Game Mechanics FAQ

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[edit] How do I play this game?

You don’t control the actual players during their games. The game itself is a simulation that is run by the CPU. As the agent for your players, you control the player's build, and direct his progress, by training, using skill points, choosing equipment, etc.


See Starting Out and the Quick Start Guide for more information.

[edit] Can I watch the game?

During the actual sim process, you can't watch. It lasts a short period of time ~15 min but, immediately after it’s done, you can watch a diagrammed play-by-play of every single snap taken.

[edit] How long is a season, and how many games are in a season?

  1. Each season lasts 40 days and is split into a regular season and playoffs. The regular season is 32 days long, with one game played every other day, meaning every team plays 16 regular season games. The playoffs last 8 days, also with one game every other day.
  2. The off season is the period of time that follows the playoffs. The length of the of season varies, depending on the amount of time needed to prepare for the following season. Players do not receive their salaries during the off season.

[edit] How can we tell what day it is during a season?

The day of the season is posted in your homepage in the top right hand corner.

[edit] How do playoffs work?

At the end of a season, the top eight teams in each conference move on to compete in their league's playoffs. The playoffs are single elimination, with the winner becoming the league champion.

See Playoff Structure for more information.

[edit] How are ties broken in the standing?

If there are two or more teams with the same record, they are sorted via the following progression:

  • 1. Head to head record amongst the other tied teams with the same record.
  • 2. Number of points allowed (in all regular season games).
  • 3. Number of points scored (in all regular season games).

Seeding is also used to determine home team in the playoffs. In GLB, home-field is always given to the higher seed. For purposes of the league championship game, home-field is decided by the following progression:

  • 1. Regular season record
  • 2. Points allowed (in all regular season games)
  • 3. Points scored (in all regular season games)

See Playoff Seeding and Tiebreakers.

[edit] How do promotions/demotions work?

The Minor Leagues use an aged capped system, which is designed to grow with the normal progression of players. There is no forced demotion in the Minor Leagues. All teams are promoted by one age cap every season, unless they request a demotion due to lost players.

In the Professional Leagues, the two teams reaching the championship game will always be promoted to the next tier up. The two teams who finished 15th and 16th in each conference will be demoted to a lower league.

[edit] What factors are considered in determining the performance of my player during a game?

There are several major factors that contribute to the success or failure of your player and team: The player build, team/player tactics, player intensity, player energy level, player morale, team chemistry and the out of position penalty.

  • Player Builds – your player is matched up against a player on the opposing team. For example, if your player is a WR, and a CB is guarding him, it will be easier for the CB to stick with your player, as he defends him, if his speed is similar to that of your player. The way you decide to build your player is up to you, based on what you want him to be. There is no perfect build, so take advice you get with a grain of salt. It's just another person's opinion.
    • With good scouting, and a good game plan, teams can overcome their weaknesses and can potentially beat teams with higher level players. For example, if your opponent is a good running team, and your team's defense is set to stop the run, they'll have a harder time running the ball against your team.


  • Player Intensity – Every player has a setting for playing intensity. If the set intensity is on relaxed, you will have a decrease in attributes, but your energy will drop slower than normal. If the set intensity is on intense, you will have a boost in attributes, but your energy will drop quicker than normal. The bonus to your skills is as follows (this is not entirely confirmed):


  • Player energy – is something that directly affects the amount of playing time a player has and the quality of play the player has when on the field. This quantity is determined solely by 2 factors, stamina and what type of plays you’re doing (ie if a DT gets double-teamed all the time, his energy will drop quicker, if you’re a safety and the other team just runs a lot and you don’t have to tackle, you’re energy won’t drop as quick). During the game this will drop to a certain level. After the game is over, your energy bar in your profile will be how much energy you have left from the game. Every night your energy will reset back to 100.


  • Player morale – works like energy as a stat modifier and is affected if you make a big play, or a big play happens to you. For example if you’re an OT and you allow a sack, your player’s in-game morale will drop. If you’re a WR and you score a touchdown your morale will go up. After the game, your morale bar will be set based on whether you won or lost the game. If you won, your bar will go up, if you lost it will go down. And if the team go on a losing streak, your morale bar will drop quicker. The morale bar tells you what morale you start with at the beginning of the next game. Confidence will help your morale in-game by preventing your morale to drop too much after a bad play and boost your morale more when you make a good play. When the new season starts, your morale will reset back to 100


  • Team Chemistry – This bar will favor teams who stay together longer. This can have up to a 9% affect on each player's major attributes.


  • Out-of-position Penalty - If your player is played out of position (ie OT playing as G), there will be a penalty based upon how drastic the switch is. So a FS playing as a SS probably won't have much of a penalty compared to if a C playing as a SS, which will have a huge penalty.

See Training Options.

[edit] How does game experience work?

See Experience.

[edit] When I try to add to a special ability, a message that reads "prerequisite not met" appears. What is the prerequisite for adding points into special abilities?

In order to add to Special Abilities, you have to add from left to right.


For example, an OT's, Run Blocking Abilities Tree looks like this:

Run Block -> Get Low -> Hands -> Cut Block -> Pancake

The category you add points to can be double the previous ability's points. So, if you put a point into "Run Block", you can put 2 points into "Get Low". If you don't have any points in "Run Block", you'll get the "prerequisite not met" message if you want to add any points to any of the other special abilities.

[edit] How does equipment work?

See Equipment.

[edit] How can I level up?

There are two ways of leveling up; by gaining 1000 XP points or by boosting.

  1. You gain Experience points by playing in games and every night. Your game XP is largely dependent upon how many plays you are in per game. The number of plays you need to play to max out the XP is going to be around 50 plays. The amount of XP you get per game will also decrease as your level goes up. A very general scale of how much XP to expect is as follows: lvl 1, 600-700XP, lvl 4, 400-500XP, lvl 7, 300-400XP.
  2. Boosting requires flex points and you can only boost 3 times in a season. A boost costs the amount that your player cost (so for a QB it’s 300 FP, for any defensive player it’s 200 FP, for any O-line member it’s 100 FP, etc) and it gives your player an automatic 1000 XP points.

[edit] What happens when I level up?

If your player levels up normally (by accumulating experience points) he will receive 5 skill points, that you may place wherever you want, and 3 skill points automatically get assigned to certain attributes. If the player gains a level through boosting, he will receive 6 skill points, instead of 5.

[edit] Are players ever forced to retire?

  1. As of now, when a player reaches 10 full seasons of play (so if he started on season 1 day 10, he'll start declining season 11 day 10) his stats will start to decline faster than leveling up can compensate for.
  2. The player will not be forced to retire, but if you do chose to retire him, you'll get 100% of the creation points (so 100 for non-glamour, 200 for normal, 300 for glamour) and 70% of the boosted points back.
  3. There may be other options for your player once he reaches 10 full seasons of play, but that has yet to be determined.
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