The NCAA Football Online Dynasty league is based on the mission of sim gameplay, first and foremost. Our rules are subject to being changed–even midseason–if an issue has been identified that is grossly impacting this mission. We will do our best to handle rule changes quickly and appropriately.
NCAA Football 14 for PS3
No custom playbooks (but can use any other playbook)
Advances are Fridays and Mondays 9pm ET
Offensive Skill: Heisman
Defensive Skill: Heisman
Quarter Length: 8 Minutes
Game Speed: Normal
Home Field Advantage: On
PAC-12 and Big 10 Teams
– Switching on Defense is allowed.
– Hit Stick: Use in realistic moderation.
– You CANNOT move players on Defense pre-snap other than 1)The ONE player you’re controlling and 2)Using the in-game pre-snap adjustments.
Restarts–most notably vs AI teams–are not tolerated. We understand sometimes things happen, and we the commissioners will handle each instance on a case-by-case basis. Penalties for restarts can range from a forced loss in another game week to expulsion from the league.
Note: Do not hit “x” during the highlights/still images presentation during post-game as this has been known to cause freezes (and thus, restarts).
If you are winning big in the 4th quarter (24+ points), sub in the backups to get them experience. It also adds to the realism of college football. If your opponent has conceded defeat late in the game at a reasonable point (by running only and chewing clock) you need to pump the brakes and just take the victory. If your opponent has NOT conceded defeat and is aggressively trying to come back (airing it out on offense & putting 8-9 men in the box run blitzing) the team in the lead is free to run their offense to keep the chains moving. The winning team is also free to score if they have an open lane to the end zone. Don’t score if you can run out the clock. Losing big is not an excuse to pad stats.
If you have a complaint, contact a Commissioner/Admin privately on Slack. Do not blast the main chat with a complaint about your opponent.
Communication is key for a successful league. Please don’t be lax or passive when it comes to contacting your opponent. Don’t play the waiting game.
Here’s how it should work:
- Player A – Slack DM your opponent with the days and times that work for you during the advance window (not just “When can you play?”)
- Player B will reply with what works for them, and you come to an agreement.
Offense: Vary your runs, vary your formations, and vary your routes. Do not resort to go-to plays on most 3rd downs. We all have tendencies, but let’s open up the playbook for this league. Defense: Vary your coverage, vary your formations, and vary your blitzes. If you have a team that is built to play more man feel free to do so. The same goes for zone schemes. Within your scheme you still need to call different zone/man plays.
Must rush at least 3 defenders on every play, QB spy does not count as a rusher.
–4th Down Rules–
You may attempt to go for 4th and 2 on your opponent’s 40 yard line and in. This does not mean that it should be automatic to go on 4th in this situation, as the game situation should determine this.
You may attempt to go for 4th anytime you are losing in the 4th quarter.
Fake punts/kicks can be done at anytime from any position on the field, but can never be used more than once in a game (per team). We encourage folks to keep this reasonable, meaning you do not HAVE to use one in every single game.
No play-action pass plays on 3rd and 10+ yards or 4th and 10+ yards.
No more than 1 consecutive no huddle attempt can be called, and the play must be changed completely.
Exception: Only in the final 2 minutes of the 2nd and 4th quarters can you attempt a max of 3 consecutive no huddles, while changing the play completely.
QB should not be sprinting back 10 yards on drop-backs.
QB should not just sprint straight to the sidelines after the snap. Let the QB complete his drop-back motion, and then you can scramble if you are facing immediate pressure.
QB should not be constantly drifting to the right/left on a standard drop-back.
There are some designed roll-outs in the game, but none of them sprint you to the sideline.
No more than 2 hot routes (for receivers running routes) can be called during any offensive playcall. This relates to changing WR routes, so if you’re using max protect, then more than two adjustments can be made, but the RB/TE’s should stay in and not run a route (so in other words, don’t adjust a third player’s route).
No chew clock until the 4th quarter. Exception: if the losing team is down big and is trying to end the game (winning team can follow suit if they see this).
Please do your best to to play your AI opponent for any given week.
– No WR to TE
– No WR to HB or HB to TE
– LB’s can be moved to LE/RE and vice versa.
– LE/RE can be moved to DT and vice versa.
– Secondary positions can be moved to another secondary position (CB, SS, FS)
– SS/FS can only be moved to a LB position if they are 225 lbs minimum, and 87 speed maximum.
– No K or P position changes.
– Athletes, upon entering NCAA, can be moved anywhere once. After THAT POINT, the rest of these rules would apply.
– If you don’t see something listed here, please ask an admin before making the switch.
Disconnects will be handled on a case-by-case basis, but are best resolved between the two teams. Please make every attempt to get your games played.