Rules

Content

SEASON 1 RULEBOOK

ABOUT THE LEAGUE

The World Football League prioritizes fun over everything. We want the league to find enjoyment at every level of involvement from player to owner to league staff. We believe that with our current vision and with the help of newly released Maximum Football we will be able to accomplish this goal and grow a healthy, sustainable sim league that we can enjoy for years to come. 

CODE OF CONDUCT

THE GOLDEN RULE- Treat others the way you’d like to be treated. Hate speech, racism, sexism, or abuse of any sort will not be tolerated. Good nature trash talk is ALWAYS welcome. Heated debates will be taken to DM. The 3 Emperors reserve the right to excuse anyone at any time from the server. 

PLAYER BUILDS AND EXPECTATIONS

Each user may have 1 active player in the league at all times. You will build your player via the PLAYER BUILDER form once released by the league staff prior to each season.

Please note that the game does not currently allow height to be adjusted. However, we will still take record of your desired height for when these changes are able to be made.


Height & Weight Limits According To Position


POS

Ht

Wt (lb)


POS

Ht

Wt (lb)

QB

5’11- 6’6

175-255


DB

5’10- 6’4

175- 220

RB

5’8- 6’3

185- 255


LB

5’11- 6’8

225- 260

WR

5’9- 6’7

175- 220


DL

6’0- 6’10

265- 350

TE

6’2- 6’8

240-280





OL

6’1- 6’8

250-375


K/P

5’8- 6’6

150- 280

BUILDING YOUR PLAYER

Maximum Football uses 7 groups of attributes when building players:

  • Core 

  • Passing

  • Rushing

  • Receiving

  • Blocking

  • Defense

  • Special Teams



Core attributes are generalized attributes that will be applicable to every position.

CORE

Speed

Acceleration

Determination

Strength

Jumping

Stamina

Agility

Discipline

Injury Resistance



The remaining 6 groups are more specific. 

PASSING

RUSHING

RECEIVING

BLOCKING

DEFENSE

SP. TEAMS

Passing IQ

Pocket Presence

Arm Strength

Release Speed

Short Accuracy

Medium Accuracy

Deep Accuracy

Throw on Run

Running IQ

Break Tackle

Truck

Stiff Arm

Spin

Juke

Hurdle

Catching

Catch in Traffic

Route Running

Break Press

Run Blocking

Pass Blocking

Blocking Power

Blocking Agility

Defensive IQ

Tackling

Pursuit

Press

Man Defense

Zone Defense

Deep Zone

Block Shedding

DL Bull Rush

DL Spin

DL Swim

Punting Accuracy

Punting Power

Kicking Accuracy

Kicking Power








POSITION SPECIFIC GROUPS

The following is a list of attribute groups that will start at 70 by position:


QB- Core, Passing, Rushing

RB- Core, Rushing, Receiving, Blocking

WR- Core, Rushing, Receiving, Blocking

TE- Core, Rushing, Receiving, Blocking

OL- Core, Blocking

DL- Core, Defense

LB- Core, Receiving, Defense

CB- Core, Receiving, Defense

S- Core, Receiving, Defense

K/P- Core, Special Teams


All categories not listed for your position will start at 50.




*The following table is a breakdown of what is noted to directly affect the player’s overall rating in the game. However, it has been made known that other attributes will still change the way your player reacts in the game. This is simply added information.


QB

RB

WR

TE

Passing IQ

Release Speed

Pocket Presence

Arm Strength

Deep Throw Acc

Mid Throw Acc

Short Throw Acc

Throw on Run

Running IQ

Break Tackle

Truck

Stiff Arm

Spin

Juke

Hurdle

Catching

Catch in Traffic

Route Running

Break Press

Catching

Catch in Traffic

Route Running

Break Press

Run Block

Pass Block

Break Tackle

Truck

Stiff Arm

Juke



DT & DE

OLB & MLB

CB

Safeties

Defensive IQ

Tackling

Pursuit

Block Shedding

DL Bull Rush

DL Spin

DL Swim

Defensive IQ

Tackling

Pursuit

Zone Defense

Block Shedding

Defensive IQ

Tackling

Pursuit

Press

Man Defense

Zone Defense

Defensive IQ

Tackling

Pursuit

Press

Zone Defense

Deep Zone Defense




OL


Punter

Kicker

Run Blocking

Pass Blocking

Blocking Power

Blocking Agility


Punting Power

Punting Accuracy

Kicking Power

Kicking Accuracy


Once again, not all attributes change the player’s overall rating but still affect gameplay.


ALLOTTED POINTS 

New builds will start with all related attribute groups at 70 and all other groups at 50. Players will be given a starting allotment of 100 points to distribute to their attributes.
No attribute can be higher than 90 during the initial build phase.


Progression points will be added to player attributes at the following rate:


51-80: 1 point

81-90: 2 points

91-95: 5 points

96-100: 10 points




All builds prior to S1 will be FREE. Builds after S1 will have a $10 one time fee.

Builds will be logged on a first come first served basis. Once spots are filled for a position, that position will no longer be available for further builds that season.

User rookie players will be responsible for progressing their player with a check in system to bank progressions during the offseason (See progression section). Once drafted, the user’s build will be finalized. From this point further, a user will only be able to add attribute points.


TWO-WAY PLAYER

Each team will be able to claim 1 two-way player. This player will be eligible to play a position on both sides of the ball. This claim will be made by the team owner prior to each season in #two-way-player

Examples of common two-way positions:

WR-CB

K-P

FB-MLB


There will be no need for a salary cap in Season 1. Please ignore the following rules involving contract negotiation. All player will be signed at full contract (using all 100 points).


Players will negotiate their contract with the owner based on their available progression points. A contract will be agreed upon between the user and owner and will be renegotiated at the end of their contract. 


User players will continue to accumulate progression points throughout the player’s career and will be able to improve each season.


If a user leaves the server, is excused from the server, or retires his player, the build returns to the base build and remains on the team until cut by the owner. A player may retire at any time and is allowed to build a new player at the cost of $10 and reenter the next draft. 


If a user player misses check-ins for a full offseason they will be automatically retired. 


User players are expected to:

  • Participate in progression check ins

  • Communicate with owners when negotiating contracts 

  • Be involved in their team locker room

  • Have FUN in the WFL discord server!


OWNERSHIP

OWNER EXPECTATIONS

Owners in the WFL will be expected to take full responsibility of recruiting & drafting players, managing their team roster and keeping it within the cap, scouting & developing playbooks, and creating great locker room culture.


Each team is allowed 2 hires under any roll or service they see fit (ex. coach, scout, GM). Team hires will be guaranteed on the roster of their working franchise.


Owners are also expected to react to weekly activity checks and be available to respond to direct messages within 24hrs.


The WFL has a $25 seasonal ownership fee that helps run league ops as well as fund a championship cashpot. 1st place- 40% ownership fee cashpot. 2nd place- 10% ownership fee cashpot.

  • Only owners will be recipients of a cashpot payout.


REBRANDING

Each team will have a 2 season commitment to their branding. Any branding changes will be brought to the Emperors for approval. The league will not allow more than 2 franchise rebrands in a single season. 


OWNERSHIP POINTS

Owners will be giving an allotment of points to distribute amongst their starting generic players. These are called Ownership Points.


A full roster in Maximum is huge but for the purpose of the WFL is assumed to be 36 players.

Each team’s ownership points will be calculated by subtracting the team’s number of user players from 36.


Each starting generic player will add 20 points to the bank.


Ex) If a team has 5 user players then they will have 31 generics. This will equal 620 ownership points for this team.


Generic players will begin at 70 for each corresponding attribute. Owners will be able to distribute these “Ownership Points” across their generic players as they see fit. Generic player attributes will be maxed out at 85. 


Ownership Points will be reclaimed at the end of each season, returning all generic players to 70 overall. 


Ownership Points will be spent same as user points (See progression section for details)

The WFL reserves the right to disband ownership if it has been determined the owner is not performing to league standards. In special cases (cheating, code of conduct violation, inactivity, etc) the owner can be removed immediately without refund. 

FREE AGENCY, CONTRACTS, TRADES & MORE

USER FREE AGENCY (week 1)

There will be a FA period for users looking to test the market during the offseason. Total period will be 7 days. Users will create a contract in agreement with the team/owner of their choosing. 

User contracts can only be adjusted by lowering attributes. 


CPU FREE AGENCY (week2)

A 2nd week of FA will occur with CPU (base players) in an effort to allow owners to swap out CPU positions for a height and weight. The amount of CPU FA transactions will be limited to 5 each offseason. There will be a pool of CPU builds to choose from. 

  • Owners will spend their upcoming owner’s points to bid on CPU players during this time. 

  • The highest bid at the end of the week will claim the player.

  • Owners must list a player to drop from their roster of the same position as claimed FA.

  • Owner points used during this time will be subtracted from their total Owner’s points for the upcoming season.

  • Retired user players will fall to CPU FA if/when cut from the team. 

  • FA CPU’s may be picked up after the FA period, during the offseason, on a first come first serve basis in #transactions

  • After FA, teams with less User players will be supplemented with additional draft picks in the last round that will be called “The Equalizer Round”.


POSITION CHANGE

Players will be able to change their position only once under the following circumstances:

  • Must be immediately after they are drafted. Players will not be able to change positions after their first offseason has concluded.

  • Both the player and the owner must agree to the position change in #transactions by following the normal transaction guidelines.

  • Changes allowed are:

    • TE <-> WR

    • CB <-> S

    • MLB <-> OLB

  • Player may change no more than +/- 20lbs. No change to height will be allowed.

This will change their baseline attributes to the position they are switching to.


CONTRACTS

  • User contracts will be negotiated with the team owner up to the total banked amount of progression for that player.

  • User contracts will be posted in #contracts with owner and user both emoting their team logo to show mutual agreement.


TRADES

  • CPU players of the same position may be traded with agreement from both teams.

  • All trades occur during the offseason and must be completed before the announced deadline.

  • All trades need to be finalized in #trade-transactions with emotes from all involved parties to show mutual agreement. 

  • Edited transactions will not be accepted.

  • USER trades are not needed as FA serves for this purpose.

SALARY CAP

No salary cap needed at this time.

DRAFT

The season 1 draft will be ordered at random with a serpentine style.


Future draft offers will be determined by the previous season performance and total number of users on a team. A team with less users will have more picks in the draft.

POSTSEASON & PLAYOFFS 

The league will be divided into two conferences (Transatlantic & Continental) 

Playoffs will include 50% of league teams. 

The top team in each conference followed by the next best teams regardless of conference, based on tiebreakers. (See TIEBREAKERS)

Season 1: 4 team, single elimination bracket

PLAYBOOKS

Until custom playbooks are released for Maximum the teams will select from the following playbook options:


OFFENSE

DEFENSE

Balanced

Modern College

Pass Heavy

Power Run

Pro Style

Simple

West Coast

3-4

3-4 Aggressive

3-4 Man

3-4 Zone

4-3

4-3 Aggressive

4-3 Man

4-3 Zone

Balanced

Simple


Teams may switch their playbooks weekly by notifying Chad by Thursday at 8pm est.

PROGRESSION

Progression will occur during the offseason with a check in style banking system. 

Check Ins will last for 5 weeks.


Progression will open for 24hrs from Sunday 8pm to Monday 8pm EST

A post will be made in #check-in. You will progress by emoting to the post prior to the deadline. Names will be recorded at 8pm EST and your progression will be baked.


10 points will be banked for each progression.


Progression points will be added to player attributes at the following rate:


51-80: 1 point

81-90: 2 points

91-95: 5 points

96-100: 10 points


During progression week your owner will post each USER’s progression in detail in your team’s progression channel. You will show approval to your progression with an emote. 

If a user does not emote before the deadline they will not progress their player.


It is highly encouraged to discuss details of your progression with your owner prior to their posting. 


If a USER misses 2 consecutive seasons of progression their player will be retired.

TIEBREAKERS

  1. Head to Head record

  2. Common opponents 

  3. Net Points

  4. Points For

  5. Points Against

MAXIMUM SETTINGS 


All games will be played at the highest available difficulty with 10 minutes quarters.

In-game injuries will be turned OFF.