ONLINE INDOOR FOOTBALL LEAGUE

The internet's premier simulation-based fantasy league for indoor football.

THE REIGNING CHAMPS

The Washington Insiders brought their first OIFLCup Trophy to the District of Columbia with a 43-41 win over the Houston Marshals

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THE ROAD TO THE CUP

The 2024 season is proving to be among the most competitive and unpredictable seasons to date. Follow the action each week to see who will make it to the biggest championship game in all of fantasy indoor sports!

OIFL RULES

LAST UPDATED MAY 27, 2024

Welcome to the OIFL! If you're here, hopefully this is what you're looking for. If you're accidentally stumbling upon this page, hopefully you're interested enough to jump on board and get onto the OIFL waiting list! Feel free to use the contact form below or email the OIFL Commissioner at oifloffice@yahoo.com at any time if this is confusing or overwhelming. If you couldn't guess, these are the OIFL's rules, broken up into four categories: general rules, the in-season stuff, after the season, and final notes.

Requirements to Play: To play in the OIFL, you need a working e-mail address and the internet. I would also strongly suggest you have a Facebook Messenger account for greater workability with other owners, but it's not a requirement.

What is Arena/Indoor Football? To be very simple, it’s football, but 8-on-8 and on a 50-yard field with nets in the end zones. Our rules are a hybrid of traditional indoor and arena rules. If you know football well enough, the indoor game isn’t actually going to be that much of a stretch.
Creating a Team's Name: A team's name needs to have the city/region and a mascot. It must be in good taste. You can use real indoor team names, provided that team doesn't play anymore (OIFL's London Monarchs is an example).

Creating a Team's Logo and Uniform: Each team needs a logo and uniform. For the uniform, you can simply describe the colors that the team will be sporting. OIFL Webmaster Adam Beyer does an awesome job with logos; we can hook you up with him when you join to get a good one.

Your Team's Home Arena: Every team has its own arena to play in. You get to decide the name of the arena (it can be fictional), and its capacity in five types of seating. Sideline (first few rows, limit of 500 seats), lower (behind the sideline seats), middle (second level), upper (third level), and club seats (the fancy ones with catering and stuff). There is no size limit to your arena, but 70,000 seat places aren't feasible for indoor football.

Will the OIFL be running a team? Only in a pinch.

You Need to Know This Page: http://www.oifl.net/stat/roster.htm - The Roster Page is where most of the damage is done.

Personnel Management:

Coaching: In general, you are permitted to name whoever you want as your coaches. OIFL teams have a head coach, offensive coordinator, defensive coordinator, and special teams coordinator. Head coaches MUST be chosen from the list of coaches on the “coaches” tab of the roster page. Assistant coaches do not have this requirement. There is a list of currently unemployed coaches on the “coaches” tab.
Preseason: Before the OIFL season starts, you will have to get a roster put together. The OIFL active roster has a maximum of 30 players, but for financial reasons may be smaller (generally unlikely). The roster will be fully stocked via free agency, a dispersal draft (if needed) and an annual entry draft. Following is a list of the different ratings a player has. Each of these has a rating between 0-10ish (higher is better, and 10 is not a maximum), with some being above 11 due to training camp:

*Pass Accuracy: How accurate a thrower is he?
*Pass Strength: How strong is his arm?
*Carry: Player's ability to carry and run with the ball. OFFENSIVE RATING
*Speed: How fast is he?
*Receiving: How well can he catch?
*Blocking: Ability to block the other team from getting to your guy?
*Blitzing: Ability to get to the opposing quarterback or runners in the backfield, around blockers.
*Kick Strength: Strength of a kicking leg
*Kick Accuracy: Accuracy of a kicking leg
*Pass Defense: Ability to legally keep a receiver from getting to the ball
*Tackling: How well can this guy take down a ball carrier?
*Fumble: Player's ability to force others to drop the football, and the ability to pick up loose balls. DEFENSIVE RATING
*Leadership: The gel that holds a team together. A player's ability to lead his teammates, and a player's ability to respond to other leadership forces (practice strategies, other teammates).

Note: Training camp rules allow teams to work on ratings of players that are at 10 or higher, so the 10 is not a maximum.

Check out every player's abilities at the OIFL's roster page, at http://www.oifl.net/stat/roster.htm

OIFL Preseason: Teams will play two preseason games (one home, one away) each year. Teams are given the option to schedule said games. The league will fill any holes. In the preseason, young players (under 2.0 age) that get playing time will be entered into a pool where they may receive a boost in a rating of 0.1 or 0.2. This boost will be in addition to training camp (discussed below). There are no restrictions on the ratings the preseason boosts can be used to raise. There will be 80 players per week that receive a boost; players may receive a boost in both preseason weeks.

OIFL Regular Season: The regular season consists of 16 games per team, and it will be played in 16 weeks.
In-Game Information: Home field advantage depends on a couple of things. It depends on how good your team has done at its home field in the past. New teams will be given a bit of a reprieve. It also depends on the strength of the team, how well the team looks like it's doing, and the game's attendance itself.

OIFL rules are almost verbatim like the rules of the National Indoor Football League. For that league's rulebook, please visit this site: http://www.oifl.net/stat/2005_NIFLRuleBook.pdf . The OIFL's rule differences are as follows:

*In the OIFL, like the AFL used to be, there are six two-way players. You may sub them out and back in once per each quarter. If you don't use a substitution for one of the WRDBs in a quarter, it does not carry over to the next quarter. Unlike the old AFL rules, there is unlimited substitution for specialists (QB, OS, DS, K).
* We allow defensive stunting
* RB in motion can take handoff in the 'alley' (but if in motion can't be in the alley at the snap)
* C can recover fumbled C/QB exchange - but otherwise the ball must be in possession of another player
* Six players must play both ways.
* An OL wearing an eligible number and not covered up on the line (note: a motion man perpendicular to the line DOES meet the 4-on-the-line requirement but it does NOT cover up a player!) is automatically eligible; he does not have to declare to go out for a pass.
* I don't know if the NIFL says it...two RBs in the backfield = two LBs allowed in the alley. Three RBs in the backfield = three LBs allowed in the alley. 0 RBs in the backfield still = 1 LB allowed in the alley. Unlike the AFL rules, the LBs don't have to be in any certain place (they can't be in the AFL box, but they don't have to line up in the alley, either).
* OIFL overtime is played like NCAA overtime, except that each overtime possession begins with a kickoff (as opposed to placement on the 25-yard line), and onsides kicks are not permitted in overtime.
To watch the rules in action, please check out three active leagues’ YouTube pages:
CIF (on-field rules pretty close to the OIFL): https://www.youtube.com/@ChampionsIndoorFootballNetwork
IFL (on-field rules pretty close to the OIFL): https://www.youtube.com/@IndoorFootballLeague
NAL (to see how the nets work): https://www.youtube.com/@NationalArenaLeague

Your Squad and Lineups: A team's active roster can have up to 30 players on it. The bare minimum is 8 players, but don’t do that. The smallest roster in the past few years has been around 25 players. Of those players, up to 11 will start. Each team's roster can be viewed at http://www.oifl.net/stats/roster.htm

Practice Squad: The OIFL does not utilize a practice squad. Gameday rosters have 30 players.

Loans: Teams are not permitted to loan players to other teams.

Trading: Teams can trade all they want, with a trading deadline of Week 12 of the OIFL season. If a trade is particularly unethical in nature, the league office reserves the right to refuse it. The league office has done this in the past. Offseason trades of rights to players whose contracts have expired are NOT permitted.

Salary Cap and Luxury Tax: The OIFL has no maximum player or team salary. The top 7 salaried teams will be taxed at a rate of $1.50 per $1.00 over the line between the seventh and eighth-highest team salary (including bonuses and cut penalties). This money is allocated to teams in the bottom 7 of annual payroll at a rate consummate to the amount into that bottom 7 teams the team has spent. The roster page tab 'luxurytax' has a good diagram of where teams stand currently and what they'll owe at year's end.

Tax Allocations: Cut penalties issued to players that have two or three years LEFT on their contracts will be equally allocated over however much time is left for tax purposes (the cash payment goes out immediately), for a maximum of 3 years. For signing bonuses, the bonus is accrued over the first three years (or length of contract if shorter).

Game Strategy: Each week, you are to send me your starting lineup. For general strategies, you need six two-way players and two one-way players on each side of the ball. Generally, this will be a QB, a RB/LB, two WR/DB, three OL/DL, an OS (usually a one-way WR), two DS, and then a kicker. There is no requirement the QB plays one way. The other (up to 19, unless specialists are starting two-way as well) active players are available in case of substitution or injury. You can play unorthodox positions, like using the OS as a fullback in the game and having three WRDBs. The possibilities in OIFL brand football really are endless.

Every week, along with that lineup, you should send a strategy for that game. It doesn't have to be complex, but it can be. Note: Players CAN switch positions while playing in a game. For example, your backup RB/LB can play on the line if you so desire. The position names both for the roster page and for your strategy submission are nominal. If you get right down to it, there are six two-way players and two offensive and defensive specialists. You may play your quarterback on defense (Ruidoso QB Thomas Kampner is a two-way starter). You may play guys listed at "WR/DB" as an OS or a DS. That's perfectly fine.

For the strategy, you can send in a strategy where the team is to "do the same things as last week." It will be processed as such, but it's may not be as effective as a full-on strategy. But if you're busy, you're busy, and I respect that.

Weekly Practices: Each week, a team has the opportunity to set up a practice session/practice schedule for that week. When setting up a practice, please explain what the practice's focus will be. These practices can be very useful, as they allow the players to work on what the team will focus on in their next game, therefore making your game strategy much more focused. Teams that practice will play better, and it could be the difference between a division title and missing the playoffs altogether.

Film Sessions: Obviously, there is no actual "film" of the OIFL games. However, to imitate the ability to watch film, teams are able to ask me questions about their opponent. Examples include how many players played when, general strategies, and things to that nature.

Injured players: This is football. Injuries happen a whole lot more than we'd ever really want. Each week, there will be a number of injuries equal to half the number of games played that week. Players could miss anywhere from no time up to the entire remainder of a season. All injuries are dissolved once a team's season is over (postseason as well, if applicable). The OIFL will have 9 injured players per week. The injuries are randomized as to who gets hurt with a slant toward teams with >10 non-ldsp ratings and aging players, and a benefit to teams starting younger players. With this system, out of 240ish die rolls (rounding), no team ever had more than 13 rolls of 240ish. The average will be 10, and it will usually roll between 9 and 11.
Medical Facilities - OIFL teams can spend $250,000 per week per player to earn a 1/6 shot at reducing that player's injury status by a week.

Fatigue: Playing just the starters all game every game will wear them out during the games, and during the season. This will increase the risk of those injuries coming to haunt your team. Each team has 30 roster spots...it would be a good idea to use a lot of those 30 players in games to make sure your team doesn't get plagued by fatigue.

How games will be decided: Games will be decided upon the stats of the players, as well as age, injury, strategies, etc.

Revenue: After each game, revenue from ticket sales, merchandising, television, etc... will be added to your total profits. Salaries will be taken away from that total profit amount. The home team will receive 80% of revenues from their games, and the away teams in that week will pool together and receive the average of the 20% of away revenue throughout the league.

Concessions: The OIFL has a long list of concessions to make money from. The OIFL has set up sweet deals with the arenas to give the teams 50% of the profits. The set of concessions each team has are on the "team info" tab of the roster page at http://www.oifl.net/stats/roster.htm

Merchandising: The merchandising list includes 10 items. After the original cost of making/selling them, all of the money (80% home share) goes to the team. The merchandise list is also on the roster page on the team info tab, with the concessions.

TV/Radio Revenue: The OIFL has league-wide radio and television contracts with the fictitious "Miller Sports Network." Rights amounts will increase approximately 3% per year, which will be paid out before the preseason begins.

Advertising: Teams may sell advertising to companies for dasherboard ads, end zone ads, "field corner" ads (at the 20 yard lines on each side), at midfield, and on teams' jerseys. The team info tab of the roster page has detail of what teams charge.

Parking: Teams will receive 50% of parking revenue for their games.

Debt: Being in debt carries severe repercussions. For one, teams cannot sign free agents while they are in debt. Two, teams can not add salary in trades while they are in debt. Three, the OIFL will force player moves by teams if they are continually in debt (four weeks - not consecutive - during a season), unless there is a true and concerted effort by the team in debt to fix that problem.

Loans: The OIFL will provide loans for all teams in debt. These loans will be administered during the offseason, and will be at a rate of 1/2% per week of the season. If the team can't seem to make money after being given a loan, the OIFL will help search for alternate methods to reduce debt (such as forced player moves - see the debt note above).
Divisions: With 24 teams, the OIFL currently utilizes six four-team divisions in one conference. Every other year (starting 2023), the divisions will be restructured with three tiers. The top 6 playoff seeds after the 2024 season will head up each division. The next 6 playoff seeds will be randomly selected to a division, then the remaining 12 teams will be randomly placed into the divisions.

OIFLCup Playoffs: The annual OIFL Championship Game has always been known as The OIFLCup Game. With 24 teams in the OIFL, the playoffs will be single-elimination with two teams earning a bye, so 14 teams will make the OIFL playoffs. Playoff games up to OIFLCup (which is held at a neutral site) will be held at the higher seed's home arena. The division winners of the six OIFL divisions are guaranteed playoff spots in their respective conference, and can not receive a seed lower than 12 in the single-conference format.

Playoff Crossover: A team in one conference may take the last seed in the other conference if they have two more wins than the bottom playoff seed in said conference. As the OIFL currently does not have multiple conferences, this rule will not apply.

Also, playoff games net a fair bonus from the OIFL on top of ticket sales. The OIFL gives a percentage of its funds to teams that make it to each round and win in each round. The finances tab of the roster page gives a breakdown of what teams are looking to receive at any current moment; that number will rise weekly to the OIFLCup Game.
Playoff Reseeding: The OIFLCup Playoffs will be reseeded after each round, not unlike the NFL’s playoff reseeding. This ensures the top seed always gets the lowest seeded opponent available.

OIFLCup Ticket Prices: The OIFLCup ticket prices will be 150% of the average ticket price at each seating section in the OIFL. OIFLCup is held at a neutral site each year.

OIFLCup I: Cleveland's Gund Arena
OIFLCup II: Dallas' American Airlines Arena
OIFLCup III: New York City's Madison Square Gardens
OIFLCup IV: Denver's PepsiCenter
OIFLCup V: Brinkhaven's Bombing Square
OIFLCup VI: New York City's Madison Square Gardens
OIFLCup VII: Salt Lake City's Delta Center
OIFLCup VIII: Washington, D.C.'s Verizon Wireless Arena
OIFLCup IX: Las Vegas's Thomas & Mack Center
OIFLCup X: Brinkhaven's Bombing Square
OIFLCup XI: Louisville's YUM! Center
OIFLCup XII: Lincoln's Pershing Center
OIFLCup XIII: Orlando's Amway Arena
OIFLCup XIV: The Roost in Detroit
OIFLCup XV: Brinkhaven's Bombing Square
OIFLCup XVI: Dodge City's State Farmers Insurance Arena
OIFLCup XVII to OIFLCup XX: Brinkhaven's Bombing Square
OIFLCup XXI: Detroit’s The Roost
OIFLCup XXII: Evansville’s Pet Food Center
OIFLCup XXIII: Bismarck’s Space Aliens Arena

Gravy Bowl: At the end of the season, the top four draft pick seeds will meet in the OIFL’s Gravy Bowl, with the winner earning the first pick in the upcoming entry draft. The four teams selected must have active owners, and each must own one of their own draft picks (not necessarily the first round). The seeding will be based on pick (so, the worst record gets the top seed and homefield advantage).
Owner Participation: Team owners are strongly recommended to make a website, etc... to get involved with the game more than just sending lineups in. Press releases do this very well. For weeks you are not available, you can send in a default strategy. These strategies are good for as long as you're gone, but lose effectiveness as time goes on.

If you do not send any updates, lineups, strategies, etc... for an extended period of time (4 weeks), the OIFL may probably take over your squad and you will be given the boot. If you have a legitamate reason to be gone, please tell us, and we'll sit tight with your team, doing whatever you want us to do with it. If you continually miss strategies here and there from year to year, you will also run the risk of getting the dreaded "Thank you for being in the OIFL!" email. And it is dreaded. People have nightmares about it.

Press: Teams can submit press releases about anything, as long as the articles are in good taste. Press releases do have a positive impact on attendance. Teams that submit press often will have better attendance, even if they're not quite so good on the field. There is a special press release section on the OIFL message board. 

Resigning players: OIFL football players are professional athletes. That means they want their money. That said, if a player's been overpaid for awhile, he will usually be willing to get a long-term deal at a lesser salary. Anything in terms of contracts is basically allowed in the OIFL, including any sort of incentive. There are a few issues that players may have when it's resigning time (though usually players will resign):

*Arguments on contract size/length
*Desire to leave a city
*Incentives (players will haggle those, too)

OIFL players will not hold out. They will honor their contracts, though you may hear grumblings.
Franchise Tag: Teams may designate one player as a “franchise player” as in the NFL. The annual tag amount is the greater of a 20% raise on their current salary, or a calculation of 150% of the league average salary at that position in the prior year.
Futures Contracts: Between the conclusion of the regular season and the end of the OIFLCup Game, teams are permitted to sign three players under 2.0 age to a “futures” contract. Futures contracts allow teams to have the player, and then be able to sign them to a one-year minimum salary contract (50% guaranteed) within one week after the end of OIFL training camp. These three players do NOT count towards the team’s 40-man offseason roster limit.

OIFL Owners Meetings: The OIFL holds owners meetings after each season to discuss rule changes. The OIFL's owners (within reason) can change rules around to make the OIFL a more competitive league. If the Commissioner deems a topic potentially useful and worth discussion, it will be discussed and voted on by the league. They usually last around two weeks. And sometimes, if it's extra special, I might even update this rules page afterwards...

Personnel Movement: Except in the Free Agency Free-For-All (FAFFA), players will be signed from free agency via a waiver system. After FAFFA ends, players are generally first-come-first-serve, though some FA players may have "special" demands as to where they want to play, or what type of team.

Trading is also an important piece of putting an OIFLCup caliber team together. Teams are always (sometimes too) willing to trade for picks, players, cash, or whatever else. BOTH TEAMS must submit trades to the league office when one is consummated. The OIFL's trade deadline is after Week 12 of the Regular season. Teams may complete trades after that, but they will not be processed until the offseason.

FAFFA: The biggest free-for-all in fantasy sports, FAFFA is where players that didn't get resigned by their teams, or expired contract players that were on now-defunct teams, get their cash. And do they get paid. FAFFA has two rounds. Round one, all players are included, and teams email the league with their bids. Round two, the top three "or so" bidding owners are emailed with a second opportunity to bid. The player will take the best bid, based on his circumstances (many times money, but not always).
FAFFA contract limits: Teams must keep any salary changes to within ⅓ of the prior year’s contact for FAFFA bids. For example, if the first year contract for an offer is $600,000, the second year may not be more than $800,000 or less than $400,000.

OIFL DRAFT RULES AND PROCEDURES

*All trades involving OIFL draft picks must be processed to the league office.
*Trades must be approved by the OIFL.
*MAKE SURE YOU OWN THE PICKS YOU'RE DEALING! The roster page is very clear now on what picks teams own.
*There are THREE rounds of the OIFL Entry Draft. There may be a fourth round for compensatory picks to teams for passed dispersal draft picks.
OIFL Dispersal Draft: If we have teams depart the league at the conclusion of the previous season, their players under contract will be included in a dispersal draft. The dispersal draft will have the same draft order as the Entry draft (below). The number of rounds will depend on the number of teams included. Expansion teams will receive multiple picks at the end of the dispersal draft.
Teams are permitted to place as many players under contract as they’d like into the dispersal draft pool. If the player is drafted, the team would receive no compensation (beyond not being liable for the contract). If the player goes undrafted, the team would simply receive the player back.

OIFL Entry Draft: The Entry Draft is for teams to draft incoming rookies. There are at least three rounds in the OIFL Entry Draft. Each team will get one pick in each round, and that pick will be placed by the team's standing in the previous season (same rules as in the NFL). Each draft will have sleeper players; players that look like their ratings aren’t particularly good, but turn out to be potential superstars. There will be TWO sleepers in each OIFL Entry Draft (though that number could be subject to change). The sleeper players are picked before the draft, so in theory one team could pick all of them. The number of sleepers remaining will be announced at the beginning of each round of the draft, and the sleepers will be announced at the end of the OIFL Entry Draft.
New for after the 2023 season, incoming rookies may enter the league with ratings up to 11 on Pass Strength, Speed, or Kick Strength (basically, skills reliant more on athletic ability). In these areas during training camp, players that begin with this 11 rating are ineligible for 0.3 and 0.4 die rolls in camp in that skill (in addition to being ineligible for bonus camp due to the 10.5 rule).

Cut Penalty: Any player that is dropped from his contract before the total length of it has been served must pay that player 1/5 (20%) of what he was entitled to. There are two exceptions, including:

*Players with one-year contracts (YC, not YL on the roster page); this cut is free in the offseason, unless the contract stipulates otherwise.
*Players whose contracts were made fully guaranteed, or fully nonguaranteed, or some other guarantee amount or percentage.

Offseason Roster Limit - In the offseason, OIFL teams are limited to 40 players. Teams must cut down to 35 players by Preseason Week 2. The in-season roster limit is 30 players. Injured players do not count against this limit.
Relocation & Expansion: The league is always looking for good owners! We may not have an opening immediately, but we will get you in as soon as we’re able.

Player Aging: Each season, a player will age by the roll of a 10-sided die, divided by 10. All rookies begin at the age of 0. Players will age on a schedule determined by rolls of the die, but averaging a loss of the following ratings on an annual basis (actual ratings loss is based on a six-sided die roll for each rating on a player):

*Age between 5-5.9: 2%
*Age between 6-6.9: 4%
*Age between 7-7.9: 6%
*Age 8+: 8%
Prior to the 10-sided die roll, each player will be subject to a 20-sided die roll. If that die rolls a 20 for any player, their aging roll would be replaced by a “three-sided” die roll, where the player could age by 0.0, -0.1, or -0.2. Players may not age below zero.

Pass accuracy and kick accuracy will atrophy at half the usual prescribed rate. 20% of all ratings drops (rounded to the nearest 0.1 rating point) will also be added to the player's leadership rating, which does NOT get reduced with aging.

Kickers won't start the aging process until age 6. Basically, they're 1.0 "age" behind other players in aging.

OIFL MVP: The owners vote on the OIFL's MVP award after the season. The player with the highest vote is voted OIFL MVP. Past OIFL MVP winners:

2001: OL/DL Gary Boddy, Fort McMurray Fatmen
2002: WR/DB Perry Tuttle, Lexington Knights
2003: RB/LB Grayson Norman, Wichita Warlords
2004: RB/LB Kevin Mintz, Detroit Gargoyles
2005: QB Brice Pennington, Mobile Seamen
2006: RB/LB John Avery, Memphis Crusaders
2007: QB Matt Sauk, Vancouver Island Vengeance
2008: RB/LB Marlin Otis, Arkansas Outlaws
2009: QB Montrel Dilworth, Tampa Bay Marauders
2010: RB/LB Marlin Otis, Kansas City Tigers
2011: RB/LB Roland Young, Cedar Valley Phantoms
2012: RB/LB Royce Buchanan, Vancouver Island Blitz
2013: RB/LB Markelle Cox, Texas Terrors
2014: QB Chris Berkstead, Ohio Commanders
2015: QB Kidd Gunn, London Monarchs
2016: QB Kidd Gunn, London Monarchs
2017: RB/LB Davion Strachan, St. Louis Rush
2018: QB Tommy Gunn, Baltimore Breakers
2019: QB Tommy Gunn, Baltimore Breakers
2020: QB Matthew Lavergne, Houston Marshals
2021: QB Matthew Lavergne, Houston Marshals
2022:
2023: RBLB Royce Buchanan, Vancouver Island Blitz

Training Camp: Before preseason games are played, teams are able to get their players together for offseason training camp. This is a great way to get the team acclimated to one another, as the OIFL seems to have a pretty good player turnover rate in places not named Evansville. Each player on a roster is given 10 attempts to improve any rating in multiples of 5 attempts.

Each rookie will also receive 5 extra attempts to be used before the “main” training camp, with the same rules. Group training (see below) is permitted in rookie camp as well.

Also, each team will receive 50 bonus attempts to utilize on whatever ratings and players they would like, subject to the “multiples of 5 attempts” rule. These bonus attempts MAY NOT be used on a rating over 10.5 (the original 10 attempts may be). The 10.5 calculation will occur before regular camp begins.

To determine what chance there is of an attempt being a hit, use the following formula: 12 + rating - leadership (“12+R-L,” up to 12 The rounded whole number is the lowest hit number for the rating improvement by using a 20-sided die. Each hit also has a 15% chance of being worth an 0.2 upgrade and 10% chance of being an 0.3 upgrade. Players can also be grouped together by relevant ratings to average out hit numbers and add 20% more attempts to whatever was allocated. I will send a detailed email every year when camp time shows up.



How do coaching attributes affect training camp? Teams are able to choose three ratings that their coaches (head coach + coordinators) possess, which will change the 12+ formula. If only the head coach has that rating, the formula becomes 10+R-L. If only coordinators have that rating, the formula becomes 11+R-L. If the head coach and a coordinator have the rating, the formula becomes 10+R-L, but the upgrade chance becomes 15% for 0.2, 5% for 0.3, and 5% for 0.4.
Ratings Cap: Players may not have ratings in any stat above 13.0. To the extent a rating gets bumped over 13.0 in any training camp, that player’s rating will revert to 13.0. The team will receive as compensation five bonus training camp attempts to be used on any rating for that player. To the extent a team has two such players in the same draft, those bonus attempts may be grouped.

Scrimmages: Teams may schedule two inter- or intra-squad scrimmages, or one of each, or one, or none.

Lather, Rinse, Repeat: After camp and scrimmages comes the OIFL Preseason and its two games. After that, it's the Race to the next OIFLCup Game! If you've made it through, congratulations! Now go back and do it again! 

Got a question? Good. We're here to help. If there's any trouble understanding any of these rules, feel free to contact the OIFL at oifloffice@yahoo.com. That's what we're here for.

Authority: The OIFL Commissioner has the final authority over all matters pertaining to the OIFL. This rule will not be changed, ever. If you have a legitimate question or beef about a rule, please contact the OIFL office at oifloffice@yahoo.com, and we will figure something out. If you just want to complain about everything, go play Yahoo! Fantasy Sports.

DISCLAIMER
The OIFL is a fantasy league. We recognize there are real player names. Names are taken from various sources, and older seasons had team-generated player names. I currently use a combination of various video games, old pamphlets, and owner suggestions for new names. If you have issues with a player sharing your name, please let me know (this has happened before, but it was resolved amicably when the player recognized this is a fantasy league).

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