Strat-O-Matic Football Constitution 
Section I: Purpose
The purpose of the league will be for entertainment only. No monetary prize for the winner will be awarded, nor will there be any dues collected.
Section II: Commissioner
The commissioner is the official statistician, moderator and officer of the league. He also has power to veto any change he feels is not in the best interests of the league.
The commissioner remains in power until (a) he is voted out by a vote of 70% of the other owners, (b) he resigns the position or (c) Commissioner is unable to fulfill his responsibilities.
A replacement commissioner shall be elected by a plurality vote of the owners.
Section III: Schedule
The schedule shall consist of 16 games. The playoffs will follow the regular season. Games will be played in order.
Section IV: Team Information
If a team is left without a manager for any portion of the year, that team's away games will be played by computer manager (commissioner-generated), and home games will be autoplayed by the commissioner. If the team is STILL without a manager at the conclusion of the season, the team may be contracted, if a manager cannot be located.
Section V: Roster Information
A. Draft
Each team must end each year's draft with 18 players:
3 quarterbacks
5 running backs
7 tight ends and/or wide receivers (any combination)
1 SET of 3 defensive cards and defensive personnel card
1 offensive line card
1 specialist card
The first year, the draft will be serpentine in order, for 18 full rounds. Following the first year, the draft order shall be in reverse order of winning percentage, and will not be serpentine. Teams MUST have 18 rounds of players when the draft is completed.
All the players on the team (combined) cannot exceed certain limits:
650 passing attempts (50*)
550 rushing attempts (30*) (ONLY RBs, QB rush attempts are not included in this total)
375 pass receptions (15*) (ONLY WRs and TEs, RB receptions are not included in this total)
In addition, each player drafted MUST have at least one attempt at his position (QBs = pass attempt; RB = rush attempt; WR/TE = reception).
B. Long-Term Contracts
All players will receive `contracts' - a length of time by which the player MUST stay in the league (and cannot be cut, from whatever team owns him, although he can be traded). The number of contracts depends upon the number of players drafted each year (the first year, there are 18 `draft' positions). The
draft chart
shows how many years each contract can be (for example, in the first year, you can sign three players (maximum) to 4 years; four players (maximum) to 3 years and five players (maximum) to 2 years. You can sign fewer than this number (in which case, the remainder receive 1 year contracts).
There is one exception to this rule - no team may have more than 8 2-yr players (unless acquired by trade). If the team has 8 2-yr players already, any players drafted that would receive 2-yr deals MUST receive 3-yr deals.
Players contracts can be assigned AFTER the draft. If players are traded without contracts, for players who already have contracts, the newly received players are added to the receiving team's cadre of newly drafted players, and the chart is referred to.
The chart ONLY applies for drafting. If, through trades, you have acquired players with different length contracts than you are allowed to have through the chart, that's okay (even if you exceed the 8 2-yr player rule).
When a player's contract runs out (except players with 1-yr deals), the team in possession of him has the right to re-sign him first. The player MUST be resigned to at least a 2-yr deal (or, potentially, a 3-yr deal, if the team already has 8 2-yr players). A 1-yr player is automatically returned to the free agent pool.
If the current signed players exceed the maximum levels above (i.e., team has 2 TE and 3 WR, and in second year, those players total 400 receptions (above the 350 allowed)), the team STILL needs to draft players to reach the total complement of players). In that case, the players drafted cannot exceed the second number listed above, with the asterisk (i.e., the 2 additional receivers could have, at most, 15 receptions each).
If the team's signed players do not exceed the level, and players are needed, those players MUST fit under the level (or, if no players are remaining, the player with the lowest total will automatically be given to the team with its last draft pick). The only time the asterisked totals are used is when the team's signed players exceed the level allowed.
C. Waiving/Dropping
It may be necessary, at times, to waive or drop a player (career-ending injury, etc.). There are only two situations where a player can be dropped: 1) the player has no card in the season's set; or 2) the team has a full complement of signed players at the position, and none are capable of being the starter (due to number of attempts). In the first situation, the team has the option to drop the player; in the second situation, barring a trade, the team would have to drop a player.
When dropping a player, the team frees up the available roster slot, but decreases the total number of attempts (by half the amount of the dropped player's previous year's attempts). So, for example, in year 1, the team has 3 QBs (A, B and C). A has 260 attempts; B has 300 attempts and C has 90 attempts. The following year, A is uncarded, B has 30 attempts and C has 15 attempts. The team can drop Player A, and lower their total QB allowable attempts by 130 (half of 260), which would leave them with 520 available QB attempts for the team (of which, 45 are already claimed by players B and C). Nevertheless, this still affords the team the opportunity to draft a QB with up to 475 attempts
The decrease is in effect for the team for as many years as were remaining on the player's contract (so, dropping a player signed for 4 years after just 1 year, means the decrease will affect the team for 3 years.
D. Trading
Trades can be made during the year and the offseason. Player trades may be uneven (i.e. 2 for 1). The following year's draft picks can be traded as well (but no further in the future). Contracts cannot be readjusted when a trade is made (with the exception of 1-yr players, which CAN be signed to a long-term deal by their new team).
The trading deadline for playoff rosters shall be immediately before Cycle 9. The trading deadline for all players shall be immediately before Cycle 10. If a team trades a player BEFORE Game 9 takes place, he is eligible for the rest of the year, including playoffs. If he is traded before Cycle 10 takes place, he is eligible for the rest of the regular season, but NOT the playoffs. There are NO trades after Cycle 10 has been played.
There is no limit to the number of transactions a team can make during the year.
When trading draft picks, if a draft pick is traded for the following year, anytime during the season, the team must ensure that it will have a pick in that draft's round. (for example, a 10th round pick is traded in next year's draft. When the draft begins, the team already has 10 signed players, meaning the most that can be added to the roster is 8 players).
The penalty is as follows: Any draft picks traded BEYOND the team's available picks are moved up to occupy the spots of the team's previous last picks, and the team selects in the round(s) that follow. Again -- using the above example, and for simplicity sake, assuming no other picks changed hands, the team would have draft picks in rounds 1-8. The team will actually draft in rounds 1-7; the 8th round is the previously traded 10th round pick, and the team can take its final selection in the 9th round.
Guidelines: To avoid causing problems through ill-conceived communication, the following guidelines should be followed, wherever possible: If "you" present an offer to someone, be ready to deliver on it. Almost every trade in this league will both strengthen AND weaken a team, so it's logical that teams will make MORE trades in response to the first trade; sometimes before pulling the trigger on your trade.
There are occasions when time can be offered up to allow for a decision; but, if you have proposed a deal, and you are 'thinking' about it, the player involved in the deal should NOT be on the table anywhere else. There is a difference between saying, "What will you give me for so-and-so?" (which is NOT 'exclusive') and "I'll trade you so-and-so for so-and-so." (which SHOULD be exclusive). If you wish to terminate negotiations so you can offer the player elsewhere, mutually determine a 'deadline' for the trade.
If you and the other manager mutually set a deadline - stick to it. The other manager will; and nothing is more frustrating than coming back and saying, "nope, still not ready" (and, that is compounded when the other manager learns the time is not being used to fill the void when the player you're trading is gone; but rather, to CONTINUE dangling that same player to other teams to see if you get a 'better offer.')
Section VI: Playoffs
With two divisions, the 1st place team will face the second place team in each division, with the two winners facing each other in the championship. With one division, the 2nd and 3rd place teams will face off, with the winner playing the 1st place team. This first year, with only 5 teams, we will only have a Super Bowl.
All games will be played at a neutral location.
If a tie in winning percentages occurs, seeding will be determined by the following criteria, in this order:
1) Head to head record
2) Fewest points allowed
3) If still tied, a one game playoff at a neutral field will occur.In the event that a one-game playoff is required, that game DOES count as a regular-season game; but there will be no usage penalties (see below).
Section VII: Game Play
A. Player Usage
There are no player usage limits, except the following for QBs and RBs.
QBs with fewer than 50 pass attempts may not be used except when forced into action, due to injury and/or during a blowout (17+ point game with 3 mins. to go).
RBs with fewer than 50 rush attempts may only run the ball on 3rd or 4th down, or anytime within the defense's 1-9 yard line. In addition, they may run when forced in to action due to injury and/or during overtime.
RBs with 50-99 attempts have the same guidelines, except, one half each game, they have no restrictions (if a coach plans to use this, he must announce it prior to the start of the game).
However, RBs will still be subjected to RB fatigue (which establishes a maximum number of times the RB can run the ball. In addition, QBs and Receivers and Tight Ends, may be subjected to forced rest.
To be exempt from `forced rest,' QBs must have 500 real-life attempts; TEs must have 40 receptions and WRs must have 70 receptions.
B. Positions
There is no position switching. WRs are broken down by Flanker and Split End - and teams need both. Running backs are broken down by halfback and fullback, and teams need both.
C. Injuries
Since multiple games will be played in each cycle, the following injury rule must be adhered to, in the event of a multiple-game injury, when the team has more than one game being played in the cycle:
1) If the multi-game injury occurs in the second game of the cycle, the player will be injured for the requisite number of games going forward into the next cycle.
2) If the multi-game injury occurs in the first game of the cycle (to the home team), and the team suffering the injury is also the home team for the second game of the cycle, the player will be denoted as injured in the game (no changes necessary).
3) If the multi-game injury occurs in the first game of the cycle, and the team suffering the injury is the visiting team for the second game of the cycle, the injury will be postponed and will take full effect with the following cycle.
This elimiinates the possibility that Team A has games vs. Team B and Team C in the same cycle. Team C plays the game vs. Team A first, and then, Team A and Team B play their game, with a player on Team A injured. Since the A vs. C game takes place later in the schedule, it's impossible to enforce the injury until the following cycle.
Section VIII: Expansion
Information to follow
Prospective Changes for the 2008-2009 season
There will be four cycles with 4 games/weeks assigned in a cycle. Each cycle will be due once a month (so, effectively, players will still play 4 games a month, but they will only report once).
It remains to be seen whether we will move next year to an all-Netplay league, or if we want to continue to alternate between head-to-head and computer manager games.
The biggest change will deal with the draft. Teams will still not draft individual defensive players, however, there will be some changes to the draft. Teams will still need to draft the 15 skill positions listed above, and they will draft the offensive line and the defensive personnel and defensive cards. However, they will NOT draft a specialist card. Instead, each team will be responsible for drafting its own placekicker, punter, and return teams (kickoff and punt return coverage will be based upon the respective kicker selected; penalties will be based upon whichever team was drafted defensively; and the QB fumble rating will be based upon whichever offensive line was selected).
The net effect of this change, however, is that players that play two positions (i.e., they are return personnel AND position players) *will* play both positions for you. You must have 3 Kickoff Returners and 3 Punt Returners on your roster at all times. If they play an additional position, you will receive them in that capacity, as well.
So, if your defensive personnel includes your kickoff returner and punt returner, you will receive the player in that capacity. If your returners also play offensive skill positions, you will receive them in that capacity as well (AND their attempts will count towards your roster).
|