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

  1. Report to Admin: For suspected rule violations.
  2. Admin Review: Clips will be reviewed with disciplinary action recommended.

User Discipline

  1. Case-by-Case: Individual assessment for penalties.
  2. Criteria: Severity, past offenses, and league reputation will be considered.
  3. 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:

  1. Coach’s Decision: Once per game, regardless of situation. Fake punts/field goals count as your CD (including on PAT).
  2. 4th and Goal: Allowed at any distance.
  3. Field Position: 4th and 5 or shorter inside the opponent’s 50-yard line.
  4. Score: When trailing by 9 or more points in the 3rd quarter.
  5. 4th Quarter: Allowed when trailing.
  6. Overtime: Allowed at any time.
  7. Seal the Game: When a first down would end the game by running out the clock.

General Gameplay Rules

  1. Prohibited: Nano-blitzing, Motion-Snapping, Hike and Haul tactics, Excessive deep dropbacks.
  2. Pocket Movement: Leaving the pocket is permitted only under pressure, during designed PA, rollouts/options, or for scrambles.

Glitches

  1. Prohibited Actions: Exploiting game-breaking glitches is not allowed.
  2. Admin Oversight: The admin team and high council will assess and confirm suspected glitches and their severity.
  3. Disciplinary Action: Confirmed use of running glitches will result in prompt disciplinary measures.

Play Calling

  1. Play Variation: Must mix up plays; no excessive repetition of plays or formations.
  2. Cooldowns and Limits: 1 Play Cooldown, 5 Play Limit (Offense only).
  3. Pass Rush: Minimum of 3 pass rushers on every play; QB spies do not count.
  4. Stat Padding: Cannot let your opponent score to regain possession for the purpose of stat padding or “giving up.”

Chew Clock

  1. Basic Usage: Chew clock can be activated after the 2-minute warning of either half.
  2. Manual Clock Management: You may not manually let the clock run down if not in accordance with the chew clock rules.
  3. 40+ Point Lead: Chew clock must be enabled when leading by 40 points or more in the second half.
  4. 25+ Point Lead in the 4th: Chew clock may be used when leading by 25 points or more in the 4th quarter.
  5. User Agreement: Chew clock may be activated at any time in the game if both users agree to it.

Special Teams

  1. Fake Plays: Allowed one fake punt OR fake FG per game. Counts as your Coach’s Decision for the game.
  2. Iced Field Goals: No maneuvers like spiking to avoid an iced FG.
  3. Punt Formation: Linemen and gunners must remain set pre-snap during punt returns.
  4. 2-Point Conversion: Permissible after any touchdown.

ADVANCES & SCHEDULING

  1. Advances: League advances every 48 hours at 10PM EST.
  2. 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.
  3. Matchups: Announced in #gameschedule. Confirm within 24 hours or face simulation.
  4. Force Wins: Declare “FW [YOURNAME] vs @[OPPONENT]” in game thread for force wins.
  5. Final Week: Non-impact games may be simulated to speed up postseason entry.

Disconnect Protocols

  1. 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.
  2. 1st Half Disconnects: Mock to original Quarter/Possession/Score unless both agree to restart.
  3. Post-Halftime Disconnects: Show evidence to admins, who will determine the next steps based on the game context.

CPU Games

  1. Must play CPU Teams: Games must be played without any super sim. Unplayed games will be fair simmed.
  2. Streaming Required: All CPU games must be streamed to completion.
  3. No Restarts: No quitting out of or restarting CPU games.
  4. Chew Clock Allowed: Chew clock may be used against the CPU at all times.

ROSTER MANAGEMENT

Position Movement and Edits

Weight requirements for position changes:

  • QB: Any
  • HB: Any
  • FB: 210-239lbs
  • WR: max 219lbs
  • TE: 210-264lbs
  • OL: min 270lbs
  • DL/LB: min 210lbs
  • DB: max 224lbs
  • SUBLB: position in depth chart will follow the same weight requirements as the LB position.

Recruiting

  1. No Multi-Week Visits: Abusing this exploit is banned and may result in termination from the league.

Safety at Sub LB

  1. Manual Subs: Allowed only in DIME, DOLLAR, and QUARTER formations.

Player Editing

  1. Edit Restrictions: No editing player ratings, names, height, weight, handedness, or throwing motion.

Coaching Staff

  1. Off-Season Moves: One staff change is allowed per off-season.
  2. Restrictions: You can’t hire/fire the same coach to gain points. No in-season changes are permitted.
  3. Speed Boosts: Only Tier 1 speed boosts are allowed.