Positions are abbreviated as follows:

Offense: quarterback (QB), fullback (FB), halfback (HB), running back (RB), split end (SE), flanker (FL), tight end (TE), tight end 2 (TE2), tight end 3 (TE3), wide receiver 3 (WR3), receiver (WR), punt returner (PR), kick returner (KR), all returns (AR), center (C), left tackle (LT), left guard (LG), right tackle (RT), right guard (RG), offensive line (OL).

Defense: left end (LE), left tackle (LDT), left nose tackle (L/NT), right nose tackle (R/NT), right tackle (RDT), right end (RE), defensive line (DL), nose tackle (NT), defensive tackle (DT), left outside linebacker (LOLB), left inside linebacker (LILB), left middle linebacker (LMLB), right outside linebacker (LOLB), right inside linebacker (LILB), right middle linebacker (LMLB), linebacker (LB), inside linebacker (ILB), middle linebacker (MLB), left cornerback (LCB), right cornerback (RCB), strong safety (SS), free safety (FS), nickel back (5), dime back (10), defensive back (DB), punter (P), kicker (K)


These rules may change as we constantly continue to try to determine a more realistic injury rate. I have tried to cover every eventuality. They are applied as I interpret them in each situation. Should you spot an inconsistency, a conflict, a loophole or any discrepancy please let me know.


Injury Rule

The game has injuries programmed into it that mimic in-game injuries in the NFL. However, the game does not log injuries and there is no carryover from game to game. In order to attempt to create a somewhat more realistic injury situation for the league with a carryover effect on starting lineups I have come up with the following “Injury Rule”. While some randomness and statistical quirks may occasionally cause the wrong player to be considered injured the chance of such errors is spread evenly among all the teams.


The more times a player gets hurt the longer the injury outage. Also, the more times a player was hurt the previous season will further increase the likelihood of a longer injury. In addition to affecting the current season, the application of the Injury Rule may cause a player’s numbers of years to increase faster than normal.


The basic rule is if a backup gets more “stats” than a starter then the starter is considered to be injured and is taken out of the starting lineup for the next game. It is of course, far more complicated than that and the following rules attempt to explain it and cover all bases. In the case of the quarterback, running backs and return men the injuries are directly related to the stats at their positions. For receivers, offensive linemen and defensive players the injuries are largely determined by overall team stats and an injury rotation.

If the “injured” player is a quarterback (
QB), an offensive lineman (OL or C), a running back (RB), a receiver (WR or TE), a defensive back (DB) or a linebacker or defensive lineman (DL or LB) the injured player is now removed from the active roster and is replaced by a taxi squad player (see Taxi Squads). However, only one player from each category is deactivated. Any others are simply removed from the starting lineup but are still available on the bench (with a reduction in skills – see Taxi Squad rules below) and may be selected by the computer as a replacement should another injury occur at that position during the game. In the case of a season ending injury the player is permanently taken off the active roster and the team permanently replaces them with the appropriate taxi squad player. If that occurs, the team is automatically assigned the next highest rated free agent at the position of the player with the season ending injury to replace the player on the taxi squad.

The following stats are used to determine injuries for the given positions:

QB – Pass Attempts

RB – Rushing Attempts + Receptions

WR – Receptions

TE – Receptions

DB, LB, DL – Sacks + Interceptions

K,P – Kicks or Punts

PR, KR, AR – Returns*

* Assuming the returner does not start at another position.


NON-ROTATION INJURIES


Quarterback

If a backup quarterback has the same or more pass attempts than the starting QB then the starter is injured and cannot start the next game.


Fullback and/or Halfback

If a backup running back (RB) has more rushes + receptions than either or both the FB and/or HB then the starter with the fewest rushes + receptions is considered the injured player. Should two backups have more rushes + receptions than both the starters then both starters are considered injured. However, if one RB has the most rushes + receptions, then a starter (HB or FB), then another RB, then finally the second starter (HB or FB), only the second starter would be considered injured.


Kickers and Punters

Although we have yet to see an injury to a kicker this section is included just in case. This really only applies to kickers, as the only way to know if a punter is hurt is to actually see it happen in a game and that cannot be guaranteed to cover all games and all teams. If a kicker is hurt I'm guessing the punter will be selected to replace him by the computer. If it shows up in the stats that a kicker is hurt by a replacement having kicking attempts then a kicker is hurt. In this case (assuming a team does not have a backup), the punter will replace the kicker in the starting lineup. The replacement will take the kickers place and number in the .nfl file and the replacement's kick rating will be set at 3 lower than the starting kicker's kick rating or three less than the punter's kick rating, whichever is lower.


Kick and Punt Returners

If a backup returner has the same or more returns than the starting returner then the starting returner is considered injured, unless the starting returner is also a starting player at a position on offense or defense. In this case any injuries can only occur from results at their regular offensive or defensive starting position. If a returner returns both punts and kicks they must be injured by rule at both positions (or have no returns at one) or they are not considered injured. Any returner injured by rule at another position is also considered injured as a returner. Should a returner who starts at a position on defense have the same or fewer returns than a backup at their return position and a defensive player at that position be injured by a backup having stats or the “No Stats” rule the defensive player who returns is injured unless they are exempt by the “Star of Game” exemption regardless of the injury rotation. Should a starting FL, SE or TE1 who also returns kicks have the same or fewer returns than a backup at their return position and a receiver is injured by a backup having stats or the rotation rules, the receiver who returns is injured unless they are exempt by the “Star of Game” exemption regardless of the injury rotation.

Other Positions

Defensive players (DL, DB & LB), receivers on offense (WR, TE) and offensive linemen will be considered injured according to the injury rotation rules. Until the team's particular injury rotations kick in (Game 3 for defense and receivers and game 5 for offensive line) players are considered injured by the early season injury rotation, based on the inverse of the previous season's injury rates. Post season injuries are determined using the post season injury rotation, based on the inverse of the regular season's injury rates.


ROTATION INJURIES


Team Injury Rotation


The GM of each team may set the injury rotations in any order they like as long as the positions do not repeat consecutively. For example, FL-SE-FL-TE3 is allowable while SE-FL-FL-TE3 is not. Most likely a GM would want the players that are most expendable coming up in the injury rotation in the toughest games or the last game before the playoffs. Those that are least expendable would be in the injury rotation for the easiest games or in games just before a bye week.


If a player is exempted from injury for any reason the injury moves to the next player in the rotation. If it goes past the end of the rotation it starts over at the beginning. The rotations will be set up randomly if no input is received from an GM. The rotation starts at the number of games for that team. For instance, if one team is 2-1, another team is 2-2, and both have injuries in the next week's game, the rotation starts at Game 4 for the first team and Game 5 for the second team.


Rotation First Two Regular Season Games

Will be based on which positions were injured the least to the most for the entire league the previous season. For LB for instance, If LILB had 10 injuries, RMLB 6, ROLB 5 and LOLB 3 the rotation would be LOLB, ROLB, RMLB, LILB.


Rotation Last 12 Regular Season Games

Receivers will include SE, SE, SE, FL, FL, FL, TE1, TE1, TE1, TE2, TE3, WR3

Defensive linemen will include LE, LE, LE, RE, RE, RE, R/NT, R/NT, R/NT, LDT, LDT, LDT

Linebackers will include LOLB, LOLB, LOLB, RMLB, RMLB, RMLB, ROLB, ROLB, ROLB, LILB, LILB, LILB

Defensive backs will include LCB, LCB, RCB, RCB, SS, SS, FS, FS, 5, 5, 10, 10


Rotation Last 10 Regular Season Games

Offensive linemen will include LT, LT, LG, LG, C, C, RG, RG, RT, RT


Rotation Playoffs

Will be based on which positions were injured the least to the most for the entire league during the regular season. For LB for instance, If LILB had 10 injuries, RMLB 6, ROLB 5 and LOLB 3 the rotation would be LOLB, ROLB, RMLB, LILB.


The rules remain the same for QB, RB's and return men.


If by the following rules one or more players are injured the next one or more players up in the injury rotation are injured.


SE, FL, TE*, TE2*, TE3* & WR3 - For every backup WR* or TE* that has more receptions + rushes than at least three of the players starting at these positions** then the players first in the receiver injury rotation for that game are considered injured unless there is a starting FL, SE or TE1 with no stats#. In that case the starter with no stats is hurt instead of the player first in the injury rotation. See *, **, # and Note.


If there are backup TE's on the roster then for all backup TE's getting in with injury qualifying stats without any backup WR's getting stats then the next TE (TE, TE2, TE3) in the rotation is injured for each backup TE getting in with injury qualifying stats.

If there are backup WR's on the roster then for all backup WR's getting in with injury qualifying stats without any backup TE's getting stats then the next WR (SE, FL, WR3) in the rotation is injured for each backup WR getting in with injury qualifying stats.


If both a backup WR and a backup TE have stats but only one has more receptions + rushes than three of the starters (SE, FL, WR3, TE1, TE2, TE3) then the rotation falls to the first receiver for that game regardless of position, assuming there is only one backup TE or only one backup WR on the roster.


If both a backup WR and a backup TE have more receptions + rushes than three of the starters (SE, FL, WR3, TE1, TE2, TE3) and a team has only one backup TE, then the rotation falls to the first TE (TE, TE2, TE3) in the rotation and the next receiver (SE, FL, WR3, TE1, TE2, TE3) regardless of position.

If both a backup WR and a backup TE have more receptions + rushes than three of the starters (SE, FL, WR3, TE1, TE2, TE3) and a team has only one backup WR, then the rotation falls to the first WR (SE, FL, WR3) in the rotation and the next receiver (SE, FL, WR3, TE1, TE2, TE3) regardless of position.


See also Kick and Punt Returners above.


# TE1 if it is a backup TE with the injury qualifying stats, SE or FL if there is a backup TE with no injury qualifying stats on the roster. If there is no backup TE on the roster and a backup WR has injury qualifying stats then it can be either the SE, FL or TE1.

*TE's are backed up by WR or RB if there is no backup TE on the roster. It does not matter if the backup TE or WR has more receptions + rushes than starting TE's or starting WR's as long as they have more than three of them. RB's the game selects to replace injured TE's or WR's will not figure in any TE or WR injury calculations.

**If a player is starting at more than one position he counts as a player for each position at which he starts (for instance a player starting at both TE3 & WR3 counts as two players).


The injury rotations come into effect for defense and the offensive line if one of the following special events occur in a game:


Defensive Line - If a backup DL gets stats and at least one starting DL does not then the DL first in the rotation for that game is injured. If all starting DL have stats as well as a backup then the starter with the fewest stats is injured.


Linebackers - If a backup LB gets stats and at least one starting LB does not then the LB first in the rotation for that game is injured. If all starting LB have stats as well as a backup then the starter with the fewest stats is injured.


Defensive Backs - If a backup DB gets stats and at least one starting DB does not then the DB first in the rotation for that game is injured. If all starting DB have stats as well as a backup then the starter with the fewest stats is injured. See also Kick and Punt Returners above.


Offensive Line - If an offense gives up more sacks than average (rounded to the nearest 0.1) and gets fewer yards per rushing attempt than average (rounded to the nearest 0.1) then the OL in the rotation is injured. If a QB, FB or HB is not starting a game due to injury or gets an injury during a game that will cause them to miss a start then the OL Injury Rotation Rule is void for that game. Also, if an OL is not starting a game due to injury then the OL Injury Rotation Rule is void for that game.


Note: Star of Game Exemption: The starting player that gets the most stats in a relevant category (receptions for WR & TE, rushing attempts for RB, interceptions + sacks for DL, LB & DB) for a game is exempted from the rotation for that game if they have more stats than the backup. If there is a tie for the most in the stats and the tied players have more stats than the backup then all with the most in the stats are exempt. If there is a tie in the stats and the tied players have the same or fewer stats than the backup then none are exempt. For example, if a WR3 is first in that team's receiver injury rotation for a game but leads the team in receptions that game and a backup WR has more stats than three starting receivers then the rotation moves to the next receiver in the rotation after the WR3.


Defense No Stats Injury Rule

Starts with Game 3 – See also Kick and Punt Returners above


If no starting LE, R/NT, or RE are missing the game due to injury, no DL have stats and the team gives up more yards per rushing attempt (rounded to nearest 0.1) than average, the DL first in the rotation is injured.

If a DL is not starting a game due to injury the DL No Stats Injury Rule is void for that game.


If no starting LOLB, RMLB, or ROLB are missing the game due to injury, no LB have stats and the team gives up the same or more total rushing yards and the same or more passing yards per attempt (Average Pass - rounded to nearest 0.1) than average, the LB first in the rotation is injured.

If a LB is not starting a game due to injury the LB No Stats Injury Rule is void for that game.


If no starting LCB, RCB, SS, or FS are missing the game due to injury, no DB have stats and the team gives up more passing yards than average, the DB first in the rotation is injured.

If a DB is not starting a game due to injury, the DB No Stats Injury Rule is void for that game.


Only one defensive player per team per game can be injured by the no stats rule. The following rotation applies to break ties (extend through playoffs):




Taxi Squads

Each team has a taxi squad consisting of 6 players, a quarterback (QB), an offensive lineman (OL or C), a receiver (WR or TE), a running back (RB) a defensive back (DB) or another defensive player (DL or LB). After all final rosters have been set the taxi squad will be assigned to each team in the following manner.

Team GM's will be notified but all this will happen automatically without any GM input. The GM's of course will be able to set their own starting lineups.
All remaining free agents will be ranked by rating. Using the same order as the college draft, a team will be assigned whichever QB, OL, C, RB, WR, TE, DL, LB or DB comes up first in the ranking when it is their turn in the draft order. The following assignment round they are assigned the highest ranked player in other than the category(ies) they received in the previous round(s). This continues for six rounds until all taxi squads are filled. After the six round taxi squad assignments there will be a round where a GM may switch one of their taxi squad players for another free agent in the same category (i.e. a QB for a QB, or a RB for a RB).
Taxi squad players are used only in the following manner.
When a team has an injured player only the taxi squad player in that category will replace the injured player on the active roster and only until the injured player is ready to return to the active roster. They cannot get a permanent place on the active roster unless a player suffers a season ending injury. Should this occur, the appropriate taxi squad player moves to the active roster and is replaced on the taxi squad by the next highest rated free agent at the position of the player who received the season ending injury.
If a QB is hurt the taxi squad QB is activated. If a C or any other OL is hurt the taxi squad OL or C is activated. Note, if a C is hurt the taxi squad OL or C is activated as a C, regardless of whether they are a C or not. If a RB is hurt the taxi squad RB is activated. If a WR or TE is hurt the taxi squad WR or TE (regardless of which particular position they are) is activated. If a DB is hurt the backup DB is activated. If a DL or LB is hurt the taxi squad DL or LB (regardless of which particular position they are) is activated.
Should more than one offensive skill (RB, WR or TE) or more than one defensive (DL, LB, DB) be injured at the same time the appropriate taxi squad player replaces players in the following order.
The first optionxxx, for offensive skill players only, is if a starting QB, FB, HB, SE, FL or TE1 have no stats at all then they are the player replaced by the taxi squad player. The second optionxxx is the taxi squad player replacing the like player. For instance, if the taxi squad player is a TE and the TE1 and the SE are hurt, the taxi squad player replaces the TE1. The third optionxxx is the taxi squad player replacing the player who is due to return last to the starting lineup. For instance, if the SE is hurt for 1 game and the FL is hurt for 2 games, the appropriate taxi squad player replaces the FL. The fourth optionxxx is the player first in the injury rotation being replaced by the taxi squad player. The player that is not replaced by the taxi squad player is put on the bench for the game with at least a 10% reduction in skills (Run, Rcv, Blk, Pass, Kick and Spd. In this case, the maximum skill allowed is 90, the minimum skill allowed is 50, and the fastest speed allowed is 4.6).

xxx If an injured player is also a AR, PR or KR, that player becomes the deactivated player regardless of the options listed.

In the case where two regular roster QB's end up on the injured list at the same time, only the QB due to return last will be deactivated and replaced by the taxi squad QB. The other will be removed from the starting lineup and left on the bench with at least a 10% reduction in skills (maximum skill allowed is 90, the minimum skill allowed is 50, and the fastest speed allowed is 4.6 ). Should they be due to return at the same time, only the QB who was injured for the longer total number of games is deactivated and replaced by the taxi squad QB.
Note, more than one C or OL cannot be injured per game, nor can any particular offensive line position (LT, LG, RG, RT, C) be hurt more than twice in a single season.

Any injured players that are not deactivated and replaced by a taxi squad player are removed from the starting lineup and given at least a 10% reduction in skills (Run, Rcv, Blk, Pass, Kick and Spd. In this case, the maximum skill allowed is 90, the minimum skill allowed is 50, and the fastest speed allowed is 4.6 (5.0 for linemen)).
Taxi squad players do not count against the Years Cap during the regular season. However, after the regular season ends they become part of the full roster and they do count against the Years cap. They may then be kept on the regular roster or cut in the process of getting a team under the Years Cap.


Frequent Injury Penalties

If a player gets injured frequently the amount of time missed will start to increase. Any player injured three times in a season will have their years increased by an extra year after the season. If they are injured more than three times in a season their years are increased by two after the season. In addition, players who are hurt twice in a season will have their trade points reduced by one for only the following season. If they are hurt three times in a season their trade points will be reduced by two for only the following season. If they are hurt four or more times in a season they will have their trade points reduced by three for only the following season.


CUMULATIVE INJURIES

# OF INJURIES

# PREV YR INJURIES

GAMES OUT

1

0-1

1

2

0-1

1

3

0-1

2

4

0-1

4

5

0-1

Season

1

2-3

1

2

2-3

2

3

2-3

4

4

2-3

Season

1

4+

1

2

4+

4

3

4+

Season


Injury Tiebreakers

If two players appear to be injured by rule and the order is apparently not covered by any rule above, the following tie-breakers are used to determine which player is hurt. The player with the least in a category of stats loses and is hurt.

RB - rushing attempts, rushing yards, rushing TD's, receptions, receiving yards, receiving TD's, returns, return yards, injury rotation

Receiver (SE, FL, WR3, TE, TE2, TE3) - receptions, receiving yards, receiving TD's, returns, return yards, injury rotation

DB - sacks + interceptions, interceptions, sacks, interception return yards, returns, return yards, injury rotation

DL - sacks + interceptions, sacks, interceptions, interception return yards, returns, return yards, injury rotation

LB - sacks + interceptions, sacks, interceptions, interception return yards, returns, return yards, injury rotation