Monday, July 06, 2009

2008 JOEFL Rules

Rules as they stand now-

SECTION 1: FIGURES:

ALLOWED FIGURES:
Figures from Tudor Games (from 1967-1989, no earlier), Miggle Toys, SIW (Buzzball), and Football Figures (Reginald Rutledge products) are authorized for use in the league, proved they meet the height and weight requirements.

PLAYER HEIGHT:
All EF Figures shall be no more than 1.75 inches tall including base and extended arms.

PLAYER WEIGHT:
All EF Figures shall weigh no more than 3.5 grams total weight including base.

ADDING WEIGHT TO PLAYERS:
Lead and/or double-sided stick tape is authorized. Magnets are only authorized on kickers, punters, kick returners, and punt returners. Lessen weight on players by adjusting the plate the player is on, but still must be able to be clipped to the base using the base clips. Hollowing out the player is also allowed, as long as the hole is covered.

ALLOWED POSES:
Coaches may modify the appearance of a player to gain a competitive advantage. Figures cannot be molded or modified to have attributes not found in standard football players. No more than five (5) of a particular pose of player (per side) may be on the field for one play. No more than five (5) players (per side) may be on the field with either or both hands above their head. Questions about the legitimacy of a player will be brought to the league commissioner.

SECTION 2: BASES:

ALLOWED BASES:
Bases from all above mentioned retailers and vendors are authorized as well as ITZ dials. Standard tweaking practices are also allowed. “Boat” bases are allowed. The boiling of bases is not authorized.

FINAL AUTHORITY:
The game referee and league commissioner reserve the right to find any player or base as unauthorized for league play.

SECTION 3: GAMES:

REQUIRED EQUIPMENT:
A JOEFL game must have the following equipment available at a minimum:

(1) Two teams in compliance with JOEFL player and base regulations.
(2) An approved Electric Football board with a field made of metal or wood.
(3) A Triple-Threat Quarterback (TTQB) with the kicking leg in order to pass and kick.
(4) First down chain and markers for Line of Scrimmage and Rear Limit.
(5) A goalpost in order to attempt field goals.
(6) A 60-second timer
(7) A copy of the current JOEFL rules in hard copy or electronic format.

TEAM INSPECTION:
Coaches are allowed to inspect an opponent’s team before the start of a game. A scale will also be made available by coaches to weigh questionable players. Players who do not pass inspection will not be permitted during the game. Third party officials will be available to answer questions either in person or by telephone. Coaches are encouraged to limit pre-game inspections to thirty (30) minutes.

BOARD VIBRATION AND SPEED:
Coaches are encouraged to test their players on the board to be played on before the start of a game. Both coaches will come to an agreement on the speed setting of the board to be played on.

COIN TOSS:
A coin toss is made just prior to starting the game. The "visiting" coach calls "heads" or "tails" while the coin is tossed in the air. The winner of the coin toss gets first choice of one of the following:

(1) Receive the kick-off
(2) Kick-off
(3) Defend the goal of choice
(4) Defer first choice in exchange for first choice at the start of the second half.

GAME TIMING:
The game is divided into (4) four quarters consisting of 10 plays apiece. Extra points and two-point conversions do not count as a play. Touchbacks from kickoffs and punts will count as a play. Each coach has three time-outs per half. A time out does not add an additional play to the end of the half.

IN THE EVENT OF A TIE:
If the score is tied upon completion of (4) four quarters of regulation play, (1) one period of overtime will be played. A coin toss will be performed to determine who gets starting possession. The overtime period will be in a “sudden death” format, with the first team to score during overtime being the winner, and the game ends immediately. If neither team scores after ten total elapsed plays, the game is considered a tie.

GAME TERMS:

ADJUST: An adjust is the process of picking up a player and turning the dial on its TTC base (or brushing the prongs on a rookie base) and then placing the player back on the field in the same exact spot and orientation.

ANGLE: An angle is the process of turning a base to face in a different direction. When angling a base, it must maintain the original distance between itself and the object it is being angled toward, and be turned on an imaginary axis. Being out of bounds does not disqualify an eligible player from being angled.

ENGAGED: A player is considered engaged when any part of its base is in contact with any part of an opposing team player's base. An engaged player is never allowed to be angled or adjusted.

FORWARD PROGRESS: At any time when the ball carrier runs backwards (or loses forward progress) the coach on offense may elect to turn off the game and call the play down at that point. The furthest point of advance by the ball carrier’s base determines forward progress.

OUT OF BOUNDS. If any portion of the ball carrier's base touches the out of bounds line, the play is stopped. The ball is marked at the point where the ball carrier's base first touched the out of bounds line.

TACKLE: The ball carrier is tackled when any part of its base comes into contact with any part of an opposing player's base. The ball is downed at the forward point of the ball carrier's base.

KICK-OFFS:
Kick-off plays will be the first play of each half, the first play of overtime, and after a touchdown or field goal is scored.

KICKING TEAM FORMATION:
The kicking team lines up all players at its own 30-yard line. The kicker is in the center of the formation, and will kick the ball using the TTQB (or a mutually approved substitute) from his own 30-yard line.

RECEIVING TEAM FORMATION:
The receiving team must have at least five players on the fifty yard line. One player, the kick returner, must be set centered at its own 2-yard line. The kick returner should be a stationary player so that it does not move when the board is turned on. The remaining five players may be set anywhere between the 50 yard line and the receiving team's goal line.

Kick-Off Play Procedure. When both teams are set, play proceeds in the following manner:

(1) The TTQB (or some other approved kicking method) is used to kick the ball.

(2) The board is turned on for four seconds (to simulate the ball being kicked in the air while the kicking team runs downfield to cover) and then turned off.

(3) If the ball does not land on the field, the kick returner shall return the kickoff from his pre-designated spot at his own 2 yard line. If the ball lands and rests on the board in the field of play, it is from that point the kick returner shall be placed and the decision to return will be made. The return team may also opt not to return the kickoff, and begin their series where they downed the ball. Kickoffs which land and rest in the end zone can be returned or considered a touchback, giving the receiving team the ball at their own 20-yard line.

(4) If the receiving team decides to return the kick, the stationary player in the kick returner position is replaced by the actual kick returner. The kick returner's base may be angled.

(5) The kicking team may adjust/angle any of its non-engaged players.

(6) The receiving team can adjust/angle any unengaged players as blockers for the kickoff returner.

(7) The board is turned back on and play continues until the kick returner is tackled, runs out of bounds, scores, or has his forward progress stopped.
On-Sides Kick Procedure: A team may attempt an on-sides kick only if it is losing. The procedure for an on-sides kick is as follows:

(1) After the kicking team and receiving team are both set, the kicking team announces its intention to attempt an on-sides kick.

(2) The kicking team then removes one of its players and replaces it with the triple-threat quarterback at the spot the kicker occupied.

(3) The ball is then kicked. A magnetic marker will be placed at the precise spot the ball lands and rests.

(4) The kicking team will have a chance to recover the ball if, as a result of the kick, the ball travels a minimum of ten yards, remains inbounds, and does not strike any player on the field. If this occurs, both teams are then allowed to adjust and angle any of its players including the kicker toward the football. The receiving team may make adjustments after the kicking team.

(5) The board is turned on for (3) three seconds. The first player to make contact with the ball gains possession for its team at the spot of the ball. The play is over at that point. The player recovering the ball may not advance it. If players from opposing teams make contact with the ball simultaneously, possession is awarded to the receiving team. If no player recovers the ball upon completion of the (3) three-second runoff, the receiving team gains possession at the spot of the ball.

(6) The receiving team will gain automatic possession if as a result of the kick the ball travels less than ten yards, or hits any player on the field, or goes out of bounds. If the ball travels less than ten yards, the play is over and the receiving team takes possession at the spot of the ball. If the ball hits one of the players on the field, the play is over and the receiving team takes possession of the ball at the spot of that player. If the ball goes out of bounds as a result of the kick or if it bounces out of bounds during the three second count, the receiving team may elect to take possession of the ball at either the spot where the ball went out of bounds or at the receiving team's 40-yard line.

PLAYS FROM SCRIMMAGE: This section describes the rules and procedures that the offensive and defensive teams must follow on running and passing plays from scrimmage. The game referee has the final authority on play by play matters.

PLAYERS ON THE LINE OF SCRIMMAGE: Offensive and defensive players shall not have any part of their body or base extending over the line of scrimmage.

Offensive Formations. The offense must set its players in the following manner:

Interior Offensive Linemen- The interior offensive linemen (center, guards, and tackles) are set on the line of scrimmage with a space between them measuring one “rookie” base width. These linemen should be set perpendicular to the line (straight, not slanted) if the base is moving forward. If the base is moving backward, then it may be set straight or slanted. NO MAGNETS!

Tight Ends- Any tight end or receiver on the line of scrimmage must be at least one base width outside of the tackle. The tight ends may be set straight or slanted. A tight end not set on the line of scrimmage must also be outside the tackle and exactly five yards behind the line of scrimmage. Tight ends may not be within 5 yards base to base in a columnar line, aka “stacking”.

Receivers- Any receiver on the line of scrimmage must be at least two bases width outside of the tackle, or one base width from a tight end. Receivers may be set straight or slanted. A receiver not set on the line of scrimmage must also be outside the tackle and set exactly five yards behind the line of scrimmage. Receivers may not be within 5 yards base to base in a columnar line, aka “stacking”.

Quarterback- The offense must always have a player designated as the quarterback. The quarterback must be set such that its entire base is inside the “hash marks” and no more than 15 yards behind the line of scrimmage. No other player may be set in the path between the quarterback and center. The quarterback may be slanted to face any direction. The quarterback may line up directly behind center if he is on a stationary base. All other times require a 5-yard gap between the quarterback and center.

Running backs- A maximum of three players may be set as running backs. A running back must be set such that its base at a minimum makes visible contact with the “hash marks” and at least (5) five but no more than (15) fifteen yards behind the line of scrimmage. Running backs can be set up directly behind each other in the backfield, provided there is a 5 yards base to base space between them.

Defensive Formations: Stacking (players in a line with less than 5 yards between bases) is not allowed on defense. One (1) linebacker or defensive back must play 5 yards off a receiver or tight end on the line of scrimmage. A minimum of (2) two defensive linemen must be on the line of scrimmage for any play. The defense sets its players in the following manner:

Defensive Linemen- A defensive lineman can be set on the line of scrimmage directly opposite an offensive lineman, or offset so that no more than 33% of the defensive linemen’s base is offset on either side of an offensive lineman.

Linebackers- Linebackers may be set on or behind the line of scrimmage. Linebackers must be outside of the offensive tackles if set on the line of scrimmage. If they are set five or more yards behind the line of scrimmage, then they may be in the gaps between defensive linemen. If they are set five or more yards behind the line of scrimmage, then they may be angled in response to the offense.

Defensive Backs- Defensive backs may be set on or behind the line of scrimmage. If set on the line of scrimmage, they must be outside of the offensive tackles. If they are set five or more yards behind the line of scrimmage, then they may be in the gaps between offensive linemen. If they are set five or more yards behind the line of scrimmage, then they may be angled in response to the offense. Defensive backs shall not begin a play laying down on the field.

GAME TERMS:

ADJUST: An adjust is the process of picking up a player and turning the dial on its TTC base (or brushing the prongs on a rookie base) and then placing the player back on the field in the same exact spot and orientation.

ANGLE: An angle is the process of turning a base to face in a different direction. When angling a base, it must maintain the original distance between itself and the object it is being angled toward, and be turned on an imaginary axis. Being out of bounds does not disqualify an eligible player from being angled.

MOTION: A player can be set in motion by physically lifting the player from the board and setting the player down at another location on the board at any desired angle. A coach may adjust a player’s base while in motion. Offensive and defensive linemen are the only players who cannot be put in motion.

INTERCEPTION. A pass hitting a defensive player on the fly is an interception. A player cannot intercept a pass if engaged with an offensive linemen. The pass is considered incomplete.

PASSES: The first player struck by the ball has “caught” the pass.

PLAY PROCEDURE: Plays are run as follows-

(1) The offense and defense simultaneously begin to set their players in the desired formations. A 60-second timer will be used to mark the time. When time expires, the offense must end setup and remove hands from players. The defense will then have 10 additional seconds, then must remove hands from players. Offense must call a “time out” within the allotted 60 seconds to eliminate the 60-second setup clock for that play only.

NOTE: When it is the first play from scrimmage following a possession change, no setup timer is used.

(2) The offense says "set" when its formation is complete. At this point, the offense may no longer make any changes to its formation.

(3) Upon seeing the offense's final set formation, the defense makes its final adjustments and says "set." The defense must set up all players upright.

(4) The offense may now angle (but not adjust) a maximum of two players in the offensive backfield between the “hash marks” (i.e. running backs and quarterback). Instead of angling two players, the offense may “motion” one player. The quarterback may be “motioned”

(5) In response to Step 4 above, the defense may angle as many players as the offense did, plus angling one additional defensive player. The defenders being angled are at least five yards behind the line of scrimmage. The defense is allowed one “motion” in lieu of performing two audibles. Any defensive player can be “motioned” and set back down on the field at any angle. The defense can then still angle one additional linebacker or defensive back. No defensive players can have a magnetic base.

If the offense: Then the defense:
Make no adjustments Can audible 1 (one) LB or DB
Makes 1 (one) audible Can audible 2 (two) LB or DB
or
Can motion 1 (one) defensive player
Makes 1 (one) motion Can audible 3 (three) LB or DB
or
Can motion 1 (one) defensive player
PLUS audible 1 (one) LB or DB
Makes 2 (two) audibles Can audible 3 (three) LB or DB
or
Can motion 1 (one) defensive player
PLUS audible 1 (one) LB or DB

(6) The offense announces the number of the ball carrier and turns on the game board. The ball carrier is allowed one chance to turn off the board and do one of two things:

(A): Attempt a pass with the TTQB. Go to Step 7.

(B): Turn off the board and re-angle the ball carrier (This cannot be done in the red zone). If a running back never crosses the line of scrimmage and is never tackled, the switch can be turned off for no gain. Unengaged defenders can also be adjusted. Defense turns on the switch and turns it off as soon as the play is over.

(7) The offense may attempt a pass if all of the following conditions are met:

(A) The quarterback has not been tackled (sacked).

(B) The quarterback has never had its entire base drop back more than 15 yards behind the line of scrimmage, otherwise known as the “Rear Limit”.

(C) An eligible receiver is open to receive a pass. A receiver is eligible to receive a pass if the base is completely inbounds and not engaged base to base with a defensive player. A receiver that had previously been out of bounds may still be eligible to receive a pass provided that the entire base is inbounds at the time of the pass attempt. A receiver will be considered engaged if they are 5 or more yards behind the quarterback.

(D) The quarterback has never had any part of its base on or past the line of scrimmage. If the quarterback’s base goes past the line of scrimmage, play continues with the quarterback as the ball carrier. If the offense turns the board off, the offense can change the quarterback’s direction and base and the defense can turn any unengaged defenders.

(E) The quarterback has not run out of bounds. If the qb does, this is considered a loss of yards. The quarterback may change its base and run if he is still behind the line of scrimmage and all possible receivers are out of bounds or otherwise engaged. The quarterback can be angled and adjusted. Defenders may turn as many non-engaged players as possible to stop the quarterback run.

NOTE: Quarterback may “keep the ball” once per half, if there are open receivers.

(8) If the intended receiver is within five yards of the quarterback, and has an unobstructed line of sight, no TTQB is necessary as the pass is considered a “shovel”, and is automatically complete.

(9) The pass is attempted with the triple threat quarterback. When attempting the pass, the quarterback may be tilted as long as some part of its base remains in contact with the board inside the footprint of where the base was at when the switch was turned off. The offense has only one attempt in which to complete the pass. The first player struck by the ball is the recipient of the pass.

NOTE: If any eligible receiver catches the pass, it is a completed pass.

If the pass is complete (see definition of completion), proceed to Step 10.

The offense may elect to take an automatic incompletion ("throw it away"). If the offense misses the pass or opts to "throw it away," then go to Step 11.

If the offense throws an interception (see definition of interception), then the defensive player becomes the ball carrier. If the defensive player is engaged, then the ball is down at that point. If the defensive player is not engaged, then he may be angled and adjusted. Play continues with Step 10, but with the defender as the ball carrier and with the offense becoming "the defense."

(10) The receiver or a single blocker, upon catching the pass, may be angled by the offense. The blocker will be an alternate unengaged offensive player to block for the ball carrier. The defense may angle and adjust any of its players who are not engaged. After making all adjustments, the defense controls the switch and the play continues with the new ball carrier. The defense then turns off the switch upon completion of the play.

(11) The line of scrimmage is marked for the next play.

=====================================================

OPTIONS FOR PASSING:

Halfback Pass: A pass may be attempted with the halfback. If the halfback is more than 5 yards away from the QB, the TTQB will be used to throw him the ball. If the pass is incomplete, the play ends. The halfback must also be behind the line of scrimmage.

If the pass is complete, the defense can adjust players based on the new ballcarrier. The offense can then re-position (and change the base) on the QB to make him eligible (if desired), and then the defense turns on the switch for (2) two seconds to allow the play to continue. If the ballcarrier is tackled, he is down at that point. If the ballcarrier runs out of bounds, play is dead for no gain.
Upon completion of the 2 seconds, the halfback MUST throw the ball to an eligible receiver past the line of scrimmage or throw the ball away. The halfback can not “tuck and run”. Upon the completed pass, the defense can adjust again, and play resumes.

Center Eligible/Center Sneak: Each coach may attempt this play once per game.

As a running play, the center is identified as the ball carrier and the defense gets the switch as a running play.

As a passing play, the offense can declare center eligible at any time when the TTQB is looking for eligible receivers. The center is no longer eligible once he has completely gone further than (10) ten yards past the line of scrimmage or is engaged. If the pass is successful, treat the center as a standard ball carrier.

Quick Kick: A “Quick Kick” may be attempted once per game per coach, as long as the kick attempt is made from within the opponent’s 50-yard line, and the QB is not more than 15 yards behind the line of scrimmage. The quarterback will be replaced on the field with the TTQB at his current position.
The offense announces its intent to “Quick Kick”. The QB must me made stationary, as the defense will be allowed to re-angle any unengaged defenders, and will get a 1-second rush. If the QB is tackled, the play ends. The TTQB attempts the kick, if it is good, the offense gets 3 points. If it is no good, the ball is dead and possession goes to the defense at the spot of the attempted kick.
Remember, the Quick Kick is considered a Field Goal Attempt.

PUNTS:

Formations: The rules for offensive and defensive formations as described in also apply to punts. The player at the quarterback position is the punter. The punter must be a player on a stationary base. In addition, the defense may elect to place a kick returner on a stationary base exactly 50 yards from the line of scrimmage or on its own goal line (whichever is closer to the line of scrimmage).

Play Procedure. Plays are run as follows:

(1) The offense announces its intention to punt.

(2) The board is turned on for two seconds to allow the defense an opportunity to block the punt. (The punt is blocked if the kicker gets tackled or if its base is moved more than 15 yards behind the line of scrimmage during the two second count). If the punt is blocked, then the defense takes possession at the spot of the punter. The defense may not advance the ball on a blocked punt. The play is over. If after the two second count the punt is not blocked, proceed to Step 3.

(3) The quarterback substitution is made by removing the stationary player and putting the triple threat quarterback in its place.

(4) The punt is made with the triple threat quarterback. When making the punt, the quarterback may be tilted as long as some part of its base remains in contact with the board on the spot where the base was at the time when the switch was turned off.

(5) As a result of the punt, one of the following situations will occur:

(A)The punt flies out of bounds without first touching the field of play or another player.

(B) The punt hits the field of play and stays inbounds.

(C) The punt hits a player on the fly or after bouncing on the field of play.

(D) The punt hits the field of play and then goes out of bounds.

If situations (a) or (b) occur, the punt is returnable.

In the event of situation (a), the punt returner stays in its original position.

In the event of situation (b), the punt returner is moved to the spot of the ball. Proceed to Step 6.

If situation (c) occurs and the first player hit is a member of the return team, then that player becomes the punt returner. That player's position is marked. Proceed to Step 6.

If situation (c) occurs and the first player hit is a member of the punting team, then the ball is down at the spot of that player with the return team having possession.

If situation (d) occurs, the play is over and return team has possession at the point where the ball went out of bounds.

NOTE: The punting team may instead "fake" the punt and pass to an eligible receiver. In this case, play would resume.

(6) The punting team may angle all five of its eligible receivers (even if they are engaged) to cover the punt. The return team makes no adjustments.

(7) The board is turned on for four seconds (to simulate the ball being punted in the air while the kicking team runs downfield to cover the punt) and then turned off.

(8) By the end of the four-second count, if any player from the punting team is able to hit the punt returner's base or pass the spot of the punt returner while remaining inbounds, then the result is an automatic "fair catch." The play is over and the ball is marked at the spot of the punt returner. (If the punt returner was in the endzone, then the result is a touchback). If no player from the punting team is able to force the "fair catch," then the punt is returnable. Proceed to Step 8.

(9) The stationary player in the punt returner position is removed and the actual punt returner is put in its place at the exact same spot.

(10) The punt returner may be angled. No other player on the return team may be angled.

(11) The punting team may then adjust and angle any of its players not engaged with a player from the return team.

(12) The board is turned on and play continues until the punt returner is tackled, runs out of bounds, scores, or has its forward progress stopped.

FIELD GOALS AND PATs. A field goal may only be attempted when the offense is on beyond the opponent's 45-yard line.

PAT’s will be attempted unobstructed from the opponent’s 15 yard line.

Formations. The rules for offensive and defensive formations previously described apply to field goal and PAT attempts. The player at the quarterback position is the kicker. The kicker must be a player on a stationary base.

Play Procedure. Plays are run as follows:

(1) The offense announces its intention to attempt a kick.

(2) The board is turned on for two seconds to allow the defense an opportunity to block the kick. (The kick is blocked if the kicker gets tackled or if its base is moved more than 15 yards behind the line of scrimmage). If the kick is blocked, then the defense takes possession at the spot of the kicker. The defense may not advance the ball on a blocked kick. The play is over. If after the two second count the kick is not blocked, proceed to Step 3.

(3) The quarterback substitution is made by removing the stationary player and putting the triple threat quarterback in its place.

(4) The kick is attempted. When making the kick, the quarterback may be tilted as long as some part of its base remains in contact with the board on the spot where the base was at the time when the switch was turned off.

NOTE: The offense may instead "fake" the field goal and pass to an eligible receiver. In this case, play would resume as a passing play.

DEFINITIONS

ADJUST: An adjust is the process of picking up a player and turning the dial on its TTC base (or brushing the prongs on a rookie base) and then placing the player back on the field in the same exact spot and orientation.

ANGLE: An angle is the process of turning a base to face in a different direction. When angling a base, it must maintain the original distance between itself and the object it is being angled toward, and be turned on an imaginary axis. Being out of bounds does not disqualify an eligible player from being angled.

COMPLETION: A pass is complete if it hits any part of an eligible receiver's base or figure on the fly. Passes may not be thrown to receivers who are covered (see definition of covered receiver). A pass is complete to the first player it strikes. A receiver does not have to be declared beforehand.

COVERED RECEIVER: When any part of an eligible receiver's base is in contact with any part of a defender's base, that receiver is considered "covered." Any pass hitting that receiver is incomplete.

FALLEN PLAYERS: Figures may fall during the course of a play. If the fallen figure is a ball carrier, then the play is immediately dead and marked by the forward most portion of the base (not the figure). If fallen player is an eligible receiver, he can be thrown to while remaining fallen. Upon making the catch, a fallen player is marked down at the spot of the base. If the fallen player is on defense, he may be stood up and re-positioned, provided he is not engaged.

FORWARD PROGRESS: At any time when the ball carrier runs backwards (or loses forward progress) the coach on offense may elect to turn off the game and call the play down at that point. Forward progress is the furthest point of forward advance by the ball carrier’s base.

GAP: The gap is the space between players on the offensive line. The offensive linemen (center, guards, tackles and tight ends) must be spaced exactly one “rookie” base width apart when setting up a play from scrimmage.

INTERCEPTION: A pass hitting a defensive player on the fly is an interception. The "covered receiver" rule does not apply to defenders. A pass hitting a defensive player is an interception even if its base is in contact with an offensive player's base. If the player which intercepted the pass is not engaged, it may be angled and adjusted for an interception return.

MOTION: A player can be set in motion by physically lifting the player from the board and setting the player down at another location on the board at any desired angle. A coach may adjust a player’s base while in motion. Offensive linemen are the only players who cannot be put in motion.


OUT OF BOUNDS: If any portion of the ball carrier's base touches the out of bounds line, the play is stopped. The ball is marked at the point where the ball carrier's base first touched the out of bounds line.

RED ZONE: The area of the field from the opposing team’s 20 yard line to the opponent’s goal line. Running backs cannot be re-positioned in this area of the field.

STACKING: Stacking is defined as lining up one player directly behind another with little or no space between the players' bases (like a train) in order to get extra pushing power. A linebacker, for example, may not be stacked directly behind a defensive lineman. Any player that is set in the straight line path behind another defensive player must be at least five yards (end to end) farther behind the line of scrimmage than the player in front of it. On offense, stacking behind offensive linemen or receivers is also illegal. One exception, however, is that some modified stacking is allowed in the offensive backfield, as long as there is a minimum of 5 yards between them and are lined up in an “offset” formation.

STATIONARY PLAYER: A stationary player is a player on a base with the prongs cut out so that it does not move when the board is turned on. These players can only be used to mark the spot of a quarterback, kicker, punter, kick returner or punt returner.

Friday, June 12, 2009

Another technology goes the way of the VCR...

The last day of analog television. No more rabbit ears. No more snowy screens. No more "I only get one channel".

I was thinking of doing a sci-fi series for Youtube. I'm thinking about using a kitschy-style, older sci-fi model, to hearken back to the great sci-fi shows which peppered the analog TV landscape.

Yep, I think my idea has sprouted wings.

Thanks Melinda, for completely re-booting "Privateers". A brave move done with a single post. The idea wheel is turning.

Wednesday, June 03, 2009

No National Holiday for 9-11

Think about this. Thousands died on the tragic day that was 9-11. An attack on American soil by a small group of terrorists with no allegiance to any nation determined to undermine the leadership of the United States, impact its financial stability, and create widespread panic.

And we're going to declare a "national holiday"? For what? People to go to the beach? Give some people a day off work? There's no "Pearl Harbor Day". There's no "Oklahoma City Bombing Day". There's no "Columbine Day".

I belive if we do this, then the terrorists win in illustrating the United States is a nation of sentimental, short-attention-span weaklings who go in a corner and cry when a bully punches them in the nose.

I say if you want to memorialize those who lost their lives that day, do things which are productive for America. Play patriotic music on the radio. Play the National Anthem on the time the first plane struck. Pray for those who have lost loved ones, and for guidance for our nation. If you don't pray, don't obstruct those who do. Get out and work. Go to school. If you're not working, volunteer your time to help console families of victims, or just volunteer in your community. Declare 9-11 a "Night Against Crime".

Also during prime time, show clips of Gitmo detainees answering questions about how they want to kill Americans and destroy our way of life.

Then execute one of the Taliban detainees on national television.

Don't make 9-11 a holiday. Make it a celebration of American strength.

Thursday, May 28, 2009

Mobicon 2010 could have its own Cannonball Run!

I'll span CR I and II:

We have Captain Chaos and the Sheik.

Team still available (at best)-

JJ McClure (Burt Reynolds's role) with either a pair of nuns or a Beauty

The doctor- Goes around offering "shots"

Two guys dressed as priests who roll in a Ferrari

The Lamborghini girls

The high-tech team

The limo with the monkey driver in the front with Mel Tillis and Tony Danza

The super spy guy (The Roger Moore part)

The "race" would be held on Saturday. I would like some help suggesting a time.

I would like to do it in the early afternoon to have the post-race party spill into the costume contest and slave auction.

But it would be great to have a slave people could slap around and have him say, "A thousand thanks".

Also, get ready for the Sheik's tribute page.

Friday, May 22, 2009

Our House...Is a very, very, very fine house....



This weekend makes 10 years in the house.

If you have passed through my front door and contributed to the great overall vibe of the place, thank you.

If you have yet to visit, then come on over!

Tuesday, May 19, 2009

About Mobicon-

Had fun!

Friday night garnered some strange looks as a small intrepid group of gamers and I played Heroclix using Mega Blocks for buildings, allowing for a near 3-d experience, along with plastic army guys and policemen. Special guest stars were Godzilla and Kong.

The event was a smashing (on many levels) success. Kudos to me for also bringing a stocked cooler into the game room.

Saturday was a shopping trip through the vendor stores, bought Ninja Burger, as well as a few t-shirts and a moonstone pendant for my dawlin'. Saturday night was the slave auction and I did something I have never done before...got my fortune told.

Sunday was packin' up and heading home, which segued into a stop in Baton Rouge to whoop Cowpokes in electric football.

Heckuva weekend.

Tuesday, May 05, 2009

For Mobicon- Heroclix out the Wazzoo!

I'll be checkin out Mobicon in a few weeks and bringing the baddest collection of Heroclix to put up the Heroclix tournament.

The story will be told in three parts, and feature DC and Marvel favorites.

One of the storylines is the search for Dyno-Man. Eh heh eh heh eh heh. Yeahhhhhhh.

The finale will involve an attack on Apokolips.

Giggity!