League Rules and Guidelines (VIP)

majesty95

Admin
Staff member
MADDEN 19 LEAGUE RULES AND GUIDELINES

All members of a PX1 Sports VIP Madden League are required to read and know these rules. We take our rules and guidelines seriously and expect all members to adhere to them. 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.

CODE OF CONDUCT

All members of PX1 Sports leagues are expected to conduct themselves as mature adults. We expect you to treat others the way you want to be treated. We do not allow racism, bigotry, hate speech or excessively vulgar chat. At the same time, we don't sensor our members from having opinions. Be respectful but also remember this is a locker room type atmosphere at times.

LEAGUE LEADERSHIP

Commissioner: majesty95
Assistant
Commissioner: firedup24
Leadership Committee: majesty95, firedup24 and pack1797
Trade Committee: majesty95, firedup24, pack1797, WKXT85 and Burns


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

The league will advance twice per week: Monday at noon CST and Friday at noon CST.

PLAYER RANKINGS

To ensure all members of the league are playing by the same sim guidelines, we have a PX1 Player Rankings system which must be used for every league game. Only the winning team should submit game result's afgter each game.

To submit a result, 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

This is a basic outline of how to rate your opponent's gameplay. Most games should receiver a 5-star rating. However, if your opponent needs to work on a few aspects of their game, please use the rankings to make them, and the league, aware.
  • 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 had multiple 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 five stars 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 the Leadership Committee.

SUSPENSIONS/SANCTIONS

We do not want to have to suspend players from games. However, sometimes players try to take liberties with the rules or let their competitiveness get away from them. In that event, we have the following sanctions in place. Please keep in mind that any player is subject to sanctions or removal from the league at any time if deemed necessary by the league's leadership committee.

Playoffs
  • 4* rating in a playoff loss (hard 4 that was closer to a 4 than a 4.5) - Suspended (placed on auto) for the first game of the following season.
  • 3* rating in a playoff loss - Suspended first two games of the following season.
  • 4* rating in a Super Bowl win (hard 4 that was closer to a 4 than a 4.5) - Championship vacated, suspended for the first two games of the following season and loss of 2nd round pick (or 1st round if no 2nd round pick is available) in the following draft.
  • 3* rating in a Super Bowl win - Championship vacated and automatic removal from league
Regular Season
  • 3-star rating in a regular or pre-season game - Suspended (placed on auto) for next regular season (or playoff) game.
  • Two 3- star ratings in one Madden cycle - Suspended (placed on auto) for next two (2) regular season games and ineligible for current season's playoffs.
  • Three 3-star ratings in one Madden cycle - Removal from the league.
DISCONNECTS

If your game disconnects you and your opponent can agree to replay the game, agree to a sim to win for the team that was ahead if the game was well in hand or play the remainder of the game in a new game and add the score to that of the disconnected game with the winner getting a sim to win.

Example: If the scores was 17-13 Cowboys over Falcons with 3:45 to go in the 3rd quarter, you can play the first quarter and 3:45 of the second quarter to determine the winner. If the score after 3:45 of the second quarter was 10-3 Falcons, the Falcons would win 23-20 and would have the game simmed to a win for them.

USER ACTIVITY

We don't expect your life to revolve around a Madden league. However, we do expect you to be active and check in on Discord once a day or so and keep your notifications on in case your opponent or the league need to reach you. You can set times in Discord where your notifications are snoozed in the settings.
 
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majesty95

Admin
Staff member
SIM PLAY GUIDELINES

These guidelines lay out the basic rules for simulation football gameplay expected in the VIP league. 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
  • Each user should show their playbook being used in the pre-game matchup screen
  • Schemes and playbooks are chosen prior to each season and owners must stick with those for a full season before changing to simulate hiring and firing coordinators.
NFL RECORDS
  • NFL records should never be broken playing realistic football on 12 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 on outside of match ups and leaving them on for the entire game (or half) is not allowed.
SPORTSMANSHIP
  • No team may score more than 52 points in any game decided by 17 points or more.
  • Teams are expected to use their backups and attempt to shorten the game with inside runs and short passes when games are firmly in hand during the second half.
Should the competition committee determine an infraction to one of the sportsmanship guidelines has occurred, the penalty will be a loss of 4th round pick in the upcoming draft (if no 4th round pick is available, the next highest pick will be used as a substitute). A second infraction will result in the loss of a 3rd round pick (or higher).

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, should typically not lead your team in receptions
Play Calling
  • You may only use the same play, from the same formation once per game (an exception is made for base inside runs like dive, blast, ISO, trap and inside zone which can be run once per half).
  • Mix up your formations and don't sit in the same 5-6 formations all game.
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
  • Teams don't typically run a majority of their run plays outside the tackles or all plays between the tackles. Mix up your runs and play calls.
Running Quarterbacks
  • Quarterbacks should typically not run more than 6-7 times per game to simulate real NFL data.
Pass Route Guidelines

The following pass route guidelines are in place to prevent abuse of the AI and to help owners replicate realistic NFL pass route distribution. These are based on 25 attempts per game.
  • Slants: 3-4 per game
  • Drags/Crosses: 3-4 per game
  • Quick Outs/Flats: 4-5 per game
  • Streaks: 3-4 per game
  • Posts: 2-3 per game
  • Corners: 1-2 per game
  • WR Screens:2-3 per game
  • HB Screens:2-3 per game
Screen Plays
  • Throwing to a player other than the designated player(s) for the designed screen is prohibited.
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
  • Should account for less than 33% of your pass attempts.
  • Play-action roll outs should be limited to 3-4 times per game as to not exploit a particular play.
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.

Stat Padding
  • Teams should mix up their play calling and use of backups in a manner that is consistent with an NFL rotation (ie RBs get less than 70% of carries, defensive line gets subbed out, etc). Teams should not pad stats in an attempt to win awards, gain XP or otherwise improve their players in a way that is not necessary to win the game while also abiding by the rules.
A violation of this rule as determined by the competition committee will result in a suspension of two (2) games for the offending player(s). Suspensions will carry into the playoffs (should the team be eligible for the post season) or the following season if necessary.

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/Show Blitz
  • Frequent use of line or LB shifts or showing blitz is not allowed. These should be occasional adjustments, not a base defense.
  • Making multiple shifts on one play is not allowed.
Defensive Line Play
  • Playing as the defensive line or blitzing linebacker at the snap is prohibited. You may switch to a defender chasing after the QB occasionally to try and get the sack or get stuck on one of these players while trying to switch occasionally. You may bite on a play action with a MLB or control them on an all out blitz. However, these instances should be rare and random.
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.
Sacks
  • No defensive player should ever get more than four (4) sacks in one game. This is to prevent stat padding, glitches, exploits and using players in an unrealistic manner.
  • No defensive player should ever have more than 22 sacks in a season (NFL record).
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 and in the red zone 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).
  • No movement of players allowed pre-snap.
PRESEASON

Substitutions and Stats

The preseason is a time to try out playbooks, try out new players and fringe roster guys and avoid critical injuries. Winning and accumulating stats is of ZERO importance. You almost never see 100 yard rushers, rarely 100 yard receivers and almost never 300 yard passers. We should be using our 3rd and 4th string players quite a bit and mixing them up realistically like a real life NFL team would do.

Playing Starters

Never playing any of your key starters is not realistic. However, we also do not want guys to have several starters get injured in the preseason. An attempt to play key starters for at least a quarter or two during the preseason is required.

Simmed Games or Auto

Benching starters for games that you are on auto or that will be simmed is allowed and expected to avoid injuries that you did not contribute to. However, if you are away or cannot play for the entire (or majority) of the preseason, you should not just leave your starters on the bench. Download the R-Play app for your phone or have a friend or family member adjust your lineup. It should be extremely rare that you miss an entire preseason so getting your starters in for at least one quarter of one game should not be hard to accomplish.
 
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majesty95

Admin
Staff member
ROSTER MANAGEMENT

Scheme Changes

Scheme changes may only be done during the off-season. You must declare your scheme and post your playbooks that you will use for the entire season prior to each season. This is to simulate hiring and firing coordinators.

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
  • 3-4 DT - Min. 6-1 Ht. 305 Wt.
  • 4-3 DT - Min. 6-1 Ht. 285 Wt.
  • 3-4 DE - Min. 6-1 Ht. 280 Wt.
  • 4-3 DE - Min. 6-2 Ht. 245 Wt.
  • LB > LB = All linebacker positions are considered interchangeable.
  • 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.

Position Changes

Playing any player at a position different from his own and one that is not listed above is prohibited. You may request a permanent position change request however (instructions above). There are minimum requirements for most position changes and the most notbale are listed below:
  • TE > FB = Maximum 6'3" and between 235-265 pounds. Most of these will likely be approved but 85+ SPD receiving TEs likely will not.
  • CB > S = These are highly unlikely to be approved unless the CB has played safety before or has reasonable size (6'0"+) and tackling (65+) for the position. We do not want the safety position to become the retirement home of old CBs.
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.

TRADES

All trades must be approved by the league's trade committee.

Sample Trade Submission

Team A - @username ($-- cap space, $-- cap penalty)
Player A, POS Age, OVR, Remaining years on contract, remaining salary, cap penalty
(Attach a screen shot of the player's Daddy League's attribute page, cropping it to just the necessary info)

Team B - @username ($-- cap space, $-- cap penalty)
Player B, POS Age, OVR, Remaining years on contract, remaining salary, cap penalty
(Attach a screen shot of the player's Daddy League's attribute page, cropping it to just the necessary info)
Draft Pick (Year, Round, Overall)

Fist Season Trade Limit

To allow teams to play with rosters representative of real life, we will not permit trading during the first season of the league.

Veteran Trade Rules (in effect following season one of Madden 19)
  • Trading with the CPU is not allowed.
  • Each team is allowed to trade five (5) 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 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.
NOTE: Player OVR is determined by the player’s card on DaddyLeagues. All trade submissions should include a screenshot of each player’s DaddyLeagues attributes page.

New Owner Trade Limits (in effect following season one of Madden 19)
  • Zero (0) completed seasons = Trading is not allowed.
  • One (1) full season completed = Allowed to trade three (3) assets. All other veteran trade rules apply.
  • Two (2) or more seasons completed = Full veteran trading privileges.
NOTE: New owners are restricted in trading to preserve the integrity of their team should they not work out. Newer owners can still build their team through free agency and the draft. The goal is to find long-term owners committed to being here multiple years.

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.

No free agents may be signed during Week 4 of the preseason due to roster cuts.

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 off-season and their depth chart to field a team capable of playing all season.

Off-season Free Agency
  • 30 point minimum for any offer during the off-season
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. 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.

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 (2+ full seasons) MAX $15M penalty.
ROSTER REQUIREMENTS

Preseason

Minimum players by position

QB - 4
HB - 5
FB - 2
WR - 7
TE - 4
OL - 10
DL - 6 (3-4), 8 (4-3)
LB - 8 (3-4), 6 (4-3)
CB - 7
S - 5

Regular Season

Minimum/maximum players by position (excluding practice squad)

QB - 3/4
HB - 3/5
FB - 1/2
WR - 4/7
TE - 3/4
OL - 8/12
DL - 6/10
LB - 6/10
CB - 5/7
S - 4/5


***All teams must carry a minimum of 63 players during the preseason and 53 players at all times during the regular season and post season.***


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.
10/20 - Owners may trade up to five (5) assets. Assets include players and 1st round picks. No player 91 OVR or higher may be traded. Only one player 85-90 OVR may be traded and acquired (one each).
 
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