Mutant Football Wiki

The Basics[]

Each team has 3 separate units:

  • The Offense, those players who are on the field when the team has possession of the ball;
  • The Defense, players who line up to stop the other team's offense;
  • Special Teams that only come in on kicking situations (punts, field goals, and kickoffs). Only 7 players are on the field from one team at any one time.

The Offense[]

One 7 man team has possession of the football. It is called The Offense and it tries to advance the ball down the field—by running with the ball or throwing it—and most importantly, score points by crossing the goal line and getting into an area called the end zone. No jokes please.

The Defense[]

The other team (also with 7 players) is called The Defense. It tries to stop the offensive team and make it give up possession of the ball. If the team with the ball does score or is forced to give up possession, the offensive and defensive teams switch roles (the offensive team goes on defense and the defensive team goes on offense), and so on, back and forth, until all four quarters of the game have been played. The team with the most points at the end of the fourth quarter will be considered the winner of the game. Of course in the MFL, you can also win by killing enough players on the opposing team but more on that later.

Special Teams[]

Special teams are units that are on the field during kicking plays. While many players who appear on offensive or defensive squads also play similar roles on special teams (offensive linemen to block, or defensive players to tackle) there are some specialist roles, which are unique to the kicking game like a Kicker, Punter or Burn Returner.

Here we go... more rules![]

Turnovers[]

While trying to advance the football to the end zone, the offense may accidentally turn the ball over to the defense in one of two ways:

The Fumble[]

When the ball carrier or passer drops the ball, that's a fumble.
Any player on the field can recover the ball by diving on it or he can run with it. The team that recovers a fumble either gets or retains possession of the ball. In MFL, if the ball carrier should die during a play it always results in a fumble.

The Interception[]

An aggressive defense can regain possession of the ball by catching (intercepting) passes meant for players on the other team. Both fumble recoveries and interceptions can be run back into the end zone for touchdowns.

The Field[]

The field measures 100 yards long and 53 yards wide. Little white markings on the field called yard markers help the players, officials, and the fans keep track of the ball. Probably the most important part of the field is the end zone. It's an additional 10 yards on each end of the field. This is where the points add up! When the offense - the team with possession of the ball-gets the ball into the opponent's end zone, they score points.

Time[]

Possession is determined at the start of the game by a monster toss. The team that wins the toss can either kick-off or receive the ball.
Games are divided into four quarters, separated by a halftime. There are also 2-minute breaks at the end of the first and third quarters as teams change ends of the field after every 5 minutes of play. At the end of the first and third quarters, the team with the ball retains possession heading into the following quarter. That is not the case after halftime. The second half starts with a kickoff in the same way as the game began in the first quarter.

  • Official Regulation a quarter is 5 minutes (default).
  • Options allow for player to set their own time length (between 1 and 15 minute quarters).
  • There is a Two Minute Warning when there is 2 minutes remaining in the first half (before halftime) and 2 minutes remaining in the second half (end of game).

Whichever team kicked the ball to start the game will receive the ball at the start of the second half.

Game Clock[]

The game clock will stop for the following reasons:

  • Incomplete passing plays.
  • When a player goes out of bounds.
  • When a penalty is called: those refs are always slowing down the game.
  • When a timeout is called: game clock stops until the next snap of the ball.
  • At the two minute warning.
  • After scores (touchdowns, safeties, etc.): game clock stops until the ball is kicked off and returned by the opposing team (after the initial score and extra point).
  • End of quarters: game clock stops until the next snap or kickoff.
  • After punt returns: game clock stops until the next snap of the ball.
  • After kick returns: game clock stops until the next snap of the ball.
  • After touchbacks: when the return man catches the ball in the endzone and stays there.
  • After successful onside kicks: when the kicking team recovers the ball.
  • After all changes of possession (turnovers, kickoffs, etc.)

The clock starts again when the ball is re-spotted by an official.
If a game is tied at the end of regulation, a 5-minute overtime period will be played. In the MFL, this is called Sudden Death Overtime (see Overtime for details).
Possession for overtime is determined by a monster toss. The team that wins the toss can either kick-off or receive the ball.

40 Second Play Clock[]

  • Time between plays will be 40 seconds from the end of a given play until the snap of the ball for the next play.
  • The 40 second clock will begin as soon as the Play Selection window appears.
  • This means once the play is over the User will have 40 seconds to go to the huddle, pick a play, line up and snap the ball.

When is the 40 Second clock delayed after a play?

  • If there is a replay, character pop-up or celebration after a play. The 40 second clock will not start until the sequence is over and the ref places down the ball at the line of scrimmage.
  • After an official stoppage because of injury, penalty or death. The 40 second clock will not start until the sequence is over and the ref places down the ball at the line of scrimmage.
  • After extra points (Touchdowns), Field Goals and Clusterf**ks. There is no 40 second clock when Players line up for the Kick-off.
  • Time outs
  • When the User is in the Bench section of the Play Select Window.

If the 40 second play clock runs down to zero before the ball is snapped a Delay of Game penalty will be given and the offense will be given a 5 yard penalty.
When this penalty occurs display: “DELAY OF GAME 5 YARD PENALTY”
The offense is then penalized 5 yards from the previous Line of Scrimmage.

The Kickoff[]

A game starts with the kickoff. The ball is placed on a kicking tee at the kicking team’s 35-yard line, and a special kicker (a "placekicker") kicks the ball to the offense. A return man from the offense will try to catch the ball and advance it by running. Where he is stopped is the point from which the offense will begin its drive, or series of offensive plays.
When a kickoff is caught in the offense's own end zone, the kick returner can either run the ball out of the end zone, or kneel in the end zone to signal a Touchback - a sign to stop the play. The ball is then placed on the 20-yard line, where the offense begins play.
If for any reason the kicking team recovers the kicked ball during a Kickoff it will be considered a turnover and kicking team will maintain possession.

Line of Scrimmage[]

An imaginary line crossing the field which both offensive and defensive players cannot cross until the football is snapped and the play has started. It is also the location where the ball is spotted after a play has concluded or being assessed a penalty. In the game this is a blue line that runs parallel across the field.

First Down[]

All progress in a football game is measured in yards. The offensive team tries to get as much "yardage" as it can to try and move closer to the opponent's end zone. Each time the offense gets the ball, it has four downs, or chances, in which to gain 10 yards. If the offensive team successfully moves the ball 10 or more yards, it earns a first down, and another set of four downs. If the offense fails to gain 10 yards, it loses possession of the ball. The defense tries to prevent the offense not only from scoring, but also from gaining the 10 yards needed for a first down. If the offense reaches fourth down, it usually punts the ball (kicks it away). This forces the other team to begin its drive further down the field.

Punting[]

The team in possession of the ball will typically punt the ball to the opposing team when they are on their fourth down, as they do not want to risk a turnover on downs by not gaining enough yardage to make a first down and are in such a field position that they do not believe they can successfully make a field goal. The purpose of the punt is for the team in possession, or "kicking team", to move the ball towards the opponent's end zone in order to maximize the distance the receiving team must advance the ball in order to score.

Scoring[]

The object of the game is to score the most points. There are five ways to score points in MFL Football: Touchdown, Extra Point, Two-Point Conversion, Clusterf**k, Field Goal and Safety.

Touchdown = 6 Points[]

A Touchdown is worth six points, and it allows the scoring team an opportunity to attempt to get an extra point. Touchdowns can be scored the following ways:

  • The ball must be carried across the goal line into the end zone.
  • The ball must be caught in the end zone.
  • A fumble recovered in the end zone.
  • Untouched kickoff recovered in the end zone by the kicking team.
  • A blocked field goal or extra point kick returned by the defense across the goal line into the endzone.
  • A fumble or interception returned by the defense across the goal line into the endzone.

Extra Point and the Two-Point Conversion (1 or 2 Points)[]

Immediately following a touchdown, the offense has two options:

Extra Point[]

The ball is placed at the opponent's fifteen (15) yard line for kicks.
Usually the offense will kick an extra point, also called the point after touchdown, conversion, or PAT. If the offense successfully kicks the ball through the goal posts, it earns one point.
Extra points can be blocked and returned for defensive touchdowns.

Two-Point Conversion[]

The ball is placed at the opponent's two (2) yard line for regular offense plays (non-kicking plays).
The offense can also score two points by running or throwing the ball into the end zone in the same manner as you would score a touchdown. Since going for two points is more difficult than kicking an extra point, the offense generally chooses to kick the extra point.
If the ball is turned over and returned for a Touchdown during a Two-Point conversion attempt it is called a Clusterf**k.

Clusterf**k (11 Points)[]

A Clusterf**k is the biggest single score in a Mutant Football Game and also the rarest. A Clusterf**k happens when the offense attempts a Two-Point Conversion and turns over the ball during the play (the defense intercepts or recovers a fumble) and returns it for a Touchdown.
Since a Clusterf**k is still a touchdown, a point-after attempt is also awarded to the team as above.

Field Goal (3-5 Points)[]

If the offense cannot score a touchdown, it may try to kick a field goal. In MFL, Field goal points are rewarded based on distance. The longer the kick, the more points:

  • 0-39 yards = 3 points;
  • 40-49 yards = 4 points;
  • 50+ yards = 5 points.

Field Goals can be attempted from anywhere on the field on any down, but generally are kicked from inside the defense's 45-yard line on fourth down or as the half is ending. For a field goal to be "good", the placekicker (or field goal kicker) must kick the ball through the goal-post uprights and over the crossbar. The defense tries to block the kick and stop the ball from reaching the goal post.
Some goal posts in MFL have moving parts or are alive, making scoring points through field goals an interesting challenge.
Field Goals can be blocked and returned for defensive touchdowns.

Safety (2 Points)[]

The safety is worth two points. A safety occurs when the offensive ball carrier is downed (tackled or forced out of bounds) behind his own goal line.

Examples of a Safety:[]
  • Blocked punt goes out of kicking team’s end zone.
  • Ballcarrier is tackled in his own end zone.
  • Ballcarrier downs the ball in his own end zone.
  • Offensive team commits a foul and spot of enforcement is behind its own goal line.

Timeouts[]

Each team receives three timeouts per half (if the game goes to overtime, each team receives additional timeouts), making for a total of six timeouts per team in a regulation game. Timeouts received in the first half may not be used in the second half or overtime.

Winning the game[]

The winner of the game is the team which has the most points at the end of the fourth quarter. However unlike NFL football, a game can be won before the end of the fourth quarter by decimating the opposing team to the point that they do not have enough players to continue playing. This is called a forfeit.

Deaths[]

Mutant Football League is a brutal game, where players get injured and even die during a game. If a Player dies, another player must come off the bench and play at that position for the next play. If there are not enough Players remaining on a team’s roster to field a team of 7 players than the team must play shorthanded.

Forfeits[]

An offense must be able to put the following 3 players out of the field or it will forfeit:

  • 1 Center (lineman);
  • 1 QB;
  • 1 Receiver on the field.

A defense must be able to put the following 3 players out of the field or it will forfeit:

  • 1 Blitzer (lineman);
  • 1 Linebasher;
  • 1 Coverback or Safety.

If a team cannot meet this requirement it will forfeit and the other team will be given the win. The forfeit is determined when a team has to bring the defense or offense out on the field and it does not meets the requirement listed above. Example: If an offense loses their last offensive lineman on a punt play it is not considered a forfeit, since the team’s defense is now coming out on the field. The forfeit will only be called, when the offense comes back out on the field and they are unable to meet the requirement.

Substitutions / Reserves[]

Offense[]

  • Quarterbacks: only quarterbacks can be substituted for quarterbacks.
  • Receivers & bruise receivers: only receivers can be substituted for receivers.
  • Running backs: only running backs can be substituted for running backs.
  • Blockers: only blockers can be substituted for blockers.

Defense[]

  • Blitzers and enforcers: only blitzers and enforcers can be substituted for each other.
  • Linebashers: only linebashers can be substituted with linebashers.
  • Safeties and coverbacks: only players in the defensive secondary can be substituted for each other.

Special Teams[]

Use all players available.
Sit All-Stars for kick returns if possible.

Shorthanded teams with players on the bench[]

The AI always wants to put 7 players out on the field on both offense, defense and special teams. Even if a player is below 30% health.
Injured players are injured and cannot be put out on the field until they become uninjured.

Overtime[]

If the score is tied after the end of the regulation game, play will be continued until a winner is declared. The game clock will be turned OFF.
The Overtime period is considered a new game.
Each team must possess or have the opportunity to possess the ball unless the team that has the ball first scores a touchdown on its initial possession.

Overtime Rules[]

The first touchdown wins the game but if the team who receives the kickoff scores a field goal, then the other team is allowed a possession, too. If both teams kick identical field goals or fail to score on their first possession, the next score of any kind (Safety, Touchdown, Clusterf**k, fieldgoal) will end the game. Overtime can also be won through forfeit.

  • The Game clock is turned off.
  • Each team has three time-outs per half and all general timing provisions apply as during a regular game.
  • Whatever Dirty Tricks a team has left in thier playbook is carried over into overtime.
  • Each team will receive (1) one Dirty Trick Resurrection if they are playing with Resurrection Off in Options.

Example:[]

All other game rules are the same as in a normal game. If the team that receives the first kickoff scores a 4 point field goal, then after the field goal they kickoff to the other team.
The other team needs to at least score a 4 point field goal on their possession or they will lose the over time period and the game. If they make a 4-point field goal, they kickoff and play continues until the next score. If they make a touchdown or a 5-point field goal, they win immediately.

Penalties[]

Five Yard Penalties[]

Delay of Game[]

The offense does not snap the ball within the 30 second play clock. This is a 5-yard penalty.

Off-side[]

When a defensive player is across his side of the line of scrimmage when the ball is snapped. Offside is a 5-yard penalty and can only happen on Defense in our game.

Encroachment[]

When a defensive crosses the line of scrimmage and touches a player on offense. Encroachment is a 5-yard penalty and can only happen on Defense in our game.

Delay of Game[]

Out of Bounds is called when a kickoff goes out of bounds without being touched by the receiving team, the kicking team is penalized five yards and the ball must be kicked again.

  • If the Kicking Team kicks out of bounds on consecutive plays, the Receiving team is awarded the ball on their own 35 yard line.

Illegal Kick / Out of Bounds[]

This is called the ball does not travel at least 10 yards on a Kickoff and is NOT touched by the receiving team. The kicking team is penalized five yards and the ball must be kicked again.

  • If the Ball does not travel 10 yards but the receiving team touches it (it bounces off a player, etc.). It is considered a live ball.
  • If there are two (2) consecutive Illegal Kick Penalties in a row the ball will be awarded to the Receiving team on their own 35 yard line.

Ten Yard Penalties[]

Unsportsmanlike Conduct: Attempted Homicide[]

This penalty is called when one team attacks the ref but does not kill him. This penalty can be called against the offense, defense or special teams.

Bribed Ref / Unsportsmanlike Conduct Penalties[]

Other Unsportsmanlike Conduct is a bullshit penalty that is randomly generated and called when the referee is bribed by one team. This penalty can be called against the offense, defense or special teams.

Fifteen Yard Penalties[]

Maiming an Official[]

This penalty is called when one team Kills the ref. This penalty can be called against the offense, defense or special teams. ====

Maiming a Quarterback[]

This penalty is called when the defense rushes the Quarterback at the line of scrimmage and Kills him. This penalty is called against the defense.

Unnecessary Manslaughter[]

This is called when a Player is killed after a play has ended (Late Hits after whistle blows). Killing a Player during a play is NOT a penalty in MFL.
This penalty can be called against the offense, defense or special teams.

Defensive Pass Interference[]

A judgment call made by an official who sees a defensive player make contact with the intended receiver before the ball arrives (diving into, punching or kicking), thus restricting his opportunity to catch the forward pass. Pass interference is a 15-yard penalty and an automatic first down.
This penalty is only called against the defense because the league blatantly favors the offense (more scores = higher ratings = more money!).

Referees[]

There is only one (1) Referee on the field in MFL and his job is to make sure that the game rules are adhered to.

Calling Penalties[]

  • The ref signals when a penalty has occurred.
  • The ref tends to “look the other way” for the home team.
  • The refs are not perfect. They do miss calls at times and that’s just another reason to kill them.

Ref Events[]

  • The Ref signals when a play is over (they blow their whistle).
  • The Ref mark’s the ball placement on the line of scrimmage.
  • The Ref singles when a first down has been achieved.
  • The Ref singles when a team has scored a Touchdown.
  • If a Ref is killed during the play he will be replaced by a new ref and the team that killed him will receive a penalty.

Bribing the Ref[]

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  • The User can bribe a ref by selecting the “Bribe Ref” Play in the Play Select Window.
  • A team can only bribe the ref once per half.
  • A bribed ref will never call a penalty on the team that bribed him.
  • A bribed ref will call bullsh#t penalties on the team that didn’t bribe them only when it matters (scores, big plays, first downs, etc.).
  • A team can bribe an already bribed ref. Once bribed, the ref will turn on the other team.
  • When a bribed ref dies, the bribe dies along with the ref.

Killing the Ref[]

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When a team decides it’s time to terminate the ref, they select the “Ref Attack” Dirty Trick play in the Play Select Window.
When the game returns to the field and players come out of the huddle, the team that called the play will attack (the entire team attacks) and attempt to kill him. The user can take control of a player on the attacking team if they want to.
When players attack the ref, the AI (or user that is not on attacking team) can take control of the ref and try and run him out of bounds before the attacking team can reach him. If this happens a 10 yard attempted homicide penalty will be called and the bribed ref will stay alive.
If the ref is killed, play will stop and a new ref will appear and introduce himself. The team that killed the ref will receive a 15 yard maiming an official penalty and then play will resume.