
The Utah Football League is a computer Action! PC Football League using the current (2006) edition of the game. The UFL plays a sixteen game schedule over a seventeen week period, with one bye week for each team.
Team rules
Game rules
Set-up
Post-Season
Off-Season
Miscellaneous
Each season, dues totaling $25.00 will be due following the season. Dues may increase from year to year based on the financial outlook of the league. To date, the league dues have never increased from the inaugural season. Note: League Dues are non-refundable.
Each team can carry 50-60 active players on their roster. If a team is short of the required minimum of 50 players by the roster due day, the commissioner will assign him the necessary players to fill out his roster. These players will be released without compensation after the UFL Super Bowl.
Position MinimumsRoster Limits
Active Players: 50 minimum - 60 maximum.
Inactive Players: 6 maximum. These players count toward position minimums explained below. Inactive players with a salary of $1M or less do not count against the team's salary cap.
Injured Reserve: 6 maximum. Injured reserve players do count against the team's salary cap.
Rookies: No limit. These are the players you draft in April. Rookies are given contracts after they are drafted. Contracts for rookies are for up to 6 years in their initial contract.
Expansion Teams: First year expansion teams are permitted to carry an additional 6 inactive players for their first season only. First year coaches are not considered expansion teams.
Roster Cuts: Players in their initial contract are eligible to be cut by a set date. Owners have the option to release players from their contracts due to salary cap concerns by the cut date.
Teams that opt to make cuts after the cut date will be required to apply 25% of that player's contract against their cap for that season.
Players that play 8 games or less in the NFL, or are not 'carded' by Action! PC may be cut at any time without penalty. Players acquired by free agency that do not meet this criteria have 50% of their remaining contract applied, before or after the cut date. See the Free Agency section for full details.
The cut date is usually on or around July 1st.
At the beginning of each season you must have the following number of players for each of the positions listed below:
| QB- |
3 |
DT- |
3 |
RB- |
4 |
DE- |
3 |
WR- |
4 |
ILB- |
3 |
TE- |
3 |
OLB- |
3 |
OT- |
3 |
CB- |
4 |
OG- |
3 |
S- |
4 |
C- |
2 |
||
1 Kicker with 16 attempts.
1 Punter with 40 punts.
1 Kickoff Returner with 16 returns OR 19.9 or less average with no touchdowns.
1 Punt Returner with 16 returns OR 9.9 or less average with no touchdowns.
Note: H-Backs count as either a running back or a tight end.
Your complete team, with the platoons filled out in full, is due to the commissioner by the date he specifies before the season begins. The commissioner will combine all team files into the Master Disk for redistribution out to the league. This disk will be used for all UFL games. No changes are to be made to the disk unless requested by the commissioner.
The Utah Football League uses a modified version of the NFL's salary cap as follows:
- Re-signed Players: Each year, every coach may retain up to two of his own free agents by agreeing to a new contract from one to four years at a 15% increase from their previous salary upon that contract's expiration.
- Restricted Players: Each team may also designate two 'franchise' players upon those contract's expiration. The team will then have the option of matching the highest free agency bid on those players.
- Player Retention: Each team will keep their full roster with the exception of players whose contracts have expired.
- Inactive Players: Any inactive player with a salary of $1M or less is excluded from their team's cap total. If the team's cap room permits, players may be removed from the inactive list during the season and activating their salary against the cap.
- Salary Cap: 2007 season total is set at $112,200,000.
- Projected cap for 2008 is $119,900,000 (subject to change.)
By the due date given each year by the commissioner, each team may designate one player on the offensive line, and one player on the defense to have a position edit. Players may be altered in the following ways:
Players are given this designation for one season, and then are returned to their Action! PC game position upon the following year's release.
Trades are to be reported to the commissioner. All trades made must wait 48 hours after being posted to the league website before they are official. Additional trades negotiated with players or draft picks just acquired are not valid until the 48 hour window passes.
If four or more owners challenge a trade within that 48 hour period, the trade will be reviewed by the commissioner and his trade officer. They will make the final decision regarding a disputed trade. The commissioner may also veto any trade or player acquisition which does not follow league rules or is in his opinion deemed harmful to the league's welfare.
Trading Period:
The trading season is determined by the commissioner. Trading is not allowed between the due date of final roster disks and the completion of the Super Bowl.
Trades are unofficial and are not posted to the website until both coaches have paid their dues in full for the current season.
Should an injury reduce a team's roster below the 50 player minimum active roster, that team must remain short for the duration of the injury. A team can move a player from their inactive roster to bring their roster back to 50, the player may not be moved back to the inactive roster once activated.
Players signed as free agents may be traded without penalty, but the contracts for those players still apply with their new team. Make sure you review a player's contract before you execute a trade.
Players that are 'commissioner assigned' cannot be traded. They were assigned to your team to fill a specific need.
Owners may not exceed their salary cap while bidding during each session. Total bids added up cannot be higher than the bidding team's cap space. The penalty for bidding more than a team's cap space allows is to void all bids for that session for that team.
Bids will be divided up by position within each of the rounds. Coaches will note how many players at each position they want, and will be awarded a maximum of that many players at the position based on how many they designate.
Example:
QB (2)
Drew Henson -$dollars x 4 years = $XX
Tom Brady - $dollars x 4 years = $XX
Duante Culpepper - $dollars x 4 years = $XXTeams may bid on as many players as they want as long as they have the cap space available, even if they only want two, in the example above, they must have space to place bids on all 3.
Team owners of restricted Free Agents have 24 hours to match the high bid or the high bidding team is awarded that player. Owners can also decline to match anytime before the 24 hours are up, but they cannot change their mind, so they should be sure.
Owners may want to consider making at least a minimum bid on their own restricted free agent in the event no one else bids on them. Restricted free agents who are not bid on at all will be offered to their original team for one season at a 15% increase from the previous year. If declined the player goes into the general pool and the high bidding team signs the player.
Owners who bid on a restricted free agent have the highest bid, then they are the high bidder, and it counts as one of the players they stipulate for that position. If the original team matches that high bid, then that's the risk taken to bid on that player.
Free agency bidding is done via a blind email bid for each session. Players must be bid on using their full names. J. Walker would not be accepted, instead it should be Javon Walker. Bids are required to be submitted in the format of the example above.
There are nine free agent session each offseason:
Session One: Defensive backs rated 8 or higher, wide receivers with 90 or more receptions, and tight ends with 60 or more receptions. Restricted players at these positions are also bid on during this session. Kickers and punters who are restricted are bid on during this session as well.
Session Two: Offensive and defensive linemen rated 8 or higher. Restricted players at these positions are also bid on during this session.
Session Three: Linebackers rated 8 or higher, quarterbacks with a 80.0 rating or higher and 200 or more attempts, and running backs with 900 or more yards rushing. Restricted players at these positions are also bid on during this session.
Session Four: Defensive backs rated 6 to 7, wide receivers with 45 or more receptions, and tight ends with 30 or more receptions.
Session Five: Offensive linemen rated 5.5 to 7, and defensive linemen rated 6 to 7.
Session Six: Linebackers rated 6 or 7, quarterbacks with a rating of 60.0 or higher and 200 or more attempts, and running backs with 300 or more yards rushing.
Session Seven: All remaining defensive backs, wide receivers, and tight ends.
Session Eight: All remaining offensive and defensive linemen.
Session Nine: All remaining linebackers, quarterbacks, running backs, kickers and punters.
Due dates for each session are determined annually by the commissioner.
Owners will submit bids for the amount and length of contract. The minimum bid is $125,000 per year.
Whichever owner offers the highest overall contract will be awarded the player.
For example: If one owner offers $1 million a year for 2 years and another owner offers $700,000 a year for three years, the second owner signs the player because he offered a total contract of $2.1 million and the first owner offered a total contract of $2 million.
When an owner signs a player, that player is contracted to his team for the duration of the contract. Up to four years. After the end of the contract, the player again becomes a free agent. If a coach cuts a player before the contract is up, he is immediately charged 50% of the remaining contract against the current year's cap.
For example: If a player is signed for $700,000 a year for 4 years and is cut after the first year, the team is charged $1,050,000 against his cap for that year, or 50% of the remaining $2.1 million due over the next three years of the contract.
Players cut due to retirement and/or an injury that causes them to miss eight or more NFL regular-season games in one season and/or players that are not "carded" by the Action! PC game (considered to be retired) are exempt from contract termination penalties at all times during the off season.
Players signed as free agents may be traded without penalty, but the contract still applies with the new team. Make sure you know a player's contract status before you trade for him.
It is recommended that you wait until salaries are updated before making trades, as you will "inherit" any changes made to the salary after the trade.
Players cut who do not have a card on the Action! PC disk are not eligible to be bid upon in free agency.
Bids are sent to the commissioner and his free agency officer. The commissioner and free agency officer send their bids to each other first, and then the bidding is opened up to the league. If bids are not submitted by the deadline, they will not be accepted.
Results are usually sent out the same evening the bids are due, and rosters are updated accordingly. Team owners are responsible for keeping track of their salary cap space.
The subject line of your email for bids must read the following way: UFL Free Agent Bids for: Your full team name (city and nickname, please). Session #
For example: UFL Free Agent Bids for: Salt Lake Knights. Session #2
This is a reverse order draft of 'draft eligible' college players, or players who've played in any other professional leagues but have not played in the NFL at any point prior to this day.
The first three rounds of the draft are held one week before the NFL draft.
The last five rounds of the draft are held one week after the NFL draft.
Expansion teams draft first in all rounds of their inaugural draft. First year coaches are not considered expansion teams.
Rushing -
Running backs and quarterbacks are limited to 110% of their actual NFL attempts.
- Any running back or quarterback with less than 60 NFL attempts is limited to no more than 15 attempts in a single game.
- Any running back or quarterback with an NFL average of 2.9 or less is allowed up to 15 attempts per game unless their 110% limit is more that 240 attempts for the season. In this case the player does not have a per game limit.
- Quarterbacks are limited to Dives, Draws, QB Option and Bootleg running calls. They can not run Traps, Pitches, or Sweeps. Quarterbacks are allowed to go over their 110% limits, as long as their runs are not called by the coach, with the exception of the QB Kneel, once they have passed their 110% limit.
Quarterback Passing Attempts -
Quarterbacks with an actual NFL rating of 65.0 or higher are limited to 110% of their actual NFL attempts. Quarterbacks with a rating of 64.9 or lower are unlimited.
Receivers -
Wide receivers, tight ends, and running backs are limited to 110% of their actual NFL reception total, with the following exception:
Any wide receiver, tight end, or running back with fewer than 35 receptions and an average per catch of 14.9 or lower is limited to no more than 40 UFL receptions.
Any wide receiver, tight end, or running back with fewer than 35 receptions and an average per catch of 15.0 or higher is limited to 25 receptions or their actual number or receptions, whichever is higher.
The 110% rule does not apply to these players above as the game has a built in factor that reduces the completion percentage and raises the interception percentage when attempting to throw to one of these players.
Kickoff returners -
A player is considered unlimited if he had either 16 kickoff returns or more, or had a kickoff return average of 19.9 or less without a touchdown return.
All other players are limited to their actual number of NFL kickoff returns. Any team with only one unlimited player should have limited returners that total at least ten returns on their team.
Punt returners -
A player is considered unlimited if he had either 16 punt returns or more, not counting fair catches, or had a punt return average of 9.9 or less without a touchdown return.
All other players are limited to their actual number of NFL punt returns. Any team with only one unlimited player should have limited returners that total at least ten returns on their team.
Punters -
Punters with 40 or more punts are unlimited. Punters with 39 or fewer are limited to their actual NFL attempts. The 110% rule does not apply.
Kickers -
Kickers with 16 or more filed goal attempts are unlimited. Kickers with 15 or fewer field goal attempts are limited to their actual NFL attempts. The 110% rule does not apply.
The commissioner may make any edits to the final disk that are deemed "taking advantage of the system." If there are any edits made to a team, the owner will be notified that a change was made and the reason(s) why. The owner may appeal the decision by writing an email to the commissioner and the issue will be put to a vote. The commissioner's decision may be over-ridden by a vote of 14 of the other 18 owners.
Owners are to be aware of the limits of the players on their team. Any owner violating these limits will be subject to fines against their salary cap, and/or draft picks being removed. If a player is overused by 5% or more above his UFL limits, that player's contract with their team is bought out and that player becomes a free agent.
Players whose contract are bought out and become free agents still have half of their total salary counted towards their former team's salary cap, all at once, the following season. The injury/retirement rule does not affect this, to prevent intentional overuse of a player that has retired or been injured.
Limits are rounded down if the 110% increase does not result in a whole number.
Injuries -
Injuries are kept track of by the game. In the event that a team is depleted by injuries at a specific position, the owner will be allowed to 'sign' the best remaining players in the free agent pool. Players signed in this case are considered 'commissioner assigned' and are released, without compensation, the following offseason.
Players are limited to their actual NFL number of any particular trick play attempts over the course of the season. Trick plays called by the computer coach do not count against a player's limits.
Trick Plays include the following:
- Endaround (rushing play by wide receiver or tight end)
- Reverse (rushing play by wide receiver or tight end)
- FleaFlicker
- Tick Pass (passing play by any player other than a quarterback. When you choose this play you are selecting the passer, the computer determines the intended receiver.)
- Double Reverse (rushing play by wide receiver or tight end - or a running play by a running back in which a wider receiver/tight end touches the ball during the play, not including fumbles)
- Hook and Ladder
- Fake Punt (rushing or passing by the punter, game does not have the option to run with the blocking back)
- Fake Field Goal (passing by the kicker, or running or passing by the holder. Passing attempts would only after holder if it is a position other than a quarterback, all regular usage rules apply)
Stadiums
All teams have customized stadiums with stadium names, wind and precipitation levels, and weather patterns. All stadiums are set at a home field advantage of 2.
Only the Action! PC Football game in it's most current version is allowed for Utah Football League games. Only the master disk from the download page is allowed to be used for league games.
Games may be played head-to-head against another Utah Football League member in person or via the internet, solo against the default computer coach, or with the opposing team's computer coach sent to you.
The visiting coach should contact the home coach by Wednesday of each week (or the second Wednesday of a two week period for holidays) to schedule a time to play head to head. The earlier in the week, the better, to allow time for rescheduling due to unforseen events.
Home and Away teams remain in place during solo games. At the start of any solo game, before any plays are called, the host coach must make any requested substitutions, if any, for the opposition's starting units. During the remainder of the game, the host coach must follow any stated instructions (limits, substitutions, etc...), if any, given by the opposing coach. These instructions and computer coach must be sent to the commissioner to be passed on to the host coach.
- Setting up our league rules structure
Plays from scrimmage
Write-ups
Updating your league disk
Every week I will send out a notice that the new disk has been posted to the website.
You must update your UFL folder each week with the new disk.
Altering, sending, & receiving coach files
Away game instructions
— If the home team does not show at an agreed time and day set, the visiting team, with the exception of playoff games, can contact the commissioner for permission to coach the game one day later, if all reasonable attempts to reach the home owner fail, against the computer coach.
The league is divided into two conferences. Two division winners, and the two teams with the best records from each conference qualify for the playoffs.
First Round: Each conference: #4 seed at #1 seed & #3 seed at #2 seed.
Second Round: Conference championships.
Super Bowl: Desert Conference vs Mountain Conference at a neutral site, with homefield advantage turned off.
Player Limits in Postseason Play
All ball carriers, limited receivers, quarterbacks, limited returners, limited punters and kickers are held to one-tenth of the Utah Football League regular season limits.
Unlimited players remain so.
If one-tenth of a players attempts results in a number less than one. That player is limited to one attempt for the duration of that team's participation of the postseason.
Championship Trophy
A trophy will be designed, purchased and mailed to the new champion by the commissioner each year.
All Utah Football League owners may submit rule proposals to the commissioner by the due date determined upon the completion of the championship game. All proposals must be placed on the ballot.
The voting on the rules will take place before off-season activity such as trades, the draft, and free agency begin.
A total of three-fourths confirming votes of the league members are required to amend or remove an existing rule, or introduce a new rule to the league constitution.
If a player is over used by more than 5% of their Utah Football League limits, that player will become a free agent the following off-season.
Late games without an extension: Game is autoplayed, and both owners are fined $250,000 from their salary cap space for each occurrence.
Late roster/team disks: $750,000 the first day and $250,000 from team's salary cap space each day thereafter.
These fines are in place as an incentive for you to complete your commitments to the league and other owners on time and to not overuse your players.
Resolution of Conflicts: The commissioner will resolve any conflict that arise that he determines are not practical for a league vote. Any ruling by the commissioner may be overturned by a league wide veto of at least 14 votes within two weeks of the commissioners decision. Protests are excluded from this however.
Veto of Trades: All trades are subject to the approval of the commissioner. The commissioner may veto any trade or player acquisition which does not follow league rules or is in his opinion deemed harmful to the leagues welfare.
League Management: The commissioner shall manage league affairs such as finances & dues, the draft, schedules, newsletters & stat reports, backup coaches, expansion, administration of rules and the general operation of the UFL. The commissioner may delegate any of these duties to league members who volunteer as he sees fit.
Dismissal of Members: The commissioner may dismiss any league member for not following league rules, non payment of dues, excessive lateness or for operating in a manner not in the leagues best interest in his opinion. No refunds are given to a coach who is removed or quits.
Protests: Coaches may protest any game that resulted in a loss that may have been reasonably due to the home coaches failure to follow written instructions or line-ups for that game. Failure to follow league rules or use of an illegal player are admissible grounds also. A written report must be sent to both the accused coach and commissioner (who will serve as arbiter) within two weeks of receiving game results. He must list his reasons supporting his protest. The accused coach then as one week to respond. He must do so in writing to both the commissioner and opposing coach. The arbiter will then render his decision which is final. The arbiter will uphold the protest only if in his opinion the decisions made by the defendant might have reasonably affected the outcome of the game. Any upheld protested games must be made up before the playoffs begin. Any protests involving the commissioner will be arbitrated by a mutually agreed upon league member. Autoplayed games are not subject to protests.
League Realignment: The commissioner may, at his discretion, realign up to four (4) teams per year to geographic standards. The goal is to move the owners within the same time zone, or to the nearest time zone, together so that league owners will be able to schedule their games easier. A Realignment move may be protested by any of the moved teams. Protested moves will initiate a league vote, and a 75% vote against the move is needed to over turn.
Alignments involving more than 4 teams would require a league wide vote during the annual voting to approve the move.
Miscellaneous rulings: The commissioner shall rule on anything not specifically covered in this constitution as the need arises.
Owner's responsibility: Payment of dues constitutes an agreement that the owner has read and accepts the constitution as the rule of this league. Dues are non-refundable.
UFL Playoff Tie breaking Procedures
Division Ties- Two Clubs
1 -Head-to-Head (best won-lost percentage in games between the clubs).
2 -Best won-lost-tied percentage in games played within the division.
3 -Best won-lost-tied percentage in Conference if applicable.
4 -Best net points in division games.
5 -Best net points in all games.
6 -Best net TD's in all games.
7 -Last team not to make the playoffs.
8 -Coin toss.
Three or More Clubs
Note : If two clubs remain tied after other clubs are eliminated during any step, tie-breaker reverts to step #1 of two-club format.
1 -Head-to-Head (best won-lost percentage in games between the clubs).
2 -Best won-lost-tied percentage in games played within the division.
3 -Best won-lost-tied percentage in Conference if applicable.
4 -Best net points in division games.
5 -Best net points in all games.
6 -Best net TD's in all games.
7 -Last team not to make the playoffs.
8 -Coin toss.
Wild-card Ties
If necessary to break ties to determine the four wild-card teams, the following steps will be taken.
1 -If all tied clubs are from the same division, apply division tie-breaker
2 -If the tied clubs are from different divisions apply the steps below.
3 -When the first wild-card team has been identified, the procedure is repeated each time as necessary to name the four wild-card teams. In situations where three teams from the same division are involved in the procedure, the original seeding of the teams remains the same for subsequent applications of the tie-breaker if the top-ranked team in that division qualifies for a wild-card berth.
Two Clubs
1 -Head-to-Head, if applicable.
2 -Best W-L-T % in Conference games.
3 -Best net points, all games.
4 -Best net TD's all games.
5 -Last team not to make the playoffs.
6-Coin toss.
Three or More Clubs
Note : Once two teams remain, revert to step #1 in Two Club tie-breaker.
1 -Apply division tie-breaker to eliminate all but highest-ranked club in each division prior to step #1. The original seeding within a division upon application of the Division tie-breaker remains the same for all subsequent applications of the procedure that are necessary to identify the four wild-card teams.
2 -Head-to-Head sweep (only if one club has either defeated or lost to each of the others).
3 -Best net points, all games.
4 -Best net TD's all games.
5 -Last team not to make the playoffs.
6-Coin toss.
A) How to Report Your Home Games
B) Playing Games Out of Sequence
C) There Is Just No Way I Can Play This Game Because..
D) Common Courtesy to Fellow Members
E) Conformity
A) How to Report Your Home Games
Below is a "sample" of what to write about. Just remember that this is about our games for that week. Write your game recap in sort of a newspaper form, and feel free to freelance, just don't get silly. This is optional for the regular season games.
Be sure to title your game write up this way :
MIAMI @ ADAMSVILLE
Adamsville - 45 Miami - 21
Temp 71 Wind 0-5 Clear Sky
Have the teams in CAPS on the first line, and then below in lower case the Final Score with the winning team listed first.
Do NOT write your Game Write Up in ALL CAPS.
Write ups are due by 9 PM Eastern / 6 PM Pacific on the Sunday the week ends.
What to send to whom:
To the commissioner and the opposing team: The zipped game files you created in the After the Game section above.
Here is a SAMPLE game write up from the past:
OREM @ ROSWELL
Orem Panthers-30 Roswell Visitors-22
Temp: 0, clear sky, slight wind
MVP: Mike Hollis (Orem) 3/4 FGs, 3/3 xp
Jim Harbaugh was finally back for the Visitors, meaning it was again possible to throw more than four times a game. That wouldn't matter much against an Orem team in the playoff hunt. The game started poorly for the Visitors. Roswell took the opening kickoff, but on the first play, Andre Reed fumbled the ball away after a first-down catch. Orem recovered the fumble at the Roswell 34 and quickly drove for a touchdown, with Warren Moon hitting Herman Moore on a short pass. The next three drives were short for both teams, with three consecutive punts, before Mike Hollis added a 37-yard field goal to give the Panthers a 10-0 lead.
In the second quarter, a touchdown pass from Moon to Napolean Kaufman was called back because of offensive holding. The Visitors defense held and Hollis added a 22-yard field goal. Roswell got the ball back just before halftime and the two-minute offense worked well. The team went 59 yards in 7 plays and 1:13 before Robert Smith took it in from seven yards out to prevent the early blowout. Orem's two-minute offense was just as efficient, though, and Hollis added a 45-yard field goal just before time expired.
Halftime: Orem 16, Roswell 7
The second half opened with Roswell holding Orem to a three and out. After the punt, Robert Smith took the first play and ran 62 yards into the endzone to get the Visitors within two. After another Orem punt, Roswell drove to the Orem 30, but the Panthers defense was too much on a fourth-and-one try and Harbaugh was sacked. Again, the Roswell defense held and Orem punted, but Ray Zellars fumbled and Orem recovered at the Roswell seven. Kaufman ran into the endzone on the next play and the Panthers ended the quarter with a comfortable 23-14 lead.
Early in the fourth, a Hollis made his fourth field goal, but a roughing the
kicker penalty kept the drive alive instead and Terry Allen scored on a short
run. Down by 16, Roswell had eight minutes to get back into the game. Harbaugh
led the team down the field, finally hitting Andre Reed for a touchdown and
a two-point conversion with four minutes left, but Robert Smith was injured
and out for the rest of the game.
Orem got the ball back, but Warren Moon was injured and Erik Kramer wasn't able
to move the team.
After a Orem punt, Harbaugh took over again. Showing the form that got him benched
by the Ravens, his first pass was intercepted by Woodson. A blocked field goal
gave the Visitors one last chance. Roswell drove to the Orem 22, but a final
pass fell incomplete in the endzone.
B) Playing Games Out of Sequence?
Playing games out of order, early or late cannot be done because of the game's Automatic Carry Over Injury feature.
C) There Is Just No Way I Can Play This Game Because..
It doesn't matter what the reason is per say, only that let's say you get in a real life situation where you just cannot play the game at this time (computer blows up, family situation or crisis, etc...), I WILL MORE THAN UNDERSTAND. In these types of situations I always prefer the ROAD COACH to have the option of playing the game instead. See "H" below.
In the event that the Road Coach cannot play the game either, I will play the game. If it involves any team that I am in "any" type of division or overall record battle with, I will recruit someone to play the game.
D) Common Courtesy to Fellow Members
1) Unless they have previously told you otherwise, don't call anyone BEFORE nine in the morning THEIR time. Also, don't call anyone AFTER nine in the evening THEIR time. You should NEVER call someone at their work. Again, if they tell you differently, then obviously it is ok on all of the above. BUT, until you do hear otherwise from them, these are pretty safe guidelines to follow when it comes to being courteous in contacting other members.
2) Don't call somebody several times a day OR day after day if they are not all that interested in the deal you are offering. It only becomes an annoyance. Actually, with a completely email-able league, this should NEVER be a problem.
3) Let's be courteous when playing the games. Don't intentionally try to run up the score, pull your starters when you have a huge lead, switch to SLOW DOWN mode if the score is appropriately cushioned. (See rules for Slow Down use).
4) Lose graciously. If your team is getting beat don't start swearing at them in chat or IM. Verbally attacking your opponent with expletives is GROUNDS FOR DISMISSAL.
I know sometimes it is a hassle to have me ask to have things turned into me a "CERTAIN" way, but please be assured I have my reasons. They usually surround making my job easier AND/OR making it easier for me to get you out a quality product. If all of you could help me by just following my examples on how to turn in something I promise to do my best to give you the best league I possibly can.
© Erik Johnsen & the Utah Football League 1998-2007