Section I: Foreword
Section II: Registration
Section III: Picking a Squad
Section IV: Players
Section V: Team Selection
Section VI: Scoring
Section VII: Results
Section VIII: League Matches
Section IX: Finals
The underlying paragraphs constitute what is to be hereby known as the "Rules of the Game" for the E-footy 2008 Season. Persons who participate in this game are to be known as "Coaches".
The advantage of having a Public League is that anyone can join it. The Creator of the League specifies a time that the league will choose their Squads. This time is called the Scramble Date and will be displayed for Coaches when registering to ensure that they can join a league where the Scramble Date is compatible with their schedule. If the League does not have the required number of Coaches by the Scramble Date then it is postponed to exactly one week later.
A Private League is ideal if you have a group of friends who want to play together in the same league. When the League is created, the Creator is sent a password to forward to the people that he/she wishes to invite to play.
The only option available to Coaches is known as the 'Scramble'. This involves every Coach in the League being able to start signing Players at the start of the Signing Date.
This could prove unfair to Coaches who have a faster internet connection so a Coach is limited to one signing per sixty (60) second period. This continues until all Squads have twenty-five (25) players.
All squads are to have a maximum size of twenty-five (25) players with no exceptions. Due to injuries and unforeseen circumstances, there is no limit on selections of any position (including goal-kickers).
Available Players
The majority of NRL players are available for selection in a Coach's Squad. When a new player is named to play the upcoming weekend or if a player makes an appearance without being named earlier in the week, he will be added to the list of "Players to Be Added" (except on a Thursday). To ensure impartiality, the Players on the "Players to Be Added" List are added to the Available Players List at Thursday 20:00 each week, allowing any Coach access to swap for the Player.
Trading
Twenty-four (24) hours after the conclusion of the Scramble, a Coach may swap a player with any player from the Available Players List (an unselected player). One such swap is allowed per 7 day rolling period.
(i.e. if you make a trade on the 5th March at 16:00, then you cannot make another one until 16:00 12th March)
For every game, a seventeen (17) man Team is to be selected from the Squad of twenty-five (25) players.
It is the responsibility of the Coach to ensure that a Team is selected each week before 19:30 (AEST) on Friday. The most recently submitted Team on the deadline is the one that will be used for that round.
Players must be selected in one of their designated positions. Two players must be selected as Goal Kickers, with the Secondary Kicker only scoring points for goals if the Primary Kicker does not kick any goals. Note that Goal Kickers must also be in the Team for that week.
Each selected player in a Coach's E-footy Team for a particular week will score the following for each achievement in the NRL that week.
* Only nominated Goal Kicker
^ A forward try is achieved when a player selected in the forward pack scores in excess of 39 runs(hit-ups/dummy half runs) and tackles combined in a single game. (e.g. 20 tackles and 20 runs)
Results will often be up a few hours after an NRL match is played. The score is subject to change and is merely an indicator of progress until all results for that week are validated and locked-in (which is normally by Tuesday).
The League is to consist of a number of Rounds, dependent on the starting date of the competition and the number of teams on the league. In every match, each team shall be awarded two (2) competition points for a win, one (1) for a draw, zero (0) for a loss and one (1) Bonus Point if the team achieves a Green Sweep. At the conclusion of the Rounds, a Finals series will follow.
The make-up of the Finals will be determined by the creator of the League. It can be a straight-out Grand Final or a more elaborate system such as the Four/Five Team or McIntyre Eight Team formats detailed below.
e.g. Four Team Finals (3 wks)
Wk1 - SEMI-FINALS
Major Semi: 1st vs 2nd
Minor Semi: 3rd vs 4th
Wk2 - PRELIM FINAL
Loser Major Semi vs Winner Minor Semi
Wk3 - GRAND FINAL
Winner Major Semi VS Winner Prelim Final
e.g. Five Team Finals (4 wks)
Wk1 - QUALIFYING FINALS
Week Off: 1st Place
Major Qual: 2nd vs 3rd
Minor Qual: 4th vs 5th
Wk2 - SEMI-FINALS
Major Semi: 1st vs Winner Major Qual
Minor Semi: Loser Major Qual vs Winner Minor Qual
Wk3 - PRELIM FINAL
Loser Major Semi vs Winner Minor Semi
Wk4 - GRAND FINAL
Winner Major Semi VS Winner Prelim Final
Wk2 - SEMI-FINALS
Major Semi: 1st vs 2nd
Minor Semi: Winner Qual A vs Winner Qual Bl
Wk3 - PRELIM FINAL
Loser Major Semi vs Winner Minor Semi
Wk4 - GRAND FINAL
Winner Major Semi VS Winner Prelim Final
e.g. McIntyre Eight Team Finals (4 wks)
Wk1 - QUALIFYING FINALS
1st vs 8th
2nd vs 7th
3rd vs 6th
4th vs 5th
The two lowest ranked losers are eliminated.
Wk2 - SEMI-FINALS
Week Off: Two Highest Ranked Winners Wk1
Major Semi: 3rd Highest Ranked Winner Wk1 vs Highest Ranked Loser Wk1
Minor Semi: 4th Highest Ranked Winner Wk1 vs 2nd Highest Ranked Loser Wk1
Wk3 - PRELIM FINALS
Prelim A: Highest Ranked Winner Wk1 vs Winner Minor Semi
Prelim B: 2nd Highest Ranked Winner Wk1 vs Winner Major Semi
Wk4 - GRAND FINAL
Winner Prelim A VS Winner Prelim B
NOTE: The team which placed higher on the table in the League will decide a tied finals match.