League Rules and Guidelines (The Deuce)

majesty95

Admin
Staff member
MADDEN 18 LEAGUE RULES AND GUIDELINES

All members of a PX1 Sports Madden League are required to read and know these rules. Once you have read over the rules and guidelines, please reply to this thread with some version of "Read and Agree" acknowledging you have read, understand and agree to abide by the rules laid out in this thread. To keep the thread clean and easy to navigate, any comments other than an acknowledgement and agreement to the terms will be removed.

CODE OF CONDUCT

All members of PX1 Sports leagues are expected to conduct themselves as mature adults. PX1 should be a place to meet new friends and have fun. Users are expected to play realistic simulation football and treat other members with integrity and respect. We expect all members to be open to feedback and improving their sim game.

The code of conduct extends to the forum, Discord, Twitch chat, and any other league related communications. We reserve the right to remove any member for any reason if we feel they violate the conduct we expect here at PX1.

TWITCH

All league games must be streamed on Twitch. If you do not have a Twitch account, you can sign up for a free account here.

Once you have signed up, make sure to go into your settings (wrench icon), go to "Channel & Videos" and click the box next to "automatically archive my broadcasts" and then save your changes. This is required and allows us to go back and watch games and pull the video for league related shows if need be.

ADVANCE SCHEDULE

All leagues advance on Tuesday and Thursday night at 10 PM CST and Sunday morning at 10 AM CST.

PLAYER RANKINGS

All Madden league game results between two users on PX1 Sports will be entered on the PX1 Player Rankings. When the game is complete, the winning team should go to the Rankings page on the forum and click “Submit Game Result”. Then enter the system the game was played on, your opponent’s forum username (just start typing and the name will autopopulate), the game played (Madden), game result (you won, lost or the game disconnected), your score, your opponent’s score and your rating of your opponent’s simulation gameplay principles.

Rating Guidelines

Here are the guidelines members should use when rating their opponent’s gameplay:
  • 5 stars – Opponent played great sim football and adhered to all rules and guidelines. One or two minor infractions could be allowed. You generally have no complaints or they are very minor.
  • 4 stars – Opponent played mostly a sim football game. Minor infractions may have been made. Possibly one known cheat or exploit used, most likely unintentionally. The game was pretty good overall but you were a little frustrated by a couple of things that your opponent did.
  • 3 stars – Opponent played sim football principles but made some minor infractions and used some game exploits. A three-star rating generally indicates a player who wants to play sim but may have some bad habits or may be unknowingly using game exploits. This player needs help to clean up their game to continue playing at a league level.
  • 2 stars – Opponent made some attempt to play sim football but was heavily reliant on game exploits and broke several rules or guidelines. This opponent really does not grasp the idea of sim football that we expect.
  • 1 star – Opponent does not have an understanding of sim principles. Mostly game exploits were used and many rules or guidelines were broken. This is a typical lobby player who exploits AI issues over and over.

GAMEPLAY FEEDBACK

If you rate your opponent less than a 5 you must send them feedback on why you gave them the rating you did so that they can improve. Please be as detailed as possible so that they and the leadership group can all understand what your opponent needs to improve on. To send feedback, after the game has been confirmed (not just submitted) send a PM here on the forum to your opponent and include majesty95, pack1797 and Burns.

DISCONNECTS

If your game disconnects, we will use the following process for handling them:

Nine point lead or less in first half, replay game in full.

If there is a 10 point lead or more in first half or the game disconnects in the second half we will handle it as follows:
  • notate the score, time remaining and who had the ball.
  • Give the ball to whoever had the ball at time of disconnect (if they do not receive the kickoff, punt the ball to them and try to punt it out of bounds as close to where they had the ball as possible).
  • Play the remainder of the time that was left rounding up to the nearest minute if more than three minutes remained (if under three minutes play the exact minutes and seconds that were left). For instance, if there was 4:21 second left in the third quarter, play the first quarter of the new game and then the first five minutes of the 2nd quarter (if there was 1:21 seconds remaining in the 4th, play the first 1:21 of the 1st quarter while giving them the ball as close to where there we when the game disco'd as possible).
  • Take the score when you reach the time remaining in the new game (ex. 7:00 left in 2nd quarter under first example) and add that to the score at disconnect.
  • If the game is tied and would go to OT, start a new game with coin toss and follow traditonal OT rules while playing to a conclusion (we cannot sim to a tie).
  • Then post in the simmed win thread on the forum with the final score, users involved and brief explanation of what happened.
We will use this process as to not artificially inflate stats by spotting points and actually getting a realistic conclusion to games. There is a chance for injuries in a sim so it would be ok to bench a few key starters only in the instance of a simmed win where one team was clearly dominating the game or going to win at time of disconnect.

OWNER SANCTIONS

All sanctions and disciplinary measures will be handed out by the leagues Competition Committee. This includes broken records, statistical outliers and gameplay violations. Any sanctions handed down are able to be appealed to the league commissioner. However, the Competition Committee has unilateral control over sanctions and suspensions and any penalty handed down by them will typically be final.

USER ACTIVITY

Owners are expected to be active in the Discord chat and to check the forum at least once per day to keep up on league activity, confirm game results, etc. We are not a league to just show up and play your games. We want everyone to be active and to get to know each other and enjoy the game beyond just playing games. Owners who are inactive may face removal from the league.
 
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majesty95

Admin
Staff member
SIM PLAY GUIDELINES

These guidelines lay out the basic rules for simulation football gameplay. While it is not an all-encompassing list, members should use this to guide their gameplay and in rating the gameplay of their opponents.

PLAYBOOKS
  • Only actual team playbooks are allowed (no generic playbooks)
  • Custom playbooks are not allowed
NFL RECORDS
  • NFL records should never be broken playing realistic football on 10 minute quarters.
  • Individual statistical outlier games/seasons (ie 5 pass TD, 500 pass yards, 4 rush TD, 200 rush yards, 20 rec'g TD, 2,000 rush/rec;g yards, 20 rush/rec'g TDs, etc) should be avoided.
COACH ADJUSTMENTS
  • These should be occasional, situational based adjustments (outside of CB matchups). Turning any of them outside of match ups on and leaving them on for the entire game (or half) is not allowed.
OFFENSE

Subs and Stats

  • Backup running backs should be used and typically get at least 30% of a team's carries. Top tier backs like Leveon Bell or Ezekiel Elliot may get up to 80%. Touchdowns should look similar to carries (ie your #1 back shouldn't get 90% of your TD rushes)
  • #1 receivers typically get less than 35% of receptions (generally under 30%). #2 and #3 WRs, TEs and RBs should also be used in the pass game.
  • TEs should almost never lead their team in receptions for the season. Players like Gronk are rare and usually have a #1 right behind them in total receptions.
  • RBs, while somewhat realistic in certain situations in the NFL, are prohibited from leading teams in receptions in Madden due to AI exploits/issues.
Play Calling
  • You may only use the same play, from the same formation once per half.
  • You must attempt use at least half of your offensive formations every game (missing by 1-2 is not an issue as long as the formations are being mixed up and the play calling is diverse.
Run Plays
  • Runs should go through the designated gap or a hole over. Calling an inside run and running straight to the side line to manipulate the AI is not allowed.
Run Balance
  • No team should run more than 65% of their runs either inside or outide. Be diverse and mix up your run plays.
Running Quarterbacks
  • Quarterbacks should generally not run more than 6-7 times per game to simulate real NFL data.
Pass Route Guidelines

You should mix up your route distribution and attempt to complete a variety of passes including outs, comebacks and curls. Relying strictly on drags, crosses, post and corners is not considered "sim" and is not allowed.

Hot Routes

Hot routes should be used in a realistic manner. Multiple hot routes should not be used on one play (unless it is a hot route and a smart route for the same route and/or a blocking adjustment). Changing a route indicates that you intend to throw to that route. Calling hot routes to run off defenders or otherwise manipulate or exploit the AI is not allowed.

No Huddle
  • Allowed in the final two minutes of 1st half
  • Allowed in the final three minutes of 4th quarter when tied or trailing
  • Allowed any time in the 4th quarter when trailing by 10 or more.
Chew Clock

Chew clock can be used when leading in the last three (3) minutes of the 4th quarter or the final minute of the first half. We play shortened quarters so we should be trying to pick plays in a timely manner otherwise.

Play-Action
  • Allowed on 3rd or 4th and 5 or less, 2nd and 12 or less at anytime of 1st down.
  • Should account for less than 33% of your pass attempts.
  • Play-action rollouts should be limited to 3-4 times per game at most.
4th Down
  • Allowed on 4th and 2 or less once you cross your own 40 yard line or
  • Allowed on 4th and 10 or less from between your opponent’s 30-45 yard lines.
  • Allowed when it is the last play of the first half or when losing in the 4th quarter.
FB Dive/QB Sneak

You are allowed up to one (1) use each of FB Dive and QB sneak. These are limited to 1st or 2nd down only. These plays are extremely difficult to stop with realistic football principles and should not be a bail out for someone who could not convert on their first two downs.

Goal Line Offense
  • Allowed inside you or your opponent's five yard line.
Defensive Movement

If the defense flips their play or is otherwise in motion prior to the snap, you must let them set before snapping the ball. An exception would be when the play clock is within 2-3 seconds and you need to avoid a delay of game. If the defense is constantly flipping plays and moving players around pre-snap, you could possibly quick snap on them to get them to stop. The majority of the time though, the defense should be allowed to get set. There are flaws in base alignments and the defense needs to be able to cover those.

DEFENSE

Alignment
  • One player is allowed to be moved pre-snap. That player must then be controlled through the snap.
  • CBs cannot be moved inside the OLBs and safeties cannot be manually moved inside the deepest LB.
Defensive Line/LB Shifts
  • Frequent use of line or LB shifts is not allowed. It should be an occasional adjustment, not a base defense.
  • Shifting both linebackers and the d-line on the same play is not allowed.
Defensive Line Play
  • Each user should play as a non-blitzing LB, CB or safety at least half of their defensive snaps.
  • The same defensive lineman cannot be used on consecutive plays.
  • Defensive line play must consist of both DTs and DEs if you choose to play as the d-line.
Blitzing
  • No team should blitz more than 50% of their defensive plays to simulate NFL data.
  • The use of Cover 0 blitzes (no zones) should consist of less than 15% of your blitzes.
Run Commit
  • Run commit is only allowed on short yardage situations and must be done from a Cover 0 (no zones) concept. Run committing from zone based defenses is not allowed.
Man and Zone
  • Each team must use at least 25% man and 25% zone each game.
  • Man plays must consist of base man defenses like Cover 2 Man and Cover 1 not just Cover 0 blitzes.
  • Some attempt to use man 3rd down occasionally is required.
Goal Line Defense
  • Allowed inside your five yard line when two or less receivers are on the field.
SPECIAL TEAMS
  • No movement is allowed on special teams before the snap.
  • No player other than the returner is allowed to be moved on kick and punt returns.
  • One attempt of a (1) fake punt, fake field goal or fake PAT is allowed per game.
  • Onside kicks are only allowed in the 4th quarter when trailing.
  • Squib kicks are only allowed in the final minute of each half.
Punting
  • Punts must go down the middle of the field unless being fielded inside the 20 yards line.
Sky Punts
  • Sky punts are not allowed due to a game glitch.
Special Teams Plays
  • Only allowed vs offensive special teams formations (ie no field goal block to stop goal line).
 
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majesty95

Admin
Staff member
ROSTER MANAGEMENT

Depth Chart


The following guide is to be used for ALL depth chart settings. Depth charts should be set before the game.
  • FB > HB = A fullback may be inserted as a halfback at any time.
  • FB > TE = A fullback may be inserted as a tight end at any time.
  • OT >OG = Tackles may not be moved to C without approval (you cannot move a T to G and then C)
  • OG, C > OL = Guards and centers may be moved to any position on the line
  • DL > DL = All defensive line positions are considered interchangeable.
  • LB > LB = All linebacker positions are considered interchangeable.
  • OLB > DE = Allowed at any time (if moving from a 3-4 to a 4-3).
  • DE > OLB = Allowed at any time (If moving from a 4-3 to a 3-4).
  • S > S = Safety positions are considered interchangeable.
Depth chart changes outside of what is listed above will not be permitted unless approved by the trade committee. To submit a position change request not listed above, post a thread in the league Transactions forum and tag the trade committee.

Formation Subs

Formation subs follow the depth chart guidelines above. However, a HB may be manually put in as a WR through formation subs only. Moving a HB to WR permanently would require the approval of the trade committee.

Player Progression

Upgrading any attribute for an offensive player to or above a 90 requires that player to have at least a 70 AWR. Upgrading any attribute for a defensive player to or above a 90 requires either AWR or PRC to be at least a 70 with the other at least a 60.

TRADES

All trades must be approved by the trade committee: majesty95 pack1797 firedup24 Omletnator13 wyrmreaver

Trade Rules
  • Trading with the CPU is not allowed should a team become CPU controlled at any time.
  • Each team is allowed to trade up to four (4) assets per season. An asset is considered a player or a 1st or 2nd round pick.
  • Only one (1) player between 86-90 OVR may be traded and acquired (1 each) by each team, each season.
  • No player 91 OVR or higher may be traded.
  • Players signed as free agents, re-signed or drafted must play one season with their team before being eligible to be traded.
  • There is no limit on trading 3rd-7th round picks.
  • Pick for pick trades require league approval (except during the draft) and must follow the Draft Trade Value Chart.
FREE AGENTS

Preseason Free Agency

Preseason free agents are either awarded via a waiver system or limited to two players per week, one 70 OVR or higher and one 69 OVR or lower. See your league’s transaction sub forum for details.

In-season Free Agents
  • Max of one (1) signing per week
  • Max of five (5) signings per year (call ups from your own practice squad count vs your total).
  • QBs signed during the season must sit at least one week before being used to simulate having to learn the team's playbook.
Users are expected to use the offseason and their practice squad to field suitable depth for their teams.

Off-season Free Agency
  • 30 point minimum for any offer during the off-season
  • Users can either match the points of existing offers or they have to beat it by at least five (5) points.
Offers cannot be reduced when teams drop out. Once you make an offer you either have to keep it, beat it or completely drop out of the running for the remainder of the off-season.

NOTE: You can adjust (lower) an offer when you are initially offering it to get to a certain point threshold (ex. five points above previous offer) or to get your first offer to 30 points. However, once the offer is set and has not been changed for several minutes it will be considered offered as is. Users dropping out of a race for a player should take screen shots of the offers on the player before they drop out to help police this policy.

Practice Squad
  • Signing a player to your practice squad counts as an in season free agent signing.
  • Claims from another team's PS count as an in season FA signing.
  • Calling up a PS player on your own team does not count as an in season FA signing.
Maximum Contract Length
  • Four (4) years for both free agents and re-signings.
This rule is to promote an active free agency and force users to make critical roster decisions.

CAP PENALTIES
  • Owners with one full season or less complete = MAX $8M penalty
  • Owners with at least one but less than two full seasons = MAX $10M penalty
  • Veteran owners MAX $15M penalty.
TEAM MANAGEMENT

Head Coach/Scout/Trainers


Hiring and firing of team personnel is only allowed during the designated times during the offseason.

Stadiums/Relocation

We want users to have fun even with less than stellar teams. Because of that, you are encouraged to upgrade your stadium or look into building a new stadium. We will also allow users (potentially) to relocate. However, there will be some guidelines. Below are the processes for upgrading, building and relocating:

Stadium Upgrades

Owners may apply upgrades to their stadium at any time.

Building a new stadium

Building a new stadium will require the approval of the league's trade committee. Generally, we will want to see a realistic reason for needing a new stadium and proof that the new stadium is financially feasible (you are responsible for your team's finances. No bailouts here). To request approval for a new stadium, post a thread in the transactions sub-form and tag each of the members of the league's trade committee. Include the following:

Available Funds:
Age of current stadium:
Rating:
Fan happiness:


You will also need to make your case for why this is a feasible option for your team. The restrictions will not be as tight as for those wanting to relocate, but we also want to make sure you are preparing your team for long-term success. Make your case as clearly and as concisely as possible.

***NOTE: New owners (two years or less) will not be able to submit approval for building a stadium until they have completedat least part of two seasons in the league.***

Team relocation

Relocation requires approval by ¾ of the league owners. Owners interested in relocating their team must create a thread (with a poll) and include the following:

Current Team:
Fan Happiness:
Team Success Rank:
Team Popularity:
Market Size:
Available Funds:
Age of current stadium:
Rating:
Happiness:
Relocation market size:
Relocation personality:
Relocation fan interest:


Users looking to relocate must plead their case as to why their team should be allowed to move. Remember, you are selling this to the other owners. Most owners are going to be traditionalists and not want to see a team relocate. You will need to present a compelling argument for your case if you expect to receive approval.

**Owners must be approved to build a new stadium or relocate before initiating the process in game. Failure to do so will result in a penalty up to and including termination from the league.**

***NOTE: New owners (two years or less) will not be able to submit approval forrelocation until they have completed at least part of two seasons in the league.***
 
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majesty95

Admin
Staff member
8/28 - Removed rule regarding kick aiming arc as that is the only option for kicking this year.
 
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