Quantcast

Madden Sim Revolution

MSR League Staff

The following are staff members for the MSR and can be contacted about any dispute, question, or comment.
Commissioner: Timbo
Admin: Hof
Rep: Isiah
Rep: Lil Bear
Network Director: Kylo
______________________________________________________________________________________

Website: MaddenSimRevolution.com
Email - maddensimrevolutionleague@gmail.com
Daddy Leagues - DaddyLeagues.com/MSR
MSR Network - YouTube.com/c/msrnetwork
Twitter - @MSRLeague
_______________________________________________________________________________________

This is an XBOX SIM league. We advance every 48 hours or after the last scheduled game is played.  Games must be scheduled within 24 hours after advance. Listed below is the set of rules and game-play information.
GAME-PLAY SETTINGS
•    Game-play - Simulation
•    Difficulty - All Madden
•    Quarter Length - 8 Minutes
•    Game Speed - Normal
•    Injuries - On (Off during Preseason)
•    Pre-Existing Injuries - Off
•    Fill Roster - Off (Prevent CPU from unwanted roster moves)
•    Custom Coach Only
•    Playbook
              o    Offense: Custom
              o    Defense: Custom
_______________________________________________________________________________________

Game Scheduling
1.    We advance every 48 hours or after the last scheduled game is played. (See 7 below)
2.    You should contact your opponent and schedule a game time within 24 Hours of Advance. Failure to do so could result in a Force Win for you opponent.
3.    Agreed upon date and time must be posted in schedule chat on Discord within the 24-hour window
4.    If opponent fails to show up at scheduled date and time, reach out to your Division Rep
5.    Games that have been pushed back but remain within the advance period must be updated on the Discord scheduling chat to keep accurate record
6.    If a team is to be placed on Auto Win you must contact the scheduling director
   on Discord.  If the scheduling director does not have record of the direct message, and you do not receive the auto win at advance this is the fault of the person not sending the DM.  Posting in main chat or contacting any other admin will not count -- must be scheduling director.
7.    Early Advance: One hour after the last game scheduled will count as early advance.  If the last game must be moved due to conflict it must follow these guidelines:
              7a.    If no games have been scheduled and posted for the next game week the last game may be moved to any date or time within the advance period.
              7b.    If a game has been scheduled and posted for the next game week (due to the belief of early advance) the last game must be started one hour before the next week’s game posted begins.
              7c.    If the last game must be moved due to time conflict and cannot be played before the previously posted early advance time the member with the conflict will go on auto pilot.  If both players have a time conflict the game will be simmed.
8. In the event a time cannot be agreed upon by the two parties, the Reps & Admin group will review all conversations and schedule availability and will rule on either a fair sim, or a force win.
_______________________________________________________________________________________

LEAGUE REQUIREMENTS
•    Discord: The Discord App is a requirement for the league it is the communication device of choice for the MSR. Be sure to check daily for updates and remain active on it. Being active on DISCORD chat is a requirement, the MSR League uses a bot to track members activity on DISCORD.
•    Daddy Leagues and My Madden: Daddy Leagues and My Madden is the main statistical site for Madden.
•    Twitter: We encourage users to create Team/League twitter accounts to boost activity. While this is no longer required, this will be a heavily weighted team selection criteria that could push or pull you down the selection order.
•    Twitch/Mixer/Youtube: Members must have a Twitch/Mixer/Youtube account to stream games and submit for complaints. All games are required to be archived, this allows us to watch previous games and pull the video for league related shows or handle game play disputes. In settings (wrench icon), go to “Channel & Videos” and click the box next to “automatically archive my broadcasts.”  All games must be recorded, including CPU games. Both teams are required to stream each game. If a team cannot stream, it must be discussed with your division rep prior to the game. If you do not stream and are accused of breaking a rule, then staff will use their best judgement to determine if the rule was broken.
•    Content: All members are encouraged to write news articles/blogs on our Daddy Leagues website. To make the Madden Sim Revolution the best Madden league it can be, we would like members to be active in adding team content. Season previews, team news, game reports, transaction news, etc. are always welcome and encouraged!
______________________________________________

CODE OF CONDUCT
All league members are expected to conduct themselves as mature adults. The MSR community 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 gameplay.
Members caught cheating, team killing, displaying a win at all costs attitude, using excessive profanity, racial slurs, or remarks, verbally abusing other members, or otherwise displaying a negative or aggressive attitude towards members or site staff will be removed from the league and face a permanent ban.
All members should keep in mind that being competitive and showing good sportsmanship can go hand-in-hand. Treat others as you would hope they would treat you and everyone's experience will benefit. Abusing any aspect of the game or playing unrealistic/unsim football will be penalized as determined by the Admin team.
Tanking is NOT allowed in our community. We understand that everyone's skill level is different, however, we will not accept or allow users to pad stats for developments and look for ways to lose games.
All gameplay complaints must be submitted before the league advances to the next week. If you are the last game or one of the last games, please contact an admin before the league advances.
_______________________________________________________________________________________

PUNISHMENTS
Although some violations can still warrant an immediate suspension, the Admin staff will look to review each situation on a case-by-case basis and will use the following options (but not limited to):
- Suspending important or the offending players
- Loss of future Draft picks
- Trade and league privileges.
Removals and/or bans will be determined by the Admin staff in the best interest of the MSR Community.
Lack of activity, continued issues with gameplay among other issues will still be considered each season.
*All infractions will be handled at the discretion of the admin team. *
_______________________________________________________________________________________

PLAYBOOKS
Teams will be required to use stock playbooks in Madden 23. Teams will start with their teams playbook from team selection. If a team wants to switch, they may opt into a playbook draft where you can abandon your playbook and select another team’s. The limit will be 2 teams per playbook. The playbook draft will occur after team selection and during every offseason. The draft order will be random.

If a team switched playbooks, they must keep the new playbook for at least 2 years prior to switching.

If a new user joins, they will be able to revert to their team's playbook if desired. In this case, there will be 3 teams with the same playbook.

OFFENSIVE GAME-PLAY
-- PLAY CALLING --
1. You may only use the same NAMED play once per drive. This does apply to runs!
              1a. Example: “Four Verticals” can only be used once per drive. You can however use other verticals plays not named “Four Verticals”   
              1b. Example: "HB Stretch" can only be ran once per drive. You can use other stretch runs; however, your offense should not consist of the same run concepts
2. Users can only use the same type of hot route twice per half (i.e., you may only hot route a slant or in twice per half)
3. You are not allowed to Intentionally chew clock (This includes not turning on “chew clock”, but intentionally letting the play clock rune below 10 repeatedly) until there is less than 3 minutes left in 4TH QUARTER.
              3a. Unless opponents requests
4. You can NOT flip play prior to going to line & then quick hike because this glitch puts the offense at an unfair advantage.
5. If you manually motion players, they must be set for at least 1-2 seconds prior to hiking the football.
6. The PLAY-MAKER feature is prohibited.
7. UNREALISTIC DROP BACK - An NFL QB goes through his natural drop back then gets rid of the ball, steps up/maneuvers in the pocket, or scrambles to avoid pressure/buy more time/run with the ball. Players should not be dropping back more than 10 yards. EX: Deep crossers, posts, etc.
8. You must bench your QB for the remainder of the season as soon as you throw 40 INTs. He will be eligible to participate again in the playoffs in the event you make it there.
9. Offenses must run at least 8 run/pass plays (not including QB) and 8 pass plays.
10. Play Action Rules:
   - No PA on 3rd/4th and 7+ at any point
  - Less than 1 minute to go in the 2nd or 4th with no timeouts (unless you are goal to go)
  - Before your own 40 with 30 seconds to go in the 2nd or 4th quarter

-- NO RUNNING UP THE SCORE, WHEN TO KNEEL --
The following rules are in place to keep the statistical nature of the league as SIM as possible, while also promoting league sportsmanship.
1. Chew clock is permitted at 3 minutes, or if your opponent requests it sooner.
2.  You cannot purposely run up the score.  This does not mean you have to run the ball all three plays; you may always attempt to gain the first down.
3.  The following must happen if it matches the situation described:
              3a. UNDER 2 MINUTES - Leading by 3 TDs - Only field goals and defense touchdowns allowed until lead shrinks under 2 TDs.
              3b. QB Kneeling: If under 2-minute warning, and your opponent does not have any timeouts OR is not using them, you must QB Kneel. If your opponent is kneeling and you are trailing by 17 points or more, you CANNOT use timeouts. “Taco Rule”

-- SCRAMBLING --
QB Scrambling is only allowed in the following situations listed below
1.  Read option and designed QB rollout plays
2.  Receivers cannot get open (must be a reasonable amount of time to scan progressions)
3.  Pocket is collapsing and/or the QB is escaping a sack
4. QBs are never allowed to sprint to the sideline and stop to throw the ball downfield.
              4a. If you pull the pass icons down, you are now a ball carrier and cannot pull those pass icons back up and pass the ball.

-- NO HUDDLE OFFENSE --
Any excessive [non-strategic/without reason] no huddles during times which it is not necessary is not allowed. This is a SIM league. You may only use no huddle offense in the following situations.
1.  Once per drive at anytime
2.  Within 2-minute warning of each half.
3.  Losing by 10 points or more anytime in the 2nd Half
4.  Mixing up play calling in still required

-- 4TH DOWN RULE --
You can go for it if:
  - Anytime past midfield
  - 4th and 1 or less between your own 35-50 yard line
  - Any point on the field is losing by 3 TDs
  - Anytime in the 4th (Winning team can go for it if game is within one possession)
  - One Coach Decision (Past your own 35)
  - One Fake FG/Punt a game (Follows above rules)

Player Stats and Development
1. No player (HB, WR,  or TE) shall have more that 35% of your teams total receiving yards
2. No running back shall have more than 80% of the team’s total carries/receptions by an RB
3. Teams must run the ball at least 30% of the time with a running back.
Note: These percentages will be reviewed after weeks 6, 12, and 18.
a) If a player is over the usage once, the owner will receive a warning.
b) If a player is over twice, the player will be suspended 1 game
c) If a player is over thrice, the user will receive a 1 game suspension.
d) If a player is over after week 18, the following punishments will be enforced based on the number of times the player was over the threshold during the season
    1) One time, 1 game player suspension next season (Half a game for playoff team)
    2) Two times, 2 game player suspension next season (Full game for playoff team)
    3) Three times, 1 game user suspension next season (2 games, next season if eliminated)
e) Players who are suspended due to usage, will not be eligible for end of season devs.
f) QBs who throw more than 30 INTs will not be eligible for end of season devs

-- Interceptions --

1. Quarterbacks with over 40 INTs on the season, must be benched for the duration of the regular season. If the player is on a postseason team, the Admin staff will make the best determination on a case-by-case basis
2. If the player continues to play following their 40th interception, the player will be suspended as determined by the Admins
3. QBs who throw more than 30 INTs will not be eligible for end of season devs
_____________________________________________________________________________________

DEFENSIVE/SPECIAL TEAMS PLAY CALLING
1. You must rush at minimum 3 players. You CAN hot route anyone on the defensive line into a QB spy, but you cannot hot route them into a zone, or man them up (hand in the dirt signifies the defensive line).
2. You are not allowed to move any players pre-snap on defense aside from the player you are usering (unless the formation is changed, a new player can then be selected)
              2a. This does not include the pre-snap adjustments you make using the onscreen cues.  (IE. pinch line, spread linebackers, base align)
3. When usering a defender in zone coverage you must INITIALLY STRAFE (Hold LT) and you must remain strafing in your zone, or extended zone, until the ball is thrown. Extended zone is defined as 5 yards around your play-art zone.
              3a. The exception to this rule is if you choose to "man up" on a receiver who passes through your zone. At that point you may stop strafing, but if you do so then you are committing to that receiver until the ball leaves the quarterback’s hand. You cannot go back to your zone or follow another player.
              3b. You are ALLOWED to leave the zone once the ball has been released from the QB or once the QB leaves the pocket.
              3c. You do not have to strafe when usering man to man coverage but must remain on the man from the play art until the ball is thrown.
              3d. If you are manned up on the HB and the HB blocks, then you must blitz or QB spy. You cannot man up on someone else or drop into a “zone”
              3e. If you are usering and the opponent runs a PLAY-ACTION pass and you bite on the play-action, you are allowed to continue after the QB or you can drop back into your assignment in a strafe (We understand a step or two will not be a strafe initially as you get turned back around).
4. If you change a player’s defensive assignment, then you cannot user that player.
5. Adjustments on defense cannot be deemed excessive and/or mechanical. Adjustments are part of the game that be used strategically and not mechanically.
6. You must run at LEAST a ratio of 70/30 man/zone defense for the duration of a game. Note: You cannot overuse the same coverage variant (i.e. only different named cover 3s)
7. When usering an DE/OLB it is illegal to intentionally take a wider than normal "looping" path to intentionally confuse blocking logic.
8. You cannot run the exact same defensive play in a single set of downs. Cover 2 Man is the ONLY exception
9.  You may jump any RPO, or Screen attempt no matter the coverage you are in, or your assignment. You cannot however return to your assignment if the screen or RPO is passed on in favor of a different throwing option by the offensive player.

-- PUNTS/KICKS --
1. One coffin corner punt per half.
2. The ball should not be punted out of bounds unless you are attempting to pin it within the 20 or kicking it out of the back of the end-zone. We should not be seeing users punt out of bounds every time to keep their opponent from having a return opportunity.
3. No pooch punts or extremely short punts that causes the camera to glitch or creates an uncatchable ball.
_______________________________________________________________________________________

DISCONNECTIONS
1. If your game disconnects at any point during the 1st half or during a close game, you can MOCK the game back to Quarter/Possession/Score unless BOTH owners agree to replay from beginning. If ONE owner wants to MOCK game, then it will be MOCKED back to SCORE/QUARTER/POSSESSION.
2. If game is disconnected at end of the 3rd [less than 2 minutes] or later and it is a blowout [up 22 points or more] then the User that is Winning can choose to MOCK game back to that point or PLAY CPU putting another user on Auto Pilot.
3. In the 4th quarter with 3 minutes or less if you are down 17 points or more and game DC then the USER that is AHEAD can play CPU to get the WIN, while the USER that was LOSING will put himself on Auto Pilot.
4. If a game DC and the team losing is down by 18 or more points, and due to time constraints the USER who is winning does not have time to mock back the game, then the MSR Admins will make decision based on time left and possession to determine whether the team down 18 points should be forced to take a FL.
5. If you intentionally quit your game or are suspected to have done so by admins, you RISK removal from the league.
6.  You are allowed a maximum of 2 simmed (FW) games per season.
7. If all FWs are used, you can either take a fair sim (keep reading) or the unavailable user can be placed on AP and the game can be played. If the time of the unplayed game runs close to advance, the Admins will decide on the result. Results may vary.
8. Disconnected games that result in a FW being given will not count towards a user's total (2)
_______________________________________________________________________________________

FILING A COMPLAINT - INFRACTIONS
If the rules have been violated, please address the violating coach in a mature, professional manner to discuss it privately first.
If you cannot resolve the problem together, notify your Division/Conference Rep for resolution. Make sure to have hard evidence that a rule has been violated.
What works best for the staff is if you mark the time and quarter of the game infraction(s) occurred so it can be reviewed quickly on Twitch.
We cannot hold members accountable if there is no video evidence from game clips, a Twitch replay, a cell phone video, or a member's screenshot. Without evidence, your complaint is a "he said, he said" situation and becomes too difficult to make a sound ruling.
Do not wait until an opponent reports you first and then report your own rule violation. (We can tell)
You are allowed a maximum of 2 simmed (FW) games per season.
If all FWs are used, you can either take a fair sim (keep reading) or the unavailable user can be placed on AP and the game can be played. If the time of the unplayed game runs close to advance, the Admins will decide on the result. Results may vary.
Disconnected games that result in a FW being given will not count towards a user's total (2)
_______________________________________________________________________________________

ROSTER MANAGEMENT
1.  Admins will be monitoring FA contracts and you will be subject to review and penalty of anything deemed Unrealistic and unsim that takes away from MSR League experience.
2. User teams need 53 players prior to Week 1 of the regular season to play. User teams may not have less than 53 players at any given time during the regular season.
3. If you sign a practice squad player, you must carry him on your active 53 for the whole season.
The following adjustments are allowed:
1. FB > HB
              1a. HB can play the FB position when the QB is not under center.
2. TE, FB <> TE, FB
3. Offensive line can move laterally one position. T <> G, G <> C, T </> C
4. All other positions can move laterally one position only.
              4a. Examples: OLB can move to DE but not DT; SS can move to FS
5. CB <> Safety is prohibited unless utilizing the slot CB depth chart position.
6. One of the top two Sub LB's in your depth chart must be an actual LB. In addition, if a safety is in a Sub LB spot, he must be at least 210lbs and 89 speed or less.
7. DT Rules
             7a. Full time DT must be 280lb or more
             7b. Rust DT must be greater than or equal to 275lb with less than or equal to 82 speed
             7c. 3-4 DE must be greater than or equal to 260lb and less than or equal to 85 speed.
8. Do not cut free agents during the playoffs. No teams should sign FA after the completion of their Week 18 game. If a playoff team has injuries occur in Week 17 that they must fill, it should be brought to Commissioner's attention and must be approved to sign anyone after Week 18 game is completed.
9. You cannot, under any circumstance, change a player’s name.
10. Ability Control
During resigns and  prior to the draft in the offseason, a team may not have more than 7 ability players on their team. If they are over, they will have the following options:
•    Reduce a player to Star progression.
•    Release a player.
Teams cannot trade away ability players in order to meet the 7 player limit.

If a team has 7 ability players wants to trade for another, they must add a stipulation that an ability player will be dropped to Star if that trade is approved.

After the draft, teams may only be above 7 ability players due to drafted players or breakouts. If a free agent puts you over the 7 ability threshold, the team must reduce a player to Star.

11. Madden 23 – Ability Rerolls
Teams may submit players for a reroll to Hof.

OFFENSE
2-3 – Quarterbacks
3-4 - Running Backs
5-7 – Wide Receivers
3-4 – Tight Ends (3 if you have a fullback, 4 if you don't have a fullback)
3-5 – Tackles
4-6 - Guards and Centers

4-3 DEFENSEs
4-6 – Defensive Ends
4-6 – Defensive Tackles
4-6 – Outside Linebackers
2-4 – Middle Linebackers
4-7 – Cornerbacks
3-5 – Safeties

3-4 DEFENSEs
4-6 – Defensive Ends
2-4 – Defensive Tackles
4-6 – Outside Linebackers
3-5 – Middle Linebackers
4-7 – Cornerbacks
3-5 – Safeties

1-2 – Kicker
1-2 – Punter

-- CONTRACT LENGTH --
The max number of years you can sign a player for is capped at 5 for custom contracts. A player may be signed to 6-7 years if the default "player friendly" deals are used. Screenshots must be provided to your rep.
_______________________________________________________________________________________

PRE/REGULAR SEASON FREE AGENCY
1. Preseason Week 1: 1 FA total
2. Preseason Weeks 2-4: 1 FA over 65 OVR & Unlimited FA 64 OVR and under
3. Regular Season: No restrictions
_______________________________________________________________________________________

Practice Squad Stealing
This year we will be introducing a rule around stealing players from other teams practice squads. If you want to sign another teams practice squad player you must contact them via DM. That team will have 24 hours to decide if they want to sign that player to their 53 man roster or let them be stolen. Results must be posted in #ps-archive. If the practice squad player is signed to an active roster, they must stay there for the remainder of the season.
_______________________________________________________________________________________

CUTTING PLAYERS
1. You are ONLY allowed to CUT players who are 80 overall or under during the regular season to create additional cap space.
              1a. Any player that is HIGHER than 80 OVERALL (81+) must be released during the OFF-SEASON (Re-Sign Stage or FA Stage) to prevent collusion and allow for all teams to bid through Free Agency.
              1b. These overalls will be determined by the players DaddyLeagues rating. ** NO EXCEPTIONS **
2. You are NOT ALLOWED to cut players and then Re-Sign them to a cheaper Contract. Once a player is cut a team may not resign that player for one full season (unless it is to place them on their practice squad then they may not be put back on the main roster until the off-season.)
3. You must carry a player signed from another team's practice squad for the reminder of the season.
_______________________________________________________________________________________

OFF SEASON
1. All bids must be realistic and fair. You may not offer less than 50 points on a player.
2. The maximum number of points to bid on any free agent is 170. Nothing higher
3. An hour before the advance period, all bids are locked and there will be no new bids. You will only be able to adjust current bids.
4. If you release a player to save cap room then attempt to resign them, you may not offer any less than what the player is asking for in years, salary, or bonus.
5. No trading of free agents during the same season you signed them.
6. Staff reserves the right to make certain players ineligible for bids based on confirmed glitches where players fail to resign and other issues that may occur.
7. In the off-season FA stage, you may not offer 2x (or more) bonus than salary.
8. If staff determines winning bids are unrealistic, we reserve the right to cancel or nullify those bids and the team will be stuck with the subsequent cap penalty.
9. If you make a bid of 100 points or more in free agency, you cannot remove your bid until the player is signed.
_______________________________________________________________________________________

TRADING
MSR will use a trade calculator that will calculate the fairness of the trade. The results of the calculator will be sent to the admin team to provide a second check for fairness and to review contracts and correctness. The calculator will be pinned in the trade chat. Eligibility for players is determined based on their overall and age. See below for further detail.

Players 81+ overall may not be traded until at least 50% of their contract has been completed. If a player is 28+ years old, they must complete 1 year of their new contract before being traded. Rookies drafted in the first three (3) rounds (regardless of overall are included in this:
*5 year contract = 3 completed years before trade eligible
*4 year contract = 2 completed years before trade eligible
*3 year contract = 2 completed years before trade eligible
*2 year contract = 1 completed years before trade eligible
*1 year contract = may not be traded unless it is a tag and trade

Players 75-80 overall may not be traded until at least 33% of their contract is complete. If a player is 28+ years old, they must complete 1 year of their new contract before being traded.
*5 year contract = 2 completed years before trade eligible
*4 year contract = 2 completed years before trade eligible
*3 year contract = 1 completed years before trade eligible
*2 year contract = 1 completed years before trade eligible
*1 year contract = may not be traded unless it is a tag and trade

Players under 74 overall may be traded freely as long as they are not on the first year of a new deal.

-- Submission Process --
To submit a trade, teams must fill in the trade information via Google Sheet https://docs.google.com/spreadsheets/d/ … ue&sd=true. Download a copy of the sheet and fill out the trade information.
Also included should be any picks involved in the trade with the Year/Round/ and Position if known. The order these trades enter the chat is the order in which the reps shall review the trades. Once a trade has been reviewed by the reps the trade will either be denied or approved. Approved trades will be posted in the trade tracker. Denied trades will be sent back to the submitting parties to rework.

1. Trades agreed upon via Discord by both parties are final once posted in the trade submission chat unless BOTH parties agree to have it voided.

-- Number of Trades --
We will allow 3 trades per trading period (Offseason Resign – Superbowl)

Pick for Pick trades do not count towards the 3 trades.

--Draft Day Trades
Draft Day trades for 1st round picks will be allowed if the trade is approved before the draft begins. The new team will be given 30 seconds once the pick has changed hands to make their pick, please be ready to make the pick. That trade can then be “voided” if the player that was targeted is not available. Draft day trades will be submitted to a committee member no later than 2 hours BEFORE a scheduled draft for review. The committee will review and approve or deny the trade before the draft begins. If the trade is executed during the draft, the committee will add the trade to the trade tracker after the draft has ended.

--Rookie Rule
No rookies may be traded during the year in which they were drafted.
_______________________________________________________________________________________

CLOSING STATEMENT
All league members are required to read and know these rules. Rules are subject to change. Any changes made to rules and/or sliders are to ensure a fair and balanced playing field. If a change is made, all members will be notified, and any amendments will be clearly outlined.
Please let the person recruiting/helping you join, know that you have read, understood, and agree to the rules. When you are ready to face some of the best competition available, then contact the league's administrators.
MSR was created for you, take pride in it, and enjoy the awesome experience!