7 JUN 2016 All Previous Versions Obsolete Competition naturally brings out aggressive emotions, and you may experience frustration. These rules minimize that frustration. Madden is not strictly a match-up of user skill - a lot happens that you can not control! XBOX ONE Madden league name: HARDATWORK4. Send Freakskull a private message (PM) via forum for password. H@W simulates every other season. (i.e. play Season 1, simulate season 2, etc. Simulations will either be to the postseason/playoffs/Superbowl, as decided by the members. Sliders will be set at Commissioner discretion, focused on fun and fair simulation. The kicking arc will be turned on. H@W Leadership: https://traditionsportsonline.com/threads/h-w-leadership.118172/ League Communication: TSO Forums for scheduling, game summaries, and other content. Forum participation is required, Groupme is encouraged. H@W will have a mass communication solution in place (prior to drafts) for all members to participate. Getting started: Become a member of TSO, Read the OI, join the Madden file, choose an existing owner, register for Daddyleagues www.daddyleagues.com/haw https://traditionsportsonline.com/threads/daddy-leagues-a-tutorial.117838/, and join Groupme. Personal behaviour: members are expected to be fun, fair, and contribute to the league threads and activities be able to graciously win, or lose with dignity treat each other with respect. This includes in-game, chat, voice, etc. All non-constructive criticism or complaints will be performed in private. No flame wars, etc. Good natured ribbing and friendly teasing is encouraged. know who their Conference Commissioner (CC) is and contact them first play with respect. Play Madden like the football you see in the NFL autopilot. It is your responsibility to put yourself on autopilot when you are going on vacation etc. The leadership team can assist in a pinch, but try not to rely them Rage quit. Quitting games is prohibited, no matter how bad the experience is. If in the unlikely event you have a problem with someone's gameplay, do not quit. Finish the game, save some highlight videos and present it to your CC. Any member streaming a league game is required to have the "Previous Play Information graphic" (found in the Visual Feedback options) set to ON. Scheduling: play the majority of your games (read: Kickoff) between 5pm EST and 11pm EST, and make scheduling compromises when necessary make robust efforts to schedule with their opponent and play the games If you miss an agreed time, make rescheduling efforts. If it can not be rescheduled, the member who did not miss the game may choose to play CPU (preferred) or get a sim-to-win. Games are expected to be scheduled sooner as opposed to later, and generally expected to finish before advance. Disconnects. Games will disconnect from time to time for various reasons (and usually have nothing to do with either members setup). Generally, the two members will decide how to proceed. The winning team may elect to replay the game in its entirety in any event. Both members must agree on a resolution, and bring it to the CC attention if no agreement can be made. The CC will provide options. If no agreement can be made, the CC will decide the course of action. Playbooks You must select an offensive and defensive playbook before playing and post it in the playbook declaration thread. choose a "team named" book, i.e. PIT or DAL, no "4-6 defense" or "Run n Gun" and no custom playbooks You must show your playbook to your opponent prior to launching every game Uniforms. (Optional, but encouraged) Allow the home team to select their uniform combination, and the visitor selects the most contrasting option. If there is a mistake, and the uniforms are too similar, restart as soon as proper. In order to change playbooks, you must wait until the end of a season/the offseason in order to do so. Exceptions can be made (i.e. significant injuries, new owners, etc.) Gameplay Glitchy gameplay. No gameplay that targets the shortcomings of the AI or programming in Madden. (Diving with DL at line of scrimmage, rocket catching, taking a dive/iso handoff straight to sideline, snapping the ball while a player is still in motion, calling a passing play and immediately sprinting with your QB, etc..) "Money Plays" There will always be plays that provide an unfair advantage. These plays should be used sparingly. There is a difference between "throwing the same pass concept a lot of times because the defense shows a lot of Cover 3" and "running the 0/1 a lot of times because the defense does not line up in 4-6. pinch the defense, crash the line, user the MLB into the gap and blitz the saftey." This applies to defense as well. If you are varying your playcalling correctly, you adhere to this rule. Playcalling. No one size fits all rule, but mix up your formations, run angles, pass concepts and pass routes. Formations do not have limits, but do not run the same formation an unrealistic amount. Target different receivers a realistic amount. Your reception statistics should not be similar to WR:2, TE:8, and HB:11 catches.. Running the HB stretch/toss out of 8 different formations is not the same as running 16 different plays. Vary your defense as well. You must present a variety of looks and coverages. If you call the same defense every down, the offense will start to look the same also. 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. Play counts. Generally, you should not be running any play more than twice. Do not run the same play more than 4 times unless there is a “simulation style” reason. Running "inside zone" twelve times "because the defense can't stop it" is not acceptable. Rule Bending and Escalation. Beware of a “war of escalation.” this happens when one member bends the rules to gain an advantage, and other members decide to bend further. For example, “i got beat by drags and crosses 75% or the time, so I will throw drags and crosses 90%.” No-Huddle/Hurry up Offenses. The hurry up will be allowed if used in a sim fashion. The offense must also allow the defense adequate time to call a play prior to snapping the next play (no forced offsides). Going no huddle for a couple plays because you 'caught the defense at a disadvantage" isn't sim, its exploiting the limitations of the AI and game design and is therefore prohibited. Play action. You should hesitate to run play action on 3rd down and >7 yards. According to Football Outsiders, an average 4.9% of NFL real life third down plays have been play action (Average determined from 2009-2013.) Reference:http://www.footballoutsiders.com/stat-analysis/2014/2013-play-action-offense Hot Routes. Hot routes are to be kept to a minimum, if you have multiple routes you want to change, choose a different play. Hot routes should be used in a sim fashion. Seeing one hot route on roughly half of your passing plays is okay, seeing it on 90% of passing plays or seeing 3 or 4 hot routes on single play is not sim. Also, stay away from hot routing the HB on a play-action play. Substitutions. No CBs at Saftey. No HBs at FB. No WRs at TE. Quicksnap. Out of respect, please give your opponent a reasonable amount of time to adjust the defense, a 3-4 second count would be sufficient. Consider this rule especially if you are making changes or flipping the play etc. An exception to this would be if the play clock is about to expire. Motion. Motioning backs and receivers is allowed and auto-motion plays are always allowed. You should wait a reasonable amount of time (a second or two) to allow the defense to reset prior to snapping the ball.. You may snap mid motion if the playclock is about to expire, but try to avoid it. If you are actually reading this, please respond to this thread with your spirit animal. Do not use "supersim". 4th Downs. Keep it realistic. If you feel you have strong justification, you do not need to pause the game and ask permission. Play like a NFL coach. Keep it respectable. Read Option (RO): Run it realistically. The RO in very rare for short yardage or on 3rd and more than five. It can be a good call on 1st and 10, 2nd and 12, 3rd and 4, etc. If you are varying your gameplay effectively, the RO should be seen about 5 or 6 times a game. 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. There is no limitation on running straight ahead through the pocket with the QB. 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. Madden defense is broken when the QB rolls out, do not exploit this. Running it up. Again, play with respect. If you have your opponent put away, take your victory and do not unfairly increase your statistical gains (stat pad.) This rule is abstract, no one wants to allow a comeback. Use your best judgement. Examples: if your opponent is down a considerable amount and running the clock out, or if they have time outs but are not using them. You may consider chewing the clock, or benching players. In any event where the ball carrier has a clear path to the endzone, that team is within their rights to score without being considered disrespectful. You do not have to fall down before a score, i.e. on an interception return. Defense Matching Formations. Generally, the defense should be matching up personnel against the offensive package on the field. This means that while occasionally running your base defense against an opponent’s shotgun 4 wide packages is allowable, you should not be running a nickel/dime defense against a 2 TE set in a running situation. As a general rule of thumb, your defense should be within one CB of the opposing WR count unless the situation dictates (example: they show 2 WR on 3rd and 14, but you still want to run quarters is fine) Punting. You may not line drive every punt. The line drive should only be used when you are trying to angle a punt out of bounds inside the 20. “Coffin corner” punts are expected. Record Breakers. The NFL has had roughly 95 years to set those anomalies, and they are the exceptions - not the rule. In the course of some games/seasons, records may be challenged/broken, but this should be in good faith and secondary to respectful gameplay. Team Management Do not "send" any trades until they are approved by the trade committee. Roster Requirements. You must have 53 players. You must have a K and a P. You must have a FB, or a third TE. Relocation: If you want to relocate your team you must post a poll tagging all 32 members. After you post the poll, you have to receive the 2/3 of the vote in your favor. Changing Player Positions require leadership approval, unless its is LT to RT, LG to RG, LE to RE, LOLB to ROLB (and vice versa.) Also, some common moves that won't be scrutinized: OLB to DE, OT to OG, OG to C, DE to DT, K to P (and vice versa). The following moves and "multiple" moves (i.e. WR to HB to FB) require approval: HB to FB >235lbs & < 85SPD, TE to FB >235lbs & < 82SPD & < 6'4, WR to TE > 6'2'' & > 230lbs & < 85SPD, CB to S < 88SPD, S to LB < 88SPD & <225lbs, LB to S >88SPD & <225lbs (general guidelines) No “tag-backs”. Teams may release players at any point throughout the season. In order to prevent teams from manipulating the cap system, a "no tag-backs" rule has been established. Teams may NOT release a player during the preseason or regular season and then immediately re-sign the player to a one year free agent deal. It is a loophole which allows teams to sign the player at a fraction of what the his original contract was. He cannot be signed to a free agent contract by the team that released him until the following offseason free agency phase commences. Free Agency: Must offer exact # of years they ask for--no more, no less. Bonus (Applies to all contracts--very slightly tweaked/simplified from existing rules) OVR 85+: bonus must be at least 25% of the total contract (e.g. if total contract is $10 mil, the bonus must be $2.5m of that $10m total) OVR 80-84: at least 20% OVR 70-79: at least 10% OVR 0-69: no required bonus Re-Signing OVR 80-89: up to 5 yr max deal OVR 70-79: up to 4 yr max deal OVR 0-69: up to 3 yr max deal OVR 90+: up to 7 yr max deal Waivers. During the offseason, Free Agent (F/A) signing will be managed to keep the process fair. Your CC will provide details prior to the signing phase. The process will include a “blind bid” based on previous years record. Once the regular season starts, (advance to week one) signing F/A's is unrestricted (unless awarded to a team through the Waiver process. Complaints: Game-play Complaint/Intentional Broken Records Process. If a member has a complaint, they must submit it to their CC. Game play complaints will be resolved much faster with a Twitch archive and annotated times of the plays in question. Add additional details and statistics to lessen the amount of time for a review. Corrective Action Process. League Commissioner will review the report, and take action within typically two days. In all cases that a corrective action is required, the member will be given the names of two other members (may or may not cabinet members) to serve as an appeals committee. It is worth noting that this is not a “one mistake” league, new members specifically will be given opportunities to recover from an incident. Suggestions/corrections/recommendations. Submit all proposed changes through your CC for consolidation.