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International Flag Football - RNG Football League - Signups Closed - Updates in OP.

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  The Game                
    Every game will consist of 5 offensive possessions for each team. Whichever team has the most touchdowns after 5 possessions will be named the winner.
    If the teams have an equal number of touchdowns after 5 possessions there will be an OT period of up to two additional possesssions for each team.
    OT ends when one team converts their possession into a touchdown and the other team fails, both OT periods may not need to be played.
    If there is still a tie after two OT periods, the game will end in a tie.
                       
  Offensive Possessions                
    Each possession consists of three chances to score from the 15 yard line. You get 1st down, a 2nd down and a 3rd down to score a touchdown. There is no kicking or punting.
    A possession ends when you or your opponent scores, you turn the ball over or you run out of downs.
    There are no alternating possessions. After one possession ends you start the next, until all 5 are completed. Then the other team plays offense.
                       
  Playcalling                
    Each play will have 3 different phases. 1) The Playcall, 2) The Execution and 3) The Outcome.
    Each play begins with a Playcall. I'll roll a D100 to determine which kind of play you'll run (1-50=Run, 51-100=Pass). You can set your Run/Pass slider to fit your team's strengths and weaknesses.
    Your Run/Pass slider can be adjusted between games via PM if you'd like to gameplan for each opponent.
                       
    Rushing Play Passing Play
    1-10 11-20 21-30 31-40 41-50 51-60 61-70 71-80 81-90 91-100
    Imagine the vertical bar set at the 50/50 mark is moveable. You can move it left (closer to zero) to be a more pass heavy team or right (closer to 100) to be a run heavy team.
     
    Rushing Play Passing Play
    1-10 11-20 21-30 31-40 41-50 51-60 61-70 71-80 81-90 91-100
    Setting the slider to 30 would mean any roll over 30 will result in a pass.
                       
    Rushing Play Passing Play
    1-10 11-20 21-30 31-40 41-50 51-60 61-70 71-80 81-90 91-100
    Setting the slider to 80 would mean only rolls over 80 will result in a pass.
                       
   
Execution and Outcome Rolls
                 
    After determining what kind of a play you'll run, I'll roll a D20 to determine your execution of the play.
    The Execution roll will determine what you'll do next and why.
                       
    Critical Success Success Push Failure Critical Failure
  Execution Roll 20 19 18-17 16-14 13-11 10-8 7-6 5 4-2 *** 1
  Outcome Roll None (Touchdown) D20 (Yards) D15 (Yards) D10 (Yards) D5 (Yards) No Gain D5 (Yards Lost) D10 (Yards Lost) Roll D6 for Outcome None (Defensive TD)
                       
    Rolling a 20 will get you a touchdown without needing to roll for yardage. If you don't roll a 20, the total yardage gained on the possession needs to reach or exceed 15 in order to score a touchdown.
    Rolling a 1 will result in a defensive touchdown, ending your possession.
    Rolling a 2 a 3 or a 4 will result in you having to roll a D6 to determine the Failure outcome.
                       
    Failure Outcomes ***      
    D6 Penalty Loss of 10 Yards, no player bonuses on the next play.      
    D5 Injury One of your Elite players will randomly be injured. They cannot play the rest of the game.      
    D4 Turnover Possession Ends (Roll D100 for Defensive Return, 91-100 = Defensive TD.      
    D3 Turnover Possession Ends (Roll D100 for Defensive Return, 81-100 = Defensive TD.      
    D2 Turnover Possession Ends (Roll D100 for Defensive Return, 71-100 = Defensive TD.      
    D1 Defensive TD Possession Ends, opponent awarded a TD.      
                       
    After the Outcome is determined another play will run, or a new possession will begin if the last Outcome ended the possession.
    This process is repeated for each possession, until the game ends.
                       
  Roster                
    Minimum and Maximum of one player selection per position. All unrepresented players on your roster will be considered average and provide no bonus/penalty.  
    After picking your players, please give them a name a brief bio.          
    Advantage means you roll twice and take the highest roll. Disadvantage means you roll twice and take the lowest roll.      
                       
  Elite (Pick Four)                
    Quarterback Execution Rolls of 4 or less will be rerolled on your first and last possession of the game.
    Running Back 1st down runs will be given an Advantage on Positive Yardage Rolls (Execution of 8 or better).
    Receiver 1st down Passes will be given an Advantage on Positive Yardage Rolls (Execution of 8 or better).
    Offensive Line Your team is immune to Offensive Penalties and Injuries.
    Defensive Line If your opponent passes on 1st and 2nd down you'll jump the next snap. Subtract 4 from the Offenses Execution Roll on 3rd down.
    Linebackers If your opponent rushes on 1st and 2nd down you'll jump the next snap. Subtract 4 from the Offenses Execution Roll on 3rd down.
    Cornerback All Passing turnovers are returned for Touchdowns. Rushing Turnovers have a +25 bonus when rolling to determine a Turnover Return Outcome.
    Safety All Rushing turnovers are returned for Touchdowns. Passing Turnovers have a +25 bonus when rolling to determine a Turnover Return Outcome.
                       
  Poor (Pick Four)                
    Quarterback Execution rolls will be given a disadvantage in the final possession of each game.
    Running Back Rushes on 3rd down have a 10% chance to immediately direct you to a Failure Outcome Roll, before you even roll for execution.
    Receiver Passes on 3rd down have a 10% chance to immediately direct you to a Failure Outcome Roll, before you even roll for execution.
    Offensive Line Rolling for a loss of yards (Execution of 5, 6 or 7) will be given a Advantage during the final drive.
    Defensive Line If the offense ran two different types of plays on 1st and 2nd Down, they'll be immune to Critical Failures or Failures needing a Failure Roll for the next play.
    Linebackers If the Offense has an Elite RB, give them one additional yard after each positive play.
    Cornerback If the Defense has an Elite Receiver, give them one additional yard after each positive play.
    Safety When the Offense moves the ball at least 10 yards in one play (1st or 2nd down only) they'll get a one point bonus on their next Execution Roll.

 

Edited by Dome

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The Extraterrestrials
Houston, Texas, USA
Skywind02  
   
The Aurora Maritimus
Churchill, Manitoba, Candada
Pickle Rick  
   
The Frozen Glacier
Wasteland, Antarctica
The Orca  
   
The Buttmunchers
Baltimore, Maryland, USA
Daboyle250  
   
The Hitmen
Bruges, West Flanders, Belgium
Malfatron  
   
The Blood Thirsty Savages
Washington DC, USA
SwAg  
   
The Kerala Tuskers
Kottayam, Kerala, India
ET80  
   
The Mambo
Lancaster, Pennsylvania, USA
Josh  
   
The Redskins
Washington DC
Rackcs  
   
The Crabs
Annapenis, Unknown
Whicker  
Edited by Dome

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City, State (or 'City, Country' if international): Houston, Texas

Team Name:  Extraterrestrials

Owner(s): @skywindO2

Mascot: An alien wearing gold pants

Fanbase Moniker:  The 80s

Edited by skywindO2

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City, State (or 'City, Country' if international): Churchhill, Canada

Team Name: Aurora Maritimus

Owner(s): @Pickle Rick

Mascot: Cokey the Polar Bear

Fanbase Moniker: The Popsicles 

Team Colors: Black and Aqua 

hqdefault.jpg

Edited by Pickle Rick

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City, State (or 'City, Country' if international): Wasteland, Antarctica

Team Name: The Frozen Glacier

Owner(s): The Orca

Mascot: Mount Erebus

Fanbase Moniker: Dont get lost taking a piss

Team Colors: Blue and Orange

Edited by The Orca

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City, State (or 'City, Country' if international): Baltimore, MD

Team Name: The Baltimore Buttmunchers

Owner(s): Daboyle

Mascot: Billy Buttmuncher

Fanbase Moniker: The Bums

Team Colors: Red and Black

Edited by daboyle250

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26 minutes ago, Pickle Rick said:

City, State (or 'City, Country' if international): Churchhill, Canada

Team Name: Aurora Maritimus

Owner(s): @Pickle Rick

Mascot: Cokey the Polar Bear

Fanbase Moniker: The Popsicles 

hqdefault.jpg

 

22 minutes ago, The Orca said:

City, State (or 'City, Country' if international): Wastland, Antarctica

Team Name: The Frozen Glacier

Owner(s): The Orca

Mascot: Mount Erebus

Fanbase Moniker: Dont get lost taking a piss

 

8 minutes ago, daboyle250 said:

City, State (or 'City, Country' if international): Baltimore, MD

Team Name: The Baltimore Buttmunchers

Owner(s): Daboyle

Mascot: Billy Buttmuncher

Fanbase Moniker: The Bums

 

I forgot to have you give me team colors! I added mine in the OP

58 minutes ago, Dome said:

Team Colors: Hazard Yellow and Radioactive Green

 

Edited by Dome

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Signup Form

City, State (or 'City, Country' if international):

Bruges, Belgium

Team Name:  Hitmen

Colors: Black and White

Owner(s): @Malfatron

Mascot:  

Dwarf dressed up as a schoolboy

Fanbase Moniker: Its a ******* fairytale

Edited by Malfatron

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7 minutes ago, Pickle Rick said:

Wait, the nukes are in this game @Dome?

Oh boy!!!

only if we need an extra, or an even number 


They’re going to go balanced on everything, with a 15% disadvantage to everything 
 

they’ll be everyone’s cupcake game, looking to play spoiler 

Edited by Dome

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11 hours ago, Dome said:

@ET80 

does Houston get a 2nd team?

or does ET80 go International?

If ET wants Houston, he can have it but he'll owe me a football

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