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RUSTY LEAGUE RULE BOOK

Rusty League Web Site: http://www.rusty-league.net/ The all-in-one website where you do all the stuffs like creating your teams lineups, checking out schedules and results, placing players on transfer list, making bids in auctions, communicating with other managers through chat-room or personal messaging, reading or contributing to the league newspaper etc.

[Part A] OUTLINE OF THE GAME


[A 1.0] Short History Rusty League is based on the successful Play by Email concept and started in 2003. It is free to play. Each player in the game (manager) takes control of a football team and competes against other managers to win the league championship and cup competitions.

[A 1.1] Season - Overview Each manager coaches a soccer club. A season consists of two league matches per team every week. Certain weeks may have additional cup matches which are usually played in the mid-week. The fixture schedule will be published at the beginning of the season. In all league matches, one club is designated as the "home team" and the other club is designated as the "visiting team". The game is governed by a commissioner. Each manager submits lineup order for each match, and the commissioner then resolves the matches using the software which determines the scores and the effects of the session on each manager's club.

[A 1.2] No Replaying of Matches At times, the commissioner may make changes in the game to maintain the spirit and playability. He will not break the rules lightly, but will do so when needed to maintain overall fairness and consistency. Keep in mind that the commissioners can make mistakes sometimes. However, we will not replay ANY single match for any reason, PERIOD! If a mistake is made where a simple CP or monetary adjustment is required, those can easily be fixed, just point them out via email (do it nicely). If a mistake is made that affects your lineup, the match will not be replayed. The result will stand, but hopefully the reason for the mistake can be identified to prevent it from reoccurring. The software will

do weird things sometimes too, but it does not play favorites. If software problems are identified let the commissioner know so the problem can be fixed. [A 1.3] Taking a Break If you will be unavailable to run your team for an extended period of time, you can send in orders ahead of time, enough sets to cover your entire absence. If that is not reasonable, you can also find a friend to take over your team during your vacation. The Commish may also provide a work colleague to run a vacant team in the short term if sufficient notice is given.

[Part B] CLUBS
[B 1.0] Club Features Each club has a name, a bank account (measured in bezant), a number of "coaching points" (CPs) and "training points" (TPs), a captain, a bonus for one-touch-football (OTF) and a roster squad of between 18 and 25 players. [B 1.1] Club Names It can be any real life club or just a club of fantasy. Once a club name is selected and the season gets underway, the club name cannot be changed except when a new manager takes over that club and wishes to change the name in between the seasons. This is to build a sense of club history. [B 1.2] Club Finances The monetary unit used in Rusty League is dol l ar ( $) . K added at the end of monetary figures means figure in thousand. Thus 100 k would mean one-hundred thousand dollars. It is the responsibility of the manager to oversee all the financial functioning of the club. As success of the club on the pitch and financial success are co-related, it should form vital part of a managers strategy-both short term and long term. Healthy budgeting is one of the key-stones for success in Rusty League and a manager should be clear beforehand about all the likely incomes and expenses of the club during a season, and make financial-strategy accordingly. The main sources of income of a club are: Ticket revenue from matches Press earnings Trade The main expenses of a club are: Extra-CP/TP slot used during matches Home Bonus Auctions Trade CP purchase in between seasons

[B 1.2.0] Ticket Revenue Most of a club's income comes from ticket revenue; a club gets a certain amount of income from ticket revenue for every match in which it plays. The amount earned in each match is calculated taking into

account the morale of the home and the away team. Starting from 5th Season, the stadium capacity plays no role in ticket revenue. For league games, ticket revenue is split equally between the home and the away teams involved, and is detailed in the match report that you receive after the game. SEE SECTION [E 3.4] FOR DETAILS ON MORALE

[B 1.2.1] Press Earnings Managers can earn extra money by participating in the BLOG and also by contributing press releases/articles to the League e-magazine named ONSIDE. Depending on the participation on the Blog & ONSIDE, a team can earn from up to 25 K per week. Press might include a review of recent games played, your plans for team rebuilding, some healthy joking around with other teams, issuing threats, making predictions or perhaps "blowing your own horn". Spirited press is strongly encouraged, the content of press should remain clean and sportsmanlike and within the bounds of good taste. The interpretation of this rule shall be made by the commissioner. The bottom line here is do not write something if it remotely fits the inappropriate criteria. There is a request to submit a minimum of 2 press releases during league season. The league is likely more fun for all with active managers.

[B 1.2.2] Extra-CP/TP slot used during matches There are four CP slots & 4 TP slots that can be used in a match. The slots to be used in a match are selected while making the lineups from the Online Lineup Creator. While one CP and one TP slot can be used for free in each match, it will cost 25k for every extra slot used in the match. So if you use all eight slots in a match it will cost you 150k (one free each for CP/TP; rest six at 25k each). SEE SECTION [C 1.2] FOR DETAILS ON COACHING & TRAINING POINTS

[B 1.2.3] Home Bonus The home club in each match can raise its OFF and DEF ratings by 8-13 points using Home Bonus. While a HB of 8 is free, greater HB cost money. SEE SECTION [E 4.7] FOR DETAILS ON HOME BONUS

[B 1.2.4] Auction Auctions are run periodically and clubs may bid for the players/resources placed in the Auction. SEE SECTION [F 2.0] FOR DETAILS ON AUCTION

[B 1.2.5] Trade Trading of players and resources is possible between the clubs and this may form a significant income or expense for the club during as well as in between the seasons.

SEE SECTION [F 4.0] FOR DETAILS ON TRANSFER AND TRADING

[B 1.2.6] CP purchase in between seasons Clubs need to buy CPs in between seasons. Since CPs cannot be bought once the season starts (except from Auctions and trades), healthy budgeting and planning ahead helps to acquire the right number of CPs and set you on your way of developing your team the way you want. SEE SECTION [B 2.0] FOR DETAILS ON COACHING POINTS [B 1.3] Coaching Points (CPs) and Training Points (TPs) CPs and TPs are spent to increase the skill level of a clubs players and to increase the clubs OTF bonus. To obtain CPs, a club must hire a coaching staff at the beginning of each season (note that 40 CP is the maximum for a coaching facilities purchase). Coaching Points are bought in blocks of 4 at the start of a season only. The costs are described in the following table: CP Staff 16 20 24 28 32 36 40 Cost 500 750 1000 1250 1500 1750 2000 Average Cost Per CP(K) 31.25 37.5 41.67 44.64 46.875 48.61 50

Note that a club cannot hire more coaching staff once the season is under way (except in the auction or through trade). The maximum CP or TP a club can hold in their team totals at any one time is 79. Each team receives 24 TPs at the beginning of the season at no cost. SEE SECTION [C 1.2] FOR DETAILS ON COACHING & TRAINING POINTS

[B 1.4] Team Captain The team captain is nominated by the manager before the start of a season. The captain can be any position but must be age 4 or older. The captain can not be changed during the season but can be changed between seasons for free. [B 1.4.0] Captains Bonus When a team wins by 3 goals or more it adds one point to the SL of that team's captain if he was on the field for 45 minutes or more of the match.

[B 1.5] One-Touch-Football (OTF) Each club has an OTF bonus, which reflects its ability to work as a team with short, accurate passes. Each club begins the season with an OTF of at least 1. A club may coach its OTF bonus in any match. The effect of this coaching is to increase that bonus by 1 point, to a maximum value of 10. This increase will take place at the beginning of the next match. The cost of coaching the OTF bonus is 2 CP pe r OTF point. Both CPs must be used in the same match. OTF bonus decreases by 30% at the end of the season. For instance, an OTF of 7 * 70% becomes an OTF of 5 (4.9 rounded up) for the next season.

[B 1.6] Rosters Each team has a roster squad of 18-25 players. SEE NEXT SECTION

[Part C] PLAYERS
Each player has a name, a Skill Level (SL), an age, a certain number of Disciplinary Points (DPs), and an Endurance Level (EL). In addition, a player may either be qualified to play at one position (GK, SW, DF, MF, or FW), or more than one position (SD, DM, MA, and UT). [C 1.0] Player Names Managers may use player names from 1 to 19 characters. The names may be real life players or purely fictional. [C 1.1] Player Positions Six positions exist in Rusty League: Goalkeeper (GK), Sweeper (SW), Defender (DF), Midfielder (MF), Winger (WG), and Forward (FW). A player is generally qualified to play at one position when he enters the league. A player may play in a position for which he is not qualified, but he will not be as effective (see [E 3.3]). However, some players are designated as "multi-position players". These players include SD, DM, MA, and UT. A SD can play at SW and DF with no SL penalty. A DM can play at DF and MF with no SL penalty. A MA can play MF and FW with no SL penalty. A UT can play at DF, MF, and FW with no SL penalty. Note that SD, DM, MA, and UT are NOT match positions and may not be used as such. [C 1.1.0] Multi-position Player Restrictions You may acquire/trade as many multi-position players as you want in a season. However, your roster of multi-position players may never exceed 5. If you exceed 5, you must downgrade a multi -position player immediately to a normal position player.

That downgraded position must be one of the positions the player plays at normally. For instance, an MA would be downgraded to a MF or FW but not a GK, SW, DF, or WG. [C 1.2] Skill Level (SL) and Coaching/Training Each player has a skill level (SL), which is an integer that quantifies his ability to perform on the field at the positions for which he is qualified. The SL may increase with training (TP) for young players (Ages 0 and 1) or with coaching (CP) of older (age 2+) players. The SL will decrease with age. The effect from coaching or training is an increase of 1 SL for that player, which takes effect at the END of the match (provided that player has played 45 minutes in the match). A club may elect to coach or train more than once per match (if the CP/TP are available) at a cost of 25K per additional coaching/training. Subs can be trained or coached as any other player can, provided they meet the requirements above. No player can be trained or coached more than 8 times in a season (this is reflected in the Points Used (PU) field on the rosters), however they CAN be trained or coached more than once in a week (BUT ONLY ONCE IN A GIVEN MATCH). To reiterate (as it's a common mistake by new managers): ONLY age 0 and age 1 players may be trained, ONLY age 2 and older players may be coached. Note that you may only use 4 CP slots and 4 TP slots (total of 8 slots) per match. Using the 8 slots in one game will cost your team 150K extra (6 x 25K), and this is one decision often made by new managers to Rusty League who may not appreciate the impact this extra CP/TP will have on their team bank balance! [C 1.3] Age and Aging Each player has an age, which is an integer greater than or equal to zero. At the end of each season, each player's age increases by one. [C 1.3.1] Aging Each player loses Skill Level (SL) as he grows older. This loss depends on his age as indicated in the following table: Mid-Season SL Loss SL 1 2 3 4 Age 0 0 0 0 0 1 2 3 0 0 0 0 0 0 0 0 0 0 0 0

5 0 0 0 0

6 7 0 0 0 0 0 0 1 1

8 0 0 0 1

9 0 0 0 1

10+ 20+ 30+ 40+ 50+ 0 0 1 2 0 1 2 3 1 2 3 4 2 3 4 5 3 4 5 6

4 5 6 7+

0 0 0 0

0 0 0 1

0 0 1 1

1 1 1 2

1 1 2 2

1 2 2 2 2 3 3 3

2 3 3 4

2 3 4 5

3 4 5 6

4 5 6 7

5 6 7 8

6 7 8 9

7 8 9 10

Post Season Loss SL 1 2 3 Age 0 1 2 3 4 5 6 7+ 0 0 1 1 1 1 1 1 0 0 1 1 1 1 1 2 0 0 1 1 1 1 2 2

10 11+ 21+ 26+ 31+ 36+ 41+ 46+ 51+

0 0 1 1 1 2 2 3

0 0 1 1 2 2 3 3

0 0 1 2 2 2 3 4

0 0 1 2 2 3 4 4

0 0 1 2 3 3 4 5

0 0 1 2 3 4 5 5

0 0 1 2 3 4 5 6

0 1 2 3 4 5 6 7

1 2 3 4 5 6 7 8

2 3 4 5 6 7 8 9

3 4 5 6 7 8 9 10

4 5 6 7 8 9 10 11

5 6 7 8 9 10 11 12

6 7 8 9 10 11 12 13

7 8 9 10 11 12 13 13

Thus 11+ in post season aging refers to SLs 11-20. Making the rate of aging depend on a player's SL makes it more difficult for managers to produce and maintain players with SL 20+ and gives weak clubs a break. Players move to the next age level at the end of the season. Mid-season loss occurs at end of the halfway point of the season .Post-season loss occurs after the final match of the season. If a player's SL is less than 1 at the end of a season, he immediately retires.

[C 1.4] Apprentice Youth Players (Age 0 players) An age zero player is known as an "apprentice". An apprentice becomes "seasoned" in the match following his fourth full match (or rather his 360th minute of play). When an apprentice becomes seasoned, his skill level (SL) rises by 2. If a player ages to age 1 without becoming seasoned, he will not get the seasoning bonus (ever). Seasoning may occur at anytime during league or Cup matches. Seasoning adjustments are handled automatically by the software. AGE 0 PLAYERS MAY NOT PLAY OUT OF POSITION.

SEE SECTION [F 3.0] FOR DETAILS ON ACQUIRING APPRENTICE YOUTH PLAYER [C 1.5] Endurance Level (EL) Because of the hectic and exhausting schedule that Rusty League teams maintain, it is not possible for most players to play every match without being injured. Each player therefore has an "endurance level" or "EL". Each player gains a certain amount of EL after each match (+4) and a player must spend EL to play, as described in [E 2.1]. A player who runs out of EL risks injury if he continues playing, as described in [E 2.2]. Each player gains 4 EL after each match. A player may accumulate unused EL, but the total accumulated may never exceed 10. Players are considered well rested at the beginning of the season (EL 10).

[C 1.6] Disciplinary Points Each time a player is booked, he receives four disciplinary points (DPs). Each sending-off earns an additional six DPs (for a total of 10 DPs). For every 10 DPs, the player gets suspended for 1 match. All DPs are cleared from a player's record at the end of the regular season. Suspensions become effective at the end of each session, even though a player may earn sufficient DPs to be suspended during the second or third match of the session. Check the league report for a list of suspensions (if there are any). There is no fine for attempting to play a suspended player as the computer will now select one for you.

[C 1.7] The Roster Squad Each club has its own roster squad of players. There must be between 18 and 25 players on any team roster. Below is an example:

Player Name Age SL Ps EL DP M Min GS A ST GA SF Su Se PU -------------------------------------------------------------------David Marshall 2 32 GK 5 12 7 540 0 0 0 3 25 1 1 8 Dominique Dropsy 1 17 MF 10 12 8 630 0 0 0 11 33 0 0 8 ROSTER KEY: ----------Player Name: Player's Name (up to 19 characters) Age: Player 's Age (generally 0 to 7) SL: Skill Level Ps: Position EL: Endurance Level DP: Discipline Points

M: Matches Min: Minutes Played GS: Goals Scored ST: Shots Taken GA: Goals Allowed SF: Shots Faced Su: Suspensions (number of matches player is suspended for) Se: Seasoning (when an Age 0 player is seasoned this becomes 1) PU: Points Used (CP Or TP, Max Is 8) Note that if a player is listed in team orders to play and has an EL of less than zero he will usually be replaced by the software by a substitute off the list of substitutes in the team's orders for that game. Such a replacement does not count towards the team's limit of three subs for the game. In addition if a player is suspended, but listed as a starter should automatically be replaced by a substitute prior to the start of the match. Again the software should deal with this automatically.

[Part D] LINEUPS
For each match to be played, each manager must submit a lineup. A lineup is a list of 11 players, the positions at which each player will start, special instructions for each player (pertaining to aggressiveness or conditional change of position/aggressiveness or substitution), the position at which they play, team tactics (and team conditional tactics), and a set of 5 substitutes (required). In addition, a lineup must indicate all coaching and training instructions for that match. Clarify that 16 players MUST be listed in a valid lineup or team may run NMR. [D 1.0] Players and Positions (including substitutes and limitations) Each player in a lineup must be given a position to play. A position is one of GK, SW, DF, MF, WG, and FW (note that SD, DM, MA, and UT are not actual positions in a match). GK, SW, DF, MF, WG, and FW are the positions goalkeeper, sweeper, defender, midfielder, winger, and forward respectively. [D 2.0] Instructions to Individual Players Each player in a lineup may be given an instruction regarding the aggressiveness with which to play, an instruction regarding the exact position at which to play, and also conditional instructions as a substitute (or for a repositioning or change of aggressiveness).

[D 2.1] Instructions Regarding Aggressiveness Each player may be given one of the following instructions pertaining to Aggressiveness: aggressive (a), normal (n), or passive (p). The effects of these instructions are described in [E 1.1, E 1.2, E 2.1, E 2.2 and E 3.3]. [D 2.2] Instructions Regarding Substitution Up to three players in each lineup may be sent into the match as substitutes. Substitutes MAY be given conditional orders, however these conditions are only evaluated if the substitute has entered the match. [D 2.3] Instructions Regarding Penalty Kick Takers You may choose a PK taker for your match (but it is NOT REQUIRED). If none is chosen, the player with the highest ShootingSL who is on the pitch at the time of the infraction will take the kick.

[D 3.0] Team Strategies A lineup may be told to use a variety of tactics. The effects of these tactics are described in sections [E 4.4, E 4.5, and E 4.6]. The choice of tactics may depend on the game situation, or the strength or weaknesses of the opponent. A longball game may be handy if you have a weak midfield and strong FW line, against an opponent with a relatively weak DF or SW area. Building the OTF can also be considered a tactic, although it is more of a long-term strategy. It will cost you SLs on your older players in the short term (as you won't be coaching them), but will cost "only" 6 CPs each season to maintain it at its maximum of 10, once attained.

[D 4.0] Restrictions on Lineups (READ CAREFULLY!!) The following restrictions apply to team lineups, both at the start of the game and then at every minute in the game after kickoff. [D 4.1] Restrictions on GKs There must be exactly one GK GKs may play passive, normal, or aggressive. If a GK is red-carded the program will look for the first MF listed, sub him out of the match, and bring on a GK sub. If no GK sub is available a SW or DF will reposition to GK. [D 4.2] Restrictions on SWs There may be at most one SW. [D 4.3] Restrictions on DFs and MFs You must play between 2 and 5 DF and MF players at all times. [D 4.4] Restrictions on WGs and FWs You may play between 0 and 2 WGs in a match.

You must play at least 1 FW player at all times. You may have no more than 4 WG/FW players in a match at the same time. [D 4.5] Restrictions on Substitutes You may only send on three subs during a given match. You may make conditional substitutes at any time if your conditions are met. However, if a player is injured, a sub will come on for that player no matter what minute it is, unless your three subs have been used. Note that if your lineup does not fall within these min/max rules, the program will adjust your lineup.

[D 5.0] Conditional Instructions Additional functionality has been added to allow managers more flexibility in creating their lineups. Each player may be given 0-3 conditional orders, likewise, each team may be given 0-5 conditional orders. The conditions may be based on the following events: current game time (minute) difference in goals between the teams Possible conditions are: T [>=] # When game time is equal to or greater the time in the condition (and thereafter). For example: T >= 45 P is true if equal to min. 45 and after. This is for conditional changes based on the score. In creating this condition, keep in mind that the numeral represents the following formula: (Your Teams Score Opponents Score). For example, G >= 2 means that this condition is true if you are winning by 2 or more goals. G <= -1 is true when you are losing by a goal (NOTE THE MINUS SIGN!). G = 0 is when the score is tied. Changes the player's playing position. The syntax is "C" then one of the following: GK, SW, DF, MF, WG, and FW. For example, C FW will reposition the player to FW for the rest of the match.

G [<=>] #

C Pos

C Aggression Changes the player's playing aggression. The syntax is "C" then one of the following: a, p, or n. For example, C p will change the players aggression to passive. S1, S2, S3, S4, S5 Identifies which sub is to come on for the player. CASE: G > 1 S2 MF instructs the computer to bring on the 2nd listed sub and position him at Midfield.

For team tactics, L, S, P, O, B, E, C, and N tactical options apply. NOTE THAT YOU MUST USE >= OR > FOR THE TIME (T) CONDITIONAL. THE OTHER THREE (=, <, <=) WILL BE IGNORED BY THE PROGRAM. Time only goes forwards remember, so dont try and use T < as it will obviously be ignored by software. [D 5.1] Combination Conditionals We have the concept of the combination conditional. conditional: T >= 45 G >= 2 S

Here is an example of the combination

List the T or G conditions (in either order) with the new tactic listed last. The conditional order above will be true, only if your team is leading by two or more goals in the 2nd half. If you are leading by 2 goals at minute 36, the tactic wont change until halftime. Likewise if you dont go up by 2 until minute 60, the tactic will not take effect until then.

[D 6.0] Lineup Creation LineUps are created with the Onl ine Li ne up Cre ator in the website.

[D 7.0] Policy on NMR (No Moves Received): A team that does not send in lineups by the posted deadline or contact the commissioner requesting that the previous lineups be used is considered NMR. If your team is in NMR status for a given match, an automatically created lineup will be used for the match with Stall tactics and all the players play passive.

[Part E] MATCH RESOLUTION [DISCLAIMER: This part contains lots of technical details. If you are just
starting out, you may skip this part now and come back to it later as you get hang of the game. ] The match is resolved on a minute-by-minute basis (rather than in one big set of calculations). [E 1.0] Discipline Players may be booked (given a yellow card) or sent off (given a second yellow card or one red card). Bookings and dismissals occur randomly with a reasonably low probability, but this chance is raised for players playing aggressively and lowered for players playing passively. [E 1.1] Bookings and Sendings-Off The chance that a given player is booked (shown a yellow card) depends on the aggressiveness with which he plays:

Aggressiveness passive normal aggressive

Code p n A or d

Probability per min 0.0004 (4 in 10,000) 0.0008 (8 in 10,000) 0.0020 (20 in 10,000)

If a player is booked, the player has an additional chance of being sent off at the same time (ie. of being shown a red card). This chance is equal to half the chance the player had of being booked in that particular minute. If a player is sent off, he immediately leaves the field and gets no substitute. If a player receives a second yellow card, he is also sent off. The probability per minute of a second booking is half that of the original booking chance. Note that GKs may now play aggressive (thereby increasing their EffectiveSL). Although this might mean the opposing team getting a PK if a GK is booked (presumably for a hard foul in the penalty area).

[E 1.2] Penalty Kicks If a team has one or more players playing aggressive or dirty, a penalty kick has a chance of occurring. This probability is set at .0006 or a 6 in 10,000 chance each minute for each player playing aggressive or dirty (if there are three players aggressive/dirty, there are three chances of giving up a PK). Once a penalty is determined, the opposing team's designated PK taker gets the shot if they are on the pitch. If they are not in the game, the highest ShootingSL player gets the shot. A team should give up NO penalty kicks if all their players are normal or passive.

[E 2.0] Injuries and EL Expenditures Because of the hectic and exhausting schedule that Rusty League teams maintain, it is not possible for most players to play every match without being injured. Each player therefore has an "endurance level" or "EL". Each player gains a certain amount of EL every session, and a player must spend EL to play. The amount of EL the player spends depends on the aggressiveness with which he plays and the length of time he plays. A player who runs out of EL risks injury if he continues playing. [E 2.1] EL Expenditures A player must have at least zero EL to enter a match, and must "spend" EL to play in a match. The amount of EL the player spends depends on the amount of time he pl ays and on the aggressiveness with which he plays: Aggressiveness EL loss per minute .055 Total EL lost for 90 consecutive minutes 5

passive

normal Aggressive

.066 .076

6 7

New for the sim software is the concept of fractional EL. This will allow you to change aggressiveness at varying times and still perhaps shave off an EL. All fractions are rounded up (whether an EL counter is 6.011 or 6.51, it rounds to 7). For instan ce if you try to take off a player playing passive after minute 2, his EL counter at that time would be .110, which rounds up to a loss of 1. The match report lists each player's EL at the end of the game. Note that ALL players receive an EL bonus of +4 after the match (this +4 is NOT reflected in the match report, but IS seen in the followup roster as the actual +4 bonus is added just AFTER the match report is printed.)

[E 2.2] Injuries Players are checked for random injuries. This function totals the number of aggressive players for each team and then draws a random number to determine if there is a random injury. Note that there is a small chance of random injury even if no players are dirty/aggressive. In any match, the chance per minute for each team of having a player injured is between .0001 and .0066 (or 1-66 in 10,000). If a player plays aggressive it adds a 1/10,000 chance of a random injury for his team and the opposition. If a player plays dirty it adds a 2/10,000 chance of injury to his team and a 4/10,000 chance of injury to the other team. If neither team has a player playing dirty/aggressive, then the chance is .0001 per team, per minute. Each team is checked for this type of injury each minute. The player injured is randomly selected. If a players EL drops BELOW 0, and they are in the match, they are then checked for an EL Injury due to exhaustion. A player's chance of getting an EL exhaustion injury is .0011 x ( -1 x EL). So if a player's EL is -1, they will have a .0011 chance of getting an injury in that minute. However, if they remain in the match uninjured and their EL gets to -5, for example, they incur a .0055 (55 in 10,000) chance of taking on an injury.

[E 2.3] Effects of Injury If a player is injured, he immediately leaves the match. A substitute may come into the match, as described in [E 2.4]. The injured player also loses additional EL, depending on the extent of the injury. The chance of each type of injury and the effect on the player's EL is based on one of two tables,

depending on whether the injury was "random" or caused partly through exhaustion (ie. EL dropping below 0).

Random Injury: % Chance 01-75 76-94 95-98 99+ Injury Bruise Bad Sprain Muscle Pull Torn Ligament EL Loss -4 -8 -12 -20

Exhaustion-induced injury: % Chance 01-50 51-75 76-90 91-99 100 Injury Sprain Concussion Bad Muscle Pull Badly Torn Ligament Broken Leg EL Loss -4 -8 -16 -32 -96

[E 2.4] Substitutes In the course of a match, up to three substitutes may enter to replace players. When a player leaves the match, a substitute enters the match. The software currently requires 5 CHOICES for substitutes. If a player is ineligible to start a match due to lack of EL (probably due to injury in a previous game in the session) the program uses a substitute in his place. This is done prior to kickoff and does not count towards the 3 subs allowed. Note that subs may have conditionals, though any player conditional will ONLY be evaluated if the player is on the pitch.

[E 3.0] SL Bonuses and Penalties There are different types of SL in a match as discussed below. [E 3.1] Types of Match Skill Level (SL) NormSL This is the SL a player has listed on his roster. EffectiveSL - This is a players modified SL based on Out of Position (OOP) and aggression rules.

ShootingSL This is a players SL when they are assigned a shot on goal. It is based on their NormSL and is adjusted based on their normal position. Shooting SL is, essentially, how accurate the shooters skill is no matter what position they are playing on the field. For example, a DF might be assigned a shot (though they will get fewer shots than a FW), but if that DFs base position is UT, then they will shoot like a FW. ShootingSL is equal to: 100% of Normal SL 90% of Normal SL 80% of Normal SL 70% of Normal SL 45% of Normal SL FW, MA, UT MF, WG, DM DF, SD SW GK (PK shootouts!)

MarkingSL MarkingSL is generally the same as EffectiveSL UNLESS a player is marking or being marked. See the marking section for more info.

[E 3.2] Marking Marking rules are now applied. If a player is playing DF, is in the match AND the first player they want to mark is playing MF, WG, or FW, then the player is considered marking that opposition player. When this happens, the DFs MarkingSL goes to 0, and the marked players MarkingSL is reduced in the following manner: MarkingSL = MF/WG/FWs EffectiveSL - DFs Effective SL. Note that the offensive players MarkingSL drops to no less than 25% of their EffectiveSL. A player can fight marking by playing aggressive. If that happens the offensive players MarkingSL drops to no less than 50% of their EffectiveSL. Note that if the first player listed as marked does not meet the above criteria (perhaps that player is playing DF rather than the assumed MF/WG/FW) then the program will check to see if there is a 2nd player listed as marked and process that. Note that this marking check is done every minute, so various changes in the game will affect if a player is marked from minute to minute. [E 3.2.1] Purpose of Marking In the past, all teams played a "zone" defense. In other words the DFs make a line across the field, and each DF is responsible for defending his area from the ball being advanced into it. So a Left Back will play on the left side of the field, a Center in the middle and a Right Back on the right side. When marking, a DF sticks very close to a particular opposition player, and seeks to deny him access to the ball at all times. More of a "1 on 1" defense while the rest of the DFs play a "zone" defense.

The benefit of marking is that the defending team can greatly reduce the chance of a star FW ge tting to take shots. The downside is that the overall "zone defense" is weakened somewhat, and the defender will give up more shots overall - but hopefully to worse shooters than they would have without the marking. In order to make this "good news, bad news" effect for marking, we have tweaked a number of rules a little. This is because marking, GP DEF OFF production, shot allocation an shooting are all tied into together. We have to make marking have positives and negatives, because otherwise the game doesnt get any better, and every team will just start marking all the time. A DF who is marking (only DFs can mark) will have his EffectiveSL reduced because he is not attempting to do anything else but trail an opposition player. As such he will not add anything to GP DEF or OFF production. So a DF that is marking will have a MarkingSL of zero. A MF-FW-WG who is being marked will be denied the ball fairly often, and will suffered a reduced OFF production (and therefore shot allocation). A MF-FW-WG has a MarkingSL equal to his EffectiveSL less the EffectiveSL of the marking DF. However a player cannot be "marked down" to less than 25% of his EffectiveSL. A player can try and "break away" from being marked. If a player is playing aggressively, the player cannot be marked down to less than 50% of his EffectiveSL. [E 3.2.2] Effect of Marking on Gameplay When players are playing OPP or passive or aggressive, their ability to shoot and score remains constant. When marked, players suffer a reduced shot allocation, but when they shoot they will still shoot at their normal shooting ability. When marked, players will still produce as much DEF as they would unmarked. When marking, a team will usually give up more shots, but have them go to worse shooters. FWs and GKs will become slightly more valuable. GKs because they will likely face more shots, and FW because they are now the most effective shooters. "Third Shooter" becomes important to a team. Generally most teams would have enough at DF to heavily mark the best two shooters on any given team. The ability to put a "Third Shooter" on the field is an issue. Multi-positional players become more valuable. A UT will shoot as a "FW" even from DF position, and is unmarkable at DF. Very high SL DFs decline in value as they lose a fair amount of goal scoring ability. But on the other hand even poor 5/5 DFs can play a role in marking off that last 5 SL off a 3/28 FW from SL 12 to 7, and so gain a little value. Mid range SL DFs wont "steal shots" if they are marking. MFs lose a little goal scoring ability, but may take more shots and actually score more often than before if they take the Third Shooter roles on. Decreased offsides because FWs will likely shoot less, and more SWs fielded.

Maybe more use of passive play by FWs as they "walk around" rather than "run around" when heavily marked. They would still get slightly less shots, but would also still have a ShootingSL as equal to their BaseSL. [E 3.3] Playing Out of Position (OOP) and Aggressiveness OOP is checked for all players. If a player is OOP, their EffectiveSL is modified from their NormSL. A player's EffectiveSL can be determined using the following chart. For example, a GK whose NormSL is 20, but are playing in the match at SW will play at Effective SL 10 or would play DF at Effective SL 6. Roster Position GK SW SD DF DM MF MA WG FW UT Match Position GK SW 100% 50% 50% 30% 30% 10% 10% 0% 0% 30% 50% 100% 100% 80% 80% 60% 60% 40% 40% 80%

DF 30% 80% 100% 100% 100% 80% 80% 60% 60% 100%

MF 10% 60% 80% 80% 100% 100% 100% 80% 80% 100%

WG 0% 40% 60% 60% 80% 80% 80% 100% 80% 80%

FW 0% 40% 60% 60% 80% 80% 100% 80% 100% 100%

After OOP is processed, aggressiveness is used to modify the Effective SL. EffectiveSL is raised or lowered using the following chart: Aggressiveness Aggressive (a) or (d) Normal (n) Passive (p) EffectiveSL Adj 125% 100% 75%

Note that for both of these, decimals at .50 or greater are rounded to the next highest whole number. Players set to play aggressive will increase the chances of yellow and red cards.

[E 3.4] Morale Club morale is a number between 0 and 1 which is updated every match. The formula is: New morale = (5/6) * old morale + (0 if loss, 1/12 is draw, 1/6 if win) In general, your morale is higher if your team has done well in its most recent matches.

In addition, the following morale bonuses will be applied at the start of the following season for Division 1 teams only now based on league finish: Division 1 Champions Division 1 Runners-up Division 1 3rd place Division 1 4th place Division 1 5th place +0.25 +0.20 +0.15 +0.10 +0.05

Each club's morale is carried over from the previous season. Morale is computed after each match. All teams start each season with a morale of at least 0.5. [E 3.4.1] Morale Effect Morale affects ticket revenue from matches as well as match performance. The amount earned in each match is calculated taking into account the morale of the home and the away team. Home morale = morale + morale bonus Visitor morale = morale + morale bonus A teams morale also contributes SL to DEF and OFF stats accordingly. The morale is multiplied by 10 and rounded down to the nearest whole number, eg. 0.72345 morale * 10 = 7.2345 rounded to 7 SL added to DEF and OFF. The morale bonus is not used to this figure.

[E 3.5] MVP Bonus To encourage managers to try and do well in every match, a club is rewarded with an MVP bonus whenever it earns six points in a 2-game league session, or seven+ points in a 3-game session. Number of MVPs 1st 2nd 3rd 4th 5th (and up) Bonus 1 TP + 25K 1 TP + 25K 1 TP 1 CP 25K

[E 3.6] Blowouts To discourage managers from fielding lineups that are too weak, whenever a club loses by 5 or more goals, that club is said to have been "blown out".

If the match was considered a blowout where a team lost by 5 or more goals, they lose some additional resources. If the team that was blown out has at least 2 CPs they lose 2 CPs. If they do not, they lose 100K. Either case should generally be a possibility as if a team uses all their CP early in a season, they generally have plenty of cash later in the season. This function is now handled automatically by the program and will be executed at any time (including the league and Cups). If the commish can see injuries/suspensions has weakened a team then the blow out rule may NOT apply. The program first checks to see if the match is a blowout. Then it determines if the losing team has the CP to deduct. If not, the money will be deducted. In addition, code has been added to the software to prevent teams from winning by astronomical margins. During normal play each team has a chance to get a shot called a ShotChance. Once a team goes ahead by 4 or more goals, those chances are reduced as seen below: Goal Difference Winning by 1, 2, or 3 goals Winning by 4 goals Winning by 5 goals Winning by 6 goals Winning by 7 goals Winning by 8 goals Adjusted Shot Chance ShotChance/1 ShotChance / 5 ShotChance / 10 ShotChance / 15 ShotChance / 20 ShotChance / 25

[E 4.0] Team Ratings [E 4.1] Area Ratings The total effective SL of all a lineup's players in each of the six positions (GK, SW, DF, MF, WG, and FW) is called that area's rating. [E 4.2] Lineup Balance The effectiveness of players at any given position depends, in part, on the effectiveness of the players playing behind them. (Somebody has to give them the ball!). Therefore, the rating of the MF area may not exceed twice the rating of the DF area. If this rule is violated, then excess MF rating is lost. Similarly, the rating of a FW area may not exceed twice the rating of the MF area. Example: A lineup has a DF rating of 12, an MF rating of 30, and an FW rating of 50. This is a violation of lineup balance, and so the MF rating is reduced to 24 and the FW rating is reduced 48. Note that for this balance , the SW DOES NOT count towards the DF area.

EXCEPTION: If a club uses Early Cross (E) or Longball (L) tactics, the FW rating may not exceed the DF rating by more than a factor of two, but may exceed the MF rating by any amount. If a team violates this rule, his area ratings are adjusted to meet the rule. Any SL lost by this rule is lost while the imbalance continues in the game. Example: If a club has 48 SLs in the FW area, 35 in the MF area and 15 in the DF area, the MF area has an effective SL of 30. The 5 extra SLs are lost. Lineup balance is applied, and must be obeyed, every minute of the game.

[E 4.3] OFF, DEF and GP Ratings Each team is given a rating for offense (OFF), defense (DEF), and goal protection (GP). Under normal circumstances the values for each of these ratings depend on the total SL in each of the areas SW, DF, MF, WG, and FW as follows: GP = SW + 0.5 * DF DEF = SW + DF + 0.5 * MF + OTF OFF = (0.25 * DF) + (0.75 * MF) + (1.25 * WG) + FW + OTF (where "OTF" is the club's One Touch Football rating.) However, if you choose to NOT play a sweeper, the OFF and GP are affected as follows, regardless of tactic employed: GP *= 1.2 (ie. a 20% bonus to DF contribution to GP) OFF -= 0.05*DF (ie. a 5% penalty to DF contribution to OFF) If you have 4 SL10 players, here's how the figures come out: Configuration GP OFF 4 DFs SL10 1.2*(0.5*40) = 24 0.2*40 = 8 1 SW SL10, 3 DFs SL10 10 +(0.5*30) = 25 0.25*30 = 7.5

[E 4.4] Team Tactics and their effects There are team tactics that a manager can employ, which may suit the team's playing staff or be geared to a specific situation. These tactics can alter the above OFF/DEF/GP formulae, if applied by either manager. Read this section and the next very carefully! A manager may use no more than one of these tactics at any one time, and does not have to use any of them (except at least Normal)! Brief summary of the tactics Managers have the choice between playing one of nine possible overall match tactics to create GP, DEF and OFF. Each has its good and bad points. From the most defensive to the most aggressive the tactics are:

STALL

OPPORTUNISTIC

COUNTER ATTACK

NORMAL

LONGBALL

EARLY CROSS

FINESSE

The team is hardly trying at all to score, and is simply defending the goal as much as possible. If you have no hope of winning a match, or are desperate to hold on to a 1-0 lead, Stall is often the best option. Against a better team you may get a draw, or at least not suffer a slew of goals against you. A Stall team would rather kick the ball into the stands than upfield. The team is still defensive, but tries to make a few counterattacks to score. This may seem like a weaker version of the Stall tactic, but in fact against some of the more aggressive tactics and teams Opportunistic may have just enough of a bite to overall improve the defense against them. Opportunistic is the one tactic where having a very high SL SW is worth the investment as even the SWs get to create some OFF. This is a modified Opportunistic Tactic, but instead of hoping to se e if offense kind of just develops, Counter Teams actively seek to rush en mass upfield while the other team is still in the "wrong half" of the field as soon as they get the ball. Against a defensive minded team Counter teams will find little chances to actively counter attack and flounder, but against unbalanced aggression counter teams thrive. Counter Attacking will shred a "bad" Press team. A balanced approach with an even attack and defense. If you have no special plan, Normal is usually a okay option. There are no real weaknesses to Normal, and likewise no real advantages. "Simple" soccer is sometimes the best plan of all. Slightly more aggressive than Normal but not much. A good tactic if you have a weak midfield and a few solid FWs on your team. Suffers a little against teams with SWs, but usually has a good shots taken to goals scored ratio with good FWs. If you plan to play Longball often, investing in OTF is a waste of time. Use that extra CP to create 1-2 really standout FWs, or shore up the DF line. This is a modified Longball Tactic. Like Longball Early Cross ignores the MF area for 2:1 rules, but instead of firing balls upfield "up the middle" it fires balls upfield "out wide" with the aim of quickly spreading defenses, and constantly making quick crosses into the box for volleys and headers. This requires a pair of standout WGs to make work, and can produce awesome OFF production, but is weakened more than any other tactic by marking. Also could do with a good FW in the middle to collect crosses and score. This tactic is not so much aggressive as it is arrogant. Based on a Normal Tactic Finesse teams try and "out skill" the opposition based both on individual flair and retaining possession through higher OTF. A suitable example (as I read somewhere) would be the Brazil national team toying with New Zealand in the 1982 World Cup. New Zealand barely touched the ball, and the mighty Zico spent half the game trying to score from a backheel. (Brazil won 4-0 by the way) . Finesse teams will attempt to play the ball out of their own penalty area rather than clear the ball. IF the Finesse team does in reality have a good advantage in SL and OTF then they can easily control the game at both ends of the field, and reduce the opposition to rubble. If SL and OTF is EQUAL or less than the opposition team, then all that fancy footwork can go awfully sour. An openly aggressive tactic that requires a heavy duty midfield, enough DF SL to push the ball into the MF area, and as high an OTF as possible. Even with all that, Ball Control can be awfully wide open at the back. Like Finesse a Ball Control team tries to keep hold of possession, but rather than using clever 1 on 1 skills, they tend to use physical play, and create a Wall of Force across the middle

BALL CONTROL

PRESS

of the field. Also all that MF and DF development doesnt leave much for FW and GK training and coaching. Ball Control teams could in theory have both a solid defense and a crushing offense, but it seems to require an extra 40+ SL MINIMUM advantage over the opponent to get away with it. The weakness at the back and in goal will likely bring them up short in the final analysis against the best. This is probably the least used tactic of all due to its difficult nature. The most aggressive tactic of all. Press throws everyone forward in an attempt to score, and as a result is wide open at the back. Pressing against anything other than a team playing a defensive tactic is usually a recipe for disaster as your defensive weakness can outweigh your offense strength. Press is actually safest with a lot of SL at DF and a high OTF in a "back attack" formation. This style against even a superb Stall can break through and score, while having enough of a defense to shut out the other team. Otherwise unless you have a 30-40 SL advantage over the other team, pressing is not a good option.

[E 4.5] Tactical Formulas GP SW Stall Opportunistic Counterattack 1.00 0.75 0.75 DF 0.50 0.50 0.25

DEF SW 1.00 1.00 1.00 DF 1.00 1.00 1.00 MF 1.00 0.75 0.50 OTF 2.0 1.5 1.0

OFF SW DF MF 0.25 0.25 0.25 0.25 0.25 0.50 0.50 FW 1.00 1.00 1.00 WG 1.25 1.25 1.25 1.0 OTF

Normal Longball Early Cross

1.00 1.00 1.00

0.50 0.50 0.50

1.00 1.00 1.00

1.00 1.00 1.00

0.50 0.50 0.50

1.0

0.25 0.25 0.25

0.75 0.50 0.50

1.00 1.50 1.00

1.25 1.25 1.75

1.0

Finesse Ball Control Press

0.75 0.75 0.75

0.25 0.25 0.25

1.00 1.00 1.00

0.75 0.75 0.75

0.50 0.75 0.25

1.0 0.5

0.25 0.25 0.50

0.50 0.75 1.00

0.75 1.00 1.00

1.00 1.25 1.25

1.0 1.5 2.0

[E 4.6] Tactical Combinations A series of adjustments is applied for specific situations. They are as follows: No SW then GP is GP * 1.2 and DF OFF multiplier is -0.05 For each WG and FW on the field WG OFF multiplier is + 0.05 All except Stall against Longball and Early Cross add 50% of SW SL to DEF Opportunistic or Counter against Press or Control get +0.25 DF to OFF Press or Finesse against Stall get -0.25 DEF and + 0.25 OFF from DFs Longball or Early Cross against Opportunistic or Counter get +0.25 OFF from DFs Now the GP/DEF/OFF totals are updated based on the general formula and the adjustments discussed above. Ball Control vs All special OTF bonus DEF and OFF get (OTF + 5)/4 * number of extra MFs over opposition as a bonus. But if the Ball Control team has less MFs than the other team OTF is reduced to zero for OFF purposes

Counter Attack OFF adjustment % OFF bonus when playing against P 40% C B N 20% E L 0% O -20% S -40 % Excess GP turned into OFF when the opposition is stalling If your opponent plays Stall and their OFF is less than your GP, then your OFF gets: OFF + (Your Teams GP Opponents OFF) and your GP is set equal to your opponents OFF (thereby they do not get any shots) [E 4.7] Home Bonus The home club in each match has its OFF and DEF ratings increased by 8-13 points. The home club may increase its home advantage by "advertising" to bring in more fans. The cost of advertising to raise the bonus is as follows: Home Bonus 8 9 10 11 12 13 Cost(K) Free 5 10 20 40 80

[E 5.0] Shots and Goals Each team's OFF, DEF and GP ratings are now compared. From this, a certain number of scoring opportunities (henceforth referred to as "shots") are awarded to each club. Each shot is assigned to a player from the appropriate team and has a chance of being converted into a goal. This chance depends on the player to whom the shot is assigned and on the SL of the opposing GK. The method for resolving penalty kicks is discussed in section [E 5.3]. [E 5.1] Deciding when shots occur If a club's OFF rating exceeds its opponent's GP rating (highly likely),the club can expect to get a number of shots over the course of 90 minutes computed as follows: 7 * [(OFF -OPP(GP))/OPP(DEF)]^1.5 where "^" is exponent and where "OPP(GP)" is the opposing GP rating and "OPP(DEF)" is the opposing DEF rating, and assuming that these ratings do not change during the game. The shots can be expected in a random spread through the game. Tactical team changes, injuries and changes in player positions and styles will almost certainly affect the OFF, DEF and GP ratings. [E 5.2] Resolving the shot - GOAL ? If a team is determined to have a shot, the shot is then assigned. Which player gets the shot is determined by how much they are contributing to offense based on the chosen tactic and their MarkingSL. For example, in a normal tactic, a DF player contributes 25% of their MarkingSL to offense. If the player's marking SL is 20, then they contribute SL 5 to offense. If the total SL contribution to Offense from the other players is 100, the DF player noted above would have a 5% chance of getting a shot. The above holds true for all match positions except WG. For WG, their chance of getting a shot is based on the following formula: WG OFF = (WG MarkingSL ^ 2) / WG OFF So if the WG OFF is 25 and the WG's Marking SL is 20: (20 x 20 = 400) / 25 = 16 If the total Offense from the players is again 100, the player has a 16% chance of getting a shot. Once the shooter has been determined, the chance for offsides is processed. If the opposing team fields a SW, only a player playing FW could be offside (5% chance). If the opposition lacks a SW, the chance of offside is determined as follows: Position Offside Chance DF 1% MF 5% WG 12% FW 19%

Next the shot is checked to see if it's on target. The position and ShootingSL are used to determine accuracy. Using a random number from 1-100, if the number is greater than the information on the following chart, the shot is off target: Position DF MF WG FW Total 5 + (ShootingSL * 3) 15 + (ShootingSL * 3) 20 + (ShootingSL * 3) 25 + (ShootingSL * 3)

For example, a DF with a ShootingSL of 10 would have a 65% chance of being off target, while a FW with the same ShootingSL would have only a 45% chance of being off target. If the shot is on target it is then determined to be either a goal or a save based on the following formula: (60 + (2 *GKs EffectiveSL) - (2 * Shooter's ShootingSL))

Note that a shot can never have less than a 10% chance or greater than a 90% chance of being a goal.

[E 5.3] Resolving Penalty Kicks Penalty kicks are resolved somewhat like other shots, however: 1. The designated penalty kicker always takes the shot. If no such player exists (such as the player was subbed for or is injured), the player with the highest ShootingSL is chosen instead. 2. There is no chance of being offside. 3. The shot bonus (used to determine whether the shot is a miss) is 50% (since the kicker gets a pretty easy shot). 4. The chance that the shot will be saved is reduced by half. (The GK has to guess which way the shot will go.) Here's an example: ShootingSL = 15 GK EffectiveSL = 10 Chance of on target: 50 + (3 * ShootingSL) = Chance of on target 50 + 45 = 95% chance of on target If on target, then Chance of save: (60 + (2 * GK EffectiveSL) - (2 * ShootingSL)) / 2 = Chance of Save (60 + 20 - 30)/2 = 50/2 = 25% chance of save (75% the shot is a goal)

[E 6.0] Wingplay Wingplay introduces a method for teams to create some extra OFF production by playing the ball wide and spreading the defensive line of the other team. The way this is done is by introducing a new player position - the Winger - or WG. WG is considered one position removed from MF or FW for OPP purposes. There are no multi-positional WG combinations. WGs shoot from halfway between MF and FW for offside and on target. There can be no more than a total of 1-4 FW and WG players on the field at any time. There still must be a minimum of 1 FW playing at all times, as without at least 1 FW there is no one to cross the ball to easily. Teams are allowed 0-2 WG on the field at one time. The main advantage to WGs over FWs or MFs is that WG have a higher SL multiplier for creating OFF. For all match Tactics the WG OFF Production is SL * 1.25. The exception being the Tactic "Early Cross" where the multiplier is 1.75. The main disadvantage to WGs over FWs or MFs is that WG have a lower chance of getting shots allocated to them. This is because they are often wide of goal in non-scoring positions. The WGs get credit for OFF production for shot allocation purposes at the rate of SL * 1 / the current OFF production multiplier. The more players playing at FW/WG at one time, the more the WG advantages and disadvantages are increased. For each FW or WG on the field, the OFF production multiplier is increased by 0.05.

Example: WG FW WG Normal Tactic WG OFF production is SL * 1.40 for each WG WG OFF production for shot allocation is SL * 1 / 1.40 (~0.71) In this example the WG players are kind of like a MF player that has converted all the DEF production into OFF production. WG FW FW WG Early Cross Tactic WG OFF production is SL * 1.95 for each WG WG OFF production for shot allocation is SL * 1 / 1.95 (~0.51) In this example the WG players are the core of the teams offense. A pair of SL 28 WGs would produce 109 OFF. This is a massive OFF production from just two players, but is balanced off by a reduced production in the rest of the team, and the fact that with marking coming into play WG OFF can be quickly chopped down to size. So yes it can be lethal, but also deftly controlled by the righ t team as well.

[E 7.0] Referees Referees are now part of the software. Each referee has tendencies as described below. The league report will contain information on the referee. Also, you will be able to see which referee officiates your match (again, see the league report for that info). Each referee's tendencies (-10 to 10) may impact the game in the following way: STRICTNESS (Str) A value of -10 reduces the odds of bookings and penalties by 100% (thereby eliminating them), a value of +10 increases those odds by 100%. Every point of Strictness therefore adds/substracts 10% to the odds. GAME FLOW (Flow) Indicates how attuned the ref is to the flow of the game. A value of -10 represents a ref that is "whistle happy". It disrupts the game and increases the DEF rating of both teams by 20. A value of +10 decreases the DEF rating by 20. HOME BIAS (Bias) A value of -10 increases the odds of home team getting bookings by 100% and reduces the odd of the away team getting booked by 100%, value of +10 does the opposite. OFFSIDES (Offs) This modifies the odds of a player being offside from -100% to +100%.

[Part F] HOW NEW PLAYERS ARE ACQUIRED


There are a number of methods you may use to acquire new players. The following section discusses these. [F 1.0] Pre-Season Draft Each club gets to draft 3 new age 0 players into their team for free at the beginning of a season. The 3 drafts will be labeled Draft 1, Draft 2 and Draft 3, and each will carry certain draft points. Draft 1 of last placed team (ie 20th overall) will carry 8 draft points while Draft 1 of first placed team (ie Rusty Div I champ) will carry 5 draft points. The value of Draft 1 of other teams in between will be in proportion to their finishing place in the table given by the following formula: Value of a draft = (position of the club/total no. of teams x Difference betn extremes of the draft value) + Lower extreme of the draft value Thus, Value of Draft 1 for team finishing 19th = (19/20 x 3) +5 = 8 (rounding off)

Value of Draft 1 for team finishing 9th = (9/20 x 3) +5 = 6 Value of Draft 1 for team finishing 2nd = (2/20 x 3) +5= 5 Similarly, Draft-2 is worth 5 draft points for the 20th team and worth 3 draft points for the first team; Draft-3 is worth 3 draft points for the 20th team and worth 3 draft points for the 1st team. The value of Draft-2 and Draft-3 for other teams in between is again in proportion to their finishing place as shown earlier. Check the complete table here: Team Position Draft 1 Draft 2 Draft 3 1 5 3 3 2 5 3 3 3 5 3 3 4 6 3 3 5 6 4 3 6 6 4 3 7 6 4 3 8 6 4 3 9 6 4 3 10 7 4 3 11 7 4 3 12 7 4 3 13 7 4 3 14 7 4 3 15 7 5 3 16 7 5 3 17 8 5 3 18 8 5 3 19 8 5 3 20 8 5 3

Every skill level purchased will cost 1 draft point. Managers may choose the position for each player under the following rules. GK SW DF MF WG FW - 0 Draft Points SD DM MA - 2 Draft Points UT - 4 Draft Points So a 0/2 MA would cost 2 + 2 = 4 points So a 0/3 UT would cost 3 + 4 = 7 points So a 0/8 FW would cost 8 + 0 = 8 points So a 0/1 GK would cost 1 + 0 = 1 point Any points left over from creating any one player are simply lost, and cannot be transferred to another player or team. Draft picks are free. All draftees are age 0. After 360 minutes of play (4 full matches) rookies are seasoned and gain 2 SL. Draft picks are FREE, but tradable.

[F 2.0] Auction Players can also be acquired in Auctions which are run periodically. Check out the website to find out. The players placed on auction are generated randomly by the software and will have random positions, age, skill level and will be without any name. They are renamed validly according to the manager making the winning bid. A player acquired in an auction MUST appear in 4 matches before he can be traded. Each team gets a maximum of 4 bids. You can bid on up to 4 players .If, for instance, you get a player with one of your bids early on, your other bids on other players are STILL IN EFFECT. Sometimes this

means a later bid is lowered because you don't have that much cash left, but it will still be a valid bid if you have 1K or more in the bank. Just to recap, the rules governing auction bidding are: 1. You can place a maximum of 4 bids at an auction session; but you can only acquire a maximum of 2 players at a time. 2. Enter your LOT number, bid, and player name based on the available players 3. You must enter a UNIQUE player name for each player. If you bid on lot 1 and win and the player name is Smith, then if you win on lot 2 and also name him Smith then you will NOT get the second player and be fined 100K .Also the same player name on a team can obviously make the game go haywire. 4. One may bid more than in the bank, as when a prior bid has been successful. However if you bid more money than you have, your initial bid will be lowered so that your ending bank account will be 0K. 5. You may bid ONLY ONCE on an available auction player. You should bid the HIGHEST amount you will pay for the player, however you will get him at a lower price if the other competing teams highest bids are lower than yours (and you have the money). For example if one team bids 150 and another 250 then the second team will get the player for 151 (not 250). Another example: You bid 1000 on a player and no one else bids on the player. Youll get him for 1K. 6. If two or more teams tie in their bids for the same player, then the player goes to the team in the lowest division with the fewest league points. 7. ANY player you get in an auction MUST appear in 4 matches for your team BEFORE he can be traded. 8. Have funauctions are one of the best parts of this game!! 9. If you have 25 players at the start of the auction OR at the start of a bidding lot, your bids are disqualified. 10. The order of the auction is done based on LOT. Lot 1 is processed first, a winner assigned, their bank account reduced, etc. Then its on to lot 2.

[F 3.0 ] Apprentices An age zero player is known as an "apprentice". An apprentice may be acquired in three ways in Rusty League: 1. In Pre-Season Drafts 2. In Auctions 3. Purchased anytime as follows: In Div I, you may sign an Age 0 SL 1 Apprentice (GK, SW, DF, MF, WG, and FW) at any time during the season via web site. The cost of each of these apprentices is 50K. In Div II, you may sign an Age 0 SL 3 Apprentice (GK, SW, DF, MF, WG, and FW) at any time during the season via web site. The cost of each of these apprentices is 50K. An apprentice purchased in this way MUST appear in 6 matches before he can be traded. Apprentice Youth Players with higher SLs may sometimes be picked up via the auction.

See section [C 1.4] for details on apprentices.

[F 4.0] Transfers and Trading Players may buy sell, or trade anything (a player /CP/ TP/OTF). Trading can be a very rewarding experience, especially when both teams gain from the trade, as is perfectly possible and as is always true with the best of deals. If you have players to trade, your best means of advertising them is to post them in the various communication tools within the website (like Blog, ShoutBox, Personal Message etc) or Transfer Market link on web site. [F 4.1] Trade Restrictions A trade deadline is generally enforced that means you are not able to trade anything after a certain point in the regular season. You may, of course, strike a deal after this point, but the actual exchange of "goods" will not occur until next trade window opens. Similarly, the actual exchange of goods cannot take place in the 24 hours leading to a match. [F 4.2] Trading Confirmation The discussions regarding a possible trade are done between the managers and an agreement between the managers is sought. Once an agreement over a trade deal is reached between the concerned managers, trades are confirmed in one of the following two ways: Through the Trade Center page in the website. [Recommended] Via notification to the commissioner by both mangers.

[F 4.3] Trading Deadline Transfer Windows are opened only during certain periods of the season where the actual trading of resources occurs.

[F 5.0] Re-Qualification Because of the multi-position player rules you may need to re-qualify a player because of the cap of 5 on multi-position players. You may do this in the following manner. If a player was a SD, you may requalify the player at SW or DF. If the player was a DM, you may re-qualify the player at DF or MF. If the player was a MA, you may re-qualify the player at MF or FW. If the player was a UT, you may re-qualify the player at DF, MF, or FW (but not GK, SW, or WG) Re-qualification may only be done for these multi-position players.

[PART G] JOINING THE LEAGUE [G 1.0] Taking Over an Existing Club Sometimes a club may have no manager and such club becomes available for adoption/take-over by a new manager joining Rusty League or any current manager as long as they give up their current team. The manager taking over a club has the following rights before the start of a new season: 1. Right to change the name of the club 2. Right to change the name of the club stadium

If a manager does not turn in lineups for three weeks in a row or 5 times in a season, the commissioner may, at his discretion, declare the manager "gone" and the team available for adoption. A manager taking over an NMR team will receive $50k x # NMR matches. This reflects team morale rising with new leadership. It also allows the manager to pay for the extra coaching that may well be necessary to k eep star players fully trained - VITAL in Rusty League.

[G 2.0] EXPANSION TEAMS Teams entering the competition for the first time are known as Expansion Teams. Expansion teams receive the following resources: 18 players (total SL 210) - you choose the player names and positions. Age 0: SL 3, SL 3, SL 5 Age 1: SL 10, SL 10, SL 12 Age 2: SL 14, SL 14, SL 16 Age 3: SL 16, SL 16, SL 18 Age 4: SL 15, SL 15, SL 17 Age 5: SL 8, SL 8, SL 10

OTF = 4 24 CP for the season 24 TP for the season Bank = 100k Morale Rating = 0.5 Any manager may decide to start over and create an expansion roster team at the start of any given season.

[Part H] MODIFYING RULES/CONDUCT & PARTICIPATION


[H 1.0] Modifying Rules and Conduct Rules can be changed. Keep your ideas flowing. Keep in mind though that what you suggest should be a benefit to the league and not just something to "add realism", as adding realism may have a negative affect on game-play. Please be advised that all discussion on any subject is welcome, and dissent is recognized as a valuable part of improving this league. However, all comments, questions and opinions should be presented in a civil and sportsmanlike manner. Failure to behave in an orderly fashion will not be tolerated, and such abuse or misconduct will be followed by immediate consequences, including banishment from the league. Good Luck! Rusty League Commish

Document Created by: Sumit Dahal 17/7/2010

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