Quantcast

Game Play Rules (Full rules access via Discord / Forum) -- https://maddenchampionslgue.forumotion. … ague-rules

SIM Gaming 101!!
**DISCLAIMER RULES SUBJECT TO MODIFICATION**

Welcome to the Madden Champions League!

SIM, basically means play the game like you see it on Sundays, everyone's interpretation of what's SIM varies, so our rules are designed to support conservative types, as well as more aggressive coaches as both exist in real life also.

Some in game decisions can be justified by what we see on Sundays, however week to week, there are things that we see on Sundays that don't always transfer over to the actual video game itself due to programming, bugs, glitches, etc.

**NOTE-All new members are required to twitch or mixer stream & archive their first FULL SEASON so that staff can monitor and insure ALL rules are being followed**

If you have to ask yourself if it's SIM, odds are it's not.

4th Down and Fake Punts/FG's-

4th and 1 or less inside your opponents territory from the 40 yard line to the Goal-Line in your opponents territory you may go for it, NO RESTRICTIONS IN THIS SCENARIO.

Down 14 or more in the 2nd quarter under two minutes you may go for it.

Down 14 or more in the 3rd quarter you may go for it.

Trailing in the 4th quarter you may go for it.

In situations that do not meet the mentioned requirement scenarios use good judgement. (That's why saving your coaches call is important)

Two Point Conversions- Will be allowed, with a limit of TWO ATTEMPTS PER GAME. In the event you are looking to tie the game (Example: down 12-14 after the TD), this will not count towards your two allowed attempts.

**Coach's Call** At any point in the game on 4th down you may choose to go for it regardless of your position on the field. LIMIT ONE PER GAME.

Fake FG's and Punts-Lets face it, they are apart of the game so they will be available. LIMIT ONE PER GAME, this is also considered your ‘'Coaches Call'’

Game-play-

1)No shift blitzing (shifting LB's left to right or manually moving up and down towards the Line Of Scrimmage CONTINUOUSLY UNTIL THE BALL IS SNAPPED to confuse O-Line A.I. at the snap, whether via the entire LB group or via user control). NO GAP HOVERING / Moving LB's into the A, B, & C Gaps to confuse or ''occupy'' the Offensive Line

1-No "Fag Defense" basically 9 or 10 men in coverage with a "QB Spy" (A minimum of a THREE MAN pass rush is required-AT ALL TIMES)

2-No quick snapping to bullet pass to a slot receiver or TE immediately after the snap "streak hot route/seams" pass to the TE aka "Hot Potato"

3-DO NOT spam the ''spin'' button as a ball-carrier

4-The QB Sneak is banned from league use PERIOD (GOAL LINE FORMATION), as is the FB Dive in ANY situation 1 yd or less while the QB is UNDER center.

NOTE - ** If you score on a QB Sneak, or a FB Dive that is 1 yard or less, you will concede a TD to your opponent, AND forfeit your next possession via punt (Touch back rule, offense gets the ball at the 25)
** If you convert one yard or less via the FB Dive on ANY down 1 yard or less, you will forfeit that possession via punt. (Touch back rule offense gets the ball at the 25)

5-DO NOT manually re-position players on FG/Punt Coverage

6-We DO NOT allow the play maker feature to be used, AT ALL. (Manually re-routing receivers after rolling out)

7-Milking the clock/Chew the Clock feature are NOT ALLOWED, unless 2 mins before the half, and final 4 minutes of the game. *More on this see (No Huddle)*

8-Swerving with the LS as the ball carrier is not allowed, if you're looking to make move, or cutback behind the LOS a ball carrier move is mandatory, as well as in the open field to avoid a tackle.

SIM Food For Thought-

*Drop-backs. QBs are only allowed to drop back 5-10 yards during pass plays (except when under immediate duress by the defense). This rule is in place to prevent the popular tactic of dropping your QB deep to allow your WRs time to break free from defensive coverage. If you need to extend a play scramble and if nothing's there take the sack or throw it away.[/b]

Mix up your play calls run/pass/formations/personnel groupings- This adds to the competitiveness of the game, as well as the integrity of our league.

Matching up personnel is fine (base offense vs base defense, or nickel and dime vs the spread)

In an effort to promote, and encourage the MCL SIM standard "any Dime, 3-2-6, 1-3-7, Quarters, or any other defense with 6 DB's.’’ is NOT ALLOWED, unless it is 3 WR or more.

This is similar to how we restrict the use of Goal Line formation outside of 1 yard or less, or inside the 5 yard lines. We are doing the same, as this is not a realistic defense to call vs the run and it’s been proven to be unrealistically effective defending the run in Madden.

Each user builds their team to suit their personnel as well as their preference in offensive & defensive philosophy.

Whether it's a spread passing attack, or three yards and a cloud of dust; to an aggressive man blitz to a conservative bend don't break zone based defense.

HB Flat Passes-We're not saying you can't throw to your HB in the flats, but when your HB has 10,15+ receptions in the flats in a game we will review. 

Motioning WR's/TE's/HB's-These things are completely fine, just make sure that your motioned player comes to a COMPLETE stop and that the defender in trail gets an opportunity to reset his position on PASSING plays, (obviously this does not apply to the Auto-Motion Plays). This also applies to motioning HB's out of the backfield as well.

If you're motioning a player for the run to gain additional blocking the motioned player must be clear the Tackle’s or Tight End's "outside" shoulder at the snap. DO NOT snap the ball while the motioned player is in the backfield.

QB Rollouts-Rolling out is a part of football, but it only happens when the play calls for a bootleg, or the pocket breaks down and the QB has to buy time or scramble for a gain...no one should be hiking and darting to the sideline...on that note this also applies to WR Screens and HB Screens, do not roll out to one side, and try to throw a screen pass back to the other.

**With the addition of option based play-calling mix it up, no teams QB should exceed 25% of their teams carries (Season Total as games can vary weekly in the amount of carries received). Case by case review as needed

(If you read all the RULES send me a ''flame'' emoji via DM on discord)

Manually re-positioning players on defense is something we DO NOT allow. You may move the player you are manually controlling -- (If you're in a MAN or Zone Match based coverage and the alignments are off you may move defenders into better position to match their assignments)

If you want to ''user rush'' it is limited to the defensive line -- while using the ''jump the snap'' feature. If you choose to user a LB, S, or DB blitz you may not use ''jump the snap'' aka tapping RT at the snap to get the speed boost, also known as ''turbo blitzing'' in prior Maddens

If you would like to adjust other players, use the tools that are included in the game (LB/D-Line/Coverage shifts/Show blitz etc.) If you're in man defense and your match-ups are miss-aligned you can use ("X" + RT) to reverse your play and that should fix the issue. (If not see the concession above)

(In relation to MAN Defense ONLY) If it (X + RT) does not fix your alignment, you may adjust, but do not use manual adjustments to try to over-load a gap to try to set up a nano blitz.

Goal Line Formation or similar personnel that feature 3 TE Sets with 0 Receivers (Ace - Jumbo / SG - Patriot Heavy) / -Can only be used in short yardage situations, 1 yard or less, or inside the five yard line where there are no restrictions. (Either your own, or your opponents territory)

Shotgun ''Monster'' Formations are NOT ALLOWED

No Huddle- IT SHOULD NEVER BE USED AS A BASE OFFENSE, please reserve it's use for 2 minutes left in the half, down 21 or more in the 3rd, and 14 or more in the 4th. Mixing in a play once or twice is allowed, but use it sparingly.

If you’re WINING by 21 or more in the third, or 14 or more in the 4th you may use ‘chew the clock’. This matches up with 4th down attempts/hurry up offense rules for trailing teams, so this should be fair to both sides.

If you have STOCK Super Star / X-Factor players DO NOT edit their positions, this is to make sure that the default abilities stay in place for these players

MCL SS / XF -- Ability Change Guidelines:

https://maddenchampionslgue.forumotion.com/t3011-x-factor-superstar-customization#15370

NOTE:WE ARE CAPPING THE TOTAL OF SS & XF PLAYERS AT ''7'' TOTAL PER ROSTER (THIS MATCHES THE MOST IN THE BASE ROSTER) -- IF YOU GET A SCENARIO YOU CAN KEEP IT, BUT IF IT PUTS YOU OVER THE CAP YOU WILL NEED TO DETERMINE IF YOU WANT TO KEEP IT OR REDUCE ANOTHER PLAYER TO STAR -- THIS IS TO KEEP A HANDLE ON ROSTER BALANCE, AND REALISM AS WE SAW THE LAST FEW YEARS TEAMS WITH 12, 13, 14 + SS & XF PLAYERS

Substitutions- ALL FORMATION SUB PACKAGES "IN-GAME" CAN BE USED via the Right-Stick.

SUB Package LB in the Depth Chart - LB's only at the 1st position - If you want a Safety at LB they have to be at minimum 6' & 215 lbs, and can only be in the 2nd or 3rd depth chart position. (Must have a minimum 65 BSH / 70 TKL) this is to prevent the circumvention of the COD rating & user coverage abuse

If you don't have a player with the qualifications required, ''Big Nickel'' is a great option to attain a similar effect replacing the nickel corner to get a 3rd Safety on the field.


Manual Depth Chart Substitutions allowed:
If it's not listed it’s not allowed.


*TE allowed to go to WR (3rd or lower on depth chart only)

*FS/SS allowed to go to CB (3rd or lower on depth chart only - the Nickel & Dime positions)

*HB allowed to go to FB (Under Center and ONLY if you have a FB or TE injury and no one else is available)

*FB allowed to go to HB

*FB allowed to go to TE

*TE allowed to go to FB

*Cover / Run Support LB's are interchangeable (Stock Speed / Power Rushers must stay at OLB or can transition to DE as they are officially classified as EDGE defenders if you move from a 3-4 to a 4-3 base, you can also move them left, to right), D-Line, and O-Line groups are interchangeable as well in regard to moving lef to right.

FS & SS are interchangeable, we urge you to (Use common sense with edits, if you run a 3-4 use 3-4 personnel, if you use a 4-3 use 4-3 personnel & edits) The goal here is to play ''Football'' not ''Madden''

** Commish Advice -- If you have a 4-3, or 3-4 based roster look to keep it in tact, it makes more sense to run a defense that suits your current personnel vs applying a full scheme change overnight. Use FA / the draft to look at making those changes in the off-season.

Position Edits (CFM Draft Class Players ONLY)-


*S to LB - must be at least 6' and weigh at least 220+ (89 speed max)*
*CB to FS (ONLY) - (89 speed max)*
*WR to TE - must be at least 6'2 and weigh at least 230+ (88 speed max)*
*Users are allowed ONLY ONE ''Utility'' position edit per season per side of the ball, and it must be* *submitted for approval, and fit the guidelines.*
*These are the most common ones we see in the NFL, if you can think of others let me know.

Utility edits ONLY apply to CFM DRAFTED players -- to keep the core roster integrity in tact. If we get proof of a real life position change that is outside our normal guidelines it can be submitted for commissioner review (you will need reference from the team site / NFL.com/ etc).*


With all that being said, as always I appreciate the time you spent to review this, if any changes occur to the guidelines you will all be notified. With that being said I look forward to seeing you all on the field. (If you read all the RULES send me a ''cheese'' emoji via PM on discord)

=====================================================================================================
Roster and Cap Management-*Subject to Modification*

Trade management in this league is governed by Trade Cap Points, a system that has worked to provide "roster integrity" on a level greater than any other franchise out there. If you are looking for a league where you can build a pro-bowl quality team in two seasons by taking advantage of a fantasy style trade policy and users who make bad trades this is NOT the place for you.

Trade Cap

Let me start this section off by saying that if you do not understand the trade cap immediately, don't worry. While it will definitely be to your benefit to understand how it works, commissioners will be calculating the trade cap value for any trade that is made. So do not concern yourself so much with how it is calculated, but with how the value affects your ability to trade. Every player has a base trade cap value that is calculated off of their overall rating as shown below: (Trades must be within +1/-1 of the player’s or draft pick’s TCP value for both sides).

I want to remind all current, and new members that this is not a fantasy type league when trades come into play. We encourage players to be pro-active and look to improve their teams, but by no means do we want to see a team’s best players (Franchise type players/popular players on the team) moved before their time, we also RESTRICT trading 1st and 2nd round draft picks from the NFL's most two recent draft classes. The league staff reserves the right to veto trades to maintain that goal of the league.

*NOTE-Player values are calculated based on the daddyleagues rating*

Overall Rating-

69 or lower = 1 TCP Flat (Age / Experience Modifiers DO NOT apply)
70-74 = 1 TCP
75-79 = 2 TCP
80-84 = 3 TCP
85-89 = 4 TCP
90+ = 6 TCP

* Players 90+ ovr (that are 27 or younger are not eligible to trade)
* Players 89 ovr or less in the final year (that are 27 & older are eligible for trade consideration)


Draft Pick TCP Values-

1st-6 TCP (Before the trade-deadline)

2nd-4 TCP

3rd-2 TCP

4th-7th-1 TCP

Draft Picks Top Ten (During the off-season/Pre-Draft)-

1st-5th-10 TCP

6th-10th-8 TCP

Age/Exp. Mod

Age 32+ / -6
Age 30-31 / -4
Age 28-29 / -2
--------------
Rookies / +3
1-2 years Exp / +2
3 years Exp / +1

Trade Cap Points (TCP's) are the commodity you use to conduct trades. Think of them as your available trading power.

TCP will be earned in the following way/s (MAX TCP Earned Value is 10)

*Each vested MCL member (at least 16 games played) will begin with 2 TCP per season

*You can earn up to 6 additional TCP by being active on the MCL’s Twitter by following, and tweeting MCL relevant information or You must twitch a MINIMUM of 8 games (this is on a per season basis).

*Finally you can earn an additional 2 TCP by posting Daddyleagues blogs where you highlight your teams current status in the MCL on a regular, and consistent basis. (MINIMUM 4 Posts, over the course of the current season)

New owners coming in will start with the standard 2 TCP AFTER THEY COMPLETE 16 GAMES -- THIS IS FROM THE 1ST GAME YOU PLAY (this value is so that new user's don't join make moves for their buddies then quit the league and leave a team without value).

The goal of this system is to accomplish a few things:

It will motivate our members to be active as we look to expand our social media presence & inner league activity (user team blogs), also for users not doing well it still drives a need to be involved so you can maintain the ability to improve your team by making a move to bring in a quality player, or additional draft picks. 
It will allow active users to trade and limit those who are not as active. This is something we wanted to accomplish from the beginning. In this system, inactive users will be handicapped in their trading power. It will also encourage and help to grow the MCL’s social media presence as people try to earn bonus TCP's for their team.

When you conduct a trade, total up the amount of points for all the players and draft picks that you receive in the transaction. That amount is then subtracted from your TCP balance, leaving you with your remaining TCP balance. You may not go over your balance to complete a trade and once you are out of points, you are done trading for the season.

Please be advised, being able to calculate these figures is not a requirement to participate in the league because the commissioners will do this for you when you request approval on your trades. However, understanding how to do it will make you a better GM and give you an advantage when negotiating trades.

Free Agency and the Waiver Wire

>Contract Extensions - 5 years is the MAXIMUM years allowed to re-sign your own players during the season / Re-Sign Period (6 years for a QB)

>Off-Season Free Agency Contracts - 4 year offer MAX

Note from the admins - Be responsible with contract offers if we see something unrealistic we reserve the right to reset the deal and make a player a free agent once more. This is so bad contracts don't negatively inflate contract requests over the years.

We are introducing a ‘Waiver Wire’ process to govern over all off-season/in-season free agency to add a bit more structure and another level of realism to the team management process.

>All 'Free Agents' 75 ovr or higher will require a bid (Weeks 1 - 17)

>Submit your bid by posting in the ‘Waiver Claims’ thread (see forum)

>If no one has put in an additional claim (which is time stamped) after 24 hrs the thread will be locked and the Free Agent will be available for you to sign (LIMIT ONE CLAIM PER 24 HRS – NO MULTIPLE PLAYER CLAIMS)

>If multiple users claim the same player, the team with lower numerical draft pick will be awarded the player like in the NFL.

>All ‘Free Agents’ 74 ovr or lower are still first come first serve and are limited to two pick-ups per advanced week.

If anyone has a question feel free to contact an admin.  (Practice Squad, K's and P's DO NOT count they can be signed in addition to the other two players - So long as their rating does not require a bid)

2-Each team MUST maintain a 53 man roster (IF YOU HAVE LESS THAN 53 YOU WILL FORFEIT DRAFT A PICK/S – to be determined by the admins)

Trade Transactions-

1- ALL TRADES MUST BE APPROVED BY A COMMISSIONER BEFORE THEY CAN BE CARRIED OUT. With all commissioners watching the transaction report very carefully, you will not get away with trying to sneak one through so please save us all the hassle and don't try it.

2- Trades should be submitted through PM to a commissioner. Once the trade is approved, the commissioner will notify you by PM and post a thread in the "Commissioner Approved Trades" forum with the transaction. This forum is viewable by all but only commissioners are able to post in it. Once the commissioner has PM'd you approval of the trade, you may conduct your transaction (See rule 4 below).

3- Your trade cap balance will be adjusted at the time of approval. If for some reason you do not go through with the trade it is on you to notify a commissioner so that we can restore your trade cap balance.

4- All trades must be conducted through the trade tool on the console. We do not allow the "release to free agency" method of trading. Yes, this means you will both need to have your games completed for the week before the trade will go through.

5- Keep in mind that the purpose of this league is to maintain the integrity of all rosters. Once you trade for a player he has to stay on your roster through the end of the season he was acquired.

6- Commissioners may not approve their own trades.

7- If you have a trade that is rejected by a commissioner, you may appeal it. If majority rules on your trade, the original denial can be over turned (League Commissioner retains veto privilege in the event a trade is still deemed to deface a team ).

8- Players with injuries may not be considered for trade. In real life players have to pass a physical before they can be traded, therefore injured players are not available for trade.

9- Any trades that do not follow the above guidelines will be reversed, and your trading privileges will be revoked for the remainder of the season, the following season and you will forfeit a draft pick.


Last edited by Setfree xX on Tue Oct 26, 2021 12:51 pm; edited 71 times in total