

INJURY

 

Roll

Result

Roll

Result

1

Player just laughs it off

51

PLF, -1 SP, 3 GO

2

-2% of EMP for ROG

52

PLF, -1 SP, 3 GO

3

-2.5% of EMP for ROG

53

PLF, -2 SP, 3 GO

4

-3% of EMP for ROG

54

PLF, -2 SP, 3 GO

5

-3.5% of EMP for ROG

55

PLF, -3 SP, 3 GO

6

-4% of EMP for ROG

56

PLF, -3 SP, 3 GO

7

-4.5% of EMP for ROG

57

PLF, -4 SP, 3 GO

8

-5% of EMP for ROG

58

PLF, -5 SP, 3 GO

9

-5.5% of EMP for ROG

59

PLF, -1 SP, 4 GO

10

-6% of EMP for ROG

60

PLF, -1 SP, 4 GO

11

-6.5% of EMP for ROG

61

PLF, -2 SP, 4 GO

12

-7% of EMP for ROG

62

PLF, -2 SP, 4 GO

13

-7.5% of EMP for ROG

63

PLF, -3 SP, 4 GO

14

PLF, No SP lost

64

PLF, -3 SP, 4 GO

15

PLF, -1 SP

65

PLF, -4 SP, 4 GO

16

PLF, -1 SP

66

PLF, -5 SP, 4 GO

17

PLF, -1 SP

67

PLF, -3 SP, 5 GO

18

PLF, -1 SP

68

PLF, -4 SP, 5 GO

19

PLF, -2 SP

69

PLF, -5 SP, 5 GO

20

PLF, -2 SP

70

PLF, -4 SP, 5 GO

21

PLF, -2 SP

71

PLF, -4 SP, 6 GO

22

PLF, -2 SP

72

PLF, -5 SP, 6 GO

23

PLF, -2 SP

73

PLF, -6 SP, 6 GO

24

PLF, -3 SP

74

PLF, -7 SP, 6 GO

25

PLF, -3 SP

75

PLF, -5 SP, 7 GO

26

PLF, -3 SP

76

PLF, -6 SP, 7 GO

27

PLF, -3 SP

77

PLF, -7 SP, 7 GO

28

PLF, -4 SP

78

PLF, -8 SP, 7 GO

29

PLF, -4 SP

79

PLF, -6 SP, 8 GO

30

PLF, -1 SP, 1 GO

80

PLF, -7 SP, 8 GO

31

PLF, -1 SP, 1 GO

81

PLF, -8 SP, 8 GO

32

PLF, -1 SP, 1 GO

82

PLF, -9 SP, 8 GO

33

PLF, -1 SP, 1 GO

83

PLF, -8 SP, 9 GO

34

PLF, -2 SP, 1 GO

84

PLF, -10 SP, 9 GO

35

PLF, -2 SP, 1 GO

85

PLF, -10 SP, 9 GO

36

PLF, -2 SP, 1 GO

86

PLF, -12 SP, 9 GO

37

PLF, -2 Sp, 1 GO

87

PLF, -10 SP, 10 GO

38

PLF, -3 SP, 1 GO

88

PLF, -12 SP, 10 GO

39

PLF, -3 SP, 1 GO

89

PLF, -14 SP, 10 GO

40

PLF, -4 SP, 1 GO

90

PLF, -16 SP, 10 GO

41

PLF, -5 SP, 1 GO

91

PLF, -16 SP, 11 GO

42

PLF, -1 SP, 2 GO

92

PLF, -18 SP, 11 GO

43

PLF, -1 SP, 2 GO

93

PLF, -19 SP, 12 GO

44

PLF, -1 SP, 2 GO

94

PLF, -20 SP, 12 GO

45

PLF, -2 SP, 2 GO

95

PLF, -18 SP, 13 GO

46

PLF, -2 SP, 2 GO

96

PLF, -19 SP, 13 GO

47

PLF, -3 SP, 2 GO

97

PLF, -20 SP, 14 GO

48

PLF, -3 SP, 2 GO

98

PLF, -21 SP, 14 GO

49

PLF, -4 SP, 2 GO

99

Players retires immediately

50

PLF, -5 SP, 2 GO

 

 

.

 

14.3 A player who is injured loses the prescribed number of SP, and regains them at a rate of 1 a week while injured, notwithstanding the effects of ASSISTANTS.

 

14.4 At the start of each new season everyone starts at his maximum SP.

 

14.5 If a player finished a season injured, he carries his injury penalty (but 6 weeks get removed from the GO) over to the new season, notwithstanding the effects of ASSISTANTS.

 

15. SUBSTITUTES

 

15.1 In a match, a manager must have at least 1 substitutes who must be a GK !! Managers may nominate up to 5 substitutes - 1 goalkeeper and 4 outfielders. In the event of an injury, the Commissioner will substitute the most appropriate player for the injured one. The player will then have his EMP calculated on the remaining percentage of time he spends on field, subject to all usual adjustments. No correspondence can be entered into regarding the Commissioner’s choice of substitute.

 

15.2 If a goalkeeper is sent off, the Commissioner will automatically substitute the lowest NSL player in the field for the reserve goalkeeper.

 

15.3 In the case of above the percentage of the time the GK was on the field will be worked out and he will receive that percentage of shots and the new GK the rest of the shots.

 

15.4 In the case of penalties against substituted GK’s, a roll of 90 shall be taken for the penalty to determine when in the match it was issued, and the roll shall be taken against the skill of the keeper on field at the time.

 

16. PENALTY SHOTS

 

16.1 Penalty shots are determined by using the discipline ratings of each player on your team. Add up the total number of discipline points held by players in defence (GK, DS, CB, FB, and AS) and multiply it with 2 (because defenders give away more penalties than midfielders). Then add the total number of discipline points held by players in midfield (DM, CM, MF, WH, and AM). Add the totals of defence and midfield and that number equals the % chance of giving away a penalty. Roll a second time at half the percentage for a second penalty if a first is awarded , and at half again if a second is awarded. In determining whether or not a penalty shot is successful, a roll of 30 is used against the keepers skills.

 

17. DISCIPLINARY MEASURES

 

17.1 Each time a player is booked, he incurs 4 disciplinary points (=DP’s). Every time he is sent off, he incurs ten disciplinary points. With ten disciplinary points he is suspended for one game.

 

 

SUSPENSION TABLE: Number of DP’s Games suspended”

Discipline points

WO

10

1

20

1

30

2

40

2

50

3

Every 10 after 50

3

 

17.2 If a player is sent off for having received 2 yellow cards in a game, he will accrues 10 disciplinary points.

 

17.3 If a player is sent off for having received 1 yellow cards and then a red card in a game, he will accrues only 10 disciplinary points.

 

17.4 If a player is suspended for misdeeds in a league game, the penalty shall carry over to any cup ties and league games.

 

17.5 Players’ and clubs disciplinary records are wiped to zero as each new season commences.

 

17.6 Players League disciplinary records and International disciplinary records are not the same and cannot effect each other

 

17.6 A Players International disciplinary record is never wiped clean.

 

198 HOME ADVANTAGE

 

18.1 Each player on the home side receives a 0.3% nsl bonus for home matches.

 

19. GRUDGE MATCHES

 

19.1 Every manager has three “Grudge Cards” a season, which he can play for certain crucial matches (only International matches excluded and Cup final). If a manager nominates he wants to play one of these cards in his orders, his team gets a 10% boost onto their NSL for this game. Grudge cards do not carry on from season to season - you lose what you have at the end and get three new ones at the start of each season.

 

20. EFFECTIVE MATCH PERFORMANCE (EMP)

 

         Effective match performance is what each player puts into every match they play. It is the sum of their nominal skill level plus or minus the percentage variations for leadership, determination, team ethic, clubman bonus, attacking bonuses, the effect of tactics or style, playing out of position, injury, send-off etc. The teams performance is worked out by combining and apportioning the totals of effective match performances and comparing them to the opposition.

        Player – Position ‘AS’, NSL = 10

        Caps Leadership is 4, (10 * 0.08) / 2 = 0.4 Bonus

        Determination is 1, (10 * -0.05) = -0.5 bonus (if u call a minus a bonus)

        TeamEthics is 3, (10 * 0.05) = 0.5 bonus

        Physio is 3, (10 * 0.06) = 0.06 Bonus (See Rule 24)

        Scout is 10, (10 * 0.025) = 0.25 Bonus (See Rule 24)

        Morale is 1, (10 * 0.01) = 0.1 Bonus

        CMA is 19, (10 * 19)/ 1500 = 0.13 Bonus

        Home bonus (Match played at Home), (10 * 0.03) = 0.3 Bonus

        international games 15, (10 * 15 * 0.004) = 0.6 Bonus

        Grudge card (No) = (10 * 0) = 0 Bonus

        Boost (No) = 0 Bonus

 

Preemp = 10 – 0.5 + 0.4 + 0.5 + 0.06 + 0.25 + 0.1 + 0.13 + 0.3 + 0.6 + 0 + 0 = 11.84

 

Teams’ Tactic = ‘TR’ meaning Def = 2/5 Att = 3/5

Def Emp = 4.73

Att Emp = 7.10

 

        Opp Tactic = SM

        Deft Bonus from Opp Tactic, (4.73 * 0) = 0 Bonus

        Att Bonus from Opp Tactic, (7.10 * 0) = 0 Bonus

        My Tactic = LB (All your AS gain 23% in attack)

        Def Bonus from MY Tactic, (4.73 * 0) = 0 Bonus

        Att Bonus from MY Tactic, (7.10 * 0.23) = 1.63 Bonus

 

TOTAL EMP = 4.73 + 7.10 + 0 + 0 + 0 + 1.63 = 13.47 EMP for the match

NB THIS DOES NOT ADD UP 100% DUE TO ROUNDING

 

After the above is worked out the following is check and applied if needed

        Markers and Marking is done now

        Sending offs

        Injury

         EMP PEN (IE -4% for problem with orders)

 

21. MATCH RESOLUTION

 

21.1 Commissioner must determine how many shots at goal each team has earned and how many have been successful. This is done by the process described below:

 

1.      Each player has his EMP worked out (See rule 20) – Including players subbed on.

2.      Check if any Penalties have been conceded.

3.      The teams’ total defensive and attacking points are added up.

4.      The number of shots is calculated by doing the following

a.       Team A shots = (Team A Att Emp – Team B Def Emp) / 1.5

b.      Team B shots = (Team B Att Emp – Team A Def Emp) /1.5

5.      Any effect on Shots by tactic is done

6.      Smother rules shots are worked out and added to total shots

7.      Each shot is has a roll out of 17.5 (Except Penalties 25) that number is used against the keepers skill. If the result of the roll is lower than the keeper’s skill level, then the shot is saved. If the roll is greater than the keepers skill level, then it is a goal and everyone kisses the scorer.

 

21.2 Extra Shots (The Linesman) – (Coming soon)

 

A Roll of (1 – 10) is made

 

Roll = 1 - 4

you have 5% change of getting an extra shot

you have 3% change of getting an extra 2 shots

you have 1% change of getting an extra 3 shots

 

Roll = 5 - 6

NO change

 

Roll = 7 - 10

you have 5% change of lossing a shot

you have 3% change of lossing a 2 shots

you have 1% change of lossing a 3 shots

 

 

22. PENALTY SHOOT OUTS

 

22.1 In the case of penalty shoot outs, the same resolution for normal penalties is used (see rule 4.5 & 16 ).

 

23. THE CLUB

 

23.1 New Clubs may be named in any manner the manager sees fit, within the bounds of good taste as determined by the Commissioner. Club names may NOT be renames .

 

23.2 Clubs are elected to the league by two means - when the league is expanded by 1 12 team division. Expansion of the league is only undertaken on the vote of a majority of existing managers, or when a team drops out, a new team may take it’s place, with the old team’s roster of players and financial position unless the Commissioner does not feel the team is in a good financial scale.

 

23.3 In the case of a Manager dropping out mid season, that club will be controlled by the Commissioner until a caretaker manager is found. Current managers can apply to take over the management of vacated clubs.

 

23.4 Clubs coming under the auspices of a completely new manager may not be renamed the Commissioner, being a tradition minded guy, would really like to keep all the original club name.

 

23.5 Clubs may have a maximum of 40 players on staff at any time. If a Club has over 40 players the Club will be fined 50k for each player over 40 per week. Clubs may not Buy a player from the transfer list if it is going to put them over the 40 player limit, nor may you trade if the trade will put you over 40 players, If you have 40 players and want to bid on a player on the transfer list put under “CUT” in your orders the following

Cut

Player X if my bid on the transfer list is successful

 

23.6 When a club is founded, this is done so with 21 players selected at random from the Commissioner’s database. This rule is significantly different from some other EFL competitions. These 21 players will consist of the following ages:

Age Number of players

18 yo 2 players

19 yo 2 players

20 yo 1 player

21 yo 1 player

22 yo 2 players

23 yo 2 players

24 yo 2 players

25 yo 2 players

and 1 player of 26, 27, 28, 29, 30, 31, and 31 years old.

 

Now these players need to be allocated over the different positions in SAEFL. You do not need to have a player(s) in every position, only in the positions you want. Of course you have to name every player.

 

The random number chosen by the computer will determine the NSL for his age, along with his leadership, determination and team ethics rating. One in every 120 players are star players with NSL up to 12.5. The database consists of more than 6500 players with their own NSL curve (of age and NSL). Most players tend to be, on average, at the peak of their powers around age 27, except attacking sweepers and centre forwards, who on average, peak around 28. Winghalves and attacking midfielders, who are on average best at 26, wingers who are on average best at 25, strikers who are all over the place. Not every player will be at his best at these ages - some peak early or blossom late. Here’s an example of 1 of the many thousands of players in the database:

 

pos

1

d

e

dIS

18

19

20

21

22

23

24

25

26

27

28

29

30

31

32

AM

2

4

1

2

3.75

4.5

5.75

7.25

8.75

9.5

9.75

9.25

8.25

7.5

7

6.5

6

5.5

5

 

This player has leadership 2, determination 4, team ethics 1, and discipline 2. And according to his age a certain NSL. If you were to get this player (randomly) with age 22, then this AM would have NSL 8.75. Next year he will have NSL 9.5 (but you don’t know this because only the commissioner gets to look in the database). Besides the players you have to choose a team name, a stadium name, and your team colours. Here’s an example:

 

Team Name: Super Sport United

Stadium : MNet Thunder Dome

Team colours: Pink and Yellow

 

GK 23 H. Lucas

GK 26 M. Jones

DS 30 R. Greaves

CB 25 R. Markless

CB 19 V. Hugm

FB 20 R. Logan

FB 24 V. Droy

FB 21 M. Hogan

AS 22 M. Sharona

DM 32 R. Knappy

CM 27 L. Darrow

CM 28 B. Majewski

MF 18 Z. Cay

MF 22 R. Coy

MF 24 R, Mallozzi

AM 29 R. Nass

W 23 K. Scatigno

W 23 T. Mastertangelo

CF 31 P. Mitchells

 

23.7 ALL NEW MANAGERS APPLYING FOR A POSITION IN SAEFL MAY NEED TO CREATE A TEAM, SO THEY CAN CONVINCE THE COMMISSIONER OF THEIR DEDICATION AND ENTHUSIASM.

 

24. ASSISTANTS

 

24.1 You get 16 points to play with but you must put at least 3 NSL on each assistant in other words
COACH must have 3
PHYSIO must have 3
SCOUT must have 3
thats 9 nsl GONE already so u have 7 nsl to do with as you please

 

24.2 The cost of 1 NSL point is $100

 

24.3 NSL --> Is the NSL of the assistant you have

 

24.4 COACH:

* Number --> Is the number of boosts you have

* Boost NSL --> is the total NSL per boost.

* Boost --> show how many players get a boost and the NSL of that boost

 

NSL Number Boost NSL Boost (num*Boost)

1 4 0.5 1 * 0.5

2 4 1 2 * 0.5

3 4 1.5 3 * 0.5

4 4 2 4 * 0.5

5 4 2.5 1.5 * 1 + 2 * 0.5

6 4 3 1.5 * 1 + 3 * 0.5

7 5 3.5 1.5 * 1 + 4 * 0.5

8 5 4 1.5 * 2 + 2 * 0.5

9 6 4.5 1.5 * 2 + 3 * 0.5

10 6 5 1.5 * 2 + 4 * 0.5

 

24.5 PHYSIO

* SP bonus --> This is the total amount of extra SP a team gets. This

extra SP is added to Max. SP in the beginning of a season. This SP can

be divided over the players as the manager sees fit, at the beginning of the season. A maximum of 3 SP can be added to each player.

Example:

A team has a NSL 8 PHYSIO, giving him 11 SP to divided. He chooses to give 3 players 3SP extra, and 1 player 2 SP extra. Or he could give 5 players 2 SP extra, and 1 player 1 SP.

* Penalties --> This the percentage taken off the chance to give

away a penalty.

Example:

First, on the basis of the players discipline is calculated a percentage chance to give away a penalty. Let's say that team A has a 35% chance of giving away a penalty. If he has a NSL 7 Physio, this chance becomes 26% in stead of 35%

* EMP bonus: This shows the percentage EMP bonus every players gets

every match!

 

NSL SP-Bonus Penalties EMP Bonus

1 1 -3% 0.2%

2 2 -4% 0.4%

3 3 -5% 0.6%

4 5 -6% 0.8%

5 6 -7% 1%

6 7 -8% 1.2%

7 9 -10% 1.4%

8 11 -12% 1.6%

9 13 -14% 1.8%

10 15 -16% 2%

 

 

24.6 SCOUT

* Rebate transfers: This is the percentage discount you get when buying

players for cash.

Example:

with a NSL 10 scout you get 5% discount when buying players. If you buy a player of list for 100.000, you only pay 95.000

* Youth players: This shows the number of youth players you get every

season, including their starting age.

* EMP bonus: This shows the percentage EMP bonus every players gets

every match!

 

NSL Rebate Youth players EMP Bonus

1 0.5% 5 * 18yo 0.25 %

2 1% 6 * 18yo 0.50 %

3 1.5% 1 * 19yo, 4 * 18yo 0.75 %

4 2% 2 * 19yo, 3 * 18yo 1 %

5 2.5% 3 * 19yo, 2 * 18yo 1.25 %

6 3% 3 * 19yo, 3 * 18yo 1.5 %

7 3.5% 1 * 20, 2 * 19 3* 18 1.75 %

8 4% 2 * 20, 2 * 19 2* 18 2 %

9 4.5% 3 * 20, 1 * 19 2* 18 2.25 %

10 5% 4 * 20, 1 * 19 1* 18 2.5 %

.

 

An assistant may NOT be included in transfer/trade deals with other teams

 

25. NEW PLAYERS

 

25.1 Clubs may obtain new players by a number of methods. These are: the transfer market, direct negotiation, the draft, trades and loans.

 

PLAYERS PUT ON TRANSFER LIST BY COMMISSIONER:

25.2 The Commissioner will maintain a transfer list of players, generated at random from his database, to which he will add, each week, between 0 and 3 new players at his discretion.

 

25.3 Each player will have a set period of time he will be maintained on the list. This period is known only to the Commissioner. After that period of time, the player will be removed. A player will not be removed if he is the subject of a current bid, or the Commissioner suspects a bid may be forthcoming.

 

25.4 Each player will have a set value. The manager whom matches the price for the player gets him. If more than 1 manager bids on the player, the highest bidder gets him. If 2 managers bid the same the manager with the LOWEST league position will get him.

 

25.5 All bids for players in this fashion have to be part of weekly orders and they must be in BEFORE the EB deadline for them to be valid

 

PLAYERS PUT ON TRANSFER LIST BY MANAGERS:

25.6 Managers wishing to raise cash, or for whatever reason, may place players on the Transfer Market, at an advertised price. This price may be varied at any time. The player may be withdrawn from the list at any time (unless there is a bid for him). The player remains available for his club while on the Transfer List. Each player will have a set value. The manager whom matches the price for the player gets him. If more than 1 manager bids on the player, the highest bidder gets him or the manager with the highest league position.

 

25.7 All bids for players in this fashion have to be part of weekly orders.

 

TRANSFERS BETWEEN MANAGERS:

25.8 Managers may also contact each other direct to arrange bids for players. If two Managers agree on a sale, the transfer will go ahead when the Commissioner receives all relevant details from both parties. Once Managers have agreed on a sale, the selling Manager may not include the player in his weekly orders. Agreeing on a deal while not confirming it with the Commissioner, while not fineable, will bring much bad Karma to the Manager responsible.

 

25.9 In circumstances where the Commissioner feels one party gains too definite an advantage in a Transfer, he may order reassessment of the transfer fee.

 

25.10 Managers may arrange player trades if they so desire. This can be a straight player/s trade for player/s or a cash adjustment may be involved. In circumstances where the Commissioner feels one party gains too definite an advantage in a Transfer, he may order reassessment of, or impose a cash adjustment.

 

25.11 In special emergent circumstances permitted at the discretion of the Commissioner, Clubs may loan players to one another. These loans are for a definite, fixed period, may not carry over from season to season and the player will perform at -1.5 NSL for the period of the loan. Clubs buying players and then loaning them back to their original club is strictly forbidden.

 

25.12 Depending on the circumstances, players brought or traded from other clubs may or may not be available for that week’s round of matches. If a transfer is confirmed by the Commissioner before the Early-bird deadline the new owner of the player may use him in that week. If the transfer is confirmed after the Early-bird deadline, then the previous owner may still use the player for that week.

 

25.13 A Transfer deadline comes into place after round 18 of the league. Loans are, however still permissible.

 

25.14 The Transfer Market is a Cash Only Market. While managers are allowed to accept trades for players, they must advertise them on the market at a set cash price.

 

25.15 A player on the Transfer Market is considered to be for sale at all times, and any bid which meets the stated cash criteria must be accepted.

 

25.16 Once a player is sold, that is a done deal. He’s gone the minute you send in that confirmation.

 

25.19 Players may be cut from a clubs rank at any time. If a player over 32 years of age is cut, he retires immediately. If a player is under 31 years of age, he goes into the next seasons full draft. Clubs receive no money from players placed into the draft. Clubs may not “retrieve” cut players unless they go through proper draft channels.

 

25.20 Trades should sent to the commissioner by both parties in the following format:

Team AA sends BB

Pos Name nsl age

cash

Team BB sends AA

Pos Name nsl Age

IF I DON’T GET IT IN THIS FORMAT THE TRADE JUST WONT GO THO

 

26. THE DRAFT

 

26.1 Every new season, a club can avail itself of 5 new 18 year old players, generated at random, in the chosen positions by the manager. (Notwithstanding the effects of ASSISTANTS). A teams is only allowed a maximum of 40 players. If a team has more than 35 players before the draft, it will not get the full amount of youth players. It will only receive as many youth players as the roster allows (max. 40 players).

 

27 MID-SEASON AGING

 

27.1 As of season 3, players will age twice a year!! This means they age at 2 different points during the season:

* Age once during mid-season (this is after the Week 13 (league match # 11))

* Age once at the end of season

This means their age and NSL will change twice as fast.

 

27.2 Players can only retire at the end of season. Players who reach the age of 33 or older at mid-season, are rolled for at 50% if they are going to retire. If they do retire, they will announce it and leave SAEFL at the end of season. If they are going to retire they will play the rest of the season with a +1.5 nsl

At the end of season, all players with age 33 and older who haven't announced their retirement, get another 50% roll. If they fail this roll, they retire immediately

 

28. FINANCES

 

28.1 Clubs generate income and spend money a number of ways. The chief way is by attendance’s at their home games, but they also get match fees for away games, and can earn various prizes and bonuses throughout the season.

 

28.2 Clubs can also raise money by selling players. This can be done via the transfer market, or by direct offer. If a player is placed on the transfer market by a club, they can ask and accept any price for that player.

 

28.3 Clubs can also raise money by winning prizes for such competitions as top scorer, player of the year etc.

 

28.4 Each week the Commissioner will make available prizes for witty, spirited or informed press. Any Manager submitting press will be paid from 0 to $12,500 depending on the subjective option of the Commissioner. The Commissioner will look very favourably on press concerning Crazy Mascots, Fanatical Fans and Star Strikers with controversial personal lives and all other funny press releases. Useless statistics are also a good way of winning a prize.

 

28.5 The Commissioner is not obligated to make any or all Press awards during a week. They do not jackpot, either.

 

THE STADIUM

28.6 Each club will be furnished with a 20,000 all-seater stadium. The profit on each seat sold by the club will be precisely:

Div 1 clubs $3.50

Div 2 clubs $2.50

 

28.7 The number of seats sold by the club for each home game will be determined by the following formula:

 

FOR DIVISION 1

Each First Division club will start the season with a base attendance (depending on last season results, but the minimum base to start with is 10500 with a max base attendance of 40 000). This base attendance is updated after each season.

This base attendance is updated after each tie. This is done by factoring in percentage increases and decreases according to their season performance. The amount the base attendance increase/decrease depends on the base attendance:

 

For a win
+15% on base attendance, if base was less than 13.000

+12.5% on base attendance, if base was between 12.999 and 15.000
+10% on base attendance, if base was between 14 999 and 19.000
+7.5% on base attendance, if base was between 18 999 and 24 000

+4% on base attendance, if base was between 23 999 and 30 000
+2.5% on base attendance, if base was greater than 30.000

 

for a draw

+10% on base attendance, if base was less than 13.000

+8.5% on base attendance, if base was between 12.999 and 15.000
+7% on base attendance, if base was between 14 999 and 19.000
+5% on base attendance, if base was between 18 999 and 24 000

+2.5% on base attendance, if base was between 23 999 and 30 000
+0% on base attendance, if base was greater than 30.000

 

for a loss

-3.5% on base attendance, if base was less than 13.000

-4.5% on base attendance, if base was between 12.999 and 15.000
-6% on base attendance, if base was between 14 999 and 19.000
-7.5% on base attendance, if base was between 18 999 and 24 000
-11.5% on base attendance, if base was between 23 999 and 30 000
-13% on base attendance, if base was greater than 30.000

 

FOR DIVISION 2

Each Second Division club will start the season with a base attendance (depending on last season results, but the minimum base to start with is 9000 with a max base attendance of 35 000). This base attendance is updated after each season.

This base attendance is updated after each tie. This is done by factoring in percentage increases and decreases according to their season performance. The amount the base attendance increase/decrease depends on the base attendance:

 

For a win
+15% on base attendance, if base was less than 13.000

+12.5% on base attendance, if base was between 12.999 and 15.000
+10% on base attendance, if base was between 14 999 and 19.000
+7.5% on base attendance, if base was between 18 999 and 24 000

+3% on base attendance, if base was between 23 999 and 30 000
+1% on base attendance, if base was greater than 30.000

 

for a draw

+10% on base attendance, if base was less than 13.000

+8.5% on base attendance, if base was between 12.999 and 15.000
+7% on base attendance, if base was between 14 999 and 19.000
+5% on base attendance, if base was between 18 999 and 24 000

+1.5% on base attendance, if base was between 23 999 and 30 000
+0% on base attendance, if base was greater than 30.000

 

for a loss

-3.5% on base attendance, if base was less than 13.000

-4.5% on base attendance, if base was between 12.999 and 15.000
-6% on base attendance, if base was between 14 999 and 19.000
-7.5% on base attendance, if base was between 18 999 and 24 000
-11.5% on base attendance, if base was between 23 999 and 30 000
-13% on base attendance, if base was greater than 30.000

 

ACTUAL ATTENDANCE IN A MATCH (both Div 1 and Div 2):

Example: Thus, if Team A starts the season with a base attendance of 10,000 and

draws their first game, their base attendance for next home tie is 11,000. Should they

have another game before their next home game, and they win it, the base attendance

for the next home game moves up another 15% of 11,000 (12,650).This reckoning is

updated weekly

 

 

27.8 35% of the income from seat sales up to 20,000 seats is given to the visiting club.

 

27.9 Managers can expand their stadium if they so desire. This is done in lots of 5,000 seats at a cost of $100,000. Sales of tickets above 20,000 seats attracts profit of (Div 1 $4.00, Div 2 $3.50) per ticket and does not have to be shared with visiting clubs. Applicants to expand stadium are made to the Commissioner, the money is paid in advance, and the work takes 6 weeks. Managers can pay for more than 5,000 seats to be built, and this takes 3 weeks extra per 5,000 seats.

Division 1

Maximum stadium size is 35 000 seats

Division 2

Maximum stadium size is 30 000 seats

 

27.10 The sales of Merchandise and Programs is also very lucrative to clubs. The success of their sales ventures is determined by how early they get their orders to the Commissioner. If the order is received by the “Early Deadline” advertised in the weekly newsletter, you yearn an extra $7,500 as a bonus.

 

27.12 PLAYER PAYMENTS

 

Division1

Nsl < 5

WAGE= (NSL * 38) + (AMP * 3) + (ACM * 3) + (IB * 10)

NSL < 8

WAGE= (NSL * 50) + (AMP * 3) + (ACM * 3) + (IB * 30)

NSL < 10

WAGE= (NSL * 120) + (AMP * 3) + (ACM * 3) + (IB * 50)

NSL = 10

WAGE= (NSL * 325) + (AMP * 3) + (ACM * 3) + (IB * 65)

OTHER NSL

WAGE= (NSL * 400) + (AMP * 3) + (ACM * 3) + (IB * 80)

Division 2

Nsl < 5

WAGE= (NSL * 31) + (AMP * 3) + (ACM * 2) + (IB * 10)

NSL < 8

WAGE= (NSL * 45) + (AMP * 3) + (ACM * 2) + (IB * 20)

NSL < 10

WAGE= (NSL * 100) + (AMP * 3) + (ACM * 2) + (IB * 32)

NSL = 10

WAGE= (NSL * 225) + (AMP * 3) + (ACM * 2) + (IB * 40)

OTHER NSL

WAGE= (NSL * 300) + (AMP * 3) + (ACM * 2) + (IB * 50)

 

27.13 The Commissioner reserves the right to place temporary or permanent salary caps on the League.

 

OVERDRAFTS

27.15 Clubs may still operate in debt provided they have an approved overdraft. The overdraft for first division clubs is $350,000. The overdraft for second division clubs is $350,000.

 

27.16 Clubs exceeding their overdraft are charged 10% per week on the outstanding amount. If the amount is not cleared in 4 weeks, the Commissioner will select a player from the club's roster at random and auction him to clear the excess.

 

27.19 Clubs will also be fined for the following offences:

 

A. Not submitting orders ($50,000) - will not happen if the manager is going to be kicked from the league.

B. Fielding a team deemed to be substandard - (READ IN LEAGUE AND CUP TO FIND AMOUNTS)

C. Playing an illegal formation ($20,000) (and all EMP at -4%)

D. Trying to play an ineligible Style (style will become UB and fined $10,000).

E. Trying to field a suspended, ineligible or injured player ($20,000).

F.                  Playing a grudge card incorrectly ($50,000).

G.                 Using a wrong number order format ($20,000).

H.                Red Cards will cost teams $1000 Yellow Cards $400

I.                   $20 000 for listing a player who does not exist or misspelling a players name

 

More fines will be added as soon as I can think of them.

 

28. SCOUTING

 

28.1 All match reports in SAEFL are public domain. These will be posted to the WebPages each week.

 

28.2 If you have a scout you can also ask me for info on a certain player you are thinking about buying.

 

29. ORDERS

 

29.1 Each week, a Manager will submit his orders to the Commissioner. Early deadlines will be announced from week to week. Please entitle all orders to the Commissioner in your mail as: SAEFL ORDERS (Clubname) week #

 

29.2 The orders should take this form:

Players should be listed in the correct order on orders. This order is GK-DS-CB-FB-AS-DM-CM-MF-WH-AM-W-S-CF all pos must be in caps !!!!. To list players out of order attracts a whopping great fine. Here is an example of how the orders should (or could) be in the case of you being team AA playing against opponent team ZZ away:

If No penalty taker is selected no pen will be given

MUST HAVE A MIN OF 1 SUB !!

* - captain

# - penalty taker

 

FI

AP

SM

AA

N (Grudge)

N (Boost)

Y2 (Markers)

Y5 (Subs)

GK P. Jones

DS P. Bracewell

DS J. Seahorn

CB P. Kendel

WH P. David

WH M. Jackson #

AM S. Andrews *

AM J. Williams

AM J. Jarne

S B. Opdeslof

S O. Giba

Subs

GK P. Hutton

DS M. Sammer

WH B. Sake

AM R. Sanders

S G. Matador

Markers

J. Seahorn ,B. Peeters (Format : Marker Name , Person being marked)

P. Kendel , F. Soweto (Format : Marker Name , Person being marked)

Transfer Bids:

Bid $175,000 for CF NSL 2.75, named Romario

Cut Players:

CF S. Tinker

Press:

My team is the greatest

Comments to Commish:

This league rulz man!

 

 

30. NO MOVES RECEIVED

 

30.1 If a club fails to submit orders by final deadline, the Commissioner shall field a team for it. It will be your NSL team, with no tactics, leadership and playing UB. I will not play players on 20 or less NSL.

 

30.2 If a club submits two NMR’s in a season, the Manager will be removed from the mailing list and his club out up for the take over by a new manager.

 

31. MATCH REPORTS

 

31.1 At the end of each match, the clubs involved shall receive a match report. This will contain details of the result, each players contribution to the game, who scored the goals and who got hurt, booked or sent off. If a Manager requires match reports on other teams games, they can check them out via the homepage.

 

32. STATUTE OF LIMITATIONS

 

32.1 If a player suspects an error has been made in the calculation of his match resolution, he MUST contact the Commissioner. "No Games will be replayed"

 

32.2 I guess it also remains to be said that the Commissioner’s word is final in any disputes.