Post by DaBlu on Dec 29, 2016 3:15:05 GMT -5
General Setup: 32 Teams, stock Rosters League with Salary Cap ON - You MUST Create a Coach - No stock coaches allowed for XP Purposes and Legacy. The settings will be All Pro on Simulation mode with 7 minute quarters no accelerated clock.
NO QUITTING: This is my #1 rule and will not be tolerated. Corrective actions will be administered.
Custom Playbooks: custom playbooks are allowed but with that being said do not build a playbook with all money plays.
Roster 53 Man Limit (IMPORTANT PLEASE READ):
The Madden roster limit is 53 players. If you go over this limit, the CPU will automatically drop players to get you under the limit. The players that it drops may not be the players you would drop. It is always best to manually count the number of players on your roster to make sure you stay under the 53 man limit. If you go over this limit, you will potentially lose those players to another owner who scoops them up when the CPU cuts them. VERY IMPORTANT: At the end of each season, when your team is eliminated from the playoffs, the CPU will sign all players from your practice squad to your active roster. This happens on advance to playoffs for the teams that don't make the playoffs and happens at advance to the next round of playoffs for teams that lost in a given round. When this happens, often the players signed from your practice squad will cause you to go over the 53 player limit and CPU may then cut some of your players. The best way to prevent this is to not sign players to your practice squad, and to cut any players from your practice squad that the CPU signs there. Be very careful that this does not put you over the roster limit.
Trading: Never trade with a CPU owned team. Trades must include - Player Name - Position - Overall Rating, and Age. Trades must first be approved by a non-biased trade committee or Admin and then agreed to by both the owners involved. An Admin must then approve the trade. Make sure you have the cap room and consider the player contracts and cap implications of every trade before agreeing. Once approved a deal is final and must be executed. Any player that renegs on a deal after it has been approved will face suspension, loss of player, and/or loss of ability to trade for the remainder of that season. After approval, the trade must be processed through the in game Madden Trade Center. Never attempt to process a trade using sign and release in the game, you must use the trade mechanism.
XP Sliders: XP sliders will be set to 200% for all positions throughout the preseason and regular seasons. This gives every owner fair opportunities to build their teams and compete for weekly goals and awards. At the end of week 17, prior to the awarding of end of year awards and the advance to playoffs, the XP sliders will all be lowered to 50% for every position. They will remain at 50% throughout the playoffs. This is to address the insanely large rewards that were given by Madden for players that earn end of year awards like MVP. It also levels the playing field a bit between playoff and non-playoff teams as the non-playoff teams do not get an opportunity to earn any XP during the playoffs.
Position changes:
Are allowed but utilize reasoning. You cannot move a WR to TE or change a RB or WR to a QB unless the player was an actual player in college. Those are examples. Be realistic and have integrity. Do not make a position change for a boost in XP just to change him back to his original position, nor do it for cheating purposes.
Scheduling: Advances will occur on Sunday, Tuesday, and Thursday late at night. Contact your opponent within 24 hours of the advance to a given week. Be prepared to show evidence of attempted contacts (GroupMe screenshots) if you wish to request a force win. We will keep track of which teams are causing issues with scheduling and take corrective actions. There will be a contact list posted so there should not be any excuses of why your opponent was not contacted.
Streaming and Archiving: Neither team is required to steam, however if you would like to you may. It helps in proving what happened in case of a disco or to prove an accusation of one cheating. The visiting team is required to broadcast gameplay. We encourage both teams to broadcast gameplay if possible, but sometimes it may interrupt the connection. Most players use twitch, but I use and recommend youtube gaming.
Gameplay Rules Mercy rule
DO NOT RUN UP THE SCORE on an opponent. Respect each other. We are simulating realistic football as well as good sportsmanship There is a strict point limit rule enforced. 63 is our scoring limit. Thats pretty high, no team in the NFL scores 70 points + and when we see you doing that it shows a lack of respect for your opponent and shows you are just trying to take advantage of an opponent to cheat to get XP points. Should your lead be less than 21 points difference then you will be allowed to go over the 63 point limit to maintain at least a 21 point lead. If you hold a commanding lead in the game don’t go anywhere near the 63 point limit because events can conspire out of your control that would push your team over 63 points. All infractions will receive a mandatory minimum of one game suspension. There will be no warnings. Don't go anywhere near the end zone if it will put you close to or push you over 63 with more than a 21 point lead. If your opponent does something to intentionally cause you to exceed 63 points the one game mandatory minimum suspension may be waived at discretion of the commish committee. AGAIN, DO NOT GO ANYWHERE NEAR 63 POINTS IF YOU HOLD A COMMANDING LEAD IN THE GAME. 63 POINTS IS THE ABSOLUTE MAXIMUM AND YOU ARE NOT ENTITLED TO SCORE EXACTLY THIS AMOUNT SO DON’T RUN UP THE SCORE. Furthermore, any opponent who is found to intentionally attempt to push another team over 63 points by running backwards for a safety or other action will be subject to suspension at the discretion of the commish committee.
Conceding
Conceding in the 3rd quarter: If you are losing by a wide margin and the game is clearly over please ask your opponent if you can concede the game. If they agree then use the game menu to quit. This can only be done in the 3rd quarter with your opponent's agreement. See Conceding below for 4th quarter.
Conceding in the 4th quarter: If you are losing at any point in the 4th quarter you will be allowed to concede with opponents consent. Has to be a marginal difference where there is no chance of coming back or at opponents agreed consent. This option is being added to address situations where the game is effectively over and to avoid stat padding for the winning team or the need to spend time running down the clock. Use the game menu to quit and let your opponent know you have chosen to concede.
4th Down Rules: You must punt or kick the field goal except in the following situations:
1. Anytime in the 4th quarter when losing you can go for it
2. Anytime in Overtime you can go for it
3. If you are losing by 21 points or more at any time you can go for it
4. TWO COACH’S CHOICES: Twice per game you can choose to go for it outside of the above situations.
5. “Situational” 4th and 2 or under when in your opponents territory and a field goal seems out of range ( on the 35 or farther). If distance is longer than 4th and 3 or over and you’re farther than the 35 yd line you must ask your opponent for permission or punt the ball.
6. Pause the game ask opponent for permission to go for it, if they say yes then it’s fair game.
7.Fake punts and fake field goals (coach’s choices) : Fake field goals and Fake punts are only allowed twice per game and each count as one of your coach's choices. If you have used up both coach's choices, you can no longer call a fake punt or fake field goal even if you can go for it due to one of the other 4th Down Rules.
Two Point Conversion Rule: Coach's Decision Always. It will always be up to the coach to decide whether to kick the XP or to go for two points. This adds some excitement to the 2 point conversion or extra point play. In general, most owners will take the sure XP. But you can always gamble whenever you choose. Also realize part of this gamble is that the defense could return the 2 point conversion for a score to get 2 points of their own.
No Huddle Rules: Do not abuse and use no huddle excessively. This gives the offense an unfair advantage due to fatigue for the defense and inability to call proper defensive plays. You may go no-huddle up to 3 plays on each drive except for the following cases
1. If you are down by 21 points, you can go no-huddle at any rate
2. If you are down by 9 points or more in 4th quarter you can go no-huddle at any rate
3. If you are in last 2 minutes of the 1st half, you can go no-huddle at any rate
4. If you are in last 2 minutes of the game, you can go no-huddle at any rate only if you are not winning.
MIX UP PLAY CALLING On Both Offense and Defense: Try to call a variety of plays from different formations. Do not repeatedly call the same plays over and over. DO NOT SIT in the same defense all game long nor call the same 5 plays on offense. MIX it up and use a variety of formations and plays. Each team is required to run the ball a minimum of at the very least 5 times a game. Failure to comply will result in 1 game suspension.
RUSH AT LEAST 3 players: You must rush at least rush a minimum of 3 defenders on each play. QB contain defenders count as rushers (QB spy does not count). That is, you could have two defenders on QB contains and one on a red arrow blitz, or at least three defenders on a red arrow blitz otherwise.
Onside Kick Rule: You can only perform an onside kick in the 4th quarter when you are down by enough points that you would not be able to come back without an onside kick recovery. That is, if the other team were to recover the ball and kneel, then the game would be effectively over. This must be a called onside kick, no surprise onside kicks are allowed.
Short Punt Glitch: There is a short punt glitch that often can cause the receiving team to not be able to field the punt or call a fair catch; it hit's the receiver and causes a turnover. If you kick a punt that fails to travel more than 25 yards and recover the punt, you must immediately give the ball back to the opposing team as if they had fair caught the ball. The easiest way to do this preserving clock time and field position is to call the QB spike play 4 times to turn the ball over on downs.
TIME CLOCK/PLAY CLOCK:
Do not use the entire play CLOCK repeatedly: Occasionally you may need to use the entire play clock to run a play but let this be the exception rather than the rule. Do not intentionally run the entire play clock down play after play just to run time off the clock; you should consistently snap before it gets into the red since there is no accelerated clock. When winning in the 4th by a great margin you can set you L1 adjustment on the play screen menu to chew clock. The only exception to this is when you are controlling the clock late in the game to prevent additional possession by your opponent. But this is only allowed in the last 2 minutes of each half or with a lead of 21 or more in the 4th.
NO NANO BLITZING: No particular blitzes are banned at this time, but anything that causes instant pressure and leads to the QB being sacked before he finishes his drop back is suspect. Don't intentionally glitch to produce instant pressure. This includes Nano blitzing, D-line turbo blitzing, etc. Instances will be reviewed on a case-by-case basis and penalties may be handed out or more refined rules instituted if this becomes a problem.
IMPORTANT NOTE: This blitzing rule is intended only to address flaws in the game AI where an offensive blocker is "confused" into not blocking anyone. If the defense blitzes more defenders than the offense has in to block or overloads one side of the offensive line, then this is a hot read and it is up to the QB to get rid of the ball before being sacked. This is allowed.
DISCO RULES: Never intentionally disconnect or otherwise cause lag or a desync or excessive grieving. Getting multiple penalties in a row can cause excessive grieving and can cause you to get booted out of the game and no scores or stats are recorded. If this is intentionally done there will be a three game suspension. That is considered cheating and quitting. If you have an issue in a game, pause and speak to your opponent. If the issue remains unresolved, capture video and continue the game to completion. Discuss your issues afterwards with an Admin.
Disconnection and Injuries Regardless of whether a disconnection occurred due to network issues, power issues, or user error, if an injury occurred prior to the disconnection, the player may be suspended for a length of time to be determined by the commish committee.
REPLAYING A DISCO: If a game gets disconnected, discuss with your opponent how to best replicate the in game situation during a replay or if you both agree to play the entire game again from scratch or spot points. If the game seemed clearly over that is where steams and pictures of the game come into play to help determine otherwise. PROOF is always a good factor to help determine if a sim win/loss or 50/50 sim is necessary.
CPU Games and Force-Win: Never Play vs a CPU opponent without permission and if the game is played please do not abuse any rule. Follow all rules as if you were playing an actual opponent; we may be in the process of replacing this owner. If your opponent is out of town or otherwise unavailable to play, have them contact an Admin of the league so that one of us can use the Force-Win feature.
Infractions/Suspensions Review Process: We will review all infractions against the rules that are BROUGHT TO OUR ATTENTION by the owner the rule was broken against. Review of the infraction will be discussed to the commissioner and committee and voted on. We are not a single person and decisions will be made as a group. We will review tape if provided and any other things brought to our attention.
Suspensions: Going forward the Suspensions will be streamlined to the following:
Category 1:
1st Offense: Warning
2nd Offense: 1 Game suspension
3rd Offense: 3 Game Suspension
4th Offense: Das Boot
Category 2:
1st Offense: 1 Game Suspension
2nd Offense: 3 Game Suspension
3rd Offense: Booted
The category you fall into depends on the severity of the 1st infraction committed. Note that any infraction of gameplay that the commissioner committee determines has directly influences the outcome of a game automatically falls into category 2. That is, if you break a rule of gameplay that directly leads to you winning the game, then you will automatically be suspended.
Admins: There are several appointed Admins in the group including Oh_Leh-Do_it, DaBlu, Primo808, Picksix831 and Mr_nastynate. These owners can be contacted for issues regarding unresponsive owners, trade approval, or rule enforcement. Admins discuss issues when necessary in an admin chat room before acting, so bring your issue up before the advance deadline looms if possible.
Rookie Drafts: We will only run rounds 1 through 5 of each rookie draft and simulate rounds 6 and 7. You are welcome to trade for 6th and 7th round picks as long as you know that the CPU will be making those picks for you.
Dropping and re-signing
Dropping and Signing players to circumvent the salary cap is Banned. If you are caught dropping a player and then re-signing him you will incur a suspension and lose the player to free agency. You also may not change a player's position to sign him more cheaply then change him back. In general any attempt to circumvent the salary cap will incur a suspension and loss of the player in question and will be dealt with on a case-by-case basis.
FREE AGENTS:
WEEK 1 of each season allow other players a chance to obtain free agents so 2 players maximum can be signed out of free agency. After that sign as many as needed by team need basis. No building teams from free agency.
No Name Changes: You are not allowed to change player names by editing the player. If you have changed a player's name, change it back to the original name. If you are found to be playing with a player who has had his name changed, you may forfeit the player or incur a suspension.
NO QUITTING: This is my #1 rule and will not be tolerated. Corrective actions will be administered.
Custom Playbooks: custom playbooks are allowed but with that being said do not build a playbook with all money plays.
Roster 53 Man Limit (IMPORTANT PLEASE READ):
The Madden roster limit is 53 players. If you go over this limit, the CPU will automatically drop players to get you under the limit. The players that it drops may not be the players you would drop. It is always best to manually count the number of players on your roster to make sure you stay under the 53 man limit. If you go over this limit, you will potentially lose those players to another owner who scoops them up when the CPU cuts them. VERY IMPORTANT: At the end of each season, when your team is eliminated from the playoffs, the CPU will sign all players from your practice squad to your active roster. This happens on advance to playoffs for the teams that don't make the playoffs and happens at advance to the next round of playoffs for teams that lost in a given round. When this happens, often the players signed from your practice squad will cause you to go over the 53 player limit and CPU may then cut some of your players. The best way to prevent this is to not sign players to your practice squad, and to cut any players from your practice squad that the CPU signs there. Be very careful that this does not put you over the roster limit.
Trading: Never trade with a CPU owned team. Trades must include - Player Name - Position - Overall Rating, and Age. Trades must first be approved by a non-biased trade committee or Admin and then agreed to by both the owners involved. An Admin must then approve the trade. Make sure you have the cap room and consider the player contracts and cap implications of every trade before agreeing. Once approved a deal is final and must be executed. Any player that renegs on a deal after it has been approved will face suspension, loss of player, and/or loss of ability to trade for the remainder of that season. After approval, the trade must be processed through the in game Madden Trade Center. Never attempt to process a trade using sign and release in the game, you must use the trade mechanism.
XP Sliders: XP sliders will be set to 200% for all positions throughout the preseason and regular seasons. This gives every owner fair opportunities to build their teams and compete for weekly goals and awards. At the end of week 17, prior to the awarding of end of year awards and the advance to playoffs, the XP sliders will all be lowered to 50% for every position. They will remain at 50% throughout the playoffs. This is to address the insanely large rewards that were given by Madden for players that earn end of year awards like MVP. It also levels the playing field a bit between playoff and non-playoff teams as the non-playoff teams do not get an opportunity to earn any XP during the playoffs.
Position changes:
Are allowed but utilize reasoning. You cannot move a WR to TE or change a RB or WR to a QB unless the player was an actual player in college. Those are examples. Be realistic and have integrity. Do not make a position change for a boost in XP just to change him back to his original position, nor do it for cheating purposes.
Scheduling: Advances will occur on Sunday, Tuesday, and Thursday late at night. Contact your opponent within 24 hours of the advance to a given week. Be prepared to show evidence of attempted contacts (GroupMe screenshots) if you wish to request a force win. We will keep track of which teams are causing issues with scheduling and take corrective actions. There will be a contact list posted so there should not be any excuses of why your opponent was not contacted.
Streaming and Archiving: Neither team is required to steam, however if you would like to you may. It helps in proving what happened in case of a disco or to prove an accusation of one cheating. The visiting team is required to broadcast gameplay. We encourage both teams to broadcast gameplay if possible, but sometimes it may interrupt the connection. Most players use twitch, but I use and recommend youtube gaming.
Gameplay Rules Mercy rule
DO NOT RUN UP THE SCORE on an opponent. Respect each other. We are simulating realistic football as well as good sportsmanship There is a strict point limit rule enforced. 63 is our scoring limit. Thats pretty high, no team in the NFL scores 70 points + and when we see you doing that it shows a lack of respect for your opponent and shows you are just trying to take advantage of an opponent to cheat to get XP points. Should your lead be less than 21 points difference then you will be allowed to go over the 63 point limit to maintain at least a 21 point lead. If you hold a commanding lead in the game don’t go anywhere near the 63 point limit because events can conspire out of your control that would push your team over 63 points. All infractions will receive a mandatory minimum of one game suspension. There will be no warnings. Don't go anywhere near the end zone if it will put you close to or push you over 63 with more than a 21 point lead. If your opponent does something to intentionally cause you to exceed 63 points the one game mandatory minimum suspension may be waived at discretion of the commish committee. AGAIN, DO NOT GO ANYWHERE NEAR 63 POINTS IF YOU HOLD A COMMANDING LEAD IN THE GAME. 63 POINTS IS THE ABSOLUTE MAXIMUM AND YOU ARE NOT ENTITLED TO SCORE EXACTLY THIS AMOUNT SO DON’T RUN UP THE SCORE. Furthermore, any opponent who is found to intentionally attempt to push another team over 63 points by running backwards for a safety or other action will be subject to suspension at the discretion of the commish committee.
Conceding
Conceding in the 3rd quarter: If you are losing by a wide margin and the game is clearly over please ask your opponent if you can concede the game. If they agree then use the game menu to quit. This can only be done in the 3rd quarter with your opponent's agreement. See Conceding below for 4th quarter.
Conceding in the 4th quarter: If you are losing at any point in the 4th quarter you will be allowed to concede with opponents consent. Has to be a marginal difference where there is no chance of coming back or at opponents agreed consent. This option is being added to address situations where the game is effectively over and to avoid stat padding for the winning team or the need to spend time running down the clock. Use the game menu to quit and let your opponent know you have chosen to concede.
4th Down Rules: You must punt or kick the field goal except in the following situations:
1. Anytime in the 4th quarter when losing you can go for it
2. Anytime in Overtime you can go for it
3. If you are losing by 21 points or more at any time you can go for it
4. TWO COACH’S CHOICES: Twice per game you can choose to go for it outside of the above situations.
5. “Situational” 4th and 2 or under when in your opponents territory and a field goal seems out of range ( on the 35 or farther). If distance is longer than 4th and 3 or over and you’re farther than the 35 yd line you must ask your opponent for permission or punt the ball.
6. Pause the game ask opponent for permission to go for it, if they say yes then it’s fair game.
7.Fake punts and fake field goals (coach’s choices) : Fake field goals and Fake punts are only allowed twice per game and each count as one of your coach's choices. If you have used up both coach's choices, you can no longer call a fake punt or fake field goal even if you can go for it due to one of the other 4th Down Rules.
Two Point Conversion Rule: Coach's Decision Always. It will always be up to the coach to decide whether to kick the XP or to go for two points. This adds some excitement to the 2 point conversion or extra point play. In general, most owners will take the sure XP. But you can always gamble whenever you choose. Also realize part of this gamble is that the defense could return the 2 point conversion for a score to get 2 points of their own.
No Huddle Rules: Do not abuse and use no huddle excessively. This gives the offense an unfair advantage due to fatigue for the defense and inability to call proper defensive plays. You may go no-huddle up to 3 plays on each drive except for the following cases
1. If you are down by 21 points, you can go no-huddle at any rate
2. If you are down by 9 points or more in 4th quarter you can go no-huddle at any rate
3. If you are in last 2 minutes of the 1st half, you can go no-huddle at any rate
4. If you are in last 2 minutes of the game, you can go no-huddle at any rate only if you are not winning.
MIX UP PLAY CALLING On Both Offense and Defense: Try to call a variety of plays from different formations. Do not repeatedly call the same plays over and over. DO NOT SIT in the same defense all game long nor call the same 5 plays on offense. MIX it up and use a variety of formations and plays. Each team is required to run the ball a minimum of at the very least 5 times a game. Failure to comply will result in 1 game suspension.
RUSH AT LEAST 3 players: You must rush at least rush a minimum of 3 defenders on each play. QB contain defenders count as rushers (QB spy does not count). That is, you could have two defenders on QB contains and one on a red arrow blitz, or at least three defenders on a red arrow blitz otherwise.
Onside Kick Rule: You can only perform an onside kick in the 4th quarter when you are down by enough points that you would not be able to come back without an onside kick recovery. That is, if the other team were to recover the ball and kneel, then the game would be effectively over. This must be a called onside kick, no surprise onside kicks are allowed.
Short Punt Glitch: There is a short punt glitch that often can cause the receiving team to not be able to field the punt or call a fair catch; it hit's the receiver and causes a turnover. If you kick a punt that fails to travel more than 25 yards and recover the punt, you must immediately give the ball back to the opposing team as if they had fair caught the ball. The easiest way to do this preserving clock time and field position is to call the QB spike play 4 times to turn the ball over on downs.
TIME CLOCK/PLAY CLOCK:
Do not use the entire play CLOCK repeatedly: Occasionally you may need to use the entire play clock to run a play but let this be the exception rather than the rule. Do not intentionally run the entire play clock down play after play just to run time off the clock; you should consistently snap before it gets into the red since there is no accelerated clock. When winning in the 4th by a great margin you can set you L1 adjustment on the play screen menu to chew clock. The only exception to this is when you are controlling the clock late in the game to prevent additional possession by your opponent. But this is only allowed in the last 2 minutes of each half or with a lead of 21 or more in the 4th.
NO NANO BLITZING: No particular blitzes are banned at this time, but anything that causes instant pressure and leads to the QB being sacked before he finishes his drop back is suspect. Don't intentionally glitch to produce instant pressure. This includes Nano blitzing, D-line turbo blitzing, etc. Instances will be reviewed on a case-by-case basis and penalties may be handed out or more refined rules instituted if this becomes a problem.
IMPORTANT NOTE: This blitzing rule is intended only to address flaws in the game AI where an offensive blocker is "confused" into not blocking anyone. If the defense blitzes more defenders than the offense has in to block or overloads one side of the offensive line, then this is a hot read and it is up to the QB to get rid of the ball before being sacked. This is allowed.
DISCO RULES: Never intentionally disconnect or otherwise cause lag or a desync or excessive grieving. Getting multiple penalties in a row can cause excessive grieving and can cause you to get booted out of the game and no scores or stats are recorded. If this is intentionally done there will be a three game suspension. That is considered cheating and quitting. If you have an issue in a game, pause and speak to your opponent. If the issue remains unresolved, capture video and continue the game to completion. Discuss your issues afterwards with an Admin.
Disconnection and Injuries Regardless of whether a disconnection occurred due to network issues, power issues, or user error, if an injury occurred prior to the disconnection, the player may be suspended for a length of time to be determined by the commish committee.
REPLAYING A DISCO: If a game gets disconnected, discuss with your opponent how to best replicate the in game situation during a replay or if you both agree to play the entire game again from scratch or spot points. If the game seemed clearly over that is where steams and pictures of the game come into play to help determine otherwise. PROOF is always a good factor to help determine if a sim win/loss or 50/50 sim is necessary.
CPU Games and Force-Win: Never Play vs a CPU opponent without permission and if the game is played please do not abuse any rule. Follow all rules as if you were playing an actual opponent; we may be in the process of replacing this owner. If your opponent is out of town or otherwise unavailable to play, have them contact an Admin of the league so that one of us can use the Force-Win feature.
Infractions/Suspensions Review Process: We will review all infractions against the rules that are BROUGHT TO OUR ATTENTION by the owner the rule was broken against. Review of the infraction will be discussed to the commissioner and committee and voted on. We are not a single person and decisions will be made as a group. We will review tape if provided and any other things brought to our attention.
Suspensions: Going forward the Suspensions will be streamlined to the following:
Category 1:
1st Offense: Warning
2nd Offense: 1 Game suspension
3rd Offense: 3 Game Suspension
4th Offense: Das Boot
Category 2:
1st Offense: 1 Game Suspension
2nd Offense: 3 Game Suspension
3rd Offense: Booted
The category you fall into depends on the severity of the 1st infraction committed. Note that any infraction of gameplay that the commissioner committee determines has directly influences the outcome of a game automatically falls into category 2. That is, if you break a rule of gameplay that directly leads to you winning the game, then you will automatically be suspended.
Admins: There are several appointed Admins in the group including Oh_Leh-Do_it, DaBlu, Primo808, Picksix831 and Mr_nastynate. These owners can be contacted for issues regarding unresponsive owners, trade approval, or rule enforcement. Admins discuss issues when necessary in an admin chat room before acting, so bring your issue up before the advance deadline looms if possible.
Rookie Drafts: We will only run rounds 1 through 5 of each rookie draft and simulate rounds 6 and 7. You are welcome to trade for 6th and 7th round picks as long as you know that the CPU will be making those picks for you.
Dropping and re-signing
Dropping and Signing players to circumvent the salary cap is Banned. If you are caught dropping a player and then re-signing him you will incur a suspension and lose the player to free agency. You also may not change a player's position to sign him more cheaply then change him back. In general any attempt to circumvent the salary cap will incur a suspension and loss of the player in question and will be dealt with on a case-by-case basis.
FREE AGENTS:
WEEK 1 of each season allow other players a chance to obtain free agents so 2 players maximum can be signed out of free agency. After that sign as many as needed by team need basis. No building teams from free agency.
No Name Changes: You are not allowed to change player names by editing the player. If you have changed a player's name, change it back to the original name. If you are found to be playing with a player who has had his name changed, you may forfeit the player or incur a suspension.