The Longest YardMadden NFL 13 Connected CareersXbox 360 The Longest Yard is a Madden 13 Connect Careers online league that follows a semi-weekly advance schedule. The goal is realistic game play coupled with active forum participation between head coaches. Here in The Longest Yard we understand that interaction helps to promote a cohesive league environment, ultimately driving the entertainment and enjoyment value for the league. ROSTER GUIDELINES General G.1.0 - Depth chart changes: Not permitted before the opening kickoff. Each owner is responsible for setting their depth charts weekly in the franchise. You are allowed to make a depth move during the game, if... a player is struggling trying to prevent an injury game is a blow out G.2.0 - Controlling Players: You cannot pick plays and let the computer run them. Nor can you utilize the "Ask Madden" feature. You must control your QB throws and ballcarrier movement at all times. G.3.0 - Audibles: When calling an audible, you must allow the defense to adjust and be set for at least one second before snapping the ball. G.4.0 - Mixing up the Playcalling: Varying your playcalling on both offense and defense is a requirement of sim play. On offense, be sure to show your opponent different formations and different plays out of each. Of course, exceptions on offense come from your playbook. If you are using Florida or Georgia Tech's playbooks, for example, the formations that are available are not very different. However, even in those playbooks, different looks are available and should be utilized. It is understandable (and acceptable) for a team that is down by a lot to become one dimensional, needing to throw the ball. By the same token, a team that is up by a lot is permitted to become one dimensional running the ball to keep the clock running. As long as the game is close, we expect all box scores to reflect a concerted effort at reasonable play calling. On defense, be sure to mix up coverages, bltizes, and the like. Showing blitz should be used VERY sparingly, but can be an option to mix it up. Sitting in Cover 3 or DE Contain all game, for example, is prohibited. In addition to making games more sim, mixing up your playcalling makes you a more lethal weapon as a coach. The more versatile you are on either side of the ball, the more you will be able to play mind games and set up plays against your opponent. 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. 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. In addition, moving anyone other than the player you will control is prohibited. If you find yourself in a situation where your guys move as you are switching to the player you intend to control, audible to your original play by pressing X+LT (360) or +L2 (PS3). OFFENSE O.1.0 - Going on 4th Down: We encourage straight play in this league, however, we do not want to limit players to the point where they cannot play aggressively. With that in mind, there will be a simple rule on 4th downs: Whenever you are past the 50 yard line with 2 yards or less to go, you are permitted to for it on 4th down. If you are behind by two touchdowns or more in the second half, you can go for it whenever you like. If you are the losing team in the 4th quarter, you can go for it whenever you like. O.1.A - There are exceptions to these 4th down rules that will be handled on a individual basis. Unless it is otherwise stated, these rules are law. O.2.0 - Motioning: Motioning by backs and receivers is allowed. If the defense audibles before your motion is complete you must wait for the defense to get reset before snapping the ball, when possible. Otherwise, you are free to snap the ball when the Motion man reaches their spot on the field and the motion is complete. O.3.0 - Hurry Up Offense: All teams are allowed to run the "hurry up" offense in moderation at any point in the game. Use discretion here though.. overuse is frowned upon. Hurry up can be utilized in both two minute drill situations. Any team losing in the 4th quarter is permitted to hurry up as often as they like. When using the hurry up offense, please allow your opponent to set their defense before snapping the ball. Purposely trying to cause offsides penalties or taking advantage of defensive AI is not allowed. O.4.0 - Playclock: We're all here to play football. Keep in mind we play anywhere from 6-8 minute quarters here; not 15 like the NFL. So please choose your plays as quickly as possible on offense and make every effort to do so before the play clock gets close to running out. We do realize, however, that certain situations in the game may require some extra time when choosing a play. You may run the game clock with under 3 minutes remaining in the 4th quarter. Or if your trying to prevent another possession before the half. O.5.0 - Play Action: Keep in mind it is unrealistic to call a PA Pass when it is 3rd down and more than 10. You may call a designed PA play and audible your RB to block or go into a pattern to stop the Playaction. Playaction should not be "over utilized" when you have not established the running game. Plain drop backs or shotgun formations should be the main passing formation for throwing the ball. Playaction is used to catch a defense off guard when you've been successful and pounding the rock during the drive or game. Be prudent in it's use. O.6.0 - QB Scrambling: Unrealistic QB scrambling/sprinting is frowned upon on pass plays, including screens. Constantly dancing from sideline to sideline, running straight backwards or well behind the line of scrimmage without being under pressure is not realistic. This does not include option plays, designed QB runs or broken/pressured play situations. O.7.0 - QB Dropback: Purposefully dropping too far back in the pocket during regular passing plays is not allowed. Defensive AI doesn't take into account how far back in the pocket the QB is, allowing for wide open out routes and passes into the flats. This includes hitting a WR on said routes on screen plays. O.8.0 - Running Up the Score: Good sportsmanship is a major part of Tradition Football, so running up the score on user opponents will not be tolerated. This includes both User and CPU games. Please use good judgment when leading by a large margin. There isn't a reason to see multiple 70-80 point scoring games. O.8.A - 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 also not be tolerated. When up big, there should not be a reason to score in the closing minutes of the game. O.9.0 - Option Pitches: Make sure that you time your pitches correctly when running the option. There are instances in the game where the QB can make awkward, unrealistic and sometimes even illegal pitches that should be avoided. If you happen to execute a questionable pitch, the right thing to do is to try and negate any yards you have gained. Excessive amounts of questionable pitches is cheese. O.10.0 - Motion: Manually motioning your WR's before the snap should be kept to a realistic minimum. There are plenty of plays with green routes and defined motion in them that you can utilize. But again, don't abuse them. O.11.0 - Spreading the Ball Around: WR's should be the main target for passing plays. HB's should be checkdown receivers and not primary targets. HB receptions should not get out of hand or be a primary aspect of an offensive gameplan. Your 3rd, 4th, and 5th WR should not be a primary target. Majority of passes should be thrown to your two outside WRs with few exceptions. O.12.0 - Two QB Offenses: This is very limited in the NFL and should not be utilized heavily in your game plan. The occasional running QB in the wildcat or some other formation is acceptable as a trick/change of pace type play. O.13.0 - Wildcat Personnel Groupings: This should operate similar to the QB rotation. For playbooks that are designed to use a wildcat personnel grouping, offensive playcalling should realistically reflect this change. Meaning that the wildcat personnel should stay on the field for a grouping of plays and not switched in and out for individual plays here and there. O.14.0 - Excessive offensive audibles (changing formations): Calling audibles at the line of scrimmage is commonplace in every level of football. However, these audibles are almost always to plays in the same formation, or to flip the side of the play. Audibles to a completely different formation are prohibited. Audibles to a different play in the same formation, or to flip the personnel to the other side of the field to run the same play is permitted. Calling an audible to change the formation circumvents personnel rules (I.E. WR at TE, WR at FB, HB at FB), and is not allowed. Defense D.1.0 - Moving Players: On defense, shifting linebackers and the defensive line is permitted. However, if you move a individual defensive player manually before the snap you must control that player at the snap of the ball. This includes moving a player to cover an assignment. Constantly spreading or pinching your DL or LBs and 'showing blitz' falls under the rules for mixing up your playcalling. If for some reason one of your players doesn't line up correctly, you can move him to where he needs to be and make an additional switch and move. This is easy to spot from the offenses point of view and rarely happens (maybe once in every couple games). D.2.0 - Blitzing: While blitzing is certainly a part of the game, please be realistic when doing so, and do not use it excessively. Any attempt to confuse the AI when blitzing is prohibited (ie. spreading your defensive line then shifting your LB's to create AI holes). This also falls under the rules for mixing up playcalling. D.3.0 - Defensive Playcalling: 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. There are formations in these games that allow for unrealistic results. Using the 3-3-5 or 1-5-5 to stop the run, however effective it may be, will not be tolerated. There are OL AI problems with these formations that make them super-effective against heavy run sets. D.4.0 - Defensive Subs: Madden does a good job of policing depth chart changes by only allowing certain positions to be added to the depth chart. i.e. it doesn't let you put cornerbacks in your depth chart at defensive end. Moves at like positions are OK. RE to LE. DT is separate. LBs are interchangable. Safeties as well. If you want to do something different (DE to OLB; DT to DE; CB to S) contact a league official to get permission first. A decision will be made based on the player type and scheme. D.5.0 - Playing the Position: Safeties do not normally play close to the line of scrimmage. Defensive linemen do not play in the secondary. Regardless of what player you are controlling, make sure you are playing that position. Controlling a safety and crashing him straight towards the line of scrimmage is not sim. A safety's first step is NEVER towards the line of scrimmage. Use sim judgment in the way you control players on defense. Special Teams ST.1.0 - Fake Punts and Fieldgoals: Any fake punt or field goal must follow the same rule used when going for it on fourth down. If you are allowed to go for it on 4th down in that situation, you can also fake the punt or field goal. Faking a FG or punt is part of the game and provides "the element of surprise," but please be realistic. These are utilized in NFL but on a limited basis, so please keep that in mind. ST.2.0 - Onside Kicks: Onside kicks are permitted at any time by the losing team in the 4th quarter only. Weekly Gameplay WG.1.0 - 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 your 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.1.A - Most game's pauses operate on a timer. If you select 'Resume' it will put your opponent on a timer before it auto resumes the game. Please take note that if you do not see a timer on your screen, your opponent has not selected 'Resume'. WG.2.0 - Disconnects: Games will disconnect from time to time for various reasons (and usually have nothing to do with either user's setup). It will be up to the players involved to figure out a resolution; with the choices being to either replay the game from the beginning or simulate for an obvious winner. If you cannot reach a resolution, contact the commish. TF expects all owners 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. WG.3.0 - Quitting a Game: 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 you are forced to leave the game, an agreement should be made between both players as to whether the game will be replayed from the start or simulated in the opposing teams favor. WG.4.0 - Scheduling: We play two games a week with advances on Monday and Thursday morning. Missing games might be necessary at times. We are a community full of people who have lives outside of these leagues. TF simply asks that you make every effort to schedule and play your own games by utilizing the message boards. ALL GAMES MUST BE SCHEDULED ON THE FORUMS. If a problem arises with your game and it is not scheduled between both parties on the forums, it will result in a sim. In the unfortunate event that you are unable to schedule a game, we ask that you do the following: -- Notify your opponent via email and message board as early in the week as possible. -- Notify the commissioner that your opponent will need to play the CPU or that your CPU game will need to be simmed. Failure to follow these guidelines will result in a sim loss to your team. WG.5.0 - Restarts: There will be NO restarts for user vs. cpu games. In the unlikely event that you experience a problem/emergency during your game, notify your commissioner immediately. Failure to instantly notify your commissioner will result in a sim. If restarts become a trend you will be dismissed from the dynasty. For more clarifications on the rules above, please watch the following instructional video on sim gameplay. Forum Activity FA.1.0 - Forum/Social Activity Requirement: At The Longest Yard, one of our biggest beliefs is its the people who make the league. If we wanted to play nameless or faceless entities we'd just beat the Lobby Room cheesers or stick with playing the computer each week. As a result, we believe social interaction via coaches in the forums is very important to building the strongest league possible and ultimately enhances the enjoyment of the league for all involved. Because of this, all coaches in The Longest Yard are expected to be active participants in the league forum. You could be the straightest gamer in the world, who shows up on time for each and every game, but if you're ignoring the forums, well, you're not pulling your weight. So if you're not a big forum goer, or don't like discussing your games, this isn't the league for you. Trading Trading is not a huge part of building your roster in the NFL and it will not be the main component of building your roster here in The Longest Yard. Trades will also be up for review from a trade committee consisting of elected, trusted peers. Trade CommitteeRandiesel75Kidofcrash23dakota7MaslerHotRod T.1.0 - Trade Committee Process: Team owners come to an agreement in private One owner creates a conversation (PM) with the other owner, also inviting all members of the trade committee Other owner acknowledges the trade, completing the validation Trade committee votes on the trade. T.2.0 - Trade Format (PM format when owner submits proposal to Trade Committee) Original Contract Length - purpose of calculating cap penalty Remaining years left Original Bonus $ Players current salary that are involved in trade Cap space less rookie reserve (applicable in off-season) Cap penalty loss or cap savings Estimated Cap space remaining after trade T.2.0 - Requirements for Trade Committee Approval: 3/5 vote if no trade committee members are involved in the trade 3/4 vote if one member of the trade committee is involved 2/3 vote if two members of the trade committee is involved T.3.0 - Trade restrictions: Teams are limited to ONE in-season trade ATTEMPT each season. Teams are limited to THREE off-season trade ATTEMPTS each season. Teams are limited to ONE revision per trade ATTEMPT. Trade deadline in season is week 8. Maximum of 2 players involved per trade, per team. Maximum of 3 total assets involved per trade, per team. (i.e. 3 draft picks, 2 players/1 draft pick, 1 player/2 draft picks) Trading players during the NFL draft is prohibited. Unlimited trading of draft picks during the draft.