CFB Dynasty Rules
LEAGUE BACKGROUND
- League Type: We are a 32-man, in-depth, active Dynasty League with dedicated members.
- Console: Xbox Series X/S
- Game Style: Competitive
- Difficulty: Heisman
- Commissioner’s Office: Lucky, Ben, Connor, Alex
- Advances: 48 Hours. See Game Schedule section for more.
- Communication: Discord app
- Links: Better League Network on Twitch, Better League on YouTube.
GENERAL LEAGUE INFO
- Game Difficulty: Heisman
- Quarter Length: 8 Minutes
- Sliders: Stock
- Custom Playbooks: Allowed
- Head Coach: Custom Required
- Streaming: Must attempt to stream and archive games on Twitch, barring internet issues. Archive for proof.
PENALTIES AND SANCTIONS
Rule Violation Process
- Report to Admin: For suspected rule violations.
- Admin Review: Clips will be reviewed with disciplinary action recommended.
User Discipline
- Case-by-Case: Individual assessment for penalties.
- Criteria: Severity, past offenses, and league reputation will be considered.
- Consequences: Violations may result in warnings, player or user suspensions, or league removal (for serious offenses).
GAMEPLAY
4th Down Rules
You may only go for it on 4th down if it meets the following requirements:
- Coach’s Decision: Once per game, regardless of situation. Fake punts/field goals count as your CD (including on PAT).
- 4th and Goal: Allowed at any distance.
- Field Position: 4th and 5 or shorter inside the opponent’s 50-yard line.
- Score: When trailing by 9 or more points in the 3rd quarter.
- 4th Quarter: Allowed when trailing.
- Overtime: Allowed at any time.
- Seal the Game: When a first down would end the game by running out the clock.
General Gameplay Rules
- Prohibited: Nano-blitzing, Motion-Snapping, Hike and Haul tactics, Excessive deep dropbacks.
- Pocket Movement: Leaving the pocket is permitted only under pressure, during designed PA, rollouts/options, or for scrambles.
Glitches
- Prohibited Actions: Exploiting game-breaking glitches is not allowed.
- Admin Oversight: The admin team and high council will assess and confirm suspected glitches and their severity.
- Disciplinary Action: Confirmed use of running glitches will result in prompt disciplinary measures.
Play Calling
- Play Variation: Must mix up plays; no excessive repetition of plays or formations.
- Cooldowns and Limits: 1 Play Cooldown, 5 Play Limit (Offense only).
- Pass Rush: Minimum of 3 pass rushers on every play; QB spies do not count.
- Stat Padding: Cannot let your opponent score to regain possession for the purpose of stat padding or “giving up.”
Chew Clock
- Basic Usage: Chew clock can be activated after the 2-minute warning of either half.
- Manual Clock Management: You may not manually let the clock run down if not in accordance with the chew clock rules.
- 40+ Point Lead: Chew clock must be enabled when leading by 40 points or more in the second half.
- 25+ Point Lead in the 4th: Chew clock may be used when leading by 25 points or more in the 4th quarter.
- User Agreement: Chew clock may be activated at any time in the game if both users agree to it.
Special Teams
- Fake Plays: Allowed one fake punt OR fake FG per game. Counts as your Coach’s Decision for the game.
- Iced Field Goals: No maneuvers like spiking to avoid an iced FG.
- Punt Formation: Linemen and gunners must remain set pre-snap during punt returns.
- 2-Point Conversion: Permissible after any touchdown.
ADVANCES & SCHEDULING
- Advances: League advances every 48 hours at 10PM EST.
- Late Games: If a game isn’t completed by 10PM but both parties can play before 10AM the following day—and only one other game is pending—advance may be delayed to accommodate this morning game.
- Matchups: Announced in #cfb-game-schedule. Confirm within 24 hours or face simulation.
- Force Wins: Declare “FW [YOURNAME] vs @[OPPONENT]” in game thread for force wins.
- Final Week: Non-impact games may be simulated to speed up postseason entry.
Disconnect Protocols
- General Rule: In the event of a disconnect, it’s primarily up to the competitors to decide on the appropriate action (restart, mock, FW, or fair sim). If an agreement can’t be reached, admin intervention will decide the outcome.
- 1st Half Disconnects: Mock to original Quarter/Possession/Score unless both agree to restart.
- Post-Halftime Disconnects: Show evidence to admins, who will determine the next steps based on the game context.
CPU Games
- Force Wins: CPU games are force wins by default.
- Playing CPU: You may play games against CPU opponents but there are strict rules that must be followed.
- Streaming: Streaming is required. You risk a suspension for not streaming your CPU games.
- No Backouts: You can only play CPU games once. If your game crashes/you lose power, etc., reach out to an admin and communicate that you need to restart.
- Stat Caps In Sims:
- 70 total team points
- 500 passing yards
- 7 passing TDs
- 350 rushing/receiving yards combined
- 5 rushing/receiving TDs combined
- 5 individual sacks
- All Other Gameplay Rules Apply As Normal.
ROSTER MANAGEMENT
Position Movement and Edits
- TE Speed: You cannot move anybody to TE if they have 90 speed or higher.
Recruiting
- No Multi-Week Visits: Abusing this exploit is banned and may result in termination from the league.
- No Visits Allowed During Transfer Portal Period: Exception allowed for recruits that have no other user-operated teams with an offer. You may only give visits during weeks 2-4 if you are the only user with an offer on them. It is recommended to take a screenshot when you place these offers to protect yourself, because these disputes ultimately come down to he said/she said.
Safety at Sub LB
- Manual Subs: Allowed only in DIME, DOLLAR, and QUARTER formations.
Player Editing
- Edit Restrictions: No editing player ratings, names, height, weight, handedness, or throwing motion.