Note: All 2007 changes to this Charter are in “red”.

Note: All 2008 changes to this Charter are in “blue”.

Note: All 2009 changes to this Charter are in “green”.

Note: All 2010 changes in this Charter are in “purple”

Note: All 2011 changes in this Charter are in “brown”

 

Frozen Tundra

2011 League Charter

 

Table of Contents

 

Philosophy

  • What is the OCFL?
  • Vision Statement
  • Mission Statement

 

Foundation

  • What is Frozen Tundra?
  • Membership
  • Team Names
  • Participation Requirements
  • Conduct
  • League Fees

 

Infrastructure

  • Frozen Tundra Administration
    • Commissioner
    • Dummy List Coordinator – DLC
    • Advisory Board - AB
    • Trade Review Committee - TRC

 

League Structure

  • Conference and Divisional Structure
  • Divisional Seeding
  • Schedule Structure

 

Playoffs

  • Structure
  • Ties
  • Awards

 

Franchise Ownership

  • Coaching Status
  • Team Lottery
  • Naming

 

Rosters

  • General Comments
  • Maximum Roster Limits by Position
  • Forced Cut Draft Compensation
  • Minimum Roster Requirements for Rated Players by Position
  • Injured Reserve
  • Special Teams – Coverage Teams

 

Drafting

  • General Comments
  • Process for Chat-room Drafts
  • Team Requirements
  • Draft Pool Eligibility
  • Draft Order

 

Procedures for Acquiring Players

  • Fun Draft
  • Rookie/Free Agent Draft
  • Supplemental Draft

 

Dummy Lists

  • Introduction
  • Creation & Approval Process
  • Modifications to the Number of Dummy Team Picks

 

Trading

  • Trade Review Procedure
  • Deadline
  • Components
  • Trade Restrictions
  • Trading Draft Picks

 

Frozen Tundra Game Rules

  • Declarations
  • 3-4 Defense
  • Defense Cards
  • Players Eligible to Play at Various Game Positions
  • 3-3-5 & 4-2-5 Formation Restrictions
  • Showing Blitz Restrictions
  • 3-4 Base Defense Restrictions
  • Quarterback Minimum Qualification Rule
  • Pre-Game Files
  • Post-Game Files
  • Game Length

 

Strat-O-Matic Game Rules

  • What Strat-O-Matic Game Rules Are Used?
  • Game Options

 

Philosophy

 

What is the OCFL?

 

The OCFL, OOPS Computer Football League, is three separate (“Autumn Wind”, “Spring Fever”, and “Frozen Tundra”) keeper football leagues played over a wide-area network.  Members in good standing may participate in either or both leagues contingent upon team availability.  Information for each league is kept separately at the website www.oopscfl.org.  The administration of each league is handled by separate governing bodies.  The information contained herein applies to the Frozen Tundra only.

 

Vision Statement

 

The OCFL shall continue from season-to-season, year-to-year providing it’s members with a constantly improving “fraternal” computer football environment.

 

The establishment and maintenance of a superior website as a public relations tool will display the superior level of enjoyment attained in our league.  The website will be the centerpiece for information and execution of nearly all league functions such as: league membership, league and game rules, expansion and rookie drafts, team rosters and transactions, and posting stats and correspondence.

 

Additionally the league will use a message board for the purpose of posting important league, draft, and team information.  League members are responsible for reading and knowing the content of both the website and the message board.

 

An annual meeting will serve as a bonding component to the league allowing members to meet face-to-face and enjoy their association in the league.  The annual meeting is not an administrative meeting; it is a fraternity of computer football brethren, a recognition of achievement, and a time for celebration.

 

Mission Statement

 

The goal of the OCFL is to provide an enjoyable computer football league experience for it’s members through the use of experienced administration and advanced technology.  This goal is to be achieved through:

  • the selection and retention of desirable league members,
  • the use of the best state-of-the-art computer strategy football game available, and
  • a detailed presentation of statistics to augment the pleasure of playing the game and managing a franchise.

 

Foundation

 

What is Frozen Tundra?

 

The greater league, referred to as the OCFL, consists of three sub-leagues: two played in the autumn, Autumn Wind and Frozen Tundra, and one played in the spring, Spring Fever.   Each sub-league has it’s own administrative group but adheres to the common tenets of the OCFL philosophy mentioned above.

 

Membership

 

Membership in Frozen Tundra is a privilege, not a right.  There is no tenure.  There is no upper class.  All members are equal, but organization, direction, and authority rest with those best-suited to do it.  At no time will league membership exceed thirty.  Membership in the league automatically renews if there are no outstanding conduct or financial issues pending.  However, events that constitute issues of questionable conduct are purely the decision and discretion of the board.  The membership privilege is revocable at any time.  Members are responsible for making their intention to play in the upcoming year known by June 1 prior to the season in question.

 

Team Name

 

Members may name their team any name used by the following leagues: NFL (1960-Present), CFL, USFL, WFL, WLAF/NFLEL, XFL, or Arena Football.  Once a member has chosen a team name he automatically retains that team name, if he so chooses, from year-to-year as long as he remains in good standing.  Team names may be requested as soon as a member submits his membership application.  Team names are assured once a member’s league fees are paid (re: when the check clears).  All team name requests must be submitted to the Commissioner via email for approval.  Coaches who desire a team name currently owned by another franchise should send a request for team name seniority to the Commissioner.  Once a team name is abandoned, new ownership of a team name will be based on seniority of request.

 

Participation Requirements

 

Participation in Frozen Tundra requires adherence to league and game rules and the purchase of certain game components and technology services.

 

Frozen Tundra league rules are defined later in this document.  Strict adherence to all league rules and any published addendum is mandatory.  It is each member’s responsibility to know and abide by all league rules.

 

Frozen Tundra is played using the most recent version of the Strat-O-Matic computer football game.  Currently we are using version 6.02.  To find out which version you are running: start the game, click on Help on the menu bar, then click on About.  You must download the latest game patches.  They can be found in the Patches section on the Strat-O-Matic game site at http://www.strat-o-matic.com/patch.html.

 

Each league member must own their own licensed copy of the game.  It is strongly recommended that each member purchase the card image option in addition to the computer game.  The game and card image can be purchased at http://www.strat-o-matic.com/entrypge.htm.  If you do not own the Strat-O-Matic game, we recommend buying product “F2003DNEWCI”.  If you do own a previous version of the game we recommend purchasing product “F2003DUPGCI”

 

In addition to owning the game, each member must also have the following technology services at their disposal:

·        Internet access with certain gaming ports available,

·        A PC meeting the requirements necessary to play the latest version of the Strat-O-Matic game, and

·        An AOL (America On-Line) Instant Messenger Account.

 

Conduct

 

At no time will poor conduct be tolerated.  Poor conduct includes, but is not limited to, swearing, threatening, unethical trading, intentionally slow play, or illegal player changes during a game.  Conduct issues will be dealt with swiftly and harshly.  We have people waiting to play in this league, we’re not going to tolerate any crap from anyone.  Participation in Frozen Tundra is a privilege not a right.  Don’t abuse your privilege.

 

League Fees

 

No league fees will be required for participation in Frozen Tundra for the 2006 and 2007 season.  Fees could be required for 2008 and subsequent years for an annual amount yet to be determined.

 

 

Infrastructure

 

Frozen Tundra Administration

 

Similar to the administration of Autumn Wind, Frozen Tundra is an oligarchy, not a democracy.  There is no league-wide voting.  Members have no authority or power, only responsibility for their actions and commitment to finish what they started.  Again, “membership is a privilege, not a right.”  This league has the following administrative positions:

 

Commissioner. 

 

This is the position of ultimate responsibility in the league.  All administrative decisions are approved here.  Some of the key responsibilities include roster  maintenance, master schedule maintenance, league statistics, and other administrative functions. In addition, this position takes information and professional opinions from the appropriate executive member, combines it with the opinions of other executives and league members at large, and then presents the decision to the entire league.  Final decision-making and responsibility rests here.

 

Currently this position is held by Garry Nagata

 

Dummy List Coordinator (DLC)

 

This position is responsible for the creation of all dummy lists.  For each type of draft, a list of eligible players is created which ranks such players in order of importance/value.  The list will be used to remove players during the draft. Such removed players are no longer available for that draft.

 

Currently this position is held by Garry Nagata.

 

Advisory Board (AB)

 

Advisory board members provide input and advice to the Commissioner on virtually all league matters.  Currently, there will be two advisory board members.

 
Currently the Advisory board is comprised of Paul Mankiewicz and Larry Davis.

 

 

Trade Review Committee (TRC)

 

Currently the TRC is comprised of Jim Reilly, Paul Mankiewicz, Butch Shramek, Joe Sardo, and Dale Van Deven.   

 

League Structure

 

League Structure

           

The league currently consists of 24 teams included in one conference.  There are no divisions.

 

Schedule Structure

           

The 16-game schedule will be divided into four quarters of four games each.  The four quarters are referred to as: Q1, Q2, Q3, and Q4.  The schedule will be randomly developed where each team will play 16 different opponents and every team will have 8 home games and 8 away games.  Each team must play all games of each quarter by the schedule deadline.

 

Playoffs

 

Playoff Structure

 

The top 10 teams in the league will qualify for the play-offs.  These 10 teams will be seeded # 1 through # 10.  Play-off rounds will be as follows:

 

  • 1st round - # 7 vs. # 10 and # 8 vs. # 9.
  • 2nd round - # 1 vs. the lowest seeded winner of the 1st round, # 2 vs. the highest seeded winner of the 1st round, # 3 vs. # 6, and # 4 vs. # 5.
  • 3rd round – highest seeded winner of the 2nd round vs. the lowest seeded winner of the 2nd round and the two other winners of the 2nd round will play each other.
  • Championship Game (Frozen Tundra Bowl) – The winners of the 3rd round will play each

 

Ties

 

The general rule governing all ties is that tiebreaking rules only apply to the determination of play-off seeding. No team can be eliminated from the playoffs by any tiebreaking rule.

 

If two or more teams are tied for play-off seeds #1 through # 9, the tie will be broken based on the following tiebreakers, in order of precedence:

 

  • (1) The team with the best winning percentage in common games between the tied teams (also known as “Head To Head”)
  • (2) The team with the most difficult schedule
  • (3) The team with the most regular season wins by 9 or more points
  • (4) Chance.

 

When breaking ties among three or more teams with the same record, the following will be considered:

  • Follow the tie-breakers in order. When a winner is determined, all other remaining tied teams will start the tie-breaking process from the beginning (back to # 1 Head-to-Head) to further determine the seeding order.
  • Tie-breaker # 1 – Head-to-Head will not be used unless all teams tied have played at least one other team among the group. If this situation occurs, skip to tie-breaker # 2.  Example:  4 teams are tied with the same record. Team A has played Team B and Team B has played Team C. However, Team D has played neither Team A, B, or C. Since Team D has not played at least one other team in the tied group, the Head-to-Head tie breaker will not be used.
  • The winner of tie-breaker # 1 is the team with the highest winning percentage for games among the tied teams. The number of games played among tied teams will not affect the determination of the winner. Example: Five teams are tied with the same record and all five teams have played at least one other team among the tied group. Team A has a record of 3 – 0. Team B has a record of 1 – 0. The three other teams have at least one loss within the group of tied teams. Team A and Team C having winning percentages of 100% and are tied for the Head-to-Head tiebreaker. Teams A and C will proceed to tie-breaker # 2 to continue the process of determining a winner. Let’s assume that for tie-breaker # 2, Team A has the more difficult schedule and thus wins this tie-breaker over Team C. Accordingly, teams C, B, D, and E will go back to tie-breaker # and start the process over.
  • If in tie-breaker # 1, one team has played all of the other tied teams in the group and had lost, then this team loses the tie-breaker and will be seeded last among this group of tied teams.  

 

When multiple teams are tied for the last play-off spot, a special play-off tournament will occur. Seeding for this special play-off tournament is determined in the same manner as described above.

 

  • If 2 teams are tied for the final play-off spot (# 10), then a special playoff game will be played between the two. The winner will become seed # 10.
  • If 3 teams are tied for the final play-off spot (# 10), then the 2nd highest seed will play the lowest seed and the winner will play the highest seed. The winner of the final game will become seed # 10.
  • If 4 teams are tied for the final play-off spot (# 10), among these tied teams (with the highest seed among these 4 teams being # 1 and the lowest seed among these 4 being # 4), # 1 will play # 4 and # 2 will play # 3. The winners of these two special play-off games will play each other and the winner will become seed # 10.
  • If 5 teams are tied for the final play-of spot (# 10), among the these tied teams (with the highest of the 5 being # 1 and the lowest being # 5), in round # 1, # 4 will play # 5. In round # 2, # 1 will play the winner of round # 1 and # 2 will play # 3. In round # 3, the winners of round # 2 will play each other and the winner will become seed # 10.
  • If 3 teams are tied for final two play-off spots (# 9 and # 10), then the highest seed will play the 2nd highest seed in a special play-off game and the winner will become seed # 9. The loser will play the lowest seed and the winner of this special play-off game will become seed # 10.
  • If 4 teams are tied for the final two play-off spots (# 9 and # 10), among these tied teams, # 1 will play # 4 and # 2 will play # 3. From these 2 special play-off games, the highest seeded winner will become seed # 9 and the lowest seeded winner will become seed # 10.
  • If 4 teams are tied for the final three play-off spots ( # 8, # 9, and # 10), among these tied teams, # 1 will play # 4 and # 2 will play # 3. The losers from these two special play-off games will play each other and the loser of that game will miss the play-offs. Among the 3 teams that will then advance, the highest seeded team will become seed # 8, the 2nd highest seeded team will become seed # 9, and the last team will become seed # 10.

 

Awards

           

Awards are given out for each season.  1st, 2nd, and 3rd place (1 Gold, 1 Silver, and 2 Bronze) League Medallions will be awarded to the Frozen Tundra league champion, the league runner up, and the two league semi-finalists, respectively.


 

Franchise Ownership

 

Coaching Status

 

A “franchise” coach is one who is was a member of the Oops FTF 2005 league and will be keeping their team in the inaugural season of Frozen Tundra.  For obvious reasons, franchise coaches will not be participating in the team lottery for the inaugural Frozen Tundra season.

 

A “lottery” coach is one who did not participate in the Oops FTF 2005 league or is one who did participate in the Oops FTF 2005 league but has decided not to keep his Oops FTF 2005 team.  Lottery coaches will be participating in the team lottery for the inaugural Frozen Tundra season.

 

An ”interim” coach is one who took over a franchise mid-way through the immediately previous season.  Interim coaches have the right to keep their team in the current season or may have rights to unowned teams.

 

The Team Lottery

 

Frozen Tundra will employ the use of team lotteries to allocate teams to coaches.  The team lottery procedure is the same whether its occurring in the inaugural year or in subsequent years.

 

In the inaugural year, most of the 16 coaches will be lottery coaches and therefore do not possess a team.  The team lottery will be the method in which these coaches will receive their teams.  The order in which coaches will select their teams will be determined randomly.  For the inaugural year, the draft order for the team lottery will be determined using the California Lottery Mega Millions drawing.

 

In subsequent years, team lotteries may still occur.  Interim coaches from the previous season may keep their teams for the current season or have first priority in the following season to assume an unowned team.  The Commissioner at his discretion may allow the interim coach to assume an unowned team during the current season.  In addition, for unowned teams in future years, a special lottery may be held among the new coaches or the Commissioner may allow new coaches to select unowned teams on a first-come, first-serve basis.

 

Naming

 

Franchise coaches may maintain their team name. In the inaugural year, available lottery teams have been assigned a team name for administrative purposes.  Lottery coaches will be able to select a franchise name for their team.  The priority list for team names will be the inverse order of the team lottery selection.  The coach with the last selection in the team lottery will receive first priority in team name selections.  These selections will be made by a list submitted to the Commissioner.

 

Each year, coaches are able to change the name of their franchise to a team name that is not already selected.  The change will be honored provided that it occurs prior to any of the drafts conducted that year. Interim coaches may not change the name of the franchise they are assuming control of. .

  

Rosters

 

General Comments

 

The definition of a rated player (for all purposes) is:  A player that receives from SOM a passing card, a running card, a pass receiving card, a kicking card, a punting card, a punt-returning card, or a kickoff-returning card, or who’s name appears on a Team Offense card or Team Defense card.

 

Team rosters are limited to a maximum total of 53 players (rated and non-rated) for existing teams and 56 players for expansion teams from the date of the cut-down deadline to the conclusion of the championship game.  The 53-player/56-player limit and the minimum positional requirements (see below) are NOT in effect from the point that the championship game is concluded in the current season to the cut-down deadline for the following season.  The maximum positional limits on kickers and punters, however, are in effect year-round.

 

Maximum Roster Limits by Position

 

There are no maximum roster limits for any position other than for the following two positions:  Kicker and Punter (see “Special Teams” below) for the 2010 season and for prior seasons.  However, beginning in 2011, the year the league expands to 24 teams, the following maximums for specific positions will apply for rated players:

 

                                                                                     Max # of         Roster                      

                                                                                       Rated           Players in                   

Position Group                                                Players           this group                              

Quarterback (By Initial Cut-down Deadline)                       3            QB                                       

Kicker (Before Rookie/FA Draft)                                        1              K                            

 

Punter (Before Rookie/FA Draft)                                         1              P                                         

Kick Returners (Before Rookie/FA Draft)            (A)         LK, KR                                  

Punt Returners (Before Rookie/FA Draft)            (B)         PK, PR                       

 

(A)  2 LK and 0 KR, or 1 LK and 2 KR, or 0 LK and 4 KR.

(B)  2 LP and 0 PR, or 1 LP and 2 PR, or 0 LP and 4 PR.

 

Forced Cut Draft Compensation

 

All kickers, punters, kick returners, and punt returners that are cut from teams in order to meet the maximums at those positions, are now placed into the rookie/free agent draft pool.  If a team drafts such a cut player during the rookie/free agent draft, the team that gave up that cut player will receive a compensatory draft pick at that point during the draft.  As an example, assume that the San Antonio Gunslingers cut a rated kicker prior to the 2011 Rookie/Free Agent draft. Then that kicker was selected by the Cincinnati Bengals with the 1st selection in the 6th round. San Antonio would then be awarded an extra 6th round pick immediately following the Cincinnati 6th round selection. With these compensatory picks, the rookie/free agent draft would have more than 240 total draft selections. If a player that is forced to be cut is not drafted during the rookie/free agent draft, then the team that cut that player will receive no compensation. The cut player will then roll into the supplemental draft pool.

 

Teams must meet the quarterback maximums by the initial cut-down date. If a team is forced to cut a quarterback at this deadline, they will receive no compensation for that player.

 

Minimum Roster Requirements for Rated Players by Position

 

The minimum roster requirements by position group are listed below.  Please note that these requirements are for RATED players.  Non-rated players will not satisfy these requirements.  The position groups are comprised of one or more roster positions.  A player may only satisfy the minimum requirement for ONE position group.  If a player is listed with more than one roster position, he may still only satisfy the minimum requirement for ONE position group (coach’s choice).  The only exception is kickoff returners and punt returners.  A player who returns kickoffs and punts counts towards the minimum for returners as well as for his primary position.

 

All positional minimums must be met by the final cu-down deadline.


Position Group          Minimum # of Rated Players          Roster positions that comprise this group

 

Quarterback                                         2                                    QB

Halfback                                              2                                    HB

Fullback                                               2                                    FB, BB (must have run card) 

Wide  Receiver                         4                                    WR

Tight End                                              2                                    TE

Offensive Tackle                                   3                                    ORT, OLT, OT

Offensive Guard                                   3                                    ORG, OLG, OG

Center                                                  2                                    C

 

Defensive End                                      3                                    LDE, RDE, DE

Defensive Tackle                                  3                                    LDT, RDT, NT, DT

Outside Linebacker                              3                                    LOB, ROB, OLB, LB

Middle Linebacker                               3                                    MLB, LIB, RIB, ILB, LB

Cornerback                                          3                                    LCB, RCB, CB, DB

Safety                                                   3                                    SS, FS, S, DB

 

Kicker                                     1                                      K    

Punter                                     1                                      P

 

Kick Returners                                  Note A                             LK, KR (Note A)

Punt Returners                                   Note B                             LP, PR (Note B)

 

Note A – Each team must have at least one rated LK or two rated KR’s.

Note B – Each team must have at least one rated LP or two rated PR’s.

 

Injured Reserve (IR)

 

Above and beyond the 53-player roster limits, teams may place up to three players on their injured reserve list. The rules and procedures governing the injured reserve rule are as follows:

 

·        Only non-rated players may be placed on IR.

·        No more than three players may ever be on a team’s IR list.

·        Players may remain on the IR list forever as long as they are not rated by Strat-O-Matic.

·        Players on a team’s IR list may never be traded.

·        Players placed on a team’s IR list must remain on the list during the current year and cannot be removed until the following Frozen Tundra season.

 

As further clarification, players placed on IR must be non-rated players and cannot be traded. However, non-rated players as part of an existing team’s 53-player roster are eligible for trades.  2011 expansion teams have a 56-player roster limitation and are not allowed to place players on an injured reserve list.

 

Special Teams – Coverage Teams

 

The punt return coverage will be the NFL team correlating with the punter. Likewise, the kick return coverage will be the NFL team correlating with the kicker.

 

Drafting

 

General Comments

 

Frozen Tundra has three types of player drafts that can occur. They are:

  1. Fun Draft – Optional, at the discretion of the Commissioner.
  2. Rookie Draft – Mandatory. Will occur each season.
  3. Supplemental Draft – Mandatory. Will occur each season.

 

Further explanations and reasons for the three types of drafts are below.

 

The Fun Draft occurrences are as follows:

  1. 2006 season (inaugural year) – Will occur.
  2. 2007 season – Will not occur.
  3. 2008 season – Will not occur.
  4. 2009 season – Will not occur.
  5. 2010 season – Will not occur.

                                                                                    

Process for Chat Room Drafts

 

All teams will be invited via AIM to join an AOL chat room on the morning of the draft.  The chat room will be a broadcast source only, not a dialogue location.  A separate chat room will be setup for inter-coach dialogue.  Communication between members and the CEO must occur in the secondary chat room, by AIM, or telephone in the event of an AIM failure.  Do not try to communicate in the primary draft chat room!  The primary draft chat room is for the selection of players by team only – not for dialogue.  Confirmation of each pick is not official until the CEO or Draft Coordinator announces “the next team on the clock is…”.

 

Each pick must be made within a one minute (that’s 1 minute!) time frame.  If a team fails to make a selection within the allotted time (and technology failure is not to blame), the CEO will announce “the next team on the clock is…”, and at that point the next team may make a selection.

 

Trades may be executed during the draft, but only negotiated in the secondary chat room or separately.  When a trade is announced, it may only be announced in a fashion like this: “Trade - The Green Bay Packers trade their 1st round choice to the Shreveport Steamer for …”.  All trades made during the draft will are not subject to immediate review and discussion by the Trade Advisory Board.

 

Each team must furnish a phone number they can be reached at during the draft.  If technical difficulties occur during a draft, all drafting may pause until the error is corrected or disconnected user is re-connected.  Such a condition will be broadcast on the chat room screen.

 

Team Requirements

           

Each team is responsible for making selections or trades in every draft round possible.  Just ‘cause you think you don’t need the late round players, doesn’t mean you can pass on taking them.

 

Draft Pool Eligibility

 

Fun Draft:  (1)  Unowned players rated by SOM in the current card set who have also been rated in at least one card set prior to the current card set.

 

Rookie Draft:  (1)  Unowned players rated by SOM in the current card set that have never been rated in a previous card set.  (2)  All unowned rated kickers and punters regardless of whether they were rated in previous card set or not.

 

Supplemental Draft:  Selected undrafted Fun Draft and Rookie Draft players.

 

Draft Order

 

Team placement will be handled in reverse order of win-loss percentage from the previous year using all tie-breaker methods. The league champion and runner-up always draft last and next-to-last respectively in each round.

 

Procedures for Acquiring Players

 

Fun Draft

 

Inaugural Year - A special 4-round draft will allocate unowned veteran players.  The purpose of this draft will be to help the coaches who drafted later in the team lottery.  The coaches who drafted 1st, 2nd, 3rd or 4th in the team lottery will get only one pick in this draft, and that will be at the bottom of the 4th round.  Coaches drafting 5th and 6th in the team lottery, and the two returning teams, will get two picks, and those will be in the 3rd and 4th rounds just before the teams that drafted 1-4.  The coaches that drafted 7-10 in the team lottery will get three picks, and those will be in rounds 2, 3 and 4 before the teams that drafted 1-6 (and the two returning coaches).  The coaches that drafted 11-14 in the team lottery will get four picks, one in each round, and will draft ahead of the teams that drafted 1-10 (and the two returning coaches).

 

The following chart explains the Fun Draft pick allocation:

 

Group #                       Group Qualification                                                       Draft Picks

 

Group # 1                    Coaches with the last team lottery picks                        4 Fun Draft Picks (Rds # 1, # 2, # 3, & # 4)

 

Group # 2                    Coaches with the next to last team lottery picks 3 Fun Draft Picks (Rds # 2, # 3, & # 4)

 

Group # 3                    Coaches with the next to the top team lottery picks        2 Fun Draft Picks (Rds # 3 & # 4)

 

Group # 4                    Coaches with the top team lottery picks                        1 Fun Draft Pick (Rd # 4)

 

In subsequent years, if even held, will consist of three rounds in which the order is randomly determined after league membership is finalized for the given year.  The Fun Draft in subsequent years is optional and will be implemented at the discretion of the Commissioner.  The basis for this decision will be the Commissioner’s subjective judgment that the talent level of the average Frozen Tundra team remains within the range of that of a 24-team league.

 

Expansion Draft

 

In 2011, Frozen Tundra will expand by 8 teams, bringing the league total to 24 teams. The expansion draft pool will consist of: un-owned players that were rated in 2011 (2010 NFL season) that were previously rated by Strat-O-Matic before. Exception: Un-owned rated kickers and punters, regardless of whether they were rated by Strat-O-Matic in previous season are not eligible (These kickers and punters will be part of the rookie/free agent draft pool).

 

Dispersal Draft

 

 

Rookie/Free Agent Draft

 

There will be a Rookie/Free Agent Draft each season.  Beginning in 2011, this draft will consist of all un-owned rated players. The only players that will be included in this pool are rated, unowned players that have never been rated by SOM before.  The Rookie/Free Agent Draft will last 10 rounds.  All rated, unowned kickers and punters will also be available in the Rookie Draft.

 

In determining the draft order, team placement will be handled in reverse order of win-loss percentage from the previous year using all tie-breaker methods. The league champion and runner-up always draft last and next-to-last respectively in each round.

 

Supplemental Draft

 

After teams have been initially reduced to 53 man rosters, there will be a “Supplemental Draft” consisting of the remaining free agents.  The supplemental draft pool will consist of undrafted players from the recently completed Rookie Draft and players cut by live teams in reaching the initial 53 man roster maximums.  The time and date of this draft will be announced to the league.  This draft is conducted by the Commissioner.  Each team wishing to participate sends a list of players in order of preference to the Commissioner via email. 

 

There is no limit to the number of players a Supplemental list may have.  However, the maximum number of players a team can draft in the Supplemental Draft will be the greater of:

  1. 5 players, or
  2. The difference of 58 and the actual number of players on their roster after the initial reduction to the 53 man roster. Example:  In meeting the cut-down deadline to the initial 53 man roster, the Atlanta Falcon team has 50 players on their roster (including both rate and non-rated players). The Atlanta Falcons can therefore draft up to 8 players (58 minus 50) in the Supplemental Draft.

 

The Supplemental Draft order will be the same as the recently completed Rookie Draft. Once the Supplemental Draft is complete, a list of players selected and thus added to rosters will be published to the league. At this point, the 53-man maximum roster limit would be temporarily lifted. The final deadline will be provided where teams must make their final cuts to reach the 53-man roster maximums and meet all positional minimums and maximums.

 

Dummy Lists

 

Introduction

 

In 2011, Frozen Tundra’s expansion to 24 teams will mean that the league will no longer utilize a dummy list.

 

Frozen Tundra will employ the use of dummy lists in the draft process for both the Fun Draft and Rookie Draft.  A dummy list is a top to bottom ranking of all players eligible for a specific draft. As Frozen Tundra drafts are based on 24 selections per round, the dummy list will have players slotted in one of the 24 slots per round. 

 

As an example, Player A who is deemed to be the # 1 player in the draft will be listed in round # 1 slot # 1 on the dummy list. Player B who is considered to be the # 2 player in the draft will be listed in round # 1 slot # 2.  Player Y who is considered to be the 25th best player will be listed in round # 2 slot #1.

 

Every draft round consists of live team picks and dummy picks.  Excluding rare circumstances, Frozen Tundra will normally have 16 live team picks and 8 dummy picks per round. All live team and dummy picks will be spread throughout a given round.  During a real draft, when a live team selects a player, the player will be crossed off the dummy list and is no longer available for other teams to select. When a dummy selection is required, the highest available player listed on the dummy list will be the dummy’s pick.  This dummy selection is treated similar to a live team pick as that player will be crossed off of the dummy list and will also no longer available in the current draft. 

 

Creation & Approval Process

 

The creation and finalization of the dummy list is the responsibility of the Dummy List Coordinator (DLC).  The DLC may created the list entirely by himself or solicit the help of other league members chosen by the DLC provided that such helpers are approved by the Commissioner.  During the dummy list creation process, the DLC must submit a minimum of one near-final draft of the list to the Advisory Board (AB) and Commissioner.  The AB and Commissioner will provide feedback on the dummy list to the DLC.  The DLC must review all feedback provided to him from the AB and Commissioner and may consider amending the dummy list accordingly.  However, the DLC is not obligated to implement any of the recommendations.  When the final dummy list is available, the DLC will provide it to the Commissioner who will then distribute it to the entire league.

 

Modifications to the Number of Dummy Team Picks

 

As stated above, Frozen Tundra’s draft is based on 24 selections per round. This would mean that with 16 live teams, there would be 8 dummy picks per round.  If in some years, the number of live teams does not equal 16 (either less than or greater than 16), the number of dummy picks will equal the difference between 24 selections and the number of live teams drafting for that given year.

 

In addition, the Commissioner may change the number of selections per round.  This may be done for any number of reasons but primarily if there is concern about the strength of the expansion pool and its ability to attract additional expansion teams. The changes to the total number of selections per round for the Rookie Drafts are documented as follows:

 

  • 2006 season – 24 selections per round
  • 2007 season – No change. Will remain at 24 selections per round.
  • 2008 season – 28 selections per round for rounds # 1, # 2, and # 3. 24 selections per round for rounds # 4 thru # 10.
  • 2009 season – 28 selections per round for rounds # 1, # 2, and # 3. 24 selections per round for rounds # 4 thru # 10
  • 2010 season – 28 selections per round for rounds # 1, # 2, and # 3. 24 selections per round for rounds # 4 thru # 10

 

Trading

 

Trade Review Procedure

 

Each coach participating in a trade must send an e-mail directly to the Commissioner announcing the exact terms of the trade.  After the cut deadline immediately succeeding the rookie/free-agent draft each team involved in a trade must be receiving the same number of players as they are giving up.  Trades for draft picks may only include the next beginning (and/or currently proceeding) rookie draft. 

The trade review committee (TRC) is comprised of volunteers chosen by the Commissioner who has experience in Strat-O-Matic football.  TRC volunteers should be aware that they will be presented with difficult decisions and should have a philosophy consistent with the questionable trade guidelines outlined below.

 

The purpose of the TRC is to make the trade review process as fair as possible and to make the process a group decision so that no one person is held responsible for a decision which someone may disagree with.

 

All trades are reported by each participating party directly to the Commissioner.  Any trade review process and vote will not include anyone directly participating in the deal. If a trade involves carded players, both players must communicate to the Commissioner that they have seen the actual cards involved in the trade or have been given information about the cards from other coaches who have seen the cards.  Being aware of a carded player’s prior season statistics or his Strat-O-Matic card statistics (ie. For a wide receiver, knowing that his completion combinations makes him a 4-4-4) is not an acceptable alternative for seeing the cards.


All trades become official once the Commissioner acknowledges receipt of the trade from all participating parties;

  • The Commissioner will immediately e-mail the details of the trade to the TRC. This is the beginning of their 3-day window to review the trade.
  • Any TRC member may question a trade and call for a vote. This must occur during the 3-day window.
  • A trade is disallowed if TRC votes it down.
  • A trade is allowed if:
    1. The TRC votes and the trade is upheld (Note: Votes resulting in a tie mean that the trade is upheld).
    2. A member calls for a vote but the vote is never held or the results of the vote are not reported to the commissioner by the end of the 3-day trading window.
    3. The TRC doesn’t question the trade and the 3-day review window has expired.

 

If a vote is called for, the TRC member calling for the vote is responsible for reporting the results of the vote to the Commissioner. If a trade is disallowed by the TRC, the TRC member who called for the vote must document in writing the TRC’s rationale for disallowing the trade. This documentation will be forwarded to the Commissioner who will then forward it to the trading parties when he announces that the trade is disallowed.  Votes that result in a tie mean that the deal is not disallowed.

 

All members of the league, whether they are on the TRC or not, because we are individuals, can have varying opinions on whether certain trades appear to be fair and balanced.  The responsibility of the TRC is to question a trade and call for a vote if they feel that:

 

  1. A trade is clearly lopsided which significantly benefits one participant over the other.
  2. A coach is intentionally attempting to hurt his own team.
  3. A coach is not taking the league seriously and therefore accepts a significantly imbalanced trade.
  4. A coach is suspected of not returning and therefore is trading away an inordinate amount of future value (young players with potential or draft picks) in exchange for veteran players with high current ratings and no future.

 

In trades involving draft picks, the TRC’s decision to question a trade should not be based on their opinion of the acquiring coach’s ability in making successful draft picks.

 

Trades may only consist of exact and spelled-out combinations of players and/or draft choices.  No money or unspecified exchanges for trade value (for example, “future considerations”) may take place; however, a future consideration may be involved in a trade if it is exactly defined (including any conditions) in the trade.  Only draft choices of the next beginning (and/or currently in process) rookie/free-agent draft are eligible to be traded.  Trades may not include any player rentals; for example, a trade in which coach A trades player Smith to coach B with a condition that in the future player Smith is traded back to coach A is not allowed.

 

Trading may only occur when the Commissioner-announces the official date of the beginning the trading season. The trading season will usually begin with the publication of Strat-O-Matics Football Ratings Guide and as long as the first preliminary Frozen Tundra Draft Workbook is available. In 2011, due to future expansion, the trading season will not begin until after the dispersal draft.

Deadline

 

The trading deadline is midnight the day before the generation of the Pre-Game files for Q1.  The trading deadline will be determined and communicated to all coaches.

 

Components

 

Trades may only be conducted for players and draft picks.  No contingencies may be included in a trade (i.e. first round pick if a player is rated a “6” next year, 3rd round pick if the player is a “4”).  No “players to be named later” may be included in a trade.  No “future considerations” may be included in a trade.

 

Trade Restrictions

 

Unlike in the other Oops computer leagues, all coaches are eligible to make trades.

 

Trading Draft Picks

 

Coaches may trade Rookie Draft picks for the current season and the next following season. As an example, for the 2006 Frozen Tundra season, a coach may trade 2006 and 2007 Rookie draft picks. For the 2010 season, coaches may not trade 2011 Rookie draft picks.

 

Coaches may trade Fun Draft picks for the current year only.  For the 2006 Frozen Tundra season, only 2006 Fun Draft picks may be traded.  The obvious reason for disallowing the trading of future Fun Draft picks is due to the Commissioner’s right to cancel a Fun Draft in any given year.

 

Frozen Tundra Game Rules

 

Declarations

           

At the beginning of each season, teams must declare the type of base defense (3-4 or 4-3) they will be using. No other declarations are required.

 

3-4 Defense

            Teams may choose to run a 3-4 defense in Frozen Tundra.  To do this, the team must designate a NT (Nose Tackle), a LILB (Left Inside Linebacker), and a RILB (Right Inside Linebacker) during their defensive declarations at the beginning of the season.  Teams choosing to use a player rated only as a LDT, RDT, or DT at NT (Nose Tackle), suffer a  1 reduction in the defense rating of the player playing NT.  If the player is a natural “3” (called a 0 by Strat-O-Matic), the rating is reduced to a 2 for defense card qualification purposes.

 

Defense Cards

 

Frozen Tundra has adopted the use of draft defense cards provided in the SOM Computer Football Game.

 

There are two sets of defense cards; run and pass. Each set is divided into five card types: Excellent, Good, Average, Poor, and Very Poor. Teams "qualify" for a particular type of card based on the combined numeric defense rating of certain players. Deciding which Run Card set type to use is based on the ratings of defensive lineman and linebackers. Pass Card set types are based on the ratings of defensive backs and linebackers. At the start of the season each team must declare their intention to use either a 3-4 or 4-3 defense (See Declarations). This declaration determines which players will be used all season for defense card type qualification. The following formulas are used to determine the run and pass ratings for a team:

 

4-3 Run Defense = Total the ratings of the four defensive linemen and add ½ the combined total of the three linebackers.

4-3 Pass Defense = Total the ratings of the four defensive backs and add ½ the combined total of the three linebackers.

3-4 Run Defense = Total the ratings of the three defensive linemen and add ¾ the combined total of the two inside linebackers and ½ the combined total of the two outside linebackers.

3-4 Pass Defense = Total the ratings of the four defensive backs and add ¼ the combined total of the two inside linebackers and ½ the combined total of the two outside linebackers.

 

Each of the different card types has a different value or threshold to achieve:

 

Excellent is a combined rating value of 30 or better. (>=30)

Good is a combined rating value of 27 or better but less than 30. (>=27)

Average is a combined rating value of 24 or better but less than 27. (>=24)

Poor is a combined rating value of 21 or better but less than 24. (>=21)

Very Poor is a combined rating value of less than 21. (<21)

 

These values are the same for run and pass card thresholds.

 

There is no rounding; all decimal values are truncated.  If you have a 20.75 run rating, that’s a 20, not a 21.

 

Players Eligible to Play at Various Game Positions

 

With Frozen Tundra’s election of the computer game’s loose substitution rules, there is greater flexibility in determining which players can be used for various game positions.  The following chart documents the football game’s game positions and which roster positions are allowed to be used for the game positions:

 

Game Position                          Roster Positions That Can Play This Game Position

 

Right Tackle                                   ORT, OLT, OT

Right Guard                                    ORG, OLG, OG

Center                                            C

Left Guard                          OLG, ORG, OG

Left Tackle                         OLT, ORT, OT

Quarterback                                   QB

Fullback                                         FB, BB (May not run if no running card)

Halfback                                        HB

Blocking Back                                Any FB or BB; any HB with a run blocking rating of “4” or higher

Running Back                                 HB, FB

Flanker                                           WR

Split End                                        WR

3rd Wide Receiver                           WR

4th Wide Receiver                           WR

Tight End                                        TE

2nd Tight End                                  TE

 

Left End                                         LDE, RDE, DE

Left Tackle                         LDT, RDT, NT, DT

Nose Tackle                                   LDT, RDT, NT, DT

Right Tackle                                   RDT, LDT, NT, DT

Right End                                       RDE, LDE, DE

Left Outside Linebacker                 LOB, ROB, OLB, LB

Left Inside Linebacker                    LIB, RIB, MLB, ILB, LB

Middle Linebacker             MLB, LIB, RIB, ILB, LB

Right Inside Linebacker                  RIB, LIB, MLB, ILB, LB

Right Outside Linebacker                ROB, LOB, OLB, LB

Linebacker                         LOB, ROB, MLB, LIB, RIB, OLB, ILB, LB

Left Cornerback                             LCB, RCB, CB, DB

Strong Safety                                  SS, FS, S, DB

Right Cornerback                           RCB, LCB, CB, DB

Free Safety                         FS, SS, S, DB

1st Defensive Back              LCB, RCB, SS, FS, CB, S, DB

2nd Defensive Back             LCB, RCB, SS, FS, CB, S, DB

 

Please be aware that the “game position” is the position that is listed in the depth charts in the Computer Manager of the game.

 

With the use of the looser substitution game rule, the game will allow some roster positions to be used at a game position that is not allowed in Frozen Tundra per the above chart. Is the responsibility of each coach to make sure that they are using players only in allowed game positions.

 

3-3-5  & 4-2-5 Formation Restrictions

 

The 3-3-5 and 4-2-5 defense may only be used under the following game conditions:

1)      If the offensive formation consists of halfback/fullback and three or more wide receivers.

2)      If the down is 3rd or 4th

3)      If 2 minutes or less remain in either half

 

Showing Blitz Restrictions

 

The defense may NOT elect to SHOW BLITZ on 1st down.  EXCEPTION: The defense may SHOW BLITZ on 1st down with 2 minutes or less remaining in either half or an overtime period.

 

4-3 and 3-4 Base Defense Restrictions

 

As mentioned earlier, teams are required to declare a base defense (4–3 or 3–4) at the beginning of the season.  If a team declares a 4–3 formation as their base defense, it is prohibited from using a 3–4 defensive formation. Likewise, a team that declares a 3-4 formation may not utilize a 4-3 defensive formation.

 

In addition, teams that use either the 4–3 or 3-4 base defense are not restricted from using any of the formations (i.e. a 4-3 base defense team can use the 4-2-5 and 4-1-6 but may also use the 3-3-5 or 3-2-6). The use of the 3-3-5 and 4-2-5 are still subject to the restrictions as documented in the “3-3-5 and 4-2-5 Formation Restrictions” section of this charter.

 

Quarterback Minimum Qualification Rule

 

To qualify as a starting or relieving QB a player must have thrown a minimum of 100 passes in the NFL season that the current card set is based on.  Quarterbacks that had fewer than 100 pass attempts in the NFL season that the card set is based on may not play in any game at any time with the following exceptions:

 

  1. There will be a blowout rule exception.  If there is 5:00 or less remaining the fourth quarter, and one team is ahead by 17 points or more, either team may play a quarterback with fewer than 100 NFL pass attempts.  However, if at any time in the final five minutes the difference in the score is less than 17 points, then the play restriction on quarterbacks with fewer than 100 NFL pass attempts is once again in force.

 

Pre-Game Files

 

Pre-game files are created at the beginning of each scheduled league quarter (i.e. Q1, Q2, Q3, or Q4).  Teams have an opportunity to modify their lineups before the start of each quarter if they provide the Commissioner a revised coach file in a timely manner.

 

Post-Game Files

 

At the conclusion of each game, both teams must separately mail their boxscore file, ball possession file, post file, and all log files to the Commissioner (garrymak@aol.com).  Failure to do so in a timely manner becomes a conduct matter for the league administration.

 

The boxscore file can be found in the following path: C:\Program Files\ Strat-O-Matic\Strat-O-Matic Football\Leagues\LEAGUE”x”(FT2008)\Week”x”\Reports – where LEAGUE”x” is the league number and where Week”x” is the week of the schedule this game is due to be played.  The game file name will be in the format: 2003visitor_AT_2003home.html – where visitor is a 3 character acronym for the visiting team and home is a 3 character acronym for the home team (e.g. FTW is the Fort Worth Cavalry).

 

The ball possession file is in the same path and folder as the boxscore file.  The file names is the same too except that the suffix “BallPoss” has been added to the file name.

 

The post file can be found in the following path: C:\Program Files\ Strat-O-Matic\Strat-O-Matic Football\Leagues\LEAGUE”x”(FT2008)\Week”x”\POST – where LEAGUE”x” is the league number and where Week”x” is the week of the schedule this game is due to be played.  The game file name will be in the format: 2007visitor_AT_2007home.POST – where visitor is a 3 character acronym for the visiting team and home is a 3 character acronym for the home team (e.g. SCS is the Southern California Sun).

 

The log file(s) can be found in the following path: C:\Program Files\Strat-O-Matic\Strat-O-Matic Football\Leagues\LEAGUEx(FT2008)\Logs - where “x” is an incremental number assigned to each league as it is created.  The log file name will be in the format: 2003visitor_AT_2003home.log – where visitor is a 3 character acronym for the visiting team and home is a 3 character acronym for the home team (e.g. SDC is the San Diego Chargers).

 

Game Length

 

This game normally takes anywhere from 60 to 90 minutes to play – for novice coaches 120 minutes.  120 minutes is 2 hours.  Once you know the game, if you can’t complete the game in 2 hours, you shouldn’t be playing in this league.  Regular failure to play games in the expected time frame is a conduct issue.

 

Exception:  During the Q1 and Q2 portions of each season new coaches will be given latitude to learn rules, ask questions, and generally get familiar with the game.  This may cause some games to go over 2 hours.  This is expected behavior.  By Q3 all coaches are expected to be able to complete their games in 2 hours or less.

 

 

Strat-O-Matic Game Rules  

 

What Strat-O-Matic Game Rules are Used?

 

Frozen Tundra uses all regular game rules as defined in the Strat-O-Matic game rules with exceptions noted below.  The rules can be found at http://www.strat-o-matic.com/sphere/fbrules.htm.

 

Frozen Tundra does use the following SOM Game Rules:

 

Quarterback End Run Limits

Running Back Fatigue

Linebacker Run Containment

Individualized Fumble Ratings

Do Not Allow Exceeding Longest Run

Do Not Allow Exceeding Longest Reception

Updated Sack Rule

Emphasize 6-rated Linebackers

Looser Substitution Restrictions

Empty Flat Pass = Guessed Wrong

Dump-Off Rule

Use Variable FG Rule

 

Frozen Tundra does not use the following SOM Game Rules:

 

                        Penalties

                        Home Field Advantage

                        Player Overusage

                        Quarterback Overusage

                        Great Player rule

                         In-Game Rest System

                         Injuries (Injuries were used for the 2008 season. Will not be used in 2009).

                         Use QB Starter File

                         Exhauster RB’s Will Get Injured

                         Use Actual Team Interception Returns                                                                                    

 

Strat-O-Matic Game Rules are defined in each pre-game file and may not be changed by individual coaches.  Consult the Strat-O-Matic Game Rules for details on how each rule works.

 

Game Options

           

Certain Game Option variables need to be set to play the game optimally.  Perform the following steps to ensure proper configuration:

           

  • You Must Play Strat-O-Matic Game Version 11.0

·        Choose Game from the Menu

·        Choose Options - The following options are mandatory and must be checked:

1.      Auto Save After Each Play

    1. Do Not Allow Play Animation Replay
    2. Do Not Allow CM Subs for Human Players

4.      No Play Animation (or at a minimum, have play animation set to the fastest speed)

    1. Brief Play by Play
    2. Show Board Game Details
    3. Show “Other Highlites” On Boxscore