The Player's Guide was written using information gathered from coaches playing
Gridiron Dynasty, the FAQ, and Developer Chats. Special thanks to Buckicoyote for
compiling and organizing all of the information. While we try to keep
this guide up to date, if you have a correction or addition,
please let us know here.
Schedule of Events
|Schedule for a season of Gridiron Dynasty
||New Coach Sign-Up
||Recruiting (Day 7 signing starts at 2:30 PM cycle)
||Freshman added to Roster
||Get ready for season day
New Coach Sign-Up
It is first come, first served. When it is announced that sign ups are open, you can take
a look at all of the Division III teams that are available (unless you have previous
experience in a world that will allow you to start higher). You can choose to pick an
established team and try to keep it at a high level of performance or try to build up a
struggling team from scratch. If you choose a high performing team, you will be competing
with other high performing schools for the best players at a disadvantage since you do
not have excess recruiting money from the previous season nor the coaching resume of the
other coaches at these schools. If you choose a rebuilding project, you can build up your
recruiting money pool as your team improves, though you can only save 25% of your remaining
money each season. Both ways are challenging but it is up to you to decide which challenge
you want to face.
At the start of your season, you should set your practice plan. You need to set up for both
your team practice sessions and your positional practice sessions. Your practice time will
total 180 minutes. It is generally accepted to not spend more than 20 minutes (some say 25)
practicing any one formation or individual drill. It's probably best to focus on 2 to 3
offensive sets and 2 to 3 defensive sets. You should probably spend some time practicing special
teams as well. Formation practice will improve your players' formation IQ ratings which will
help them play better while using the associated formation. Since this time takes away from
the players' positional practice time, it is a balance that you will have to find. Keep in
mind that 0 minutes in the formation practice will keep your players where they are,
while 1 minute or greater will improve them.
Each player has attributes that are important for their position (See recruiting section
for details). There are eleven tools for practicing at each position. Each tool will
have a different impact on player attributes.
||Athleticism, Speed, Durability, Stamina
||Strength, Athleticism, Speed
||Elusiveness, Athleticism, Speed
||Game Instinct, Technique
Note: This is intended and written for D-III coaches. If you are coaching at a higher level,
then you likely already know the information contained in this section.
Your team has a roster of 50 players and all of them are on a scholarship. Each year,
when seniors graduate, you will have new scholarships available to replace them.
To recruit them, you will need to spend recruiting money. Each season, you are given
$3,000 per open scholarship to help you recruit. If you do not spend it all, a maximum of
25% will carry over to the next season if you have filled all of your scholarships.
This is an important concept if you want to compete for the best players when your
vision increases. You also need to decide which positions that you need to recruit.
The positions are QB, RB, WR, TE, OL, DL, LB, DB, K, and P. Please note that you won’t
be recruiting a Center, Guards, and Tackles on the offensive line but instead are just
recruiting Offensive Lineman. The same is true for Defensive Lineman, Linebackers,
and Defensive Backs. How many players you have at each position depends on which
offensive and defensive formations that you will be using.
You can follow these general guidelines as to the number of players at each position:
Please note that the minimum number of players on the chart will only give you 36 players.
You need to choose where the other 14 players will go. While not recommended, you may go with 1 kicker
and no punter or vice versa if you wish to save an extra roster spot. In this case, the
kicker or punter will perform both kicking and punting duties. Each position has core
abilities to look for when recruiting. Below are the Core Attributes, Secondary Attributes,
and a list of what to look for in a Solid Player and a Star Player at each position.
||Solid Core Values
||Star Core Values
||Strength, Game Instinct, Technique
||Stamina, Athleticism, Elusiveness
||30, 35, 35
||40, 50, 40
||Elusiveness, Speed, Strength
||45, 35, 25
||60, 55, 35
||45, 35, 25
||60, 55, 35
||Hands, Speed, Game Instinct, Elusiveness
||40, 35, 25, 30
||55, 45, 40, 45
||Strength, Blocking, Technique*
||Elusiveness, Hands, Game Instinct*
||35, 40, 30
||45, 50, 40
||Strength, Blocking, Game Instinct
||40, 45, 25
||50, 60, 35
||Strength, Tackling, Technique
||40, 45, 25
||50, 60, 35
||Speed, Tackling, Technique, Elusiveness
||40, 45, 25
||50, 60, 35
||Tackling, Game Instinct, Technique
||35, 35, 35
||45, 50, 40
||Tackling, Game Instinct, Speed, Technique
||35, 35, 35
||45, 50, 40
||Speed, Game Instinct, Technique
||Elusiveness, Hands, Strength
||35, 35, 35
||50, 45, 45
||Speed, Game Instinct, Tackling
||Athleticism, Strength, Technique
||35, 35, 35
||50, 45, 45
||Game Instinct, Hands
* If you want a receiving TE, you may want to use more of the WR stats.
Now that you know what to look for, how do you get these players on your team? As a new
coach, you probably want to avoid battles with other schools for your recruits. Your funds
may be lower than theirs since they could have carryover money from previous seasons and
money earned by their conference during the post-season. If you battle, you will could
lose out and then not have the funds to recruit other players. If you run out of
recruiting money before filling all of your scholarships, the AI will sign players for you.
You want to avoid the AI signing any players for you because they will be below average
and your assistant coach will use any remaining money that you may have in your budget.
The first thing that you need to do is search for recruits. Under recruiting, click
on the search function. Put in your criteria and search for players. As a new coach,
you probably want to stay as close to your college (under 360 miles) for your search
as possible. You will also need to stick with projected D-III players because higher
level players will not sign with you. Once you have found players, you can move them
to your summary by clicking the check mark box on the left side of the screen or opening
their profile (click the recruit's name) and performing an available recruiting action.
You now have all of your players (and hopefully some backup players so you can avoid
battles) that you are interested in signing on your summary page. At 12:00 PM EST on
the day recruiting starts, you can start using your tools (other than adding a watch)
to recruit these players. The following is a list of the available recruiting tools:
|AC Phone Call
Have your assistant coach call the recruit. It is not very effective in getting
recruits to become interested in you, but it is good at finding out a recruit's
initial level of interest in your school and learning his distance preference
and favorite school.
|HC Phone Call
You call the recruit. It carries more weight than a call from your
assistant coach, but it is not a very impactful action. It is good to use to
find out where the recruit stands with your school.
|Letter and Materials
You will get a letter back indicating the interest level of the recruit in your
|AC Scouting Trip
Send your assistant coach to scout the recruit. It is very helpful in generating
interest in your school from the recruit. The resulting scouting report can be
useful in deciding which recruits to pursue further.
|HC Scouting Trip
Scout the recruit. The recruit will take notice that the head coach of a school
is scouting him and therefore it is useful in getting recruits interested in
your school. You will also gather some notes on the recruit that can be helpful.
|AC Home Visit
Send your assistant coach to visit the recruit at home. This is very effective
in getting recruits interested in your school. If the recruit does not have
a minimal amount of interest in your school, he may decline the visit but you
will not be charged for it.
|HC Home Visit
Visit the recruit at his home. This is considered to be the second most effective
way to get recruits interested in your school. Like the assistant coach visit,
this action may also be declined by the recruit but there is no charge if it is.
Invite the recruit to come and visit campus. Like the home visits, this can also
be declined by the recruit (no charge). If the recruit visits, it is extremely
effective in getting the recruit interested in your school.
|Guaranteed Start - Fr.
A promise to the recruit that he will start in his first season with the team.
It is effective in getting recruits interested in your school, but you will have to
live up to the promise or they may get angry, stop working hard, or even leave your
|Guaranteed Start - So.
A promise to the recruit that he will start in his second season with the team. It
is less effective than a freshman start promise, but still effective in getting
recruits interested in your school. The downside is that you must keep your word.
|Guaranteed % of Plays
A promise to the recruit that he will participate in a minimum percentage of the
team's plays during his first season. All recruits want to play as much as possible,
so this is an effective way to get and keep a recruit interested in your school.
To get a player to sign, you must offer a scholarship. In order to sign most players,
you must have met them face to face (home visit or campus visit). For some players,
a starting spot guarantee or promised playing time can make them not need a visit in
order to accept the scholarship offer.
This can either generate interest or you could lose all the influence that you
have gained. You could also be investigated by the WCAA and receive suspensions
and be put on probation. Use at your own risk. If caught, it will also hurt
your reputation as a coach.
During the recruiting period, you will also be able to schedule up to three pre-season
exhibition games. These are important so that your players will have time to practice
and improve. Two of these games must be played before your freshmen join your roster.
The third game can be played before or after they join. If any players are hurt in an
exhibition game, you may lose them for the regular season. The earlier you play your
games, the more time they will have to heal but your freshman will not get to play.
If you play after freshmen are added, they will get a practice in but you could lose
some players for the regular season due to injuries.
As soon as recruiting starts, you can schedule pre-season exhibition games (max of 3)
and next year’s non-conference schedule. You can challenge any team to an exhibition
game, but it is best to stay at the same level as your team. These games are simulated
at 2:30 AM EST. Make sure you have a depth chart and a game plan set up before the game
is played. Exhibition games are important so that you can start improving your team.
You only practice on days that you have games (both preseason and regular season).
You can also start scheduling your next year’s non-conference schedule. You need to have
5 non-conference games. You can request a home or an away game. AI controlled teams will
automatically accept while user controlled teams can either accept, decline, or counter.
You must have all of the games scheduled prior to the end of the post-season or the
computer will try to schedule them for you. If you do not schedule the games yourself, you
may not end up with 5 non-conference games the next season.
Before playing any games, you will want to setup your depth chart. There is one depth
chart used for all formations. The players will fill the positions in the order that you
choose to place them on the chart (i.e. top player will be used first). If a player is
not on the depth chart to fill a needed slot, the sim will choose the player to fill
the slot and your team may suffer for it.
For starting purposes, the game looks at your depth chart and the base offense/defense of
the main active game plan to choose which formation is considered for starters. If a
player is set in the depth chart as a starter according to the base formation and
participates in one play in the first half, he will be credited for a start. Players that
are set to be starters will have a green checkmark in the starter column. Formation specifics
can be found in the Gridiron 101 section.
You can use the situational settings to control the substitution pattern at the running back position
and optionally set specialists as the short yardage back, third down back, and slot receiver.
The specialist players will enter the game based on the situation. The 3rd down back will enter the
game on 3rd and 4th down plays. The slot receiver will enter the game whenever the formation dictates
3+ receivers on the field -- trips and shotgun. The short yardage back enters the game in short
yardage situations on 3rd and 4th down. If the specialist is not available, then the next person
in the position list (RB, WR1, WR2) is selected. The RB sub pattern determines how RBs share time
on the field. The first number of the split is for the first position on the runningback depth chart
and the second number is for the second position. For example, if you choose the 80-20 split option,
then the RB in the first slot will receive approximately 80% of the playing time and the RB
in the second slot will receive the remaining 20%. If specialists are set, third down back
and short yardage back, then those players are used in those situations and this split is
only used in the other situations.
The substitution settings allow you to control how long your players play with fatigue. A
player with a stamina rating of 50 should be able to play most of the game under normal
circumstances using the default setting. As you move the setting options towards fresh, the players
will sub out more quickly and as you move down, more slowly. The same effect holds true regarding a player's
stamina rating. The higher the rating, the longer they can play without rest.
The rush settings are used to determine the distribution of running plays between the various
positions on the field. The positions that have the setting are QB, FB, WR1, and WR2. The RB
position does not have the setting because this position takes the remainder of the rushes.
The OL and TE positions do not have the setting because they are not potential ball carriers
on running plays. For the positions that have the setting, it can be set to one of eight
levels and is on player basis. The levels range from 'None' to 'Often'. If all players with
the setting are set to 'None', then the RB position will make all the rush attempts in the game.
As players are set to levels moving towards 'Often', the number of carries left for the RB
position is decreased.
Game planning is the part of the game where you choose how you want your offense and
defense to play. You can choose to create custom game plans or use the default game plans.
Each game plan has 3 sections: base settings, offense, and defense. You specify when to use
each game plan in the active settings section.
The base settings for each game plan sets up your base formations for offense and defense.
This will effect which players are considered to be starters on your team and if you don't
set any specific offense or defense settings, these formations will be used throughout the game.
You can also set your base style (aggressiveness) and tendency (run/pass split). Your base
offensive style is used throughout the game to make decisions around when to punt, kick a field
goal, or go for a first down.
Under offense, there are settings for each of the four downs. For each down, you must choose
from 1 – 3 formations, for long, medium, and short situations. The first thing that you need
to do is set the yards for each situation. For example, on first down, Long could be set to 11
or more, Medium to 6-10, and Short from 1-5. You then can choose 3 offensive sets to use
(you can use the same set more than once). You then pick the tendency. The following chart
gives a breakdown on the affects of tendency choices:
Style is used to determine how aggressive the team will be playing. If you choose an
aggressive setting on offense, your team will be more likely to make a big play but also
more likely to turn the ball over. (It also seems that more sweeps will be run on
aggressive and more runs up the middle on conservative.) There are then three check boxes.
They are normal, red zone, and inactive. Normal formations will be used outside the
opponent’s twenty yard line. Red zone formations will be used inside the opponent’s
twenty yard line. Inactive formations will not be used. A formation can be used for both
normal and red zone. Also, more than one formation can be used in each situation as well.
The defense is set up similarly to the offensive settings. For each down, you must
choose a yardage for short, medium, and long. You then need to choose a defensive set to
counter each possible offensive formation. You choose the tendency next and finally the
style. High aggressiveness on defense will cause more turnovers but you are more likely to
give up the big play. The tendency marks the type of play, run or pass, that your defense is
looking for out of the offense and therefore be in a better position to defend against it.
The active settings section is used to set when each game plan is used in a game. You will
need a minimum of three game plans for every game. You will need to set up a main game plan,
a game plan when you are winning, and a game plan when you are losing. You may also set up
two more optional game plans. You can pick the time and amount you are winning or losing by
for the different game plans to become active. For example, you can you can choose for a
game plan to go into effect when losing by 7 or more points with 5 minutes left to go in
the half. Note that these settings take effect at both the end of the first half and the end
of the game.
During the 3 days of the job period (after the renewal deadline and prior to when new coaches
can get teams), you can try to move up to a new division or laterally within a
division to a new team. You will lose all of your accumulated recruiting money with any change.
To change jobs, you must apply for a job. To do that, you go to the office tab and click on
jobs. You will get a listing of all of the jobs available in every division.
You may only go up one division (i.e. D-III to D-II) at a time. Pick the school that
you want a job at and click on the apply button. Your loyalty will take a hit moving laterally
to a new team within the same division that you are already in (i.e. D-III to D-III).
The jobs list will list the qualifications of each job and during this time indicate which jobs you
may be qualified to take.