Paper Mogul Sports FootballPaper Mogul Sports
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Rulebook

How Football works

Simplified American football, played five-a-side by creatures that are doing their best. These are the rules the simulation enforces — not a claim of full regulation football.

The field

Possessions

Scoring

Touchdown6The ball, held, crosses the opponent's goal line. No extra points.
Safety2 to the defenceThe ball carrier is downed, or the ball goes dead, in their own end zone. The possession ends.

When a play ends

Ties and playoffs

Standings

  1. Wins (a draw is half a win)
  2. Head-to-head points among the tied teams
  3. Point differential, capped at 18 per game so running up the score does not pay
  4. Total touchdowns
  5. A published seeded draw

Match day

  1. Preparation. Change bodies, drill, trade and edit tactics. Your last valid lineup is always stored.
  2. Lock (60 minutes before kickoff by default). Both teams, every installed part and both playbooks are snapshotted. Changes after this apply to your next match.
  3. Betting window. Other owners bet play money on the result until kickoff.
  4. Kickoff. The server plays the match once, from the snapshots and a secret seed whose fingerprint was published at lock. Nobody needs to be online.
  5. Publication. Replay, box score and result appear; rewards and bets settle exactly once; the standings update. After publication the seed is revealed so anyone can check it against the fingerprint.

If a match cannot be played it is retried from the same snapshot and seed. If it has to be voided, stakes are refunded and the same locked matchup is rescheduled. A result is never re-rolled.

Bodies

Athletes are physical objects. Mass, centre of mass, leg strength, where the legs attach and how coordinated the athlete is all decide how it moves. Parts you add change those numbers:

PartWhat it doesPowered by
Propulsion legPushes against the turf wherever its foot lands. Longer legs stride further but raise the body; placed off-centre, extra thrust turns the athlete.Propulsion, Elastic spark
Throwing armReach for catches and tackles; with a throwing spark it launches the ball. Every throw pushes back on the shoulder.Throwing spark
Grip handCatching surface. Bigger hands catch more of the sky and weigh more; fitted high on the body they make it top-heavy.Grip spark
Armour shellMass and padding. Harder to knock over and to wrap up, slower to accelerate and tiring to carry.Impact spark
TailA counterweight behind and below the body. Heavy tails lower the centre of mass; a gyro spark actively steadies the athlete.Balance, Elastic spark

Money

All money is fictional league dollars with no cash value. It cannot be bought or cashed out.