Rules

WEBSITE RULES

  • Players MUST register on the website with their gamertag.
  • All accounts are verified within 24-48 hours.

 

  • If a player cannot remember their login information, please contact an admin and/or use the forgot password feature. DO NOT MAKE A NEW ACCOUNT.
  • No racism will be tolerated. If you are found guilty of being racist on the forum or any other public domain that reflects on the league (ex: Twitch, Mixer, or Discord) then you will be subject to a potential permanent ban from the league
  • No abusive or bad language or bullying will be tolerated on any part of the site.
  • Only one free agency thread per person allowed at any time. If a player creates more than one, the older post will be deleted. If this becomes an ongoing issue with a player, the player may be subject to some sort of forum ban as decided on by the admins.
  • Managers must post in the correct recruiting and signings areas as well as not create an unnecessary number of threads. There should be one thread for signings and releases per team per season.
  • Advertising other leagues is prohibited without expressed consent from The League. The first offense will result in a warning, but any subsequent offense may result in a ban.

Note: All rules are subject to change, and punishments are at the discretion the administrative staff depending on severity.

TEAM SETUP

  • All teams must have PCN at the beginning of their club name. Example: PCN *Team Name* (PCN Tottenham)
  • All teams must wear the correct authentic kit for their club.
  • All teams have a maximum squad size of 22 players.
  • Any player that isn’t signed for your club or is ineligible for any reason and plays will result in your club getting a default loss. If it happens twice in one season, your manager will be subject to losing their job and banned for the remainder of the season.
  • All players have a right to play a minimum of 5 games if signed before the mid-season transfer window if they wish to play. If the player signs after the window, they have the right to play a minimum of 2 games. Any manager who abuses this rule may be subject to removal before the next season begins.

GAME REQUIREMENTS

  • All teams must play with someone in the ANY position if not starting with 11 players. If proven that no ANY was playing, then the team will get a default loss.
  • If a team starts the game with 11 players, then no ANY is needed. If proven that a team didn’t have 11 players and didn’t have an ANY then the team will get a default loss.
  • Every team must have a minimum of 5 players (including GK) to be able to play a match, if not then your team will be given a default loss.
  • A GK is needed for every match.
  • The GK cannot play as the ANY.
  • A GK cannot play as an outfield player build and vice versa.

 

  • Each team must have at least one person stream (and save) their matches each gameday.
GETTING INTO THE GAME
  • Official start time of games is now at 5 minutes after the hour or half hour (8:05, 8:35, 9:05). There is no longer calling for 5 or 10 minutes; teams must be ready to play at the scheduled game times.
  • Streaming is required to be able to prove your team’s efforts to get into the game in case there are any issues. If you are in the lobby with the minimum required to play a game (5 players including a GK), you must be making an active effort to get into the game. It is okay to wait for a player to quickly get back online and into the lobby, but it is not okay to make 21 other people wait 10-15 minutes waiting on one person to become available.

 

  • Starting at 5 minutes after, managers must begin direct communication about getting into the game. Each team has a grace period until 10 minutes after (8:10, 8:40, 9:10) before the first invite needs to be ready to send. Please send the other team your kit information in case there is a kit glitch and your captain cannot change the kit color before kicking off.

 

  • If one team is having an issue with one or more players not being able to get into the pro clubs team lobby, that team’s manager must make that explicitly clear to the opposition and notify the other manager as soon as their entire team is ready.
  • If teams have not connected by 10 after, the managers of the two teams must use any means necessary in order to get the game started as quickly as possible. The away manager (or co-manager) must get in a party with the home manager (or co-manager) on Xbox or Discord and stay in until a friendly invite is sent and connection established.

 

  • If one manager appears to be stalling and no invite has been sent for 5 minutes without communication and a clear evidence as to why, the team is allowed to send an invite (home or away).

 

  • If a manager has not heard anything from the opposing manager or co-managers through a DM, party invite, or league manager chat by 20 minutes after (8:20, 8:50, 9:20), they may submit a formal call for a default win, which the admins will review.
  • If the game has not started by 20 minutes after the start time (8:25, 8:55, 9:25), the game will not be allowed to start and will be temporarily postponed unless it is the last game of the night, and both teams wish to continue to try to get into their game. Both teams will submit their message history and streams. The admins will review the evidence from both teams and help to facilitate a reschedule if both teams made an honest effort to play. If it’s clear and obvious that one team did not make an effort to play and were stalling or not communicating in good faith, the admins have the right to award a default.

 

  • If the previous game finished after the 10 minute grace period (8:40 for a first game, 9:10 for a second game), the manager of the team in that game needs to contact the next game’s manager immediately. Once this has been done, the team that finished late must get back into the lobby ASAP and be ready to play. The 20 minute after start time rule postpone still applies in these scenarios. If, for example, Team A finishes their first game at 8:45, they have until 8:55 to try and start their second game. If the two teams cannot connect by then, the 20 minute rule will be applied.

HOST RULES

  • Each team must provide the admins with either 2 or 3 approved hosts that will be the captains when searching for PCN league and cup matches
  • All players interested in being a host for their PCN team must provide proof of minimum internet speeds (25 download, 10 upload) to be approved
  • All hosts must provide current speeds once before the season, once at mid-season, and be able to provide speeds on demand at any point during the season if there are complains about that team when a certain person is captain or the staff have other reason to believe there is an issue
  • If your team needs a one time or emergency host for a night, someone from the team would need to complete a Google Form with the gamertag and proof of their speeds. Admins will check before the games (if possible) or after and make sure these players met the requirements. If there are no complaints from the other team that night, there will be no further action needed.
  • All PCN games must be played on Eastern US Servers, and all hosts must live in North America, East of the Mississippi River.
  • Any player who does not satisfy the speed or location requirements may apply for an exception to be allowed as host, which will be evaluated by the admins on a case by case basis.
  • Teams can be punished for lying about the host that is used, not using an approved host, or knowingly using a host without the requisite speeds. The first two offenses from the aforementioned violations will result in warnings, but the third offense and beyond will result in defaults.

IN-GAME PROCEDURES

  • If a player (including the ANY) lags out of a match under 10 minutes of game time, you may restart the match up to two times without penalty as long as your entire team has backed out before 10 minutes have passed.
  • If a player (including the ANY) lags out of a match over 10 minutes of game time, you cannot restart the match and must finish.
  • Any goal(s) scored before a team quits or lags out before 10 minutes still stands when the match is restarted.
  • A manager cannot call a default against a team for not showing up on time after the match is played.
  • Teams that don’t meet the match times set by Admins will receive a forfeit loss unless a reschedule is agreed by both Managers and Admins.
  • If a team plays with an illegal player (red card or a player not on roster), they will receive a default loss.
  • If a team defaults more than two games in a season, the manager is subject to a potential ban for the remainder of the season.
  • All managers have the right to quit out of a match after 10 minutes (with proof) and call default, if the opposing team (a) started a match without a GK and did not back out of a match before 10 minutes, (b) started a match with less than 5 players and did not back out of match before 10 minutes, or (c) played without an ANY with less than 11 players.
  • Default losses will result in a 1-0 scoreline for the winner with no stats counted for either team.

IN-GAME RULES

  • Putting players on the goal line during a free kick is not allowed. If your team is found guilty, you will receive a default loss.
  • Blocking the goalie at anytime during the game is not allowed. If your team is found guilty, you will receive a default loss. (Ex: A player stands next to the keeper during a set piece and moves as he moves to prevent his natural range of motion as the ball is played in. If the player were to go near the goalie but move a couple of seconds before the ball is kicked, that would NOT be considered blocking the keeper.)
  • Parking the bus is not allowed. If your team sits deep to an extreme amount and has no interest in actually playing a game of football, and your team is found guilty, you will receive a default loss. Admins will review each case and give a warning or default if the situation warrants it.
  • Deliberate time wasting is not allowed – if you feel a team has done this against your team, take as much video evidence as you can and get in contact with an admin. Admins will review each case and give a warning or default if the situation warrants it.

 

  • Players are not allowed to use emotes during set pieces to disrupt the play at any time. This includes free kicks where players in the wall use the glitch to move around and prevent teams from passing it short or during penalties where you can run into the box and potentially block the penalty.

 

  • Managers have the right to challenge for a default if they believe that the opposing team (a) had players on the goal line during a free kick, (b) blocked your goalie at anytime, (c) parked the bus, (d) deliberately wasted time, or (e) used emotes on a set piece. Because these rules need to be reviewed by admins, it is recommended that your team take as much video evidence as possible while also finishing the game in case the admins determine no rule was broken so that your team does not receive a default for backing out after 10 minutes. If the admins decide that the rule was broken, a default loss will be given to the offending team. If the admins decide that no rule was broken, the result of the game will stand.

 

  • Players are not allowed to tackle opponents on set pieces in any scenario. This rule applies to all set pieces and is specifically applied to using the B button to spam the lunging tackles. Players are allowed to use their body to try to position themselves in a better position and if a player is knocked down simply from being run into, that does not count for this rule.

 

  • The first individual offense for a tackle is a one gameday suspension. A second individual offense is two gameday suspension. A third individual offense is a suspension for the remainder of the PCN season. The first two offenses by a team will not result in a default (unless the violation is extreme in nature), but a third offense and onward will result in automatic defaults for that team.
  • 2 yellow cards for the same player in the same game will result in a 1 game ban immediately for the next game in the competition.
  • A straight red card is a 1 game ban. If you do not wish to appeal, you may simply sit out the next game in that competition.

 

  • You may appeal the suspension of a straight red card by sending a video clip of the foul to the admins. If the admins determine the foul should not have been a red, the suspension can be overturned and the player made immediately eligible for the first game on the next gameday. If you receive a red card in a league game (no cup games), you may go ahead and play the remainder of your league games that night if you are planning to appeal that red before the next gameday.

FIFA 20 GLITCHES – We need to verify these for 21

  • Unfortunately, we have found that there are several glitches that can kick your team out of the game or force you to quit and restart: if teams are in a league or cup match and the game either (a) freezes, (b) kicks both teams out of the game, or (c) has the FK glitch where the kicker keeps missing the ball and retrying and the only solution to end it is to back out of the game.

 

  • If the glitch occurs in the first half, the game must be replayed in its entirety with any score up to that point carrying over (use stream to award any goal scorers).

 

  • It the glitch occurs in the second half, both teams will replay one half with any score up to that point carrying over (use stream to award any goal scorers) and take whatever stats are there at half time as the full game stats.

 

  • If the game glitches out in the 2nd half and the winning team is up 3 or more goals, the losing team has the option to take the result as is or play the extra half. If the game glitches out in the 80th minute or later and the winning team is up 3 or more goals, the result is final.

RESCHEDULE PROCEDURES

  • Managers who wish to reschedule any games must have the opposing manager agree as well as obtain admin approval in order to move a game. We allow teams a roster size of 22 players and only have a minimum of 5 players, so there should be no excuses for not being able to field a team if you are unable to get the other team to agree to a reschedule.
  • Cup matches that are rescheduled must be played before the end of the next gameday (Ex: Royal Cup match rescheduled on a Sunday night must be played by end of the night the next Wednesday).
  • Managers only need to record GoalsAssists, GK SavesMOTMClean Sheets, and Cards for cup matches.
  • Managers need to put the stats in the correct area on the stats app. CUP is used for PCN Cup, Super Cup, and Promotion Playoff matches. R-CUP is used for Royal Cup matches. INTL is used for International Cup and Regions Cup matches.
  • Groups are sorted by points, goal difference, goals for, head-to-head, head-to-head away goals, playoff.
  • If the game is tied at the end of regulation in a knockout Cup game, teams must play extra time and penalties (if necessary) to decide the winner.
  • Rosters are locked for teams still in the competition at the end of the regular season for the duration of the Super Cup.
  • Once a player has played a match in the quarterfinals of the PCN Cup or Royal Cup, they are tied to that team and cannot play for any other team in that respective competition.
  • Royal Cup (from quarterfinals on) and Super Cup matchups are two legs until the final and away goals count. If the teams are tied after two legs on away goals, start a new match and use Golden Goal to determine the winner.
  • If two teams are tied after two legs in the Royal Cup or Super Cup and both matches are draws with the same score (Ex: 1-1, 1-1 or 0-0, 0-0), teams must play extra time and penalties (if necessary) to decide the winner.
  • Default losses will result in a 3-0 scoreline for the winner with no stats counted for all cup games.

STAT TAKING PROCEDURES

  • Managers will be given permissions to update stats. If your co-manager will be doing stats as well, please contact an admin so they can receive these permissions, as well.
  • Stats must be video recorded after every game played with video proof of stats. Managers must put the link to their game clip with the stats in their team stats clips thread on the forum. Stats videos must be links to either xboxclips, xboxdvr, twitch clips (not full streams), or youtube videos of the stats – full stream links are not accepted.
  • To record stats, quickly show the player rating screen for any yellow or red cards and then flip through the player performance tab for each player on your team after the game is over and make sure you get a recording.
  • After each game has been played all stats must be inputted by a manager or co-manager(s).
  • Stats are required for all managers in SL, L1, and L2. After a 2nd gameday of no stats put in, a manager will be warned by their league admin. After the 3rd gameday, the manager is suspended from playing for a full gameday. After the 4th gameday, the manager is suspended for two gamedays and so on.
  • All stats must be 100% clear for all admins to understand. If they are not, then admins have the right to refuse to confirm the stats.
  • All stats must be done by midnight the day after each match day as well as have the stats clips posted (12:00 am EST on Tuesdays and Fridays). No stats will be recorded for the team if this deadline is missed unless agreed upon by the admins. Stats clips must be up to date at the end of each TOTW cycle and end of the season, or stats are subject to being removed by the admins.
  • If a manager is found guilty of blatant stat padding, they will be subject to a permanent ban from the league.
  • If you have a goal that is counted as an own goal but believe the game got it wrong and a goal should be awarded, take as much video evidence as you can and send it to an admin if you wish to have that goal added to your stats.
  • If you have a pass that you believe should be an assist but is not given by the game, take as much video evidence as you can and send it to an admin if you wish to have that assist added to your stats.

STAT RULES

  • ALL PLAYERS – Shots/Shots on Target/Tackles Won/Interceptions/Blocks/Possessions Won/Possessions Lost/Headers Won/Passes Completed/Passes Attempted/Key Passes/Crosses Completed/Crosses Attempted/Goals/Assists/Own Goals/Yellow Card/Red Card/MOTM
  • GOALKEEPERS – Saves (saves = caught + parried)/Goals Against/GK Clean Sheets
  • DEFENDERS / DEFENSIVE MIDFIELDERS – Goals Against/DEF Clean Sheets

TEAM TRANSFER RULES

  • All managers are given 5 releases at the start of every season. Teams cannot have more than 10 releases at any given time.
  • If a team earns extra releases by virtue of winning their league or a cup, those releases will be added before the season begins.
  • Players will cost teams a contract fee when signings or transferring in of 20% of their value in Super League15% of their value in League 1, and 10% of their value in League 2. Players will cost 10% of their value when signing as an extension in any League.
  • Teams may purchase as many additional releases as needed using their transfer budget only. The prices are as follows: $1,500,000 for SL, $1,000,000 for L1, and $500,000 for L2.
 
  • Only managers have the power to release a player from the roster.
 
  • Both managers & the player must accept any transfer deals on the thread provided.
  • During the off-season and mid-season windows, players may be bought and sold for up to $5,000,000 more or less than their value (minimum of $1,000,000).
  • Managers may add one additional performance based clause onto a loan or transfer (ex: Team A is selling Player X for $2,000,000 to Team B. Team A adds a clause to that transfer that if Player X gets a TOTS that season, they will be owed an additional $4,000,000 from Team B in transfer funds at the end of the season)
 
TRANSFER PROCEDURES
 
  • All players must be signed before 6:00 PM Eastern on a gameday to be eligible to play that night.
 
  • Managers and players PLEASE make sure that a confirmation goes through on the forum. If there are any problems, get in contact with an admin immediately to help resolve the issue. 
 
  • Playing a player who has not confirmed in time and is not eligible for that game without permission from the admins will result in a default loss.
  • Teams will receive $5,000,000 or the player’s value (whichever is higher) in transfer budget if one of their players leaves to become a manager.
 
  • Players who finish the season on a team in League 1 or League 2 are locked to that roster until the end of the season (after Super League and Cups finish).
LOAN RULES
  • Loaned players cannot play against their parent club during matches unless the managers add a clause that the player can do so.
  • Loaned players can only be recalled during the transfer window unless the managers add a clause that the player can do so or both managers agree outside of the window.

 

  • Managers must give at least 24 hours notice before the start of a gameday for any recalls by posting in the Loan Recalls area of team management on the forum.
  • Loan fees can only be for a maximum of 40% of a players value.

 

  • In the event of a recall, the loaner club will be refunded a percentage of the loan fee based on the percentage of the season the season remaining. For Example:  If 60% of the season is over and a loan gets recalled, the loaner club will be refunded 40% of the loan fee.

CONTRACT BUYOUT RULES

  • Players whose contracts are bought out must confirm to the admins that they wish to become a free agent or they will remain on their current roster.
  • Players may only have their contract bought out once per season.
  • Player contract buyouts cannot be purchased after the conclusion of the mid-season transfer window.
  • Teams will receive the value of the player if the contract is bought out and the player joins a new team.
  • The person who purchases the buyout must purchase for the correct number of seasons or the buyout will not be valid.
  • The more bought out players your team signs, the more it will cost your team in contract fees each time. The first player of each value bracket that a team signs who was bought out will cost that team a percentage based on your league and that player’s value. Each subsequent player that you sign in that same value range will cost you an increasing percentage of their value to sign.
  • For example, if you buy out and then sign Player A (who is worth 15 million) to your L1 team, he will cost 20% of his value to sign. A week later you buy out and then sign Player B (who is worth 12 million), he will cost 25% of his value to sign. Another week goes by and you buy out and sign Player C (who is worth only 7 million), he will only cost that 15% to sign as he is the first player in that < 10M range you have signed. A fourth player (Player D worth 18 million) would cost 35% of his value to sign due to him being the 3rd player in that value bracket that your team has signed following a buyout.
  • The brackets for contract fees for bought out players are listed below:

CONTRACT CLAUSES

  • Players may be signed to a 1, 2, or 3 season contract. This must be specified in the signing post by the manager in addition to the player’s nationality (Kit # is no longer necessary).
  • Teams may add one or more of a handful of clauses to their contracts when signing players. These clauses must be confirmed by both the manager when making the post and the player when confirming – that means if you add a minimum release clause or player option, the player must confirm that specific language for it to be approved (Ex: “I agree to the team option and no release clause”, not just “I confirm”) either by specifically typing out the clauses or quoting the manager’s post. The admins will track these clauses throughout the course of the duration of each contract.
  • Team Option – Managers may add a 1 season team option to the end of a 1 or 2 season contract. At the end of the player’s contract, the manager will have the ability to either accept or decline the option during the contract extension window. If and when the manager accepts the option, the team will not be charged a contract fee for executing that option. Managers who add execute a team option and wish to add another team option for the following season will be charged a contract fee for doing so.
  • Player Option – Managers may add a 1 season player option to the end of a 1 or 2 season contract. At the end of the player’s contract, they will have the ability to either accept or decline the option during the contract extension window. If and when the player accepts the option, the team will not be charged a contract fee for executing that option.
  • No Contract Buyout Clause Option – Managers may add a clause to prevent a player from having their contract bought out during the duration of their contract. This will protect managers from a player who they may be worried about leaving during the season. If both the team and player agree to waive the clause, only then can the player be bought out from their contract.
  • No Release Option – Managers may add a clause that would prevent them from releasing a player during the duration of their contract. This will protect players from signing for a manager who may decide to release them when they are least expecting. If both the team and player agree to waive the clause, only then can the player be released from their contract.
  • Minimum Release Fee Clause – Managers may add a clause that will set a minimum release fee for a certain player. If another manager bids the set amount for the player during a transfer window, it is then up to the player if they wish to accept the transfer and agree to a new contract.
    • There are no limits to the number of players per team that can receive this clause or to the amount of the release fee.
    • Managers must pay a fee of 5% of the set release clause value to the league up front. For example, a manager who sets a player’s minimum release clause at $20,000,000.00 would pay $1,000,000.00 up front in order to put that clause in.
    • Teams will also forfeit a fee of 5% of the release clause to the league if and when the player’s clause is activated and they transfer out. For example, a player sold for his release clause of $20,000,000.00 will net the team $19,000,000.00 in transfer budget.

ADDITIONAL CLAUSES FOR TRANSFERS AND LOANS

  • In addition to the contract clauses and options listed above, there are clauses which can be added to a transfer or loan in order to supplement the initial transfer free. All clauses that are added onto a transfer or clause will only be active for that season.
  • As managers come up with more clauses, the admins will review them and determine which ones are approved for use in PCN.
  • Any transfer or loan may have up to two additional clauses added to a transaction.
  • Transfer Clauses may be for 25% of players value per clause
  • Loan Clauses may only be for 5% of a players value per clause
  • Below is a list of accepted clauses (subject to change) for transfers and loans:
    • Team receives additional funds for a player they sell or loan for winning an award or competition (Ex: Player A is sold from Team X to Team Y. Clause is included that says if Player A makes a TOTW, Team Y owes 5M more at the end of the season)
    • Team receives additional funds for a player they sell or loan for hitting a statistical milestone (Ex: Player B is sold from Team S to Team T. Clause is included that says if Player B plays in 25 games, Team T owes 2M more at the end of the season)
    • Team requires a player play a certain amount of games with a loan move (Ex: Player C is loaned from Team M to Team N. Clause is included that says if Player C does not play in 15 games, Team N owes 4M at the end of the season)
    • Teams include a flat fee to go along with a loan move that cannot exceed the player’s current value (Ex: Player D is loaned from Team P to Team Q. Team Q pays Team P immediately a sum of 1M for the loan)
    • Teams may include an option to buy at the end of a loan. The price will be set at the average between the player’s value in the season they were loaned and their value after the value update has been processed. (Ex: Player E, who is worth 2M, is loaned from Team J to Team K. At the end of the season, Team K wants to execute their option to buy Player E. Player E’s new value is 10M, so Team K will have the option to buy Player E for 6M in the off-season window if the player agrees)

PLAYER TRANSFER RULES

 
  • Players are limited to 1 transfer between teams per season without penalty. In this context, a transfer includes being literally transferred with transfer budget between two teams, getting loaned from one team to another (getting recalled would not count as a transfer however), getting released and signing, or getting bought out and signing.
  • A second subsequent transfer or release will incur a penalty of 1 missed game day. If your manager leaves and the team folds and you become a free agent, your next transfer will not count to that total.
  • (Ex: A player is released from Team 1 and signed to Team 2. After a few matches, the player is transferred to Team 3. The player will be penalized and unable to play during the next gameday for Team 3. The player is now locked onto the roster of Team 3 for the remainder of the season)
  • Players may not transfer more than 2 times in a season. If a player has already been transferred 2 times, they must spend the rest of the season on that roster or be banned for the remainder of the season if they leave that team.
  • In summary, a player can only play for a maximum of teams during a season after their 2 transfers are used up (the 2nd of which will incur a penalty).

END OF SEASON PRIZE BONUSES

 

  • At the end of each season, teams will be awarded a prize money based upon their league finish as well as a few other factors.

 

  • Super League Prize Money – 1st (25M), 2nd (20M), 3rd (18M), 4th (17M), 5th (16M), 6th (15M), 7th (12M), 8th (11M), 9th (10M), 10th (9M), 11th (8M), 12th (7.5M), 13th (7M), 14th (6.5M), 15th (6M), 16th (5.5M), 17th (5M), 18th (4.5M), 19th (4.25M), 20th (4M)
  • League One Prize Money – 1st (18M), 2nd (15M), 3rd (11M), 4th (10M), 5th (9M), 6th (8M), 7th (7M), 8th (6.75M), 9th (6.5M), 10th (6.25M), 11th (6M), 12th (5.75M), 13th (5.5M), 14th (5.25M), 15th (5M), 16th (4.75M), 17th (4.25M), 18th (4M), 19th (3.75M), 20th (3.5M) 
 
  • League Two Prize Money – 1st (14M), 2nd (11M), 3rd (10M), 4th (7M), 5th (6.5M), 6th (6M), 7th (5.5M), 8th (5.25M), 9th (5M), 10th (4.5M), 11th (4.25M), 12th (4M), 13th (3.75M), 14th (3.5M), 15th (3.25M), 16th (3M)
  • PCN Cup Prize Money – Round of 16 (1M), Quarterfinals (1M), Semifinals (1M), Final (1M), Champion (2M) – Max of 6M
  • Royal Cup Prize Money – Quarterfinals (1M), Semifinals (1M), Final (2M), Champion (4M) – Max of 8M
  • Super Cup Prize Money – Semifinals (1.5M), Final (1.5M), Champion (3M) – Max of 6M
 
  • Promotion Playoff Winners – League 1 (4M), League 2 (3M)
  • Loyalty Bonus – Managers who finish each season with their team and agree to return for the following season will earn a loyalty bonus that will be added to their budget. If a manager switches to another team or does not end up returning for the next season, the loyalty bonus will be forfeit.
    • After one full season in the role, a manager will earn a 1M bonus for their team.
    • After two full seasons in the role, a manager will earn a 2M bonus for their team.
    • After three full seasons in the role, a manager will earn a bonus of 1.5M per season minus 1M. For example, three seasons would be (1.5 X 3) – 1 = 3.5M.
  • Stats Bonus – Managers who put in correct stats and video for all games in all competitions will earn a bonus of 2.5M for their team. Any games missed, incorrect stats, or missing stats videos will prevent you from obtaining that bonus.
  • Marquee Matchup Bonus – Teams will receive $2,500,000.00 for each appearance in the PCN Marquee Matchups.
  • If a team goes below $10,000,000.00 in a season, they will be set to a minimum of $10,000,000.00 for the next season.
  • If a new manager takes over a Super League team and they have less than $20,000,000.00, the team’s budget will be reset to $20,000,000.00 to start with. If a new manager takes over a League One team and they have less than $15,000,000.00, the team’s budget will be reset to $15,000,000.00 to start with. If a new manager takes over a League Two team and they have less than $10,000,000.00, the team’s budget will be reset to $10,000,000.00 to start with.

CONTRACT RE-SIGNING PERIOD

  • There will be a two week window at the end of each season for managers to re-sign any players who are due to become free agents. Any players with a 1 season contract who do not sign up before the window closes will become free agents.
 
  • During the extension window, players on a one season contract may sign a pre-contract with another team to join them for the next season.


PLAYER VALUE SYSTEM

  • Players increase their value by playing league matches, earning awards, and winning silverware.
  • PCN uses a unique formula to determine the update to a player’s value after each season.
  • At the end of each season, the player’s value will increase or decrease depending on how much and how well they play.
  • Players have a minimum value of $1,000,000.00.
  • Players in League 1 and League 2 will have their value change go through a “filter” at the end of the season. This means a player in League 2 who plays the same number of games, has similar stats, and has similar awards as a Super League player will see their value increase by a smaller amount.
 
  • Players’ values can decrease over time if they do not play as much or play as well. This can only happen for players worth more than $5,000,000.00 and will reflect the true nature of player values in that they can go down if the player does not maintain a certain level of production.
  • Due to the intricate nature of the system, we cannot release all of the specific numbers for what increases your value for the next season.
  • Here is a list of the ways that values will change:
    • Games Played (minimum 10 games)
    • PER (minimum 10 games)
    • Final Power Rankings
    • TOTW
    • TOTS
    • TOTY
    • Ballon D’orsey
    • Royal Cup Title (minimum 3 games)
    • PCN Cup Title (minimum 3 games)
    • Super Cup Title (minimum 2 games)
    • SL Title (minimum 10 games)
    • Top 6 SL Finish (minimum 10 games)
    • L1 Title (minimum 10 games)
    • L1 Promotion (minimum 10 games)
    • L2 Title (minimum 10 games)
    • L2 Promotion (minimum 10 games)
    • Loyalty Bonus (increases for each season you remain on one team’s roster, minimum 5 games)
    • Marquee Matchup MOTM (best player in each game will receive a boost)
    • Contract Buyouts (small reduction in value)

STORE RULES

  • The PCN Store provides managers additional resources to be able to help manage their team and acquire players. No competitive advantage in terms of gameplay can be achieved through the use of the store.
  • Managers can buy-out a player’s contract. Please note the player will only become a Free Agent and may sign with any team. Note: No contract can be bought out after the mid-season transfer window closes.
  • There are buyouts for 1, 2, and 3 season contracts. Please be sure you choose the correct option when purchasing.

MANAGER RULES

  • All managers must respect others & their role at all times.
  • Managers may not take their PCN team and play in another league or tournament without permission from the league.
 
  • Managers may only swap their club with another team within the league once per year subject to admin approval.
  • Managers cannot manage two different teams in one season.
 
  • All managers must find a replacement before resigning or will be banned for the rest of the season. If a manager gives up his job to another player on the roster, the new manager will be interviewed before they are confirmed.
  • If a team doesn’t show up for two consecutive gamedays without any communication from the manager to an admin in that timeframe about the team folding, the manager is subject to a permanent manager ban as well as a two season playing ban.
 
  • A manager whose team folds during the season must stay on that roster for the remainder of the season and cannot be transferred, bought out, or released.
  • A manager who transfers ownership of the team to someone else on the roster must stay on the roster until the mid-season transfer window. If the switch happens after the mid-season window, they must stay on the roster for the remainder of the season. If the team folds after the original manager leaves, the admins reserve the right to send that manager back to his original team for the remainder of the season.
  • A manager who gives up ownership of a team during the season may go out on loan contingent upon them agreeing to be automatically recalled to the club if the new manager begins to have issues running the team.
 
  • A manager that takes over a team in mid-season will be given up to 5 extra releases.
 
  • All players will be released if the new manager comes from outside the team and takes over the club. 
 
  • Managers found abusing their players in any form may be subject to a removal from the role and a ban from the site.
 
  • Managers must inform admins if a player has a communications ban on their Xbox account and need to play on another account.
 
  • All managers will be interviewed before being offered a team. Management jobs are offered at the discretion of the league admins. If someone does not fit what PCN is looking for in a manager, the admins reserve the right to not offer them a job or put them on the waiting list.
  • Any manager caught knowingly playing a banned player on their team will be banned from the league. The admins will then investigate the remainder of the team to find out who knew about the offense and hand out punishments accordingly.
  • Any manager caught allowing someone else other than their players to play on an account of a player on their team will be banned from the league. The admins will then investigate the remainder of the team to find out who knew about the offense and hand out punishments accordingly.
  • Before the season begins, the staff will choose up to 4 games per gameday (at least one per league) before the transfer window that we believe are candidate for a marquee matchup. The staff will then do the same around mid-season for the remainder of the games on the schedule and as needed after that.
  • One week out, we will pick the game and flex the matchup out and let the teams know that they will be playing that night for the MM. As a league we set the game times for every match, so if you choose not to play at the set times, that will be considered a default loss for your team.
  • The admins reserve the right to remove a manager at the end of a season if we feel they are not upholding the standards for conduct and/or following the rules and doing stats correctly.


PLAYER RULES

  • Players must respect the league, the forum, the admins, their fellow players, and PCN rules or they face potential punishment.
  • Players who confirm for one team and then delete their signing thread in order to sign for another team will still be added to the first team they signed for.
  • Players signed with one team found guilty of playing with another team on a separate account will be banned from the league.

  • Players who allow a banned or otherwise illegal player to play on their account will be banned from the league.
  • Players who go into the club of another team in the league and intentionally lose games in divisions games will be subject to a potential ban from the league.
  • Players who purposefully sit their main or alt account in the FIFA club of another team in the league and does not allow anyone to join is ineligible to play in PCN until they give that team over. Any games played by that player’s current team with him/her in the lineup will result in a default loss. Continued holding out of the club beyond one gameday may result in a further suspension.
 

GAMERTAG CHANGES

  • Players must play with their own Xbox account that is kept up to date on the forum at all times.
 
  • If you change your gamertag, you or your manager must make a gamertag change post in the forum before playing your next PCN games. If you are on a comms ban and can’t play pro clubs for a short period of time, specify that your change is temporary in your post.
 
  • If you don’t make a gamertag change post until after the games have begun, you and your team are subject to potential penalties.
 
  • The first gameday that you fail to post a gamertag change on time will be a one gameday suspension. A second individual offense will be a two gameday suspension. A third individual offense is a suspension for the remainder of the PCN season. 
 
  • The first two offenses by a team will not result in a default, but a third offense and onward will result in automatic defaults for that team.


TOTS RESTRICTIONS


 

  • Players who earn a spot in that season’s Super League Team of the Season will be ineligible to play in League 1 or League 2 for the following season.
  • Players who earn a spot in that season’s League 1 Team of the Season will be ineligible to play in League 2 for that following season.
  • Players who earn a spot in that season’s League 1 Team of the Season AND earn promotion from League 1 in the same season will be ineligible to play in League 1 for that following season.
  • Players who earn a spot in that season’s League 2 Team of the Season AND earn promotion from League 2 in the same season will be ineligible to play in League 2 for that following season.
  • Players can apply to drop down and play in a lower league after receiving a TOTS that bans them from playing in that league.
  • Teams in League 1 and League 2 can only have one player who drops down to a lower division on their roster at any given time during the following season.
  • Players are ineligible to win TOTW, TOTS, or POTS the next season if they drop down and play the same position (LM/RM, LM/LW, RM/RW, RB/LB, CM/CDM, CM/CAM all count as the same in addition to GK/GK, ST/ST, etc.).

STAFF RULES

  • All staff must respect others & their role at all times.
 
  • Any staff being caught abusing their role(s) will be taken off their duties & will be banned from being a staff member on the site.
 
  • All staff are expected to fulfill their role(s) unless authorized otherwise by one of the owners to do otherwise.

LEAGUE STRUCTURE

 

  • Pro Clubs Nation is divided into 3 separate divisions – Super LeagueLeague 1, and League 2. The Super League consists of 20 teams and is the highest division of PCN, while League 1 consists of 20 teams and is the middle level, and League 2 consists of 20 teams and is the furthest level down.

 

  • Teams will play each other twice per season for a total of 38 matches in Super League, League 1, and League 2.

 

  • End of season standings will be decided based upon the highest point totals. If necessary the following tiebreakers will be used to sort any teams that are level on points – Goal Difference, Goals For, Head-to-Head Results, Games Won, Random Draw.
 
  • At the end of each season, the bottom 3 teams from the Super League will be relegated to League 1 for the next season. The top two teams from League 1 will earn automatic promotion to the Super League, while the bottom four teams in League 1 will be relegated to League 2. The top three teams from League 2 will earn automatic promotion to League 1.
 
  • The third spot to be promoted from League 1 will be determined based off of a playoff. The teams that finish 3rd-6th (3rd vs 6th, 4th vs 5th) will enter into a two-legged knockout playoff semifinal to determine who will play in the promotion playoff. The playoff final will be a one leg final with the winner moving up to the Super League for the next season.
  • The fourth spot to be promoted from League 2 will be determined based off of a playoff. The teams that finish 4th-7th (4th vs 7th, 5th vs 6th) will enter into a two-legged knockout playoff semifinal to determine who will play in the promotion playoff. The playoff final will be a one leg final with the winner moving up to League 1 for the next season.
 

PCN CUP STRUCTURE

 

  • The PCN Cup is a one leg knockout cup involving all teams in the Super LeagueLeague 1, and League 2 that will be played on Wednesdays after league matches during the season.
 
  • The 5th through 17th placed finishers from the previous Super League season, the teams promoted from League 1, as well as all current League 1 and League 2 teams will be put in a random draw for Round 1. The winners of those 28 games will join the other 4 teams remaining to create the Round of 32.
 
  • From this round on, there will be a randomized draw to determine the matchups for each subsequent round. Teams will move on one round at a time until the Final.


ROYAL CUP STRUCTURE

  • The Royal Cup is a group stage and knockout cup involving the top ten teams in Super League from the previous season, the top four teams from the previous League 1 season, and the top two teams from the previous League 2 season that will be played on Sundays after league matches during the season.

 

  • If the previous season’s Royal Cup winner did not finish in those positions listed above, they will automatically qualify for the next season’s edition of the tournament. The 4th place team from L1 (home team) and 2nd from L2 from the previous season will then play in a one leg playoff to determine the last spot in the group stage.
  • Teams will be split into four pots based upon their finish in the previous season. A random draw will be held to create four groups with four teams each.
 
  • Teams will play the other three teams in their group once with group winners and runners-up moving on to the knockouts.
 
  • Tiebreakers for the group stage are as follows: points, GD, GF, head-to-head record, head-to-head GD, play-off game
  • The top 4 group winners will be seeded for the Quarterfinals and cannot match up against one another. Teams may also not play a team from their group in this round. A random draw that accounts for the two rules stated above will take place to determine the matchups for the Quarterfinals.
  • The Quarterfinals will be a two-legged knockout cup with away goals counting. Should teams be tied after two legs, those teams will need to start a 3rd match and play Golden Goal until a winner can be determined. If the teams are tied after two legs and both matches are draws with the same score (Ex: 1-1, 1-1 or 0-0, 0-0), use extra time and penalties instead.
  • Teams that advance from the Quarterfinals will then enter the Semifinals with another random draw. From here, those two winners will move on to the Final.

COPPA VICTORIA STRUCTURE

  • The Coppa Victoria is a group stage and knockout cup involving the 5th to 9th placed teams from the previous League 1 season and the 3rd to 5th placed teams from the previous League 2 season that will be played on Sundays after league matches during the season.
  • If the previous season’s Royal Cup winner did not finish in the auto-qualifying positions and results in the 4th place team from L1 and 2nd from L2 fighting for a spot in the Royal Cup group stage, the loser of that game will automatically be entered into the New Cup. The 5th placed team from the previous L2 season would then be dropped from the competition.
  • If the previous season’s Coppa Victoria winner did not finish in those positions listed above and are not qualified for the Royal Cup, they will automatically qualify for the next season’s edition of the tournament. The 9th place team from L1 (home team) and 5th from L2 from the previous season will then play in a one leg playoff to determine the last spot in the group stage.
  • Teams will be split into two pots based upon their finish in the previous season. A random draw will be held to create two groups with four teams each.
 
  • Teams will play the other three teams in their group once with group winners and runners-up moving on to the knockouts.
 
  • Tiebreakers for the group stage are as follows: points, GD, GF, head-to-head record, head-to-head GD, play-off game.
  • The top two teams from each group will be joined by the four 3rd placed finishers from the Royal Cup group stage to give us 8 teams for the knockout stages.
  • The two group winners as well as the two best 3rd placed teams from the Royal Cup group stage will be seeded for the Quarterfinals and cannot match up against one another. A random draw that accounts for the rule stated above will take place to determine the matchups for the Quarterfinals.
  • The Quarterfinals will be a two-legged knockout cup with away goals counting. Should teams be tied after two legs, those teams will need to start a 3rd match and play Golden Goal until a winner can be determined. If the teams are tied after two legs and both matches are draws with the same score (Ex: 1-1, 1-1 or 0-0, 0-0), use extra time and penalties instead.
  • Teams that advance from the Quarterfinals will then enter the Semifinals with another random draw. From here, those two winners will move on to the Final.


SUPER CUP STRUCTURE

 

  • The Super Cup is a knockout cup played after the conclusion of the league season. The top six teams from the Super League, the winner of League 1, and the League 1 runner up or the winner of League 2 qualify for the cup. The League 1 runner up and League 2 winner will play a two-legged knockout game to see who advances to the Super Cup.
  • The matchups for the Quarterfinals are as follows: SL 1st vs L2 1st / L1 2nd, SL 2nd vs L1 1st, SL 3rd vs SL 6th, SL 4th vs SL 5th.
  • The Quarterfinals will be a two-legged knockout cup with away goals counting. Should teams be tied after two legs, those teams will need to start a 3rd match and play Golden Goal until a winner can be determined. If the teams are tied after two legs and both matches are draws with the same score (Ex: 1-1, 1-1 or 0-0, 0-0), use extra time and penalties instead.
  • The Semifinal matchups will be the winner of the SL 1st vs play-in game against the winner of the SL 4th vs SL 5th in one tie, and the other two remaining teams playing each other in the other. The winners of the two Semifinals will meet in the Final.
 

INTERNATIONAL CUP STRUCTURE

 

  • Each International Cup will have its own unique rules and regulations that will be posted on the forum under the News area once they have been determined.
 
  • International Cups are separate from the League, PCN Cup, Royal Cup, and Super Cup. These teams will consist of different managers and players than the Super League, League 1, and League 2 teams.

COMMUNITY SHIELD

 

  • The Community Shield features the winners of the Super League and PCN Cup from the previous season in a two-legged final with away goals counting.
  • Should the teams be tied after two legs, those teams will need to start a 3rd match and play Golden Goal until a winner can be determined.
  • If the teams are tied after two legs and both matches are draws with the same score (Ex: 1-1, 1-1 or 0-0, 0-0), use extra time and penalties instead.
PCN Late Night League will use the majority of normal PCN rules including game rules, stat rules, manager/player rules, forum rules, etc. However, there are some key differences (especially for transfers) which will be detailed below.
 
GAME RULES

 

  • All teams must have the name of their custom team as their team.
  • All teams must wear custom kits with one being dark and the other being light OR kits from a team that is not in Super League, League 1, or League 2.
TRANSFER RULES (ALL DIFFERENT FROM PCN)
  • All players are signed for the current season only.
  • Players are allowed one personal release from a roster if they are not getting the game time they want or are unsatisfied with the team’s performance/environment/etc.
  • Rosters lock at the end of the regular season.
LEAGUE STRUCTURE
  • PCN Late Night League consists of one division of 16 teams, who will play each other twice for a total of 30 games. The team at the top of the table at the end of the season is the Late Night League Champion.
  • There will be a mid-season Late Night Cup involving all 16 teams that will have two legs per round until the final. The draws for each round will be randomized with all 16 teams going into the Round of 16. Teams that move on will play in the Quarters, Semis, and then Final to crown a champion.
  • The top 8 teams at the end of the season will enter a two-leg knockout (one-leg Final) Playoffs to determine a Playoff Champion. The matchups for the first round are 1 v 8, 4 v 5, 2 v 7, and 3 v 6 in the Quarterfinals. The bracket is set for the tournament, so the winners of the 1 v 8 and 4 v 5 matchup will play each other in one Semifinal matchup, while the winners of the other Quarters will play in the other.