RulesRules are for finer control of your team, they should be used in conjunction with sliders, not as a replacement. That get's too messy.
Rules always take precedence over all other parts of your gameplan and if the Rule Conditions are met, the highest in the list is the on that is picked. You can deactivate Rules if you don't want them for your next game. They are still there, but shaded out. Use carefully, however, if something janky is going on and your don't know why.... Look at your rules!
Also rules, do not call by Play Type then Personnel like sliders. If weights the plays based on the sliders you select for both of those in the rule. The little Red bar for each play if you click "View Plays" shows you how they are weighted.
Rules are Split into Conditions the things that makes you call this rule and Decisions, what you want to happen when those conditions are met.
Defensive RulesI will give you an run through of a really good starting defensive rule. Your Opponent plays 5WR, 5WR has only Passes. This means you can set up a 100% Pass Key rule for 5WR Sets.
Conditions-First Select Defense
-Select All downs plus Extra Point, you'll need to do this individually.
-Select all 3 Distance Options (Distance can also be selected by numbers on rules, but for this rule that is not needed)
-Selection all 4 field locations (Locations can also be selected by numbers and not just the 4 locations the game divides the field up into).
-Selection 5WR Personnel - In this case, what you opponents personnel is, is a Condition for your rule. So Personnel on conditions is the Offensive Formation your opponent is using.
-Select All Quarter and Overtime.
-Time 15:00 - 0:00
-All Scores - Can be done by Down 29+ to Up 29+. If you did this from 0 to +10 you would only call this rule, when you were drawing or winning by up to 10 points.
Decisions-Personnel - This is the defensive personnel you want to call, for a 4WR play, the game would normally call
Quarter and this is what I advise selecting. Move that slider to 100, that means you will only select from your Quarter Plays. Make sure your playbook has the relevant plays in it.
-Set Secondary and Linebacker sliders so that it weights your plays available for selection as to which are most likely to be called. To see the Red Bars - Save the Rule and Click "View Plays"
-For this rule, we know, because of the formation, it will always be a Pass. Therefore in this instance you can set Pass to 100 and leave Run and Neutral at 0.
If when you click view plays you have no plays appearing, you have no plays that satisfy the rule in your playbookThis is a good default rule to run. You can now have fun doing the same on your own for 4WR sets as both of those are 100% Pass sets. You only need one rule to do both! However, I would advice using Dime not Quarter.
Offensive RulesThese follow the same idea as Defence.
For Conditions you selection Down, Distance, Location, Quarter, Time in the Quarter and Score Scenario you want the rule to be called.
For Decisions you only need to Move the Sliders for Play Type and Formation. Remember, unlike sliders these are weighted simultaneously. If you want to see which plays are weighted the most heavily, Save and Click View Plays.
For this reason, I advise rules to be kept very narrow in their scope. Don't try and weight 4 different formations in a rule, use if for very specific scenarios.
For example, you are Drawing or Behind and 3 yards away from FG range on 3rd Down. You could set up a rule that means you on the Fourth Down, at that distance and location and those scores, you Pass/Run and Go for it.
At the end of the day, with Rules, remember the Conditions and Decisions, take your time and don't go too mad until your got a basic grip of it. Keep the narrow and specific and you should go too far wrong. Not every player plays massively with rules, so it's not much of a handicap to not play with it too much.
However the 100% Pass Key for 5WR and 4WR is a default advice given the community so I have given you that one.