MML Rules & Regulation

Rules

RULES & REGULATIONS

1. FAIR PLAY

Any coach using any means by which to cheat, dupe or otherwise circumvent the Rules & Regulations of the League, the Code of Conduct or the Blood Bowl 2 game will undergo investigation that may result in suspension or release from the League. All coaches are expected to uphold a general air and atmosphere or good sportsmanship at all times.

1.1 DISGUSTED PLAYERs

Teams who concede or have a League Managed Match (loss) will have the highest player with the most SPP subject to leaving the team. In the case of two players, having the same amount of SPP, then the coach may choose which is subject to the rule.

  • The League will roll a d6. On a result of 1-3 the player stays. On a result of 4-6 the player will leave the team and must be fired before the next play week.
  • Failure to comply will result in a Red Card foul.

The League reserves the right to suspend or forgo this rule in circumstances where it deems necessary.

1.2 LEAGUE MANAGED MATCHES

The League reserves the right to force a result in certain circumstances:

  • If a game fails to take place because one team no-shows the match and the coach cannot be contacted to reschedule:
    • No-show will lose to show and receive a Yellow Card
  • If neither team shows, and neither team can be contacted to reschedule or if both teams agree to have the League manage the entire match because they cannot play the game in the allotted time:
    • The match is managed as a Draw and both coaches will receive a Verbal Warning.

The League will work with all coaches to make every effort to schedule and play matches. Communication is the key, and the League is committed to making all matches happen in a favorable manor. If however, a coach cannot be contacted or refuses to play a match, the League will automatically manage the match as a win to the opposing team. The League will not utilize forced concedes.

The best way to avoid League Managed Matches is communication. Coaches are supplied with opposing coaches contact information as well as a forum and other means to communicate and set up matches. The League will also step in and help make matches happen if requested. The League will only manage a match after ALL attempts have been made to reconcile the match to a different time, etc.

2. MATCH PLAY

Each Coach is committed to playing at least one game in the allotted time frame. In most Seasons a game week is equal to a real week. This means coaches have a week in which to contact the opposing coach and schedule a time to play their match. Deadlines for match completion will be Midnight CST (Central Standard Time) each Sunday of the week. Games not played by this time will fall under the above League Managed Matches rules.

All teams are guaranteed at least seven games in a full season. Some teams may end up playing additional games if they become bowl-eligible and compete in a bowl game and/or Playoffs.

2.1 PRO LEAGUE REGULAR SEASON PLAY

The regular season consists of the following:

  • Teams will play each team in their play pool once (7 games).
  • The top two teams from each play pool will advance to the post season.

2.2 PRO LEAGUE POST SEASON

The top two teams from each play pool will advance to the playoffs. The playoffs will be seeded single elimination, until two teams are left who will play for the respective Season Championship.

Seeding will be by points, then by tie-breakers. The top team from each Division will be seeded #1 and #2.

2.3 CHALLENGE LEAGUE REGULAR SEASON PLAY

The regular season consists of the following:

  • Teams will play each team in their play pool once (7 games).
  • Bowl eligible teams will advance to bowl games

2.4 BOWL ELIGIBILITY

A Challenge team is considered bowl-eligible if they met at least one of the following criteria:

  • Attain at least 11 standings points in a single season.

Bowl eligible teams will be placed in bowl games at the discernment of the League. The League will consider the best possible match-ups based on regular season play and potential for exceptional match outcomes.

If there are an odd number of bowl-eligible teams the League reserves the right to select a non-bowl eligible team to play in a bowl game. The League will most likely choose the highest ranked non-eligible team to play, but circumstances may dictate that other team(s) are selected (Coach cannot be contacted, has a conflict, etc.).

3. STANDINGS

The MML uses the in-game standing system to determine the standing of each team. All MML standings are tracked through this website.

The standing of a team is relative to their total points earned through League play. The point system is as follows:

  • A Win awards 3 points.
  • A Tie awards 1 point.

3.1 Divisions & conferences

DIVISIONS: The MML is split into two divisions, consisting of 16 teams each.

  • Western Division: Represents coaches and teams from the United States (Western Hemisphere)
  • Eastern Division: Represents coaches and teams from the United Kingdom (Eastern Hemisphere)

CONFERENCES: Each conference is made up of four teams. Conferences will be pared in a play pool for each season, resulting in two conferences playing each other in a particular season. These pairings will be rotated each season.

Play Pool APlay Pool BPlay Pool C
Dungeon WestDungeon WestDungeon West
First 4Noble South ConferenceIron League
Noble South ConferenceIron LeagueFirst 4
Iron LeagueFirst 4Noble South Conference
Sword Coast ConferenceSword Coast ConferenceSword Coast Conference
Death Valley ConferenceWicked Forest ConferenceWasteland Athletic Conference
Wasteland Athletic ConferenceDeath Valley ConferenceWicked Forest Conference
Wicked Forest ConferenceWasteland Athletic ConferenceDeath Valley Conference
Ancient Central EmpireAncient Central EmpireAncient Central Empire
Chaos Prime RepublicTotal Nuffle AllianceDeath and Destruction
Total Nuffle AllianceChaos Prime RepublicChaos Prime Republic
Death and DestructionDeath and DestructionTotal Nuffle Alliance
Disputed Land ConferenceDisputed Land ConferenceDisputed Land Conference
Fumble Underground NationWyrm Abyss RealmUncivilized Gentlemens Club
Uncivilized Gentlemens ClubUncivilized Gentlemens ClubFumble Underground Nation
Wyrm Abyss RealmFumble Underground NationWyrm Abyss Realm

3.2 TIE BREAKERS

If two or more teams are tied in total points, the tie is broken using the following criteria, in order:

  • Most wins
  • Head-to-Head (best W-L-D record between clubs)
    • The total number of points accrued by teams which each tied team defeated in the season will be calculated.
    • These totals will be compared and the winner of the tie will be the team with the highest of these scores.
    • If and only if these totals are also tied then the total points accrued by teams which each tied team registered a draw with during the season will be added to the existing totals.
    • These new totals will then be compared and the winner of the tie will be the team with the highest of these scores.
    • If after this process the tie cannot be broken then a coin toss or drawing of lots will be used to break the tie, as explained in the main rules.
  • Coin Toss (2 Teams) or Drawing of Lots (3 or more)

3.3 PRO LEAGUE RELEASE PROGRAM

The Pro release program ensures that the Pro league maintains a certain level of play while having a mechanism for bringing in new teams. At the end of each season, the complete Pro standings (all 32) is posted ranking all 32 Pro teams from top to bottom. The bottom 2 teams (#31 & #32) are released from the Pro League and may register for the Challenge League for upcoming season(s).

3.4 PRO LEAGUE PROMOTION PROGRAM

The Pro promotion program ensures that the Pro league brings in fresh and new teams that are capable of competing at this level. There are to times that the Pro league promotion program is used:

  • Season Ending:
    • At the end of each season, the complete Challenge League standings is posted ranking all Challenge League teams from top to bottom.
    • The top 2 teams are offered promotion to the Pro League.
      • In the case that a team is unable or unwilling to accept the promotion to the Pro League; the next highest-ranked team may take their place (etc. on down the line).
  • Mid-Season:
    • Anytime a team leaves the Pro League the top 4 ranked teams (of the same Division – East/West) in the Challenge League will be entered into a lottery to replace the Pro team.
      • In the case that a team is unable or unwilling to accept the promotion to the Pro League; another team will be drawn from the lottery. If all teams refuse, a new lottery of the next 4 ranked teams will be chosen.
      • Teams promoted during mid-season are immune to being released for that season. In this case, the next lowest ranked team is instead released.

3.4 CHALLENGE LEAGUE BACK FILL

The Challenge league may also need to back fill vacant spots from time to time. Anytime a team leaves the Challenge League all eligible coaches in the Farm will be considered for immediate promotion in to the Challenge League.

4. REGISTRATION

Prior to the start of each season, coaches are required to register their teams for the upcoming season. Returning teams that played in the prior season are automatically returned for the same conference, unless relegated, promoted or otherwise prohibited by these rules. New teams must register for the season they wish to play in prior to the beginning of the season. Late registration or additions to the League after a season starts will be rare and avoided at all costs. Discretion is on the League to determine the circumstances that would constitute a late addition (such as a team dropping out and another filling the open slot, etc.). No preference, advance ranking etc. will be awarded in any circumstances to any team or coach that isn’t also afforded to all others in the League. Conference selection preference to returning teams being the one exception.

4.1 RETURNING TEAMS

All TV, players, etc. are allowed to carry over into the next season provided no transactions outside the League or additional games have been played since the end of the prior season. Returning teams are given preference to their choice of conference over newly registered teams.

4.2 FARM TEAMS

Coaches who wish to join The Farm during the season and/or off season with a team(s) may do so at the Leagues discretion. For information on participation in The Farm, click here. Coaches wishing to register their Farm team for season play may do so using the provisions detailed herein. Coaches who have never been an Season coach before (meaning they have never participated in a MML Season prior) are considered New Coaches. Farm Teams are allowed to register for season play.

Mixed race and custom teams are not eligible for inclusion in the farm.

4.3 SEASON READY TEAMS

A team needs to be in a certain state in order to receive a ticket to participate in a season. Failure to meet these requirements may result in the team not being allowed to participate in a season the team has registered for.

  • Returning Teams:
    • May field less than 11 man rosters (i.e. use Journeymen). Journeymen value will be calculated into the overall TV of the returning Pro team.
      • Injured or players missing the next game will have their TV value calculated into the overall TV.
    • Returning Teams must comply with all TV cap policies.
  • New Teams:
    • Minimum 11 man (active) roster. More than 11 players is allowed, however at least 11 players must be available to play in the first game.
      • Injured or players missing the next game will have their TV value calculated into the overall TV.
    • New Teams must comply with all TV cap policies.
  • All Teams:
    • All players must not have excess SPP. All players must be leveled and not have SPP held in reserve in excess of their next level.
    • No transactions may be enacted once a ticket is accepted and prior to the first game.

5. LEAGUE TV CAP

The League TV Cap is the maximum Team Value a team can have at the start of the season upon registration and prior to the first game. There are a few regulations regarding the League TV Cap:

  • Teams under the TV Cap have no restrictions or obligations to meet the cap.
  • Returning teams can add 150TV to the League TV Cap to determine the League TV Cap for their registered team (does not apply to New Team registration).
  • Teams over the TV Cap have a few options available to them:
    • Register a New Team,
    • Register a Farm Team (that is under the Farm TV Cap), or
    • Release players/manage team assets to lower the TV.

5.1 Pro League TV 

In order to ensure a level of play that is indicative of the Pro level of play the following is observed for the Pro League:

  • The TV Cap for the Pro league is set at 1800TV.

5.2 challenge League TV

In order to ensure a level of play that is not unattainable nor rudimentary, the following is observed for the Challenge League:

  • The TV Cap for the Challenge League is set at 1500TV.
  • The minimum TV for a team to enter the Challenge League will be the prior seasons average TV value across all teams during that season minus 200 OR 1150 TV, whichever is higher.
    • If a team wishes, they can opt out of the minimum TV and enter the Challenge League anyway. This team accepts all ramifications of this action and is prohibited from using this opt out as justification for any actions taken by other coaches and/or themselves.

6. MARKETPLACE

The transfer market window will be open between seasons, a single window will be referred to as a Market Cycle. Market Cycles are a privilege not a right and the League reserves the right to open and close such windows as necessary and without notice. If a team circumvents the marketplace they will be given a Red Card, and could face other disciplinary actions as deemed appropriate by the League.

6.1 GENERAL MARKET RULES

The following rules dictate how the market will function across all transfers.

  • Players may only be a maximum of level 4
  • Players may only have a maximum of one stat up
  • Players may only be bought once per Transfer Cycle
6.2 LEAGUE TEAM MARKET RULES

The following rules apply to teams that are registered for an upcoming season as a returning team.

  • May buy only one player per Transfer Cycle
  • Players may come from either the farm or other CL/Pro teams
  • Prohibited from selling players to any farm teams but may sell players to other League Teams
6.3 NEW/FARM TEAM MARKET RULES

The following rules apply to teams that are registered for an upcoming season a new team.

  • New/Farm teams are prohibited from participation in the Transfer Cycle

7. The Trophy Case

The Trophy case has been established, for the purpose of ‘displaying’ teams in perpetuity for other teams to view and look at.

7.1 ELIGIBILITY
  • Any Pro or Challenge League team that has played at least 4 complete consecutive seasons at the Pro or Challenge League level.
  • Challenge League Champion teams, as long as the coach of the team was an MML coach. (Teams not originating within the MML will not be able to play within the MML or interact with the rest of the MML league in any way. This includes not being able to take advantage of any of the remainder of these rules. They will simply be placed in the Trophy case, for ‘display’ purposes only.)
7.2 TROPHY CASE RULES

The following rules apply to all teams in the Trophy Case:

  • A trophy case team is not able to interact with the rest of the league, other than to be on ‘display’ except as clarified in the remainder of these rules.
  • A trophy case team may return to active participation within the MML, by being registered by the owning coach. The team will be eligible to enter the Challenge League at the Pro TV Cap.
  • Teams may only enter or leave the Trophy case between seasons.
  • Trophy case teams will be subject to the following rules regarding the MML marketplace:
    • Teams leaving the CL or Pro’s will not be eligible to receive a transfer at the conclusion of the season, when they are seeking entry to the trophy case.
    • Trophy case teams leaving the trophy case and seeking entry to the league will be eligible to receive a market transfer as if they were a League team, as defined in the transfer market rules.
    • Whilst within the Trophy case, Trophy case teams will be eligible to sell players as if they were a pro/cl team, as per the marketplace rules.
    • Trophy case team may not sell to a team of the same coach.

8. LEAGUE OFFICES

The MML is comprised of many different offices and positions:

  • League Commissioner
    • The Commissioner is responsible for all League operations, adjudication, and communications.
  • Board
    • The Board is responsible for legislation of all aspects of the Rules & Regulations of the League.
  • Coaches Board
    • The Coaches Board is responsible for representing the coaching populace of the League to the Board and League Commissioner.
  • Administrators
    • The Administrators are responsible for reviewing teams, monitoring discord and issuing tickets to league competitions.
  • Referees
    • The Referees are responsible for adjudicating disputes as well as monitoring the overall sportsmanship and spirit of the MML.

A list of the current office holders can be found on discord.

9. LIVE FEEDS

The League allows each coach to use a Twitch.tv channel to broadcast their matches for others to see online. Any coach that utilizes this feature agrees to only broadcast Blood Bowl 2 games or appropriate material. The MML strives to keep everything PG, so any content that would plausibly fall outside of that rating should be kept off MML channels.

10. PERMISSION OF USE

Each participating Coach acknowledges and agrees to allow the League to utilize their teams name, likeness and aspect for promotion of and discussion by the League. Each coach also agrees to allow their Gamer Tag to be identified and used for promotion of and discussion by the League. Each coach additionally agrees to allow their name and email to be published to other coaches in the League for the purposes of arranging matches and communication. This information will be published in a secure page that is behind a user login controlled by special permissions set by the League to ensure proper but secure visibility. No personally identifiable information of any coach will be shared with any third parties or outside the League for any reason at any time.

The use of the MML Logo, likeness or copyright material is expressly forbidden without the consent (in writing) from the Commissioner of the League.

Definitions

DEFINITIONS:

League: Mead & Mayhem League (MML) may also be referred to herein as the League.

New Teams: New Teams are defined as a freshly created team that has also never played before in the MML.

Returning Teams: Returning teams are defined as teams that have played in the MML during prior MML Seasons. Returning teams can not have played any games outside of the MML in order to maintain this status (friendly, non-awarding games, i.e., Friendly Matches are excluded).

Pro Team: Any team that is currently playing in the Pro Season play pool, bowl or post-season is considered Pro for the purposes of these Rules & Regulations.

Challenge Team: Any team that is currently playing the Challenge League play pool or post-season is considered a Challenge team for the purposes of these Rules & Regulations.

Farm Team: Any team that is currently enrolled in the Farm open ladder, or is not currently playing at the Pro or Challenge Level.

Conference Play: Conference Play is considered any game played against a team from the same conference.

Non-Conference Play: Non-Conference Play is considered any game played against a team that is not from the same conference.

Division: The MML is split into two divisions: East and West. Each division is made up of 16 teams in 4 conferences and 2 playpools.

Code of Conduct

Purpose

The MML Code of Conduct provides the league and coaches with the knowledge of appropriate behavior and procedures for handling infractions and adjudicating disputes that occur from time to time. 

MML League Philosophy:

    • Natural justice: it’s important not to penalize coaches unfairly by applying the letter of a rule when that would contravene the spirit or the intention of the rule.
      • Coaches attempting to abuse the Code of Conduct to their advantage will be considered to have committed a foul.
    • Coach Conduct: The League polices coach sportsmanship and their adherence to the social contract. 
      • In gaming terms, the social contract is the agreement between players to follow basic decency and adhere to agreements made between them as part of the game.
    • Enforcement: The League is given full authority to issue penalties to a coach when they violate the letter or spirit of the league’s rules, or rules of the game.

 

The Spirit of the MML: 

  • The following guidelines and codes of conduct exist to ensure that the intended spirit and intent of the MML is maintained at all times. 
  • The MML is primarily a means for individuals to enjoy themselves.  Interpersonal actions intended to lessen this enjoyment are not within the spirit of the game. For the MML, the game of Blood Bowl is about sporting competition between two individuals. Any actions that are unsportsmanlike are not within the spirit of the MML.  

Game State:  

  • Each coach must endeavor to complete his/her turn in a timely and efficient manner.  Any coach found using a disproportionate amount of time or pauses, particularly if it provides a tactical advantage, will have committed a Foul.  

Time: 

  • The play week is determined by the League and maintained by the Administrators and only the Administrators.  
  • The play week is binding.  Coaches may not start their games before the play week has officially been called, nor may coaches continue to play their game after the play week has officially been called. The League is free to adjust this as needed. 

Decorum:

  • A coach may never take an action that would put the MML or the hobby of Blood Bowl in disrepute. 
  • A coach may never use mocking, abusive, vulgar, or derogatory language toward another coach or staff in the MML.  Any coach who uses such language has committed a foul. 
  • A coach may never physically threaten, or use physical violence towards, another coach or staff in the MML. Any coach who threatens or performs physical violence has committed a Red Card foul, will be removed from the league.
  • A coach may never purposefully deceive another player, whether by malicious misinformation, incomplete information, or vaguely stated information.  A coach who purposefully deceives or attempts to deceive another coach will have committed a foul.  Any pattern of “accidental” deception/misinformation can be considered a foul based on the league’s discretion. 
  • A coach who is 15 minutes or more tardy to the beginning of a match is considered to be severely tardy. A coach who is severely tardy to a match has committed a Yellow Card foul. 
  • A coach may never give, nor accept, help in a match in which they are not an active participant. If they do so, they have committed a foul.
  • Consistent slow play evidenced through clock checks, player reporting, or league discretion, represents a severe break in decorum. A player found to be doing so has committed a foul.
  • By virtue of playing in the MML, all coaches accept that the League has final authority over all rulings. A coach has the right to respectfully communicate and defend his/her position, but the league’s ruling is binding. Any coach purposefully disregarding the league’s ruling or debating with the league in a verbally abusive or disrespectful manner has committed a foul.
  • In the event of unsportsmanlike behavior or another break of decorum, being suspected or accused; the league may consult with coaches from around the league to ascertain the truth of the situation.

Sportsmanlike Inquiries:

  • Each coach is entitled to call for a referee.  
  • A referee should be called to provide adjudication of a rule’s question.  A referee should also be called if a coach believes that their opponent has committed a foul or otherwise acted in an unsporting manner. 
  • Coaches may not abuse the referee call. If the referee, or referees, decide a player is calling for a referee abuse the right to call a referee in any other way, a foul will be given and penalty will be assessed at the referee’ discretion.
    • No coach is entitled to more of a referee’s time than is reasonable to resolve an immediate dispute. A coach that requires a disproportionate amount of a referee’s time is committing a foul and may be issued a yellow card at a referee’s discretion.
  • A referee has two rulings available to him/her: A “snap ruling” and a “comprehensive ruling”. The coach calling the referee may ask for one or the other but the decision is binding regardless of the outcome. 
    • A snap ruling is a referee making an assessment and decision based on initial information gathering. A referee’s snap ruling is binding for that instant and subject to human error. A referee’s snap ruling may contradict a previous ruling or an established league ruling, and if so, must be played as the referee determined. 
    • A comprehensive ruling is a thorough review and investigation of the question in consultation with other referees, and thorough review of all official material.  Any rulings made after a thorough review are binding in totality and should be noted by the referee and shared with all other present referees for consistency. 
  • A referee should not be called to settle interpersonal disputes. A referee should only adjudicate such if it is impossible for the coaches to amicably resolve this dispute or one of the coaches has broken decorum; for example, they’ve become verbally or physically aggressive towards their opponent.
  • If the active presence of a judge due to consistent disputes between the coaches is required, then it will be considered that both coaches have been given a warning about their behavior, and as such, the referee is free to penalize as needed.
  • In the cases of recorded or streamed games, a referee may use recorded media to determine if a coach committed a foul or otherwise engaged in unsportsmanlike behavior and apply penalties retroactively.

Penalties: 

  • A Foul is defined as an action taken by a coach that violates the spirit of the MML, the rules of the MML, and/or the rules and guidelines set forth on this site. Fouls can range in severity and generally fall within three categories, Verbal Warning, Yellow Card, and Red Card. If a coach commits a Foul, they can be penalized in the following ways, according to the referee’s discretion.  A referee is free to apply whatever penalties he/she feels is necessary.  
    • Multiple Verbal Warnings can result in a Yellow Card
    • Yellow Cards are given for non-disqualifying offenses.
      • A coach may only accrue 2 Yellow Cards during a season. If they receive a third they receive a Red Card and are removed from the season.
    • Red Cards are given for a disqualifying offense, or in the case of multiple Yellow Cards.
    • If a player receives one or more Red Cards in a season they can be ejected from the league and future admittance is at the League’s sole discretion. 

Common Fouls:

  • Verbal Warning – A referee gives a verbal warning that the coach’s behavior is not acceptable and that other penalties are imminent for continued infractions.  A coach receiving two warnings over the course of a season will be penalized. Multiple verbal warnings can result in a Yellow Card being issued at the referee’s discretion.
  • Loss of time (Yellow Card) – A referee may penalize a coach as a result of deliberate clock slow-play, clock stalling tactics, or incorrectly pausing the game. 
  • Loss of turn (Yellow Card) – A referee may penalize a coach for skipping turns. 
  • No Show (Yellow Card) – A referee may penalize a coach for not showing up for their scheduled match.
  • Brutality (Yellow Card) – A referee may penalize a coach for enacting excessive punishment or brutality on a team that has surrendered the match by not taking any action that would impact the opposing teams players or the score of the game.
  • Conceding (Red Card) – A referee may penalize a coach for conceding a game.
  • Compliance Failure (Red Card) – A referee may penalize a coach for not complying with an issued penalty.
  • Market Circumvention (Red Card) – A referee may penalize a coach for circumventing the market.
  • Disqualification (game)(Red Card) – A referee may disqualify a coach from his/her current or past season match.  That coach receives 0 points for that match, a loss, and his/her opponent is scored as a Bye unless the opponent’s current score would be higher.  
  • Disqualification (season) (Red Card) – A referee may disqualify a coach from his/her current season.  That coach is immediately removed from the season roster of active coaches, removed from the season competition, his/her matches are scored a 0, his/her current (or most recent) opponent is scored as a Win unless the opponent’s current score would be higher.  
  • Ban (3/6/8/12 month) – For especially egregious or repeated Fouls and/or behaviors, a referee may request a ban for a coach from the MML for the specified time. While a coach is banned, they may not play in MML sponsored events, leagues, or competitions.  

 

 

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