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SYSTEM REQUIREMENTS

• Windows 7 or higher
• Intel Core2Quad 2.67 GHz
• NVIDIA GeForce GTX 460 with 1.5+ GB of memory
• 4GB RAM, 6GB free space on disk
Controller is recommended

USING STEAM

To Install Mutant Football League


1. Run Steam or activate its window if Steam is already running.
2. Select LIBRARY menu.
3. Under Games template find Mutant Football League game and select it.
4. Press INSTALL button at the right panel.
5. When the installation is done, press PLAY button to play the game.

To activate a key for the Steam game


1. Press ADD A GAME button at the lower left corner.
2. Select Activate a product.
3. Read and sign EULA.
4. Enter the key.
5. Game will appear at the LIBRARY/GAMES.
6. Follow previous instructions.

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STARTING A GAME

The Main Menu is how you access different play modes and options.

Move the skull icon by moving left stick up or down.


To select press A button (Xbox One) or cross button (PS4).

Play Modes

PLAY NOW
Begins a single offline MFL game between any two teams of your choice. Single games
are not part of a season and have no playoff implications. Players can die during a game
but everyone comes back for the next game. You can play a single player against the
computer or 2 to 4 local multiplayer games (head to head or cooperatively).
Selecting Play Now takes user to the Team Match-Up Screen.

SEASON MODE
Pick a team and play a grueling 13 game season where deaths carry over from game to game.
Teams winning their division move onto the playoffs for a chance to compete in the glory
of the Mayhem Bowl!

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New Season
Starts a new season and takes user to the Team Select Screen.
Note: Only one season can be saved at a time. If you start a new season, it will overwrite
a saved season.
Continue Season
Resumes a saved season.
Selecting Continue Season takes user to the saved Season Dashboard.
Note: See starting a New Season for details.

PLAYOFFS
Don’t have the time to invest in a season? Playoff mode puts you right into the playoffs
where it’s win or go home. Choose your team and compete in playoff rounds. Beat the
competition and advance to next round and the Mayhem Bowl.
New Playoffs
Starts a new playoff round and takes user to the Team Select Screen.
Note: Only one playoffs can be saved at a time. If you start a new playoffs it will overwrite
a saved playoffs.
Continue Playoffs
Resumes saved playoffs.
Selecting Continue Playoffs takes user to the saved Playoffs Dashboard.
Note: See Starting New Playoffs for additional details.

ONLINE GAME
Begins an online game where it’s you against another player. Choose your team and
game settings, then go head to head and crush the competition under your cleats.
Note: See Starting Online Games for additional details.

PRACTICE
Want to hone up on your passing skills? Want to get better at defending against the pass
or using a juke move? Practice mode allows your team to scrimmage on a practice field
with or without a defense.
Note: See Practice for additional details.

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Options

To access game options highlight Options in the Main Menu and press A button (Xbox
One) or cross button (PS4). User can now select which options to change.

GAME OPTIONS: Takes user to Game Options screen.


GRAPHICS OPTIONS: PC only. Takes user to Graphics Options Screen.
CONTROLLER HELP: Shows controller functions for offense and defense for
Xbox One and PS4 controllers.
GAME OPTIONS

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Master Volume: Increases or decreases audio volume of game.
Music Volume: Increases or decreases music volume
only.
Announcer Volume: Increases or decreases announcer
volume.
Controller Icons: PC only. Changes controller icons.
Mature Language: Parental control. Turns on / off swear-
ing in the game.
Vibration: Turns on /off controller vibration.
Tutorial & Tips: Turns on / off in game tutorial & tip
messages.

GRAPHICS OPTIONS

Graphic adjustments to improve overall PC game performance.

Quality: Low, Medium and High settings.


VSync: On/Off
Texture Quality: Low and High settings.
Shadows: Off (turns off shadows), Hard (hard
edged shadows), Soft (soft edged
shadows).
Shadow Resolution: Low, Medium, High, Ultra.
Note: Changing settings to low increases game frame rate.

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CONTROLLER HELP
Shows control configuration for offense and defense.

STARTING ONLINE GAME


To play an online game you must have internet access and be online.

PLAYING ON STEAM
Select Online Game on the Main Menu and press A button (Xbox One) or cross button
(PS4). You will be taken to the online lobby.

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Random Play
Play against the online community. Settings below determine what type of match you are
looking for.
• Matchmaking: Resurrection: Players can die but are resurrected for the next play.
• Matchmaking: No Resurrection: Players die and stay dead.

Create Private Room


You can play with specific people by sharing a randomly generated code and inviting
them to play.

Join Private Room


You can join a private room by inputting code.
Once a match is accepted, all users will be taken to the Team Match-Up Screen.

TEAM SELECTION

The Team Match-Up Screen is where users decide what teams will be playing. The
“Away” team is on the left and the “Home” team is on the right.

You can select which team you want to play as by moving the highlighted controller with
the left stick to the left (for Away Team) or right (for Home Team).
To change teams move the left stick up or down. The helmets and team names will
change along with their overall team rating number. The higher a team rating number is,
the better the team is.

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You will play as whichever team your controller Icon is positioned by.
When the match-up is set, pressing A button (Xbox One) or cross button (PS4) will begin
the game.

Spectate
To watch a game just position the highlighted controller in the center position. The two
teams will play under AI control.

Local Multiplayer

Two (2) to four (4) users can play a multiplayer game on the same monitor. The game auto-
matically knows how many controllers are plugged into the system and each controller icon
will have a color highlight. The users should move their controllers to whichever team they
want to play as.
Users can confirm their selection by pressing A button (Xbox One) or cross button (PS4)
and a “READY” icon will appear.
Note: The color each user has in this screen will be the same color in the game designat-
ing which player each user has control of.

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Versus Mode

Users will position their controller icon under both the home and away team.

Cooperative Mode

All users position their controller icons under the same team.
When everyone is ready to start (all “READY” icons are displayed for every user), any user
pressing the A button (Xbox One) or cross button (PS4) and the game will begin!

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Game Settings

You can adjust various game setting to meet your individual preference. Game settings
can be accessed on the Team Match-Up Screen by pressing X button (Xbox One) or
square button (PS4).

Quarter Length

Change the length of the quarter from 1 to 5 minutes (default is 3:00).

Dirty Tricks
• On (default): Teams have Dirty Tricks in their playbooks.
• Off: Teams do not have Dirty Tricks in their playbooks.

Bench Substitutions
• Auto (default): AI automatically handles all bench
substitutions. Players are automatically substituted when
their health is below 30%.
• Manual: Users must manage their bench. Players on
field stay on field regardless of their health until they are
substituted by the user.

Resurrection
• Each Play: Players are automatically brought back to life
after every play.
• Off (default): Players who die, stay dead.

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Karnage Level
Karnage level determines the overall violence and team aggression on the field. User can
adjust to their personal preferences.
• Off: Turns off all blood and gore in the game.
• Weenie: Low level of gore and team aggression.
• Rough: Medium level of gore and team aggression.
• Brutal (default): High level of gore and team aggression.
• Massacre: Cover your eyes, it’s going to get messy!

Difficulty
Difficulty settings will increase or decrease player ratings on the user and AI team to
make the game friendlier for casual players or impossibly hard for expert players.
• Newbie: Easiest level of play.
• Rookie (default)
• Normal
• All-Pro
• All-Star masochist: For experts players only.

Tutorial & Tips


• On: Tutorial and tip messages play during game.
• Tips Only: Only tip messages play during game.
• Off: No Tutorial or tip messages play during game.

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Offense before Snap
Left stick: Receiver in motion
A button: Snap ball
B button: Hut (fake snap)
X button: Call audible
• A button: Pass plays
• X button: Run plays
• Y button: Dirty Trick plays
• B button: Cancel audible

Audible will expire after 3 seconds if no button is pressed


Right trigger: Players’ health / Routes
Left trigger: Players’ health / Routes
Right bumper: Audible: Flip play (opposite)
Left bumper: Audible: Flip play (opposite)

Running
Left stick: Move player
A button: Spin attack

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Y button: Hurdle
B button: Straight arm
X button: Dive
Right trigger: Speed burst
Left trigger: Lateral ball
Right stick: Juke

Passing Mode
Left stick: Move quarterback
A button: Pass to running back / receiver A
Y button: Throw ball away (out of bounds)
B button: Pass to receiver B
X button: Pass to right receiver X
Tap for lob pass
Hold for a bullet pass

Right trigger: Speed burst / Scramble


Left trigger: Lateral ball
Right stick: Juke

Receiving
Left stick: Move player
A button: Spin attack
Y button: Jump to catch
B button: Switch to targeted receiver
X button: Dive to catch
Right trigger: Speed burst

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Defense before Snap
Left stick: Move player
B button: Switch player
X button: Call audible
• A button: Cover plays
• X button: Attack plays
• Y button: Dirty Trick plays
• B button: Cancel audible
Audible will expire after 3 seconds if no button is pressed
Right trigger: Players’ health / Coverage
Left trigger: Players’ health / Coverage
Right bumper: Audible: Flip play (opposite)
Left bumper: Audible: Flip play (opposite)

Defense / Tackling the Ball Carrier


Left stick: Move player
A button: Tackle
A button +
Right trigger: Hit tackle
Y button: Jump
• Hands up / Block ball (standing)
• Hurdle (running)
B button: Switch player

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X button: Dive tackle
X button +
Right trigger: Missile dive tackle
Right trigger: Speed burst
Right bumper: Spin right (breaks block)
Left bumper: Spin left (breaks block)

Late Hits
After a play is over, users will have 3 seconds to deliver late hits on the opposing team.
Players can be injured or killed.

Left stick: Move player


A button: Kick
• Get up (if on ground).
• Cheap shot (if opposing player is on ground).
B button: Switch player
X button: Punch

Offense before Snap


Left stick: Control trajectory and angle of kick or punt
A button: Snap ball / Start kick meter

Press and hold A button down to activate kick meter. Release to kick.

View button: Call a timeout


Menu button: Pause game

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Offense before Snap
Left stick: Receiver in motion
Cross button: Snap ball
Circle button: Hut (fake snap)
Square button: Call audible
• Cross button: Pass plays
• Square button: Run plays
• Triangle button: Dirty Trick plays
• Circle button: Cancel audible
Audible will expire after 3 seconds if no button is pressed
R1 button: Players‘ health /Routes
L1 button: Players’ health / Routes
R2 button: Audible: Flip play (opposite)
L2 button: Audible: Flip play (opposite)

Running
Left stick: Move player
Cross button: Spin attack
Triangle button: Hurdle
Circle button: Straight arm

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Square button: Dive
R1 button: Speed burst
L1 button: Lateral ball
R2 button: Juke right
Right stick: Juke left

Passing Mode
Left stick: Move quarterback
Cross button: Pass to running back / receiver Cross
Triangle button: Throw ball away (out of bounds)
Circle button: Pass to receiver Circle
Square button: Pass to right receiver Square

Tap for lob pass

Hold for a bullet pass

R1 button: Speed burst / Scramble


L1 button: Lateral ball
Right stick: Juke

Receiving
Left stick: Move player
Cross button: Spin attack
Triangle button: Jump to catch
Circle button: Switch to targeted receiver
Square button: Dive to catch
R1 button: Speed burst

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Defense before Snap
Left stick: Move player
Circle button: Switch player
Square button: Call audible
• Cross button: Cover plays
• Square button: Attack plays
• Triangle button: Dirty Trick
• Circle button: Cancel audible
R1 button: Players’ health/Coverage
L1 button: Players’ health/Coverage
R2 button: Audible: Flip play (opposite)
L2 button: Audible: Flip play (opposite)

Defense / Tackling the Ball Carrier


Left stick: Move player
Cross button: Wrap tackle (tackler wraps his arms around
ballcarrier and tackles him)
Cross button +
R1 button: Hit tackle (tackler lowers his shoulder and
delivers a bruising hit)
Triangle button: Jump
• Hands up / Block ball (standing)
• Hurdle (running)
Circle button: Switch player

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Square button: Dive tackle
Square button +
R1 button: Missile dive tackle
R1 button: Speed burst
R2 button: Spin right (breaks block)
L2 button: Spin left (breaks block)

Late Hits
After a play is over, users will have 3 seconds to deliver late hits on the opposing team.

Left stick: Move player


Cross button: Kick
• Get up (if on ground)
• Cheap shot (if opposing player is on ground)
Circle button: Switch player
Square button: Punch

Offense before Snap


Left stick: Control trajectory and angle of kick/punt
Cross button: Snap ball / Start kick meter
Press and hold cross button down to activate kick meter. Release to kick.

SHARE button: Call a timeout


OPTIONS button: Pause game

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PC CONTROLS

Offense
Offense before Snap Passing Mode
Arrows Receiver in motion Arrows Move quarterback
S Snap ball A Pass to runner / receiver A
W Hut (fake snap) W Throw ball away
E Call audible S Pass to receiver S
• W Pass plays D Pass to receiver D
• Q Run plays Shift Speed burst / scramble
• E Dirty Trick plays F Lateral ball
• Backspace Cancel audible Q/E Juke left / right
Q Players’ health / routes
Tab Flip play
Running Receiving
Arrows Move player Arrows Move player
S Spin attack S Spin attack
W Hurdle W Jump to catch
D Straight arm F Switch to targeted
A Dive receiver
Shift Speed burst A Dive to catch
F Lateral ball Shift Speed burst
Q/E Juke left / right

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Defense Q/E Break block (left / right)
Defense before Snap
Arrows Move player
F Switch player Late Hits
E Call audible Arrows Move player
• W Cover plays S Kick
• Q Attack plays F Switch player
• E Dirty Trick plays A/D Punch left / right
• Backspace Cancel audible
Q Players’ health / routes
Tab Flip play

Tackling the Ballcarrier Special Teams


Arrows Move player Before snap
S Tackle Arrows Trajectory
Shift+S Hit tackle S Snap ball
W Jump
F Switch player Additional
A Dive tackle T Timeout
Shift+A Missile dive tackle Escape Pause
Shift Speed burst

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MFL GAME RULES

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The following are the official rules of the Mutant Football League. These rules are written
in stone, and it’s a penalty to chisel them off.

The Basics

Each team has 3 separate units: the offense, these are the players who are on the field
when the team has possession of the ball; the defense, players who line up to stop the
other team’s offense; and special teams that only come in on kicking situations (punts,
field goals, and kickoffs). Only 7 players are on the field from one team at any one time.
Got it? Good. There will be a test later.

The Offense
One 7 man team has possession of the football. It is called the offense and it tries to
advance the ball down the field—by running with the ball or throwing it—and most im-
portantly, score points by crossing the goal line and getting into an area called the end
zone. No jokes please.

The Defense
The other team (also with 7 players) is called the defense. It tries to stop the offensive team
and make it give up possession of the ball. If the team with the ball does score or is forced
to give up possession, the offensive and defensive teams switch roles (the offensive team
goes on defense and the defensive team goes on offense), and so on, back and forth, until
all four quarters of the game have been played. The team with the most points at the end of
the fourth quarter will be considered the winner of the game. Of course in the MFL, you can
also win by killing enough players on the opposing team but more on that later.

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Special Teams
Special teams are units that are on the field during kicking plays. While many players
who appear on offensive or defensive squads also play similar roles on special teams
(offensive linemen to block, or defensive players to tackle) there are some specialist roles
which are unique to the kicking game like a kicker, punter or burn returner.

Turnovers

While trying to advance the football to the end zone, the offense may accidentally turn the
ball over to the defense in one of two ways:

The Fumble

When the ball carrier or passer drops the ball, that’s a fumble.
Any player on the field can recover the ball by diving on it or he can run with it. The team
that recovers a fumble either gets or retains possession of the ball. Unlike the NFL, in
MFL recovered fumbles can be advanced by either team.
In MFL, if the ball carrier dies during a play it always results in a fumble. So the lesson for
the day is… kill the ball carrier and he will fumble. Remember this because it will also be
included on your test.

The Interception
An aggressive defense can regain possession of the ball by catching (intercepting) pass-
es meant for players on the other team. This also really pisses off the quarterback. Both
fumble recoveries and interceptions can be run back into the end zone for touchdowns.

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The Field

The field measures 100 yards long and 60 yards wide, we know this is different but this is
a videogame so we took some liberties but don’t tell anyone or we’ll break your fingers.
Little white markings on the field called yard markers help the players, officials, and the
fans keep track of the ball (providing the fans limit their alcohol consumption during the
game). Probably the most important part of the field is the end zone. It’s an additional 10
yards on each end of the field. This is where the points add up! When the offense—the
team with possession of the ball—gets the ball into the opponent’s end zone, they score
points.

Time

Possession is determined at the start of the game by a monster toss. The team that wins the
toss can either kickoff or receive the ball.
Games are divided into four quarters, separated by a halftime. There are also 2-minute
breaks at the end of the first and third quarters as teams change ends of the field after
every 3 minutes of play. At the end of the first and third quarters, the team with the ball
retains possession heading into the following quarter. That is not the case after halftime.
The second half starts with a kickoff in the same way as the game began in the first
quarter.
• A quarter is 3 minutes (default).
• Options allow for player to set their own time length (between 1 and 5 minute
quarters).
• There is a two minute warning when there is 2 min remaining in the first half
(before halftime) and 2 min remaining in the second half (end of game).
Whichever team kicked the ball to start the game will receive the ball at the start of the
second half.

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Game Clock
The game clock keeps track of the time remaining in a quarter and sometimes it stops
for the following reasons:
• Incomplete passing plays.
• When a player goes out of bounds.
• When a penalty is called: those refs are always slowing down the game.
• When a timeout is called: game clock stops until the next snap of the ball.
• At the two minute warning.
• After scores (touchdowns, safeties, etc.): game clock stops until the ball is kicked
off and returned by the opposing team (after the initial score and extra point).
• End of quarters: game clock stops until the next snap or kickoff.
• After punt returns: game clock stops until the next snap of the ball.
• After kick returns: game clock stops until the next snap of the ball.
• After touchbacks: when the return man catches the ball in the endzone and stays
there.
• After successful onside kicks: when the kicking team recovers the ball.
• After all changes of possession (turnovers, kickoffs, etc.)
The clock starts again when the ball is re-spotted by an official.
If a game is tied at the end of regulation, an overtime period will be played with the game
clock off. In the MFL, this is called Sudden Death Overtime (see Overtime for details).
Possession for overtime is determined by a monster toss. The team that wins the toss
can either kick or receive the ball.

40 Second Play Clock


• Time between plays will be 40 seconds from the end of a given play until the snap
of the ball for the next play.
• The 40 second clock will begin as soon as the Play Selection Window appears.
• This means once the play is over the user will have 40 seconds to go to the
huddle, pick a play, line up and snap the ball.
When is the 40 second clock delayed after a play?
• If there is a character pop-up or celebration after a play.
The 40 second clock will not start until the sequence is over and the ref places
down the ball at the line of scrimmage.
• After an official stoppage because of injury, penalty or death. The 40 second
clock will not start until the sequence is over and the ref places down the ball at
the line of scrimmage.

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• After extra points (touchdowns), field goals and clusterf@#k’s.
There is no 40 second clock when players line up for the kickoff.
• Timeouts.
• When the user is in the Bench section of the Play Select
Window.
If the 40 second play clock runs down to zero before the ball is snapped a delay of game
penalty will be given and the offense will be given a 5 yard penalty.
The offense is then penalized 5 yards from the previous line of scrimmage.

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The Kickoff

A game starts with the kickoff. The ball is placed on a kicking tee at the kicking team’s 35
yard line, and a special kicker (a “placekicker”) kicks the ball to the offense. A return man
from the offense will try to catch the ball and advance it by running. Where he is stopped
is the point from which the offense will begin its drive, or series of offensive plays.
When a kickoff is caught in the offense’s own end zone, the kick returner can either run
the ball out of the end zone, or stay in the end zone to signal a touchback—a sign to stop
the play. The ball is then placed on the 20 yard line, where the offense begins play.
If for any reason the kicking team recovers the kicked ball during a kickoff it will be con-
sidered a turnover and kicking team will maintain possession.

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Line of Scrimmage

An imaginary line crossing the field which both offensive and defensive players cannot
cross until the football is snapped and the play has started. It is also the location where
the ball is spotted after a play has concluded or being assessed a penalty. In the game
this is a blue line that runs parallel across the field.

First Down

All progress in a football game is measured in yards. The offensive team tries to get as
much “yardage” as it can to try and move closer to the opponent’s end zone. Each time
the offense gets the ball, it has four downs, or chances, in which to gain 10 yards. If the
offensive team successfully moves the ball 10 or more yards, it earns a first down, and
another set of four downs. If the offense fails to gain 10 yards, it loses possession of the
ball. The defense tries to prevent the offense not only from scoring, but also from gaining
the 10 yards needed for a first down. If the offense reaches fourth down, it usually punts
the ball (kicks it away). This forces the other team to begin its drive further down the field.
In the game this is a yellow line that runs parallel across the field.

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Punting

The team in possession of the ball will typically punt the ball to the opposing team when
they are on their fourth down, as they do not want to risk a turnover on downs by not
gaining enough yardage to make a first down and are in such a field position that they
do not believe they can successfully make a field goal. The purpose of the punt is for
the team in possession, or “kicking team,” to move the ball towards the opponent’s
end zone in order to maximize the distance the receiving team must advance the ball
in order to score.

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Scoring

The object of the game is to score the most points. There are six ways to score points in
MFL: touchdown, extra point, two-point conversion, clusterf@$k, field goal and safety.

Touchdown = 6 Points
A touchdown is worth six points, and it allows the scoring team an opportunity to attempt
to get an extra point. Touchdowns can be scored the following ways:
• The ball must be carried across the goal line into the end zone.
• The ball must be caught in the end zone.
• A fumble recovered in the end zone.
• Untouched kickoff recovered in the end zone by the kicking team.
• A blocked field goal or extra point kick returned by the defense across the goal
line into the endzone.
• A fumble or interception returned by the defense across the goal line into the
endzone.
Extra Point and the Two-Point Conversion = 1 or 2 Points
Immediately following a touchdown, the offense has two options:
Extra Point
The ball is placed at the opponent’s two (2) yard line for kicks (this is the MFL, not the
NFL—we do things differently here).

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Usually the offense will kick an extra point, also called the point after touchdown, con-
version, or PAT. If the offense successfully kicks the ball through the goal posts, it earns
one point.
Extra points can be blocked and returned for defensive touchdowns.
Two-Point Conversion
The ball is placed at the opponent’s two (2) yard line for regular offense plays (non-kicking
plays).
The offense can also score two points by running or throwing the ball into the end zone
in the same manner as you would score a touchdown. Since going for two points is more
difficult than kicking an extra point, the offense generally chooses to kick the extra point.
If the ball is turned over and returned for a touchdown during a two-point conversion
attempt it is called a clusterf@$k.

Clusterf@$k = 11 Points
A clusterf@$k is the biggest single score in a Mutant Football game and also the rarest.
A clusterf@$k happens when the offense attempts a two-point conversion and turns
over the ball during the play (the defense intercepts or recovers a fumble) and returns it
for a touchdown. If you should be lucky enough to score a clusterf@$k, sponsors will be
breaking down your door for endorsement deals.
Immediately following a clusterf@$k, the ball is placed at the opponent’s two yard line,
where the offense can kick an extra point (12 points if made) or go for a two-point con-
version (13 points if made).

Field Goal = 3, 4 or 5 Points


If the offense cannot score a touchdown, it may try to kick a field goal. Unlike the NFL,
in MFL field goals points are rewarded for distance. The longer the kick, the more points:
• 0–39 yards = 3 points
• 40–49 yards = 4 points
• 50+ yards = 5 points
Field goals can be attempted from anywhere on the field on any down, but generally are
kicked from inside the defense’s 45 yard line on fourth down. For a field goal to be “good,”
the placekicker (or field goal kicker) must kick the ball through the goalpost uprights and over
the crossbar. The defense tries to block the kick and stop the ball from reaching the goal post.
Field goals can be blocked and returned for defensive touchdowns.

Safety = 2 Points
The safety is worth two points. A safety occurs when the offensive ball carrier is tackled
behind his own goal line.

Examples of a Safety
• Blocked punt goes out of kicking team’s end zone.
• Ballcarrier is tackled in his own end zone.
• Ballcarrier downs the ball in his own end zone.
• Offensive team commits a foul and spot of enforcement is behind its own goal line.

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Timeouts

Each team receives three timeouts per half, making for a total of six timeouts per team in
a regular game. Timeouts received in the first half may not be used in the second half or
Overtime. Timeouts saved in the second half will carry over to Overtime.

Winning the game

The winner of the game is the team which has the most points at the end of the fourth
quarter. However unlike NFL football, a game can be won before the end of the fourth
quarter by decimating the opposing team to the point that they do not have enough play-
ers to continue playing. This is called a forfeit.

Deaths

Mutant Football League is a brutal game, where players get injured and even die during a
game. If a player dies, another player must come off the bench and play at that position
for the next play. If there are not enough players remaining on a team’s roster to field a
team of 7 players than the team must play shorthanded.

Forfeits

An offense must be able to put the following 3 players out of the field or it will forfeit:
• 1 Center (lineman)
• 1 Quarterback
• 1 Receiver on the field.
A defense must be able to put the following 3 players out of the field or it will forfeit:
• 1 Blitzer (or enforcer)
• 1 Linebasher
• 1 Coverback or safety
If a team cannot meet this requirement it will forfeit and the other team will be given the
win.
The forfeit is determined when a team has to bring the defense or offense out on the field
and it does not meet the requirement listed above. Example: If an offense loses their last
offensive lineman on a punt play it is not considered a forfeit, since the team’s defense is
now coming out on the field. The forfeit will only be called, when the offense comes back
out on the field and they are unable to meet the requirement.

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Substitutions / Reserves
Offense
Quarterbacks: only quarterbacks can be substituted for quarterbacks.
Receivers & bruise receivers: only receivers can be substituted for receivers.
Running backs: only running backs can be substituted for running backs.
Blockers: only blockers can be substituted for blockers.
Defense
Blitzers and enforcers: only blitzers and enforcers can be substituted for each other.
Linebashers: only linebashers can be substituted with linebashers.
Safeties and coverbacks: only players in the defensive secondary can be substituted for
each other.
Special Teams
Use all players available.
Sit All-Stars for kick returns if possible.
Shorthanded teams with players on the bench
The AI always wants to put 7 players out on the field on both offense, defense and special
teams. Even if a player is below 30% health.
Injured players are injured and cannot be put out on the field until they become uninjured.

Overtime

If the score is tied after the end of the regular game, play will be continued until a winner
is declared. The Overtime period is considered a new game and the game clock is turned
off.

36
Five Yard Penalties

Delay of Game
The offense does not snap the ball within the 40 second play clock. This is a 5 yard
penalty.
Offside
When a defensive player is across his side of the line of scrimmage when the ball is
snapped. Offside is a 5 yard penalty and can only happen on defense.
Encroachment
When a defensive crosses the line of scrimmage and touches a player on offense. En-
croachment is a 5 yard penalty and can only happen on defense.
Illegal Kick / Out of Bounds
Out of bounds is called when a kick goes out of bounds without being touched by the re-
ceiving team, the kicking team is penalized five yards and the ball must be kicked again.
If the kicking team kicks out of bounds on consecutive plays, the receiving team is award-
ed the ball on their own 35 yard line.

Illegal Kick / Ball Must Travel 10 Yards


This is called the ball does not travel at least 10 yards on a kickoff and is not touched by the
receiving team. The kicking team is penalized five yards and the ball must be kicked again.

37
If the ball does not travel 10 yards but the receiving team touches it (it bounces off a
player, etc.), it is considered a live ball.
If there are 2 consecutive illegal kick penalties in a row the ball will be awarded to the
receiving team on their own 35 yard line.

Ten Yard Penalties

Unsportsmanlike Conduct / Attempted Homicide


This penalty is called when one team attacks the referee or quarterback but does not kill
him. This penalty can be called against the offense, defense or special teams.
Bribed Ref / Unsportsmanlike Conduct Penalties:
Other unsportsmanlike conduct penalties which are called are bullsh#t penalties, which
are randomly generated and called when the referee is bribed by one team. This pen-
alty can be called against the offense, defense or special teams. These are ridiculous
penalties like: excessive farting, flicking boogers, excessive crotch scratching, etc. Be
on the lookout for these nonsensical penalties.

Fifteen Yard Penalties

Maiming an Official
This penalty is called when one team attacks and kills the ref. This penalty can be called
against the offense, defense or special teams.
Maiming a Quarterback
This penalty is called when the defense rushes the quarterback at the line of scrimmage
and kills him. This penalty is called against the defense.
Unnecessary Manslaughter
This is called when a player is killed after a play has ended (a late hit after whistle blows).
Killing a player during a play is not a penalty in MFL.
This penalty can be called against the offense, defense or special teams.
Defensive Pass Interference
A judgment call made by an official who sees a defensive player make contact with the
intended receiver before the ball arrives (diving into, punching or kicking), thus restricting
his opportunity to catch the forward pass. Pass interference is a 15 yard penalty and an
automatic first down.
This penalty is only called against the defense because the league blatantly favors the
offense (more scores = higher ratings = more money!).

Referees
38
Referees

There is only one (1) referee on the field in MFL and his job is to make sure that the game
rules are adhered to.
Calling Penalties
• The ref signals when a penalty has occurred.
• The ref tends to “look the other way” for the home team.
• The refs are not perfect. They do miss calls at times and
that’s just another reason to kill them.

Ref Events
• The ref signals when a play is over (they blow their whistle).
• The ref marks the ball placement on the line of scrimmage.
• If a ref is killed during the game, he will be replaced by a
new ref and the team that killed him will receive a penalty.

Bribing the Ref


The user can bribe a ref by selecting the “Bribe Ref” Dirty Trick play in the Play Select
Window.
• A team can only bribe the ref once per half.
• A bribed ref will never call a penalty on the team that bribed him unless it is an
illegal kick, offside or encroachment.
• A bribed ref will call bullsh#t penalties on the team that didn’t bribe them only when
it matters (scores, big plays, first downs, etc.).
• A team can bribe an already bribed ref. Once bribed, the ref will turn on the other
team.
• When a bribed ref dies, the bribe dies along with the ref.
Killing the Ref
When a team decides it’s time to terminate the ref, they select the “Ref Attack” Dirty Trick
play in the Play Select Window.
When the game returns to the field and players come out of the huddle, the team that
called the play will attack (the entire team attacks) and attempt to kill him. The user can
take control of a player on the attacking team if they want to.
When players attack the ref, the AI (or user that is not on attacking team) can take control
of the ref and try and run him out of bounds before the attacking team can reach him. If
this happens a 10 yard attempted homicide penalty will be called and the bribed ref will
stay alive.
If the ref is killed, play will stop and a new ref will appear and introduce himself. The
team that killed the ref will receive a 15 yard maiming an official penalty and then play
will resume.

39
Dirty Tricks are plays designed to trick, screw, cheat and kill your opponents, but not
necessarily in that order. Each team has its own set of Dirty Tricks (3 for offense and 3
for defense).
• Dirty Tricks can be selected in the Play Selection Window
and are located within the dirty tricks formation.
• Dirty Tricks can also be called at the line of scrimmage,
just like a regular audible.
• Unlike regular plays, once a Dirty Trick play or audible is
used, it is gone (with the exception of the “Ref Attack”
Dirty Trick).
• Once a Dirty Trick is used, the play is grayed out with a
“USED” text in the play selection window.
• Each Dirty Trick is usable only once per half. If a
team takes an unused Dirty Trick play into halftime it will
be lost.
• Dirty Tricks are not rejuvenated for Overtime games.
Whatever Dirty Trick plays remain will carry over into the
overtime period. Global Dirty Tricks
These are Dirty Tricks that every team has and they can be selected on offense or de-
fense.
The Mutant Football League prides itself on fairness, honesty and above all decency, un-
fortunately the referees who manage the games do not. Each team can bribe the ref once
per half. When a ref is bribed he may look the other way and not call penalties against the
team that bribed him, while calling nonsense penalties against the opposing team. These
penalties are called at the worst possible times, like after scores.

40
It’s easy to tell when a ref is bribed because he calls silly, nonsensical penalties and has
“BRIBED” floating above his head during the game.
Since bribed refs have no loyalties, a team can bribe an already bribed ref. Once bribed,
the ref will turn on the other team who originally bribed them.

When it’s clear a ref is bribed there can only be one outcome – he has to be eliminated,
and that’s where the Ref Attack Dirty Trick comes into play. When a Ref Attack play is
called, the team will jump offside prior to the snap and attack the bribed ref.
When a ref dies, the bribe dies with him and a new referee will come out onto the field
and take his place. When a team attacks the ref whether they kill him or not, they will
receive a penalty.
The player on the opposing team can take control of the ref and try to escape by running
him out of bounds.

41
Resurrection Dirty Tricks are very rare and can be won during the Halftime show by
surviving and scoring at least 500 point bonus. The Resurrection Dirty Trick will ap-
pear in your dirty tricks formation, and when used can resurrect a dead player from
your bench. I know, right? How cool is that?

42
Offense Dirty Tricks

These are offense Dirty Tricks. Every team has a combination of 2 of these types of Dirty
Tricks in their playbook.

This is a run play. Once the ball is pitched, the ball carrier pulls out a chainsaw, which
can inflict maximum damage on the defense. The chainsaw lasts for limited amount of
time, so it’s best to not dawdle and just attack quickly. There is a cool down between
chainsaw attacks.
A button (Xbox One) or cross button (PS4) activates a chainsaw attack move. Chain-
saw attacks can also be used during late hits.

43
This is a quarterback run play. Once the ball is snapped, the quarterback pulls out
a shotgun which can be fired at defensive players. The shotgun auto targets, but
has limited firing radius (it cannot be fired at players behind the quarterback). The
shotgun has 7 devastating shots.
B button (Xbox One) or circle button (PS4) fires the shotgun.

The quarterback pitches the ball to the running back and he turns into a human torch with
a boosted break tackle ability, allowing him to seriously “toast” the defense. While on fire,
any defensive players trying to tackle him will take damage and can also catch on fire.
Flame On lasts for a limited amount of time.

44
This is a pass option play. The ball is pitched to the running back and he can choose to
pass or run the ball. Roid Rage is an advanced steroid infusion, which maximizes out the
ball carriers skill ratings for a limited amount of time. Roid Rage can transfer to multiple
players and is designed for a quick score.

This boost injection turns your running back into a crazed beast, allowing him to plow
through defenders at will. While boosted, the ballcarrier cannot be tackled, but he can
be slowed and will sustain damage as normal. Beast Boost lasts for a limited amount
of time.

45
This is a pass play. The quarterback rigs the ball to explode, killing whomever it comes in
contact with. When the bombs away play is used, switch to your receiver when the ball
is in the air and quickly move him away from the ball marker and explosion blast radius.
Bombs Away is designed to kill opposing defensive coverbacks.

This is a run play. When the running back receives the pitch from the quarterback he will
explode in a blaze of speed. This is a high percentage scoring play, but if the ballcarrier
comes into contact with anything while in Warp Speed mode he will be instantly stopped.
Warp Speed lasts for a limited amount of time.

46
This is a quarterback run play. Known as a weapon of mass destruction, this Dirty Trick
can deliver devastation to a defense. The flatulence effects all opposing players within a
360 degree radius of the QB. The QB has enough gas to deliver 7 deadly poopsies.
B button (Xbox One) or circle button (PS4) releases a lethal fart.

47
Defense Dirty Tricks

These are Defense Dirty Tricks. Every team has a combination of 2 of these types of Dirty
Tricks in their playbook.

The defense rigs the ball with explosives and when the ball is snapped, a hidden timer will
begin a countdown, 3 seconds before the ball explodes a beeping sound will be heard
and then the ball will explode, injuring or killing whomever is holding it along with the ball.
The line of scrimmage will be marked wherever the explosion occurred.

48
When the defense needs some divine intervention to stop the offense they call a Thunderclap.
A bolt of lightning will explode out of the sky and electrocute the ballcarrier. This may or may
not kill the ballcarrier, but it will always cause a fumble. There is a rumbling sound of thunder
before the lightning strike.

Whatever defensive player the user is controlling when this play is called will immediately
grow to an enormous size when the ball is snapped. The “Ginormous” player will have
a hit power rating boost and cause massive damage to any opposing player he comes
into contact with. This effect lasts for the duration of the play or until the giant sustains
enough damage.

49
Whatever defensive player the user is controlling when this play is called will become
electrified with the power to electrocute any opposing player they come in contact with.
When the ballcarrier is electrocuted he may or may not die, but he will always fumble the
ball.

The defense throws all rules of fairness and decency out the window and jumps across
the line of scrimmage in an attempt to kill the opposing teams’ quarterback. The oppos-
ing quarterback can survive if he’s alert, and runs out of bounds before they can get to
him. This play always results in a penalty on the defense.

50
The defense takes a Berserk injection before the start of the play. The player under the
user control grows spikes out of body and all of his skill ratings are boosted to the max;
he literally goes berserk, and any opposing players he comes into contact with, will sus-
tain massive damage. The Berserk effect lasts for a limited amount of time.

Gives the user-controlled defender Warp Speed which is good for a quick sack or an
amazing punt return. If the Warp Speed players comes into contact with anything he will
be instantly stopped and lose the effect. Warp Speed lasts for a limited amount of time.

51
The defense spikes the opposing teams Hateraid cooler and when the ball is snapped
the screen turns psychedelic and all players move in slow motion. If that’s not enough, the
offense also moves in reverse to controller input. For example, if the user moves the player
forward he will go backward, if he moves the player left, he will go right. This effect lasts for
a limited amount of time.

52
MFL UNIVERSE

53
HOW THE LEAGUE CAME TO BE

In the not too distant future…


The world was thrown into chaos through a series of cataclysmic events. Rising oceans,
drought, famine, atomic war, mega-earthquakes and irate, feral teenagers denied internet
access due to inflated prices, ravaged the planet and drove humanity to the brink.
Out of the ashes, six mega-corporations rose up, and staked their claim as the world’s
newest super-powers. They battled for the hearts, minds, and online accounts of what
remained of the human race. Monsatan, a biotech company, genetically engineered grain
seeds containing a secret hormone to accelerate the growth rate of the world’s livestock.
The result: tainted livestock mutating the human race into a more volatile and primitive
species. However vegetarians in the Northwest refused to eat the tainted meat and once
tofu and quinoa ran out they turned into cannibalistic brain hungry zombies. As for those
who eat practically nothing, Los Angles became a desert wasteland with a population of
skeletons all thrilled at how thin they were. The South, with its meat heavy diet, decided
to secede from the nation and became a menacing breed of fundamentalist orcs. The
Midwestern mutants enjoy their craft beers and sausage, and make it a point to kill any-
one who tells them they have an “accent.”
Hexxon Oil Corporation burned through fossil fuels and exacerbated global warming
to a point where the demons in hell felt it was warm enough to come topside to wreak
havoc. What was left of the United States government made a secret deal with the Mi-
crohard Corporation and launched top secret lethal robots to quell the demonic uprising
which backfired as the robots turned on their handlers and now plan to exterminate the
human race. And then the final straw—an alien ship passing by took one look at Earth
and figured it was such a crap hole it would make a great place to dump their most lethal
and unwanted criminals. Shortly thereafter they began to dump hordes of violent aliens
across the Great Plains.

54
The League is formed…
All of Earth’s new inhabitants wanted nothing more than to destroy one another. All-out
war ensued. Guns, bombs, napalm, demonic power and even alien death ray technology
slowly depleted the Earth’s population. Profit margins for these mega-corporations fell
as there were less consumers to spend and invest money. The Wall Street investment
firm, Goldung Ballsac, knew something radical needed to happen if they were to survive.
They formed a joint venture with entertainment conglomerate EVLSN and internet giant
Scroogle to broadcast confrontations between warring factions in semi-controlled bat-
tles.
The battles were structured to resemble an ancient game known as American Football.
The viewer ratings went through the stratosphere as the blood thirsty masses watched
the contests and cried for more. The most athletic mutants and monsters were rounded
up and trained to be gladiators. The top athletes in the game became huge mega-su-
perstars, adored and worshipped by their fans and rolling in endorsement cash. And
thus the Mutant Football League was formed. Now every year teams battle one another
in an epic season to reach the world championship game known as the Mayhem Bowl.

55
Species

Skeletal Deadheads
Balanced in all skill categories, deadheads are an
undead skeleton species that are highly skilled at
almost all positions. Since they are already dead,
they are not afraid of taking heavy hits, with some
deadheads even practicing by repeatedly running
into brick walls. Their lack of skin, muscle, fat, or
organs make deadheads heal faster than any other
species. Unfortunately, deadheads are not officially
classified as a living species by any team or gov-
ernment, so they don’t receive benefits like social
security, can’t vote, or own property. They also
don’t get any royalties from merchandise like posters, jerseys, and officially licensed MFL
video games that use their likenesses. Instead of going on strikes and protesting like mu-
tant-humans, or retreating into an isolated, Hearst-esque seclusion like the monster orcs,
the deadheads decided they just needed to play and live even more aggressively. Off the
field, deadheads party hard all night and all day, since they never require sleep. Many
MFL fans have woken up to see a deadhead sitting on their couch covered in vodka and
glitter. Too many, actually. It’s a problem.

Monster Orcs
Monster orcs are big, brash, brainless brawlers that
devastate offenses with their superb hitting pow-
er. They are the toughest species in the game and
hard to kill. With their strength and size, they are
perfectly suited to be linemen, playing as block-
ers, blitzers, and enforcers. Although they’re slow,
some orcs are athletically gifted, punishing run-
ners that weak defenses have a hard time bringing
down. There are even a few orcs that make fan-
tastic bruising, tank-like receivers. Their stupidity is
legendary and usually a hindrance, as most of the
superstar orcs have too much orcosterone, the orc hormone that gives them an excep-
tionally low IQ, extra long forearms, and an insatiable desire to resurrect and reunite Limp
Bizkit. While they are sometimes tough to coach, they are fiercely loyal to their teams. As
a species, they are de-evolving, with each generation being dumber than the previous
one, like a VHS copy of a VHS copy of a VHS copy. Like the old joke goes: “How many
orcs does it take to change a light bulb?” Answer: “Uh, there are no light bulbs or a room
or a building because the orcs ate them.”

56
Bruiser Bots
When the Microhard Corporation joined the robotic
technology race and created the iBot, it changed
the world and cemented them as a leading indus-
trial juggernaut. So when World War IV ended, what
was left of the United States government made a
deal with Microhard to develop top secret, lethal
robotic technology to quell the great demonic up-
rising. As the ancient history books note, this plan
failed when the robots turned on their programmers
and set out to exterminate the entire human race.
This uprising ended with The Great Bot Pox—a vi-
rus that wiped out most of models, but a few survived, including the Bruiser Class, aka
BruiserBots. It was always rumored that the Alien species were responsible for the virus,
although this has never been proven. When BruiserBots were first introduced to the MFL,
most were skeptical about these metallic monstrosities, but as technology advanced,
corporate teams started acquiring BruiserBots more than any other species due to their
cost effectiveness and reduced health care costs. The current updated BruiserBots have
massive armor and devastating power to inflict maximum damage on the opposition. No
other species in the league can sustain the amount of damage like a BruiserBot, but on
the downside, they are slow behemoths. Their natural positions on the field are blitzers
and blockers, and, for teams that can afford them, excellent enforcers. They are lethal,
very hard to kill, and have no emotions off the field, an MFL owner’s dream.

Criminal Aliens
Criminal aliens are quick and fidgety creatures,
known for their ability to stop on a dime. They propel
themselves differently than any other species, mov-
ing like a ball in a forward rolling motion. Not only
does this make them much more difficult to tackle,
it also helps prevent them from being cracked open
like a broiled lobster with drawn butter on the field
(alien tails served on a bed of glazed orc hairs are
considered a delicacy in some parts of the galaxy).
Aliens are the most intelligent species in the league,
with many moving into front office positions after
their playing career is over. They are amazing receivers, soaring through the air to snatch
passes, and equally great at defending. Their weakness is they don’t deliver a lot of hitting
damage, so they aren’t good fighters, but they do have a good defense against fights: they
can turn players into piles of bones with toxic acid blood that explodes out of them when
they die. Aliens are balanced at nearly all skill positions, making them great receivers, run-
ning backs, quarterbacks and defensive backs.

57
Mutant-Humans
Mutated humans are survivors of Monsatan’s dread-
ed super plague outbreak, which ravaged the planet
over a centuries ago. Mutant-humans have final-
ly been officially allowed back into the league af-
ter years of debate as to whether or not they were
tough enough to play in the league. For over a thou-
sand years, they were viewed as ancient beings that
weren’t strong enough to handle the intensity of
the MFL, remnants of an era long passed. But after
years of cloning and advancements in bio-engineer-
ing they have made a come back. Savagely violent,
but smart by nature, they were only on display in the finest zoos and museums until 10
years ago, when they revolted, broke out of the zoos, and organized protests in every
MFL city for the right to play in the league. Strangely enough, they didn’t have any other
demands. The owners didn’t listen to their requests, so the mutant-humans organized sit-
ins at all of the owners’ favorite bars, restaurants, and brothels. They were allowed into the
league soon after. They are solid, dependable players that are neither great nor terrible at
any specific skill, evenly balanced across all ratings, and able to play every position.

58
FINAL TEAMS

59
Coach: Spike Gremlin
All-Stars (Offense):
• Sven Rottenburger #7 QB
• Hambonio Crown #84 WR
• InvaderVon Hell #26 RB
All-Stars (Defense):
• None
Dirty Tricks (Offense):
• Chainsaw Massacre
• Beast Boost
Led by MVP quarterback Sven Rotten-
burger, All-Star receiver, Hambonio Crown Dirty Tricks (Defense):
and running back, Invader Von Hell, the • Ginormous
Steelheads have one of the most potent • Thunderclap
offenses in the league. On defense they are
stout up front, but have a weak second- Offense Rating: 92 (Balanced)
ary who can give up big plays. Blitzburgh Defense Rating: 85 (Attack)
is a blue collar team with a loyal fan base,
proud history, and are always in contention Special Teams Rating: 81
for a Championship. This could be their
Overall Rating: 86
year.

Coach: Deuce Baron


All-Stars (Offense):
• Scary Double-barrel #11 WR
• Rabid Bloodstun #31 RB
• Slaydrian Beaterson #23 RB
All-Stars (Defense):
• Tyrant Wrathspew #32 WR
• Killpatrick Beaterson #21 RB
Dirty Tricks (Offense):
• Bombs Away
• Flame On
The Cardinals have a devastating, hard
hitting defense led by Killpatrick Beater- Dirty Tricks (Defense):
son and Tyrant Wrathspew, two defend- • QB Sack Attack
ers who can shut down offenses cold. On • Warp Speed
offense the Sins have a bruising ground
Offense Rating: 80 (Balanced)
game with one of the best running backs
in the league, Rabid Bloodstun. Their quar- Defense Rating: 79 (Attack)
terback, Arson Emblamer has seen better
Special Teams Rating: 66
days, but still has enough left in his arm to
burn defenses deep. Overall Rating: 75

60
60
Coach: Mack Smells B.O.
All-Stars (Offense):
• Rave Scar #4 QB
• Svengali Trooper #89 WR
• Martian Beast #24 RB
All-Stars (Defense):
• Reggae Hellsent #27 S
• Maulie Smack #52 B
Dirty Tricks (Offense):
• Beast Boost
• Chainsaw Massacre
The Croakland Invaders are a storied and
historic franchise with a rabid fan base. Dirty Tricks (Defense):
They are a team made up entirely of un- • QB Sack Attack
dead skeletons with the exception of their • Zap Attack
newly acquired orc running back, Martian Offense Rating: 82 (Balanced)
Beast. All-Star QB, Rave Scar is taking the
team to new heights behind a bruising of- Defense Rating: 78 (Balanced)
fensive line. The Invaders are the dirtiest Special Teams Rating: 79
and most penalized teams in the league,
“Lie, Cheat and Kill” is their team motto. Overall Rating: 80

Coach: Stan Sin


All-Stars (Offense):
• Ratty Ice #4 QB
• Ghoulio Bones #11 WR
• Dementia Freakman #24 RB
All-Stars (Defense):
• Brick Sleazy #44 LB
Dirty Tricks (Offense):
• Roid Rage
• Shotgun
The Deadlanta Vultures are a balanced Dirty Tricks (Defense):
team with a powerful offense and defense.
• Berserk
With one of the league’s best receivers,
• Warp Speed
Ghoulio Bones and a double barrel run-
ning attack, starring Dementia Freakman Offense Rating: 88 (Passing)
and Devil Trollman. Their All-Star quarter-
back Ratty Ice, is a stone cold killer who Defense Rating: 81 (Balanced)
can pick apart defenses in his sleep. The Special Teams Rating: 82
Vultures made it to the Mayhem Bowl last
season, but lost in a heartbreaker. Overall Rating: 84

61
Coach: Stan Sin
All-Stars (Offense):
• Xeno-Hunter #4 QB
• Apex Predator #11 WR
All-Stars (Defense):
• Elite Sanghelly #32 CB
Dirty Tricks (Offense):
• Bombs Away
• Warp Speed
Dirty Tricks (Defense):
The Galaxy Chaos play on a floating me- • Strawberry Fields
teorite in outer space. The Chaos is an • Zap Attack
all-alien team who play in a low gravity
environment, which they use to full advan- Offense Rating: 86 (Passing)
tage. Offense is the team’s strength, and Defense Rating: 68 (Cover)
their All-Star quarterback, Xeno-Hunter is
a game breaker, who can single handedly Special Teams Rating: 77
win games with his arm or legs. His go to Overall Rating: 77
receiver is Apex Predator. On defense, the
Chaos is fast, but made up of weak hitters.

Coach: Spike McLooney


All-Stars (Offense):
• Airbourne Dodgers #12 QB
• Ghouly Full-Nelson #87 WR
All-Stars (Defense):
• HeeHaw Trix #21 S
• Slay Wrathspew #52 LB
Dirty Tricks (Offense):
• Flame On
• Shotgun
The Attackers are one of the oldest and
proudest franchises in the league and play Dirty Tricks (Defense):
at the historic football shrine, Slambone • Berserk
Field where so much of the MFL’s history • Warp Speed
has been written in blood. Led by All-Star Offense Rating: 88 (Passing)
quarterback, Airbourne Dodgers, whose
intelligence, rocket arm and pinpoint accu- Defense Rating: 81 (Balanced)
racy make him one of the best passers to
Special Teams Rating: 82
ever play the game. Slay Wrathspew leads
the point of attack for the defense. Overall Rating: 84

62
Coach: Yuck Staino
All-Stars (Offense):
• Andspew Upchuck #12 QB
• T.Y. Hellbent #13 WR
All-Stars (Defense):
• None
Dirty Tricks (Offense):
• Bombs Away
• Warp Speed
The Cults started as a rogue tribe wan- Dirty Tricks (Defense):
dering the Midwest wastelands following
• Berserk
their leader Slobber Hearsay, who claimed
• Hot Potato
to have regular visitations by demons who
told him the secrets of the universe, and Offense Rating: 73 (Passing)
to form a team and then move from one
Defense Rating: 64 (Balanced)
location to another. Their All-Star QB And-
spew Upchuck is one of the league’s best Special Teams Rating: 72
passers behind a porous offensive line.
Overall Rating: 70
The Cults pray that one day they will have
a defense.

Coach: Clueless Lacksome


All-Stars (Offense):
• Massive Kahn #83 WBR
All-Stars (Defense):
• Doit F. Shacknews #96 ENF
Dirty Tricks (Offense):
• Flame On
• Shotgun
Dirty Tricks (Defense):
The Leaveland Burns were started by Maul • Berserk
Frown and are one of the leagues oldest • Strawberry Fields
franchises with a proud and historic heri- Offense Rating: 61 (Ball Control)
tage. Over the last decade the Burns have
been in a downward spiral with the league’s Defense Rating: 64 (Attack)
worst record. Every year they have a top 5 Special Teams Rating: 59
draft pick, but pass on quarterbacks who
go on to be stars in the league. With only Overall Rating: 61
one All-Star on their roster the teams official
motto is, “Wait until next year.”

63
Coach: Scary Clones
All-Stars (Offense):
• Drak Bloodclot #4 QB
• Dead Tyrant #88 WR
• Shriekial Helliot #21 RB
All-Stars (Defense):
• Spawn Fleas #50 LB
Dirty Tricks (Offense):
• Chainsaw Massacre
• Roid Rage

The Malice Hellboys are one of the most Dirty Tricks (Defense):
popular teams in the league. Multi-zillion- • Ginormous
aire, Scary Clones couldn’t decide if he • Thunderclap
wanted to be an owner, general manager
Offense Rating: 87 (Balanced)
or coach so he became all three. The Hell-
boys, like Texas are braggarts and full of Defense Rating: 77 (Balanced)
themselves but they back it up on the field.
Special Teams Rating: 81
Led by their all-star running back, Shriekial
Helliot and hot shot receiver, Dead Tyrant. Overall Rating: 82

Coach: Neat Careful


All-Stars (Offense):
• Hustle Killsome #3 QB
• Skruggs Maulem #89 WR
All-Stars (Defense):
• Hurl Vomit #29 S
• Riff Anvil #56 B
• Manic Benditt #72 B
• Mouthy Sherminator #25 CB
Dirty Tricks (Offense):
• Roid Rage
One of the most talented teams in the
• Shotgun
league with a ferocious defense. The Mu-
tilators are well financed corporate team, Dirty Tricks (Defense):
owned by Microhard. They have All-Star • Berserk
players on both sides of the ball, their All- • QB Sack Attack
Star QB, Hustle Killsome is the envy of the
Offense Rating: 82 (Balanced)
league. On defense they are led by their
All-Star safety Hurl Vomit and the Sher- Defense Rating: 91 (Balanced)
minator, if he doesn’t kill you with his hard Special Teams Rating: 83
hitting, he’ll trash talk you to death. Overall Rating: 85

64
Coach: Jon Farce
All-Stars (Offense):
• Gorgon Powered #24 RB
All-Stars (Defense):
• None
Dirty Tricks (Offense):
• Bombs Away
• Roid Rage
Dirty Tricks (Defense):
Having gone through 3 coaches and 39 of- • Berserk
fensive coordinators in the last 4 seasons, • Thunderclap
inept management and even more inept Offense Rating: 67 (Balanced)
drafting has kept this once proud franchise
in the cellars of the league. With a new #1 Defense Rating: 71 (Balanced)
draft pick at quarterback and All-Star run- Special Teams Rating: 62
ning back Gorgon Powered, along with a
young, hard hitting defense… the Midway Overall Rating: 67
Mutants have renewed hope to restore
their long lost dominance in the league.

Coach: Chance Broseph


All-Stars (Offense):
• Nefarious Comet #88 WR
All-Stars (Defense):
• Crib Adlib #21 CB
• Fist Harrass #25 CB
• Von Killer #58 LB
Dirty Tricks (Offense):
• Beast Boost
• Bombs Away
The Chronic has one of the most feared Dirty Tricks (Defense):
and intimidating defenses in the league led
• Ginormous
by their All-Star blitzer, Von Killer. They also
• Strawberry Fields
have two All-Star players in the secondary
shutting down the league’s best receivers. Offense Rating: 63 (Balanced)
On offense they rely on a strong running
game. The Chronic play on a psychedelic Defense Rating: 93 (Balanced)
field, high on a mountain top surrounded Special Teams Rating: 65
by poppy fields. There is usually a rainbow
over their stadium. Overall Rating: 74

65
Coach: Grim Coldhell
All-Stars (Offense):
• Ratspew Splattered #9 QB
All-Stars (Defense):
• Virus Decay #23 CB
• Clover Sin #27 S
Dirty Tricks (Offense):
• Chainsaw Massacre
• Roid Rage
Dirty Tricks (Defense):
The Maniacs rag tag group of criminals,
• Warp Speed
gang-bangers and insane maniacs, who
• Zap Attack
ruled the streets of the Motor City, caus-
ing crime and mayhem until a group of Offense Rating: 72 (Passing)
corporate and municipal sponsors pooled
Defense Rating: 75 (Balanced)
their money together to form an MFL team.
Over the years the team has had its ups Special Teams Rating: 79
and downs, but they have an elite quarter-
Overall Rating: 75
back in Ratspew Splattered, along with a
respectable defense.

Coach: Sven McVoodoo


All-Stars (Offense):
• Steeleye Maiming #10 QB
• O’Hell Wreckem Jr. #13 WR
All-Stars (Defense):
• Ramon Hairystun #98 B
• Ginormous Stankins #20 CB
Dirty Tricks (Offense):
• Bombs Away
• Warp Speed
The Tyrants are funded by Bawl Street Dirty Tricks (Defense):
stock brokers and are well financed. They
are led by their All-Star quarterback, Steel- • Berserk
eye Maiming and superstar receiver, O’Hell • Zap Attack
Wreckem Jr. who is taking the league by Offense Rating: 70 (Passing)
storm. The offense has no running game to
speak of because of an offensive line that Defense Rating: 75 (Balanced)
avoids contact. On defense, the Tyrants Special Teams Rating: 68
have some hard hitting talent but are an
under-performing unit. Overall Rating: 71

66
Coach: Swill Upchuck
All-Stars (Offense):
• Bomb Shady #12 QB
• Throb Bronkowski #87 WBR
All-Stars (Defense):
• Demon McThwarty #32 S
• Falcon Rupture #21 CB
• Dante Firepower #54 LB
Dirty Tricks (Offense):
• Shotgun
• Beast Boost
The Hatriots have won numerous May-
hem Bowl Championships. Their assassin Dirty Tricks (Defense):
quarterback, Bomb Shady is arguably the • Ginormous
best to ever play the game. All-Star Throb • QB Sack Attack
Bronkowski is his #1 target. The Hatriots
Offense Rating: 93 (Passing)
have a rampaging defense, which easi-
ly shuts down opposing offenses. Their Defense Rating: 89 (Balanced)
coach, Swill Upchuck is a brilliant tacti-
Special Teams Rating: 94
cian, he plans for every situation possible
and when that doesn’t work — he cheats. Overall Rating: 92

Coach: “Bubba” Bum Grisly


All-Stars (Offense):
• Iron Jaw Magilicutti #22 RB
All-Stars (Defense):
• Cooter Spuke #93 B
• Cletus Moonshine #99 ENF
Dirty Tricks (Offense):
• Chainsaw Massacre
• Fart
Dirty Tricks (Defense):
The Hazzard is a nasty team made up en-
tirely of Orcs with the exception of their • Ginormous
legendary All-Star RB, Iron Jaw Magilicutti. • QB Sack Attack
Iron Jaw was abandoned in the Bayou and Offense Rating: 60 (Ball Control)
raised by the orcs as their own (he thinks
he’s an orc). The Hazzard have no pass- Defense Rating: 79 (Attack)
ing game to speak of unless it’s Iron Jaw Special Teams Rating: 66
throwing or catching. This is an all run team
with a dominating defense that pulverizes Overall Rating: 68
opposing teams with relentless hitting.

67
Coach: Riverboat Ron
All-Stars (Offense):
• Wham Neutron #1 QB
• Bled Molsen #88 WBR
All-Stars (Defense):
• KaBrawn Snort #99 B
• Lawless Heinous #58 LB
• Nuke Freakly #59 LB
Dirty Tricks (Offense):
• Flame On
• Shotgun
The Panzers routinely light up the score-
board with deep passes and long runs. Dirty Tricks (Defense):
One of the league MVP’s and top rushing • Ginormous
quarterbacks, Wham Neutron leads a bal- • Berserk
anced offense attack with a punishing run
Offense Rating: 79 (Balanced)
attack and high flying passing game. The
Panzers’ defense is led by arguably the Defense Rating: 86 (Balanced)
best line basher in the league, Nuke Freak-
Special Teams Rating: 75
ly. This defense hits hard and can go skull
to skull against any team in the league. Overall Rating: 80

Coach: Yoshi “Aerial” Banzai


All-Stars (Offense):
• Otomo Akira #80 WR
• Akinori SumoNinja #44 RB
All-Stars (Defense):
• Tashiro Maguro #98 B
Dirty Tricks (Offense):
• Chainsaw Massacre
• Warp Speed
The Terminators are an all robot team, Dirty Tricks (Defense):
made up of heavy armored BruiserBots
• Hot Potato
and high performance, BulletBots. This is
• Zap Attack
a quick strike passing offense led by QB
sharpshooter, Tashiro Maguro, receiving Offense Rating: 79 (Balanced)
ace, Otomo Akira and a big, bruising back,
Akinori SumoNinja (yep, he’s slow, but he Defense Rating: 59 (Balanced)
goes down slow too). They don’t have much Special Teams Rating: 59
of a defense, but in all honesty, they put
up enough points that they don’t need one. Overall Rating: 66

68
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MUTANT FOOTBALL LEAGUE™ game is a parody and is NOT licensed by the


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69

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