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NOTE Rules must be updated after servercrash 14 june 2006
The Dutch Electronic Soccer
League (DESL) - RULES Season Ten’s rule book.
Know these rules well. If you have any problem Mail me at:
commish@desl.nl 1.
INTRODUCTION 1.1
The Dutch Electronic Soccer League (DESL) has a home page at
1.2
DESL 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 DESL tactics. 1.4
In DESL, the home team is always listed FIRST. (Unless other wise stated, for
example in the 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 DESL - 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
DESL operates on a divisional system, with no more than 12 teams in each
division. 2.2 Currently, DESL operates a 12-team 1st, and 2nd division maybe added soon. At the end of the season the bottom 3 of the 1st division are relegate to the 2nd division. In Division 2 the first and second placed teams get promoted directly to division 1.
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 to division 1
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, DESL 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 DESL. 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 - 75 NSL 3.
PRIZE MONEY 3.1
Prize money for the league is: ·
Champions, Div 1 - $500,000 ·
Runners Up Div 1 - $350,000 ·
On top of that all 1st Division clubs will
be paid $10,000 for each inverted league position. ·
The extra $520 00 is from new TV rights as these teams
will now be playing in the top flight of the DESL ·
Champions Div 2 - $220,000 + $520 000 ·
Runners Up Div 2 - $205,000 + $520 000 ·
Winner of the play offs - $520 000 ·
On top of that all 2nd Division clubs will
be paid $8,000 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 DESL CUP 4.1
Each season, DESL will conduct a knock out cup competition, to be staged within
the body of the season. 4.2
The draw for the cup for each round will be made “Out of the Hat”. The
cup is not a seeded competition. 4.3
Cup matches will generally 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 Cup final will be staged at DESL Super Stadium. Should the game 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 $100 000 bonus each. ·
Final is a one off game played at the DESL Super
stadium with a capacity of 100 000 all supporters will be allowed, Ticket income
will be split 50/50*. ·
The winner will get $250,000 and the runner up
will get $175,000. 4.9
From round 2 until the final will 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. The 1st round will be played
instead of the usual league-games. 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 4.11
The league has 24 teams. To create a good cup-draw containing 32 teams in
the 1st round (then 16, 8, 4 and 2 in the final), 8 teams created by
the commissioner will be added in the cup. These teams will have an above
average NSL and play a predetermined tactic and style. These 8 teams all have a
captain with Leadership rating 4. Clubs playing “them” will receive
visitor’s bonus on their stadium attendance. These ad hoc sides will
NOT be allowed to play one another. 4.13
In the unlikely event of one of these teams winning through to the next round,
they will progress as normal. 5
THE WORLD CUP AND INTERNATIONAL FOOTBALL 5.1
The DESL World Cup will be played every 2 seasons. (Season
4,6,8 etc) 5.2
At the Start of the DESL, 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 DESL 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 DESL 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 6.
OTHER COMPETITIONS 6.1
Over the course of the DESL 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
Defender of the season carries a $20,000 prize
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 Manager of the Year award (Div1 and Div2): 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 $55,000 prize to the Manager’s club. 6.7
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. 6.8
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 DESL ($30 000 prize) 6.9
Top GK (Div1 and Div2) of the season Save % (must have
played more than 10 games) 6.10 Defense of the season (Div1 and Div2) Least amount of goals
conceded 6.11 Top Strike Rate (Div1 and Div2) Player in each division with the best
strike rate must have played 10 games and had 15 shots at goal Special Awards (Managers who have long service or have made an extra
ordinary contributed to the DESL) 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 Tactic It will be voted on by the
managers and It will carry a 30k Reward (This award only carries a 30k award
because not all teams can win this award) 6.15
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 6.16
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 DESL 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 DESL 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 75 DESL 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 DESL. 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 DESL. 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%)
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 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 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)
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 20% in attack ·
All your AS gain 16.67% 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 20% 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 + 1 DM or AS 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 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
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
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
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
. 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 25 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”
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 |