Post by Prime-Time000 (Admin) on Mar 6, 2016 0:45:12 GMT
Please review these rules before joining the league, they are important you go over every rule. If you have any questions please don't hesitate to go over with an admin. Please note, I have the rules below but I have also attached the file so everyone should be able to view it one way or another.
Offense:
The main rules are user catching is allowed. However, on passing plays you CAN NOT switch to a wr before throwing him the ball to get him open. You can throw the ball and hit a catch button if you wish. Also you CAN NOT constantly Lob balls deep and/OR aggressive catch. These type of plays are few and far between in the NFL so 3 max. You still need to mix plays don't just keep calling the same plays over and over. Don't bounce every run outside mix inside and outside runs. Keep your play call ratio at least 70/30. You can switch on defense as well. However nano blitz is NOT allowed. You CAN NOT take a defensive back or line backer to the line of scrimmage pre snap to cause a nano. NO line drive punts or pooch punts. Onside kicking unless you are trailing in the 4th is frowned upon. Going for 2 at your own risk. You CAN go for it on 4th down in these situations: when you are at or beyond your opponents 45 and its 4&1 or shorter. When you are at your opponents 5 yard line or shorter. When you are trailing by 9 points or more with less than 5 minutes remaining you may go for it regardless of field position or down and distance. You CAN NOT go for it if you are leading by 21 points or more.
The following plays are not allowed in our league:
Motioning a WR behind the line of scrimmage and then snap the ball on a running play.
QB sneak in any situation EXCEPT on a 3rd and 1 or less, or a 4th and 1 or less if it's legal to for it on 4th according to our rules
No-huddle in all of the 1st and 3rd quarters, and most of the 2nd quarter
It is allowed during the last two minutes of each half, or any time in the 4th when you are down by 2 scores.
One dimensional playcalling.
Mix up your pass/run ratio. We understand that ratio varies based on an owner's style on offense, but maintain a 70/30 or better ratio, vice versa. Unless of course, you are down by multiple scores early in the game and have to pass to catch up.
Fake hike spamming presnap.
Goal line formation outside of your opponent's 10-yard line.
Excessive repetition of the same routes or play.
We understand that it is necessary to run the same play a few times over the course of a game, but do your best mix up your play-calling. Don't abuse the same route over and over again, and running plays should be a mix of inside and outside runs. Bouncing your RB straight to the outside on every play will not be tolerated.
Defense:
The following plays are not allowed in our league:
Nano-blitzing. Nano-blitzing is when you individually audible a linebacker from coverage, into a blitz, and then manually moving him into a gap. You are allowed to audible a defender into a blitz.
You can move an individual linebacker, corner, or safety in the following fashion: side to side from their original positioning or backward, you may not move them towards the line to create a nano blitz
Erratic movement of a user-controlled safety pre- and post-snap.
Move your player in a fluid and sim fashion, not running around aimlessly.
Excessive shifting of the defensive line and linebackers.
You should not be shifting your defensive line left and right constantly. Make an adjustment or two if necessary, then stop shifting. Same goes for the linebackers.
Blitzing on every play.
The commit run feature. Is NEVER permitted. It is in no way shape or form sim.
Special Teams:
You are not allowed to live drive punt, or punt the ball really high, and short. You are allowed to use the sky kick feature.
If you line drive punt, and there is a muffed punt, you must give the ball back to your opponent wherever the ball is recovered by spiking the ball 4 times.
If your opponent uses the "ice the kicker feature by taking a time out and your kicker is going to be iced, you are not allowed to call another play to "cancel the ice feature."
For example, if you are in over time, and the kick is for the win and it is first down, you line up for the kick, your opponent takes the time out, you are not allowed to then call spike. You must line up to kick it. That is exploiting a feature in the game. & In real life teams don't change their minds if a kicker gets iced anyway.
If you do this you must give the ball back to your opponent by calling four spikes in a row. Regardless of the time remaining in the game.
4th Downs:
You CAN go for it on 4th down in these situations: when you are at or beyond your opponents 45 and its 4&1 or shorter. When you are at your opponents 5 yard line or shorter. When you are trailing by 9 points or more with less than 5 minutes remaining you may go for it regardless of field position or down and distance. You CAN NOT go for it if you are leading by 21 points or more.
Quarters 1-3 unless you are beyond your opponents 45 yard line and it’s 4th and 1 or less
Vs CPU
Same rules apply however excessively going for it on 4th down to pad stats will be easy to detect and result in discipline from the league.
MISC
Display good sportsmanship at all times.
no showboating, doing "the whip" or TD celebrations
Do not run up the score or pad stats the game is well over. Just run the clock out. If there is no hope of coming back from a huge deficit and your opponent is running the clock in the final few minutes, don't call TOs to delay the inevitable.
if you are up by 24 in the 4th, you can no longer pass for a TD, obviously, if your opponent scores a TD, and you're only up by 17 again, you can score however. (play to run the clock not run up the score)
Do not use chew clock feature until last two minutes of 1st half, and last three minutes of the 2nd half.
CPU Games
While we always aim to field a 32-user league at all times, playing against CPU games are sometimes inevitable either due to a team vacancy, or your opponent being on auto-pilot. In any case, we expect all our members to follow the standard sim rules vs CPU, and the outcome of their game be as realistic as possible.
Do not restart vs CPU teams. UNLESS approved by admins.
Do not use super-sim vs CPU teams.
Play sim vs CPU teams. Do not abuse money routes. Mix up your play calling.
Any time you are up by 28 points vs CPU, you must:
-Bench your starting QB and HB.
You are not allowed to win a cpu game by more than 28 points.
DO not intentionally let the CPU team score and get back into the game so you can continue to score on offense. This type of behavior can easily be identified by simply looking at the game stats. We all have played against CPU enough to know how they behave at any point during the game based on the score
Violations are cumulative throughout the entirety of that years Madden.
450 yards passing by your QB
200 yards rushing or receiving by any 1 player
5 total combined TDs passing/rushing by your QB
3 total TDs by any receiver/TE/HB
4 sacks by any player
No we aren’t asking you to throw a game against CPU to not break stat caps that would be stupid but, if you play sim and mix up your play calling you won’t run into that situation anyways. Also, once again we will be able to tell if you were allowing the CPU to score so you can keep scoring.
ROSTER MANAGEMENT
Just like the game play, we want rosters to the managed as sim as possible. We encourage owners to build a team primarily through good drafting, FA signing, and perhaps an occasional trade or two.
A new season offically starts when the offseason begins.
You must have 53 players in your roster in order to play a game. No more, no less.
During the season, you are allowed to sign three free agents per advance period.
You can resign a player you have cut during the season but, you must wait one week after cutting a player to do so.
You are not allowed to change a players position without approval by an admin. Position changes such as tackle, to guard or center would be allowed.
Position changes such as Wide Receiver to tight end, or Running back to full back will be denied.
TRADES
All trades have be posted in the trade forums and approved by the committee. Do NOT send each other trade requests on the console without an approval.
No player can be traded twice in the same season.
Trades with CPU teams are not allowed
Fantasy trades are frowned upon and will likely be denied. Trades should be realistic for the most part. Do not expect to come in and give away your franchise/building block players right away.
So that means NO SUPERSTARS will be traded, this does not happen in the NFL. For example, a young up and coming star will not be allowed to be traded. ETC.
Offense:
The main rules are user catching is allowed. However, on passing plays you CAN NOT switch to a wr before throwing him the ball to get him open. You can throw the ball and hit a catch button if you wish. Also you CAN NOT constantly Lob balls deep and/OR aggressive catch. These type of plays are few and far between in the NFL so 3 max. You still need to mix plays don't just keep calling the same plays over and over. Don't bounce every run outside mix inside and outside runs. Keep your play call ratio at least 70/30. You can switch on defense as well. However nano blitz is NOT allowed. You CAN NOT take a defensive back or line backer to the line of scrimmage pre snap to cause a nano. NO line drive punts or pooch punts. Onside kicking unless you are trailing in the 4th is frowned upon. Going for 2 at your own risk. You CAN go for it on 4th down in these situations: when you are at or beyond your opponents 45 and its 4&1 or shorter. When you are at your opponents 5 yard line or shorter. When you are trailing by 9 points or more with less than 5 minutes remaining you may go for it regardless of field position or down and distance. You CAN NOT go for it if you are leading by 21 points or more.
The following plays are not allowed in our league:
Motioning a WR behind the line of scrimmage and then snap the ball on a running play.
QB sneak in any situation EXCEPT on a 3rd and 1 or less, or a 4th and 1 or less if it's legal to for it on 4th according to our rules
No-huddle in all of the 1st and 3rd quarters, and most of the 2nd quarter
It is allowed during the last two minutes of each half, or any time in the 4th when you are down by 2 scores.
One dimensional playcalling.
Mix up your pass/run ratio. We understand that ratio varies based on an owner's style on offense, but maintain a 70/30 or better ratio, vice versa. Unless of course, you are down by multiple scores early in the game and have to pass to catch up.
Fake hike spamming presnap.
Goal line formation outside of your opponent's 10-yard line.
Excessive repetition of the same routes or play.
We understand that it is necessary to run the same play a few times over the course of a game, but do your best mix up your play-calling. Don't abuse the same route over and over again, and running plays should be a mix of inside and outside runs. Bouncing your RB straight to the outside on every play will not be tolerated.
Defense:
The following plays are not allowed in our league:
Nano-blitzing. Nano-blitzing is when you individually audible a linebacker from coverage, into a blitz, and then manually moving him into a gap. You are allowed to audible a defender into a blitz.
You can move an individual linebacker, corner, or safety in the following fashion: side to side from their original positioning or backward, you may not move them towards the line to create a nano blitz
Erratic movement of a user-controlled safety pre- and post-snap.
Move your player in a fluid and sim fashion, not running around aimlessly.
Excessive shifting of the defensive line and linebackers.
You should not be shifting your defensive line left and right constantly. Make an adjustment or two if necessary, then stop shifting. Same goes for the linebackers.
Blitzing on every play.
The commit run feature. Is NEVER permitted. It is in no way shape or form sim.
Special Teams:
You are not allowed to live drive punt, or punt the ball really high, and short. You are allowed to use the sky kick feature.
If you line drive punt, and there is a muffed punt, you must give the ball back to your opponent wherever the ball is recovered by spiking the ball 4 times.
If your opponent uses the "ice the kicker feature by taking a time out and your kicker is going to be iced, you are not allowed to call another play to "cancel the ice feature."
For example, if you are in over time, and the kick is for the win and it is first down, you line up for the kick, your opponent takes the time out, you are not allowed to then call spike. You must line up to kick it. That is exploiting a feature in the game. & In real life teams don't change their minds if a kicker gets iced anyway.
If you do this you must give the ball back to your opponent by calling four spikes in a row. Regardless of the time remaining in the game.
4th Downs:
You CAN go for it on 4th down in these situations: when you are at or beyond your opponents 45 and its 4&1 or shorter. When you are at your opponents 5 yard line or shorter. When you are trailing by 9 points or more with less than 5 minutes remaining you may go for it regardless of field position or down and distance. You CAN NOT go for it if you are leading by 21 points or more.
Quarters 1-3 unless you are beyond your opponents 45 yard line and it’s 4th and 1 or less
Vs CPU
Same rules apply however excessively going for it on 4th down to pad stats will be easy to detect and result in discipline from the league.
MISC
Display good sportsmanship at all times.
no showboating, doing "the whip" or TD celebrations
Do not run up the score or pad stats the game is well over. Just run the clock out. If there is no hope of coming back from a huge deficit and your opponent is running the clock in the final few minutes, don't call TOs to delay the inevitable.
if you are up by 24 in the 4th, you can no longer pass for a TD, obviously, if your opponent scores a TD, and you're only up by 17 again, you can score however. (play to run the clock not run up the score)
Do not use chew clock feature until last two minutes of 1st half, and last three minutes of the 2nd half.
CPU Games
While we always aim to field a 32-user league at all times, playing against CPU games are sometimes inevitable either due to a team vacancy, or your opponent being on auto-pilot. In any case, we expect all our members to follow the standard sim rules vs CPU, and the outcome of their game be as realistic as possible.
Do not restart vs CPU teams. UNLESS approved by admins.
Do not use super-sim vs CPU teams.
Play sim vs CPU teams. Do not abuse money routes. Mix up your play calling.
Any time you are up by 28 points vs CPU, you must:
-Bench your starting QB and HB.
You are not allowed to win a cpu game by more than 28 points.
DO not intentionally let the CPU team score and get back into the game so you can continue to score on offense. This type of behavior can easily be identified by simply looking at the game stats. We all have played against CPU enough to know how they behave at any point during the game based on the score
Violations are cumulative throughout the entirety of that years Madden.
450 yards passing by your QB
200 yards rushing or receiving by any 1 player
5 total combined TDs passing/rushing by your QB
3 total TDs by any receiver/TE/HB
4 sacks by any player
No we aren’t asking you to throw a game against CPU to not break stat caps that would be stupid but, if you play sim and mix up your play calling you won’t run into that situation anyways. Also, once again we will be able to tell if you were allowing the CPU to score so you can keep scoring.
ROSTER MANAGEMENT
Just like the game play, we want rosters to the managed as sim as possible. We encourage owners to build a team primarily through good drafting, FA signing, and perhaps an occasional trade or two.
A new season offically starts when the offseason begins.
You must have 53 players in your roster in order to play a game. No more, no less.
During the season, you are allowed to sign three free agents per advance period.
You can resign a player you have cut during the season but, you must wait one week after cutting a player to do so.
You are not allowed to change a players position without approval by an admin. Position changes such as tackle, to guard or center would be allowed.
Position changes such as Wide Receiver to tight end, or Running back to full back will be denied.
TRADES
All trades have be posted in the trade forums and approved by the committee. Do NOT send each other trade requests on the console without an approval.
No player can be traded twice in the same season.
Trades with CPU teams are not allowed
Fantasy trades are frowned upon and will likely be denied. Trades should be realistic for the most part. Do not expect to come in and give away your franchise/building block players right away.
So that means NO SUPERSTARS will be traded, this does not happen in the NFL. For example, a young up and coming star will not be allowed to be traded. ETC.