Article I – Blitz League Officers
Your Blitz League officers are available if you have any questions or are in need of assistance.
For league-specific issues, please contact the League commissioner first. If the League commissioner is unavailable, contact one one of the co-commissioners. If you cannot contact a commissioner or co-commissioner, and your issue is time-sensitive (for instance, if you are requesting a trade or game reset), please use contact one of the other staff members.
Article II – League Entry & Other Fees
The following fees will be collected seasonally to finance league operations and prizes
Entry Fee: $10 BlitzCoins total per team (one team per coach)
Article III – Prize Payout Structure
MML Blitz league awards cash prizes to the top 2 teams that reach the Championship. We also award a weekly cash prize to the team with highest Blitz ranking during each week of the regular season.
- Champion: $50USD Blitz! Gear Gift Certificate & 30 BlitzCoins
- Runner-Up: 10 BlitzCoins
- Weekly Prizes 5 BlitzCoins per week, 7 weeks
The dollar amounts above shall be considered the actual payout amounts (minus applicable fees and exchange rates) pending verification of payment from all owners.
Weekly prizes will be awarded to the team with the highest Blitz! Rating for each play week during the regular season.
Article IV – Late Payments
If a team has not paid their entry fee by the time the first week starts, they will be expelled immediately. The commissioner has no discretion for providing a grace period and neither does the league. The commissioner will take over managing the delinquent team slot for the purposes of play continuation.
Article V – Playoff Configuration
The league will implement a 8-team Championship playoff system. The top 2 teams from each conference will be determined first by win/loss record, then head-to-head (best W-D-L record between clubs) and then a coin toss (2 teams) or drawing lots (3 or more) if a tie-breaker is necessary. The Championship playoffs will start on the eighth week of the season and last 2 weeks.
Article VI – Franchise Team Rules
A Blitz! team is considered a Franchise team once they have a Season Pass. Franchises come in two different types and have separate but similar criteria:
New Franchises are defined as a team that has never played in the Blitz! league before. New Franchises are required to start with:
- 12 Active Player Roster
- May not buy Fan Factor
- $2 million in starting budget
- 12 picks in the upcoming draft
If a New franchise is brought into the league by a coach who coached another team in the prior season a $250,000 new franchise fee will be assessed to the team. If the new team is of the same coalition as coached prior, the fee is $500,000.
Current Franchises are defined as teams that have played in a prior Blitz! league season. Current Franchises are required to start each new Season with:
- 11 Active Player Roster
- Fan Factor is 1/2 of prior season (rounded down)
If a Current Franchise did not play in the prior season in which it registered, the team will be charged a $200,000 Franchise re-launching fee prior to the season.
Annual Team Budget
Article VII – Draft Order Determination
Each year, the draft position for each Blitz team will be determined based on the team standing results from the previous year (except the inaugural year, which has a random draft order).
- Champion: 32nd draft pick
- Runner-Up: 31st draft pick
- Playoff Teams: 30-25 draft picks *
- Non-Playoff Teams: 24-1 draft picks *
* Ranked by prior season standing points. For example, the last ranked team will have first pick, and so on up the line.
The Draft Order will snake throughout the draft, i.e.: 1,2,3…32, 32, 31, 30…3,2,1,1,2,3, etc
Any new teams which join the league will be slotted in the first available slot vacated by prior teams and existing teams will be adjusted accordingly.
Number of Draft Picks
- New teams will receive 12 draft picks
- Returning teams will receive 7 draft picks (not counting compensatory picks)
1. COMPENSATORY DRAFT PICKS
All Blitz! teams are allowed up to three compensatory picks, and they’re only awarded to teams that signed fewer players than they lost. That does not include players fired or players traded to another team.
Compensatory picks are based on the salary, level and Blitz! score of the players each team lost during the prior season.
There are only 32 compensatory picks handed out each season, and they cannot be traded. Coaches can eventually trade the player a compensatory pick is spent on, but the pick itself cannot be traded.
Coaches are not obligated to select a player with their compensatory pick.
The exact placement in the draft of each compensatory pick is determined by the League and published with the draft order for the upcoming draft.
2. SIGNING BONUSES
Players who coaches retain on their roster for another season are given a SPP signing bonus:
- Level 1 = 2SPP
- Level 2 = 5SPP
- Level 3 = 8SPP
- Level 4 = 12SPP
- Level 5 = 18SPP
- Level 6 = 20SPP
If this SPP signing bonus is enough to level the player, the coach pays the new level salary, levels the player to the next level, and gets to choose the skill.
- A Player Union rep will make the appropriate roll for leveling up your player and let you know the result so you can pick the appropriate skill.
Players will start the season with a 0 SPP total regardless, however their cumulative SPP will be tracked by the Players Union. This total is added to the earned SPP during a season and any signing bonus SPP at the end of the season to determine the players total SPP.
- Earned SPP is calculated first, then signing SPP when determining when a player levels up and how much a players contract costs.
Article VIII – Trades
For a trade to be granted in a given week, it must be accepted TROUGH A PLAYERS UNION AGENT no later than 24 hours before the trade is to take place. This gives all teams 24 hours to review the trade before the next play week begins. Any trades that are submitted within 24 hours of a new play week (for example, on a Sunday afternoon with less than 24 hours until the next week starts) will be voided and will have to be re-submitted. Players who have already played on a given week cannot be traded until the following week.
Once accepted through a Player Union Agent, a trade cannot be withdrawn by one party for any reason. The only way a trade can be voided is if it is withdrawn by both parties before the trade is granted.
During the 24 hour trade acceptance period, all owners (except those involved in the trade) will be given the opportunity to veto the trade. However, those owners who choose to veto the trade must make a valid case to the commissioner for why the trade should not be granted.
There are only 2 valid reasons which a trade can be vetoed:
- If the players involved in the trade are not of comparable value. Value must take into consideration the positions involved and the specific needs of each team.
- If both teams aren’t improved by the trade.
If a plurality of the valid votes cast are against the trade, the trade will not be granted. A tie will result in the trade being granted.
Trading Draft Picks
Teams are allowed to trade picks to other coaches as a single sale or as part of a bundled transaction. Value of draft picks is negotiated between parties and falls under the same process for trading players above.
Article IX – Free Agent Market
For a free agent to be picked up by a team, the request must be accepted THROUGH A PLAYERS UNION AGENT. The Free Agent Market is a free enterprise available to all teams. As long as a team can afford to sign a player, has the available slot on their roster and is approved they may pick up a player from the Free Agent Market at any time for teams who have at least one game left in their season (including post-season).
If a team wishes to release a player they must notify a Player Union Agent of their intent. Once approved the team may release the player from their team (fire), and the Player Union Agent will place the player in the Free Agent Market as available to other coaches for purchase. Players may be released from a team at any team (with the exception of Registration Week and prior to the draft during Draft week)
Coaches are allowed to sign a journeymen player to their team after any match (including week 7 and post season) that they used a journeyman. A Free Agent ticket must be submitted to the Players Union by the end of the play week for the signed journeyman to avoid unauthorized rostered players. Teams with unauthorized players are subject to sanction.
Article X – Player Health
During Registration Week, prior to the Free Agent Market bring published with the new Draft Class. The Blitz Chief Apothecary Officer (CAO) will make a determination as to the ongoing health of all injured Free Agent players.
- Retire – The injury shows no signs of healing and the player retires at the doctors suggestion
- Surgery – Surgery is performed and the player takes a season to recover, but will return to the draft next season
- Unchanged – Injury is unchanged
- Slight recovery – injuries become Niggles, Niggles are healed
- Slight recovery – injuries become Niggles, Niggles are healed
- Miracle! Player fully recovers from all injuries
Players will multiple injuries will have each injury address separately.
Players with a Niggling injury will a 50% chance to recover from the Niggle (1-3 no change, 4-6 Niggle is healed).
Article XI – Trade Deadline
The Trade Deadline for each season will be the start of week 6. All trades and free agent transactions must take place prior to the start of week 6. Any requests for trades or free agent acquisitions will be denied after the Trade Deadline.
Coaches may still release players after the Trade Deadline using the criteria set forth in Article VIII.
Article XII – Sponsors
Teams are NOT allowed to select a sponsor In-Game unless they are officially sponsored by that sponsor on the MML: Blitz! website.
Teams are allowed to be sponsored by one sponsor at a time. Any coach wishing to have their team sponsored will need to meet all Signing Requirements for that particular sponsor, as well as any other applicable criteria.
Each individual sponsor dictates their own signing requirements. Sponsors will award a payout at the end of the season to a team who does not breach their contract.
A breach of contract is constituted by not meeting the signing criteria as specified for that particular sponsor. All criteria is by end of season (regular season), unless specified by the sponsor.
Teams can only gain sponsors during Sponsor Week.
Article XIII – Sanctions
The MML Blitz! League retains the authority to levy sanctions against any coach or team for infractions of the stated rules, fair play, good sportsmanship or any manor it deems to be counter to the spirit of the Blitz! League.
The minimum sanction is $100,000.
The maximum sanction is $2,000,000 suspension and/or expulsion from the League.
Sanctioned teams forfeit any claim to real award monies for the week they are sanctioned in. Any team that is suspended or expelled from the League forfeits all claim to reward monies for that season.
Coaches are NOT allowed to make any movements (acquire players, even journeymen, etc) if they carry any sort of debit balance in their League account.
Article XIV – MML Rules & Regulations
1. FAIR PLAY
Any coach using any means by which to cheat, dupe or otherwise circumvent the Rules & Regulations of the League 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.
Coaches are not allowed to concede matches without the express consent of the Commissioner. Conceding matches is not in the spirit of the MML Blitz nor of good sportsmanship. Events transpire outside of and during game that may require a team to concede a match. If this is the case, all effort must be taken to notify the League office of the matter so that it can be recorded appropriately. Without notification, the League will consider any concede in poor taste.
1.2 DISGUSTED PLAYER RULE:
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 released to the Free Agent pool before the next play week OR
- The Team will pay an amount equal to the players salary + 50% (rounded up)
- Failure to comply will result in loss of 10 standings points for the current season, and may result in removal from the League.
1.3 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.
- 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.
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.
- Teams with two League Managed Matches will be removed from the League and required to sit out the remainder of the season. They may register for the League in subsequent seasons.
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 post season eligible.
Coaches are only allowed to use the following inducements:
- Bloodweiser Babes
- Extra Team Training
- Halfing Master Chef
2.2 PLAY POOL SEASONAL ROTATIONS
Each season the play pools will be matched against different play pools from the same division. Following is the play pool rotation schedule:
- Season 1
- North vs South
- East vs West
- Season 2
- North vs East
- South vs West
- Season 3
- North vs West
- South vs East
Subsequent seasons will start the rotation over from the beginning.
The MML Blitz does not use the in-game standing system to determine the standing of each team (though the in-game may mirror the MML Blitz standings at times). Instead all MML standings are tracked through the blitz.mmlpro.com website. Match results and statistics are recorded on the website after each match and/or the end of each play week – with standings posted at the beginning of each week.
A detailed explanation of the MML Standings can be found here.
The standing of a team is relative to their total points earned through MML Blitz League play. The point system is as follows:
- A Win awards 3 points.
- A Tie awards 1 point.
See below for an explanation of MML conference standings and an outline of tie-breaking procedures used when teams are tied in total points.
3.1 CONFERENCE & DIVISION STANDINGS
The MML’s teams are divided into two divisions, each containing four conferences. Divisional standings determine the #1 and #2 seeds for the playoffs.
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)
- Coin Toss (2 Teams) or Drawing of Lots (3 or more)
Article XV – 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.