<Graveyard Shift Rules>

Discussion in 'Graveyard Shift' started by Ryty, Jul 25, 2013.

  1. Ryty

    Ryty Over the Cap

    Joined:
    Jul 19, 2009
    Messages:
    3,275
    GRAVEYARD SHIFT: A Madden Connected Franchise for the PS3

    Welcome to the league! (courtesy of Bob Jr)

    Here are a few key rules regarding HK, and if you have any questions feel free to ask ryty32, Diddy81, or controllerabuser.

    Be SIM. If you have to necessarily ask what SIM is then maybe this is not the league for you. If a glitch is found, please report that to the league through the forum or a pm directly to the commissioners. There will be league specific game play rules, but also keep in mind that GS by all TSO site wide rules.

    Be ACTIVE. Activity is a must for any league, and without question we will require game recaps. The idea is that once you begin to do recaps that you will immerse yourself into other aspects of content. We think content is contagious, and would want you to add something that you want to add to the league. With our current members, you will see great ideas from great people.

    Be AVAILABLE. Make sure you are staying in contact with your opponents for that week. We believe AIM is the best form of communication for games, but also check the forums and utilize the TSO site for talking with fellow owners. Once you finish your current week’s games, feel free to contact your next week’s opponent. We will post a match up thread each week, make sure to post in there when you will be playing your game. I have found the best form of communication is through text messaging your opponent. If you fail to get the game scheduled 2 hours before the deadline, then your game will be simmed. There will be a hard 48 hour advance for Graveyard Shift.

    If you are the last game for more than 3 times, you will be removed from the league. Sometimes things come up, but there is no reason to not be proactive in your approach to scheduling

    TEAM MANAGEMENT

    T.1 DEPTH CHART CHANGES
    Owners/coaches are responsible for setting their team’s depth chart within the franchise BEFORE each game. Depth chart changes are NOT permitted before the opening kickoff. However, depth chart changes are allowed during the game if:


    • If a player is struggling.
    • If a player is injured OR to prevent injury.
    • If the game is a blowout.


    T.2 SUBSTITUTIONS & POSITION CHANGES
    Madden allows you to change personnel in different formations from the play selection screen. If you utilize the switching personnel feature PLEASE DO SO WITH CAUTION. Switching personnel in the play calling screen and/or calling audibles that put personnel out of position and into any unacceptable situations is prohibited.


    T.3 TRADING, RE-SIGNINGS, FREE AGENCY, & ROOKIE SIGNINGS
    In order to prevent trade drama, the trade committee will be a one man team - Ryty.

    The Trade board will be allowed to reject any trade by any owner.

    - There will be no limit on trades. However, the trade deadline in the game will apply.
    - Trading draft picks is allowed, including future picks.
    - One owner must make a thread regarding the teams involved in the trade.
    This is the way you would start the thread.
    “Cowboys and Texans reach agreement”
    - Once you post there is no going back on the proposed trade as it will be submitted to league office.
    - Keep your trades realistic. Remember the NFL is not the NBA or MLB.

    Draft Classes: Drafts will be imported from the Cradle to Grave Dynasty on TSO. Here is the link to the dynasty - http://forums.traditionsportsonline.com/forums/cradle-to-grave.826/

    Waiver Wire description: http://forums.traditionsportsonline.com/threads/waiver-wire-season-1-regular-season.102551/

    OFFENSE

    O.1 OFFENSIVE PLAYCALLING
    Coaches in the NFL mix up their play calling, however, when a coach sees that a team is weak in an area, they exploit it. This is legal, however, with some exceptions. Do not call the same play or pattern over and over again. If a team can't stop the run or pass, you may exploit them with a heavy dose of either one by using a number of different plays. If you've called the same play twice in a game, it's time to think twice about calling it again. Diversify and distribute the ball. QUICK SNAPPING IS PROHIBITED! ALLOW THE DEFENSE TO SET! An exception to this would be if the play clock is about to hit zero. Otherwise, a one or two second count would be sufficient.

    O.2 AUDIBLES
    Calling audibles at the line of scrimmage is commonplace in every level of football. Calling an audible to change to a formation which circumvents your league’s personnel rules is not allowed. When calling an audible, the offense MUST allow the defense time to adjust and be set for at LEAST one second before snapping the ball.

    O.3 HURRY-UP OFFENSE
    Hurry-up offense may only be used in the final two minutes of each half following the two-minute warning. Hurry-up offense is prohibited when the clock is stopped, i.e. possessions out of bounds, incomplete passes, or penalties. When using the hurry up offense, please allow your opponent to set their defense before snapping the ball. If a player is put in motion, he must be set before the ball is snapped - even if the play clock is about to expire. Purposely trying to cause off-sides penalties or taking advantage of defensive AI is not allowed. Please refer to each league specific rule set for any exceptions to the rule.

    O.4 MOTION
    ONLY ONE PLAYER MOTION IS ALLOWED ONCE THE OFFENSE IS SET. The player put in motion must re-set before snapping the ball. If you decide to motion a player and he is not able to re-set before the play clock expires, you MUST call a timeout or take a delay of game penalty.

    O.5 PLAY-ACTION PASS
    Play-action should only be used in warranted running situations. Please refrain from using play-action on a habitual basis.

    O.6 QB MOVEMENT
    Rolling out with the QB following the snap MUST be by play design (QB roll out, play action roll out, option, or screen). Dropping back or rolling out to avoid a sack is warranted if defensive pressure is there. However, there has to be pursuit by the defense in order for it to be considered a legitimate QB scramble. You cannot intentionally drop your QB back 10+ yards and/or you cannot SPRINT with the QB to the sidelines immediately following the snap just to get receivers open.

    O.7 TWO QB OFFENSE
    The use of a two QB offense is very limited in the NFL and should NOT be utilized heavily in your game plan. The occasional substitution of a running QB in the wildcat or some other running formation is acceptable as a trick/change of pace type play.


    O.8 MANUAL CATCH
    Looping. Don't do it. If you don't know what it is, ask.


    O.9 GOAL LINE FORMATION
    The goal line formation may be used at any time if the offense is within 10 yards or less of either end zone. It may also be used in situations involving one yard or less to attain a first down.

    O.10 RUNNING OUT THE CLOCK
    Most leagues do not play 15 minute quarters, so we have to be cautious of excessively running clock. Typically, “killing the clock" is only permitted with under 2:00 remaining in each half. Excessively running the clock at any other time is prohibited unless dictated otherwise by the individual league rules. "Killing the clock" would mean running the play clock down to less than 10 seconds excessively. We all know there are certain situations that are unavoidable, but when the game clock is running between plays, please try to have your plays called and the ball snapped within a reasonable time.

    O.13 4TH DOWN RULES

    You may go for it on any 4th Down and <2 yard situation in quarters 1-3 inside the opponents 50 yard line. In the 4th quarter, you can go for it anytime if you are trailing by any score.

    O.14 RUNNING UP THE SCORE
    Running up the score is NOT allowed in the TSO community. Any unnecessary scoring or stat padding will not be tolerated. Use your best judgment. Show sportsmanship by respecting your opponent.

    There are things you should do when on the positive end of a blow-out. Removing your starters, punting, running the ball and chewing the clock should be staples of your gameplan. Starters should not be scoring when up by four scores. Late scoring will NOT be tolerated. There should be no reason for the winning team to score on offense in the closing minutes of the game if it is a blowout.


    DEFENSE

    D.1 DEFENSIVE PLAYCALLING
    Teams should mix up their defensive formations, coverages, and blitzes based on their defensive scheme and the opponent’s offensive gameplan. Please call realistic defensive plays for the proper situation. Use a 4 or 5 DL set to stop the run and a 3 or 4 DL set to play the pass. Sitting in Cover 3 or DE Contain all game, for example, is prohibited. The only exception to this goes along with offenses becoming one dimensional. If your opponent is forced to become one dimensional due to the score, you will be permitted to do so on defense.


    D.2 PERSONNEL SELECTION
    Defensive personnel selection should be based on what offensive personnel are selected in the huddle. In addition, personnel selection should be based on time remaining, the down, and the yardage required for the offense to attain the first down and/or the distance to the goalline.

    D.3 AUDIBLES & ADJUSTMENTS
    When making adjustments on the field pre-snap, be sure that you are not making the exact same adjustments on every play. Constant press coverage, constant line stunts, shifting the DL and linebackers in the same manner every play and the like falls under the category of not mixing up play calling, and is frowned upon. If you find yourself in a situation where your defense needs to be reset, audible to your original play by pressing X+LT (360) or []+L2 (PS3).

    D.4 BLITZING
    There are exploits and AI deficiencies that can be taken advantage of in Madden - even when employing defensive schemes that are often seen in the NFL. There are teams in the NFL that rely on their speed on defense sometimes using blitz schemes all game. Although it is not illegal to blitz; it IS illegal to NANO blitz with player shifts and manual player movement. Individual leagues may have additional rules in place regarding blitzing.


    D.5 PLAYER MOVEMENT
    NFL teams also shift players around in order to get a better blitz angle. However, there are a lot of "glitch blitzes" that prevent us from allowing teams to move players around on defense other than Madden shifts. At no point should shifts be made to take advantage of the D-line spacing or to allow a DB to encroach the line without penalty in order to reach the quarterback unabated.


    Manually controlled players should mix up their strategies during the game. A defensive tackle will NOT swim all game as the offensive lineman would make necessary adjustments to counter that. Unfortunately, the AI does not think that well so mix up your attack.

    SPECIAL TEAMS

    ST.1 ONSIDE KICKS
    Onside kicks are permitted at any time by the losing team in the 4th quarter only. Individual leagues may have rules in place regarding surprise onside kicks. Please refer to each league specific rule set to determine the individual league parameters regarding fake onside kicks.


    ST.2 FAKE PUNT & FAKE FIELD GOAL
    Individual leagues may have rules in place regarding fake punts and fake field goals. Please refer to each league specific rule set to determine the individual league parameters regarding fake punts and fake field goals.

    ST.3 PLAYER MOVEMENT
    Player movement before the snap is strictly prohibited. More specifically, manually moving a defender back for an additional blocker on PUNT RETURNS both before AND after the snap is prohibited. Manually moving a defender before the snap on PUNT BLOCK or FG BLOCK attempts is prohibited.

    WEEKLY GAMEPLAY

    WG.1 GAME SCHEDULING
    Use of the Game Scheduling forums is mandatory.

    WG.2 PAUSING
    Madden allows a limited number of pauses during the game, so please keep that in mind. If it's ever necessary to pause the game, please provide a quick explanation to your opponent if you’re not utilizing your headset at that time. Pausing the game to show poor sportsmanship will not be tolerated. Please do not start a game if you know something will interfere with your playing time.

    WG.3 DISCONNECTS
    Games will disconnect from time to time for various reasons. All league participants are expected to have a reliable, high-speed ISP. If you are having any type of Internet trouble, please do not start the game until the problem is resolved. If it becomes a continual issue that isn't resolved, you will be removed from the league until your connectivity issue is resolved. Individual leagues may have rules in place regarding disconnect procedures.

    WG.4 LEAGUE DEADLINES & GAME SIMULATIONS

    GS will be on a 48 hour hard advance schedule. If you are unable to play your game during a 48 hour period, please post in the vacation thread.

    WG.5 QUITTING

    Please do not start a game if there’s a chance you will not be able to finish it. In the case of an emergency situation where an owner/coach is forced to leave the game, the league commissioner should be notified in order to resolve the situation unless both owners mutually agree to replay the game. If an owner quits during any league game, tournament game, or any other type of league or TSO sponsored game because they are losing, frustrated, or angry with their opponent; they will be subject to immediate dismissal from the league and TSO.


    As a league we hope you enjoy your GS experience. As always feel free to contact me in any way necessary.
     
    Last edited: Sep 1, 2013
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  2. Ryty

    Ryty Over the Cap

    Joined:
    Jul 19, 2009
    Messages:
    3,275
    Updated. Please let me know if you have any questions, concerns or comments.
     

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