TMFL Official Guidelines and Gameplay Rules These are subject to addition or change at any point in time and you will be notified of the modification. General Information Welcome to The Tradition Madden Football League (TMFL). We are a 32 team Online Franchise for Madden 2010. Diversity in gameplan, Moderation of tactics and Respect for your opponent. These are three fundamentals we emphasize when it comes to playing your USER v USER games. It's the heart of why you guys decided to make this place your home. Things will get heated; competition will get the best of us at times, but remember that losing is no shame around here with the level of players we have. Take time and learn, practice and take joy in the little things if youâ€™re not going to win a division title, because we all won't. And you "experts", take the time to help a guy who may be struggling, you never know, he may be the one who knocks off your rival and vaults you into the playoffs. We will be playing on All-Madden setting with 9 minute quarters (15 sec accelerated clock). 01. HOW TO GET BOOTED Weâ€™ll start this off with the most important thing EVERYONE has to keep in mind. What not to doâ€¦ 1. Quitting a game. You quit you get the boot, easy as that. 2. Being disrespectful. Doesnâ€™t matter if itâ€™s towards the commish or another league member. We expect everyone to be respectful of fellow league members. 3. Not being active. We expect you to display your activity in ways besides playing your games. You need to post from time to time, communicate will with your opponents, and check the forums. 02. Activity This is a simple concept yet there seems to always be lots of problems. In order for you to be perceived as an active owner you must do a couple things. 1. PLAY YOUR GAMES!!!! If you have 2 unexcused missed games you will be booted, plain and simple. If you will not be available for a game due to vacation or a tight schedule please communicate that to your opponent and the commish. 2. Be active in the league forum. Post from time to time, at the very least check the forum daily as important league information will always be posted there. 03. Communication To schedule your games, post your availability in the scheduling forum within 48 hours after the advance. Specifically mention your time zone and the times you are free to play. After communication with your opponent, set specific times to meet online and play. If you have other forms of communication that may be helpful for communication please share those with your opponent as well, however the forum is the primary place to schedule games. The forums is where a commish will check to see if a game is scheduled, and possibly look to see what the reason was for the game not being played. By not using the forum, coaches run the risk of getting a simmed loss when possibly you scheduled a game with an opponent on Yahoo or AIM and he didn't show up. As stated, this will be strictly adhered to and there will be no excuses for not following the scheduling rule. You have 2 Days AFTER advance to post a thread or a reply to a thread or you will be simmed. After 2 of these that are unexcused, you will be booted from your team 04. Pregame / General Options 04.01 - Substitutions Depth chart changes are not permitted before the opening kickoff. Each owner is responsible for setting their depth charts weekly via the console or the webpage. You are permitted, however, to make a depth move during the game if a player is struggling or if you are trying to prevent an injury. Substitutions are limited to the following: QB (no subs) HB (can sub to 4th/5th WR in a 4/5 WR set) FB (can play FB, HB, or TE) TE (can play any WR or FB (if under 85 speed)) WR (no subs) OLine can play any OLine position Dline can play any Dline position LBs can play any LB position or DE if he has realistic pass rush ratings and 85 or below speed SS or FS (are interchangeable) CB (no subs) KR/PR - Any player eligible 04.02 - Audibles When calling an audible, you must allow the defense to adjust and be set for at least one second before snapping the ball. Any attempt to quick snap while the defense is modifying their formation is a rule violation. 04.03 - Controlling Players You cannot pick plays and let the computer run them. In addition, you must control your QB throws and RB/WR movement at all times. (if they have possession of the ball) 05. Offense 05.01 - 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, just keep it within the spirit of NFL football. With that in mind, here are the rules on 4th downs: * If on your opponent's 40 yard line or closer, the yardage must be 1 yard or less to go 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 past the 50 yard line. * If you are the losing team in the 4th quarter, you can go for it whenever you like anywhere on the field. 05.02 - 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. Multiple instances of motion prior to the same snap of the football will be frowned upon if done excessively or in a manner viewed to abuse the AI in the game. 05.03 - Hurry-Up and No Huddle All teams are allowed to run the "hurry up" offense 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 is obviously prohibited. 05.04 - Playclock Rule We're all here to play football. Keep in mind we play 9 minute quarters in TMFL; 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 reaches 15seconds. We do realize, however, that certain situations in the game may require some extra time when choosing a play. Just be aware that we take note of the number of plays in each game, so if you are taking too long to choose your plays, it will be discovered. You may run the game clock with under 3 minutes remaining in the 4th quarter, or in the last 2 minutes of the 1st half. 05.05 - Playcalling, Mixing it Up, Play Action Owners are expected to mix up plays on both offense AND defense. If your team falls behind early in the game, it's understandable if you become a one-dimensional offense with your passing game. As long as the game is close, TMFL expects all box scores to reflect a concerted effort at a running game. Also, 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. Overuse of this or any other plays/patterns will be subject to league penalties. 05.06 - Passing to HB This should not be abused. HBs should not be your leading receiver constantly. HB passes to the flats should be used realistically, not every other play. Also HB screens should be used sparingly. 05.07 - QB Scrambling Unrealistic QB scrambling/sprinting is prohibited in TMFL 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. The QB rushing maximum is set at 10; not including QB kneels. I would prefer people not even approach that number. this is not the NCAA and this will be monitored under a stricter standard in the TMFL. 05.08 - Running Up the Score Good sportsmanship is a major part of TMFL, so running up the score will not be tolerated. Please use good judgment when leading by a large margin. 06. Defense 06.01 - Moving Players Before the Snap On defense, shifting linebackers and the defensive line is permitted. However, moving individual defensive players before the snap and then switching off of them is prohibited. If you manually move a player, you must lock on to that player for the remainder of the play. Constantly spreading or pinching your DL or LBs falls under the rules for mixing up your playcalling. 06.02 - Bump-and-Run and 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 (i.e. spreading your defensive line then shifting your LB's to create AI holes -glitch blitzes). All-out blitzes should be used sparingly. Most of you blitzes should be utilizing an extra LB or CB. This also falls under the rules for mixing up playcalling. 06.03 - Formations The TMFL only allows you to use a base defense of 4-3 or 3-4. We do not allow 4-6 or any 3-3-5 hybrids as your main formation selection. You can utilize the restricted formations in a realistic manner when down and distance dictates, but you should stick to your base set for the majority of 1st and 2nd down scenarios unless the offensive formation is dictating otherwise. 07. Special Teams Offense or Defense) You may NOT move ANY player PRESNAP. NO PLAYER - NO TIME - NO WHERE Any fake punt or field goal must follow the same rule used when going for it on 4th down. If you are allowed to go for it on 4th down in that situation, you can also fake the punt of FG. Faking a FG or punt is part of the game and provides "the element of surprise" but please be realistic. These are utilized in Madden but on a limited basis, so please keep that in mind. Onside kicks are permitted at any time by the losing team in the 4th quarter only.