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
·
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.
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:
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”.
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).
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
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
·
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 ½ def ½ 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 ½ def ½ 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 ½ def ½ 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 ½ att
Cm 1/4 def 3/4 att
MF 1/4 def 3/4 att
Wh ½ def ½ 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 ½ def ½ 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 ½ def ½ 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 ½ def ½ att
Dm 3/4 def 1/4 att
Cm ½ def ½ att
Mf ½ def ½ 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 ½ def ½ 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
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 |