Last Updated: Friday, August 24, 2018

 

Table Of Contents

Section 1 - League Settings

Section 2 - Game Play

Section 3 - CFM Rules

Section 4 - League Requirements

Section 5 - Simulations, Forfeits and Coach Unavailability

Section 6 - Rules For Playing the CPU

Section 7 - Code of Conduct: During Game and Off-line

Section 8 - Player Suspensions / Draft Pick Forfeiting

Section 9 - Complaints & Issues

Section 10 - Disconnections & Lag Issues

Section 11 - Game Scheduling

Section 12 - Coach Requirements

Section 13 - Mandatory Streaming / Uploading Games

Section 14 - MOF Draft For Teams Process

Section 15 - MOF Tie Breaking Procedures


The MOF in general has become a great success because of the dedication on the part of everyone involved. We are now an exclusive Madden league. It is the opinion of the Commissioner and the MOF Staff,  that while the MOF will seek to provide a clear, comprehensive, and fair set of rules, we also want to emphasize good sportsmanship amongst the league's owners. That sportsmanship should be what dictates your style of play, NOT these rules. These rules should be merely a fallback for when basic sportsmanship breaks down, but will be strictly enforced. Play the game as you would see it in the NFL, and you should steer clear of violating anything that follows.

NOTE: Rules are subject to change by the Commissioners and Staff at any time. Sufficient notice will be given in any such event via league forums and/or email. If anyone feels that a rule is unjust or may need to be rewritten, feel free to send a Commissioner an email or post it on the message board for discussion. We are always willing to re-evaluate.


SECTION 1 - LEAGUE SETTINGS

 

Our league settings are currently set by our Connected Franchise Mode League. You do not have to change anything pertaining to the game when you play league games. There are some preferences that are user, those recommendations are below as well.

Commissioner Settings

1.1.1 Skill Level - All-Madden

1.1.2 Game Speed - Normal

1.1.3 Game Style - Simulation

1.1.4 League Type - Coaches Only

1.1.5 Instant Starter - On

1.1.6 Trade Deadline - On

1.1.7 Trade Type - Enable Human

1.1.8 Coach Firing - Off

1.1.9 Salary Cap - On

1.1.10 Relocation Settings - Disabled

1.1.11 Injury - On

1.1.12 Pre Existing Injury - Off

1.1.13 Practice Squad Stealing - On

1.1.14 Player Progression Frequency - Weekly

Clock Management

1.1.15 Quarter Length - 9 Minutes

1.1.16 Accelerated Clock - 20 Seconds

1.1.17 Minimum Play Clock Time - N/A

User Team Help

1.1.18 Season Experience - Full Control

1.1.19 Weekly Training - Manual

1.1.20 Trades and Free Agency - Manual

1.1.21 Offseason Free Agent Bidding - Manual

1.1.22 Injury Management - Manual

1.1.23 Preseason Cut Days - Manual

1.1.24 Contract Negotiations - Manual

1.1.25 Scout College Players - Manual

1.1.26 League Advancement - Manual

Team Settings

1.1.27 Tutorial Popups - Off

1.1.28 Progress Players - Off

1.1.29 Fill Roster - Off

Online Commissioner Settings

1.1.30 Public/Private - Private

1.1.31 Maximum Users - 32

1.1.32 League Name - MOF

1.1.33 League Password - (Will be emailed to you)

Game Options

(These are user preference, below are the recommended settings)

1.1.34 Auto Flip Defensive Play Call - Off

1.1.35 Ball Carrier Special Move - Manual

1.1.36 Defensive Auto Strafe - Off

1.1.37 Defensive Ball Hawk - On

1.1.38 Defensive Heat Seeker Assist - Off

1.1.39 Defense Switch Assist - Off

 

League Sliders

(League sliders are subject to change at any time before, during, or after the season as the staff deems fair. You will be notified if any sliders are to be changed.)

1.1.40 - Game Play Sliders: We will only post the ones that we will be editing


SECTION 2 - GAME PLAY

 

Note: If you are caught breaking any offensive or defensive game play rules during your game, your game could be subject to replay.

 

SECTION 2.1 SIMULATION

2.1.1 - We realize that the slogan of the MOF is to mix it up, however we understand the most recent releases of the game has been more realistic than editions past. So some teams are much better at playing zone defense than man defense, so you're going to see more zone or more man from certain teams. This undermines the mix it up guideline. We don't want someone to run the same play all game, however we do understand that certain routes, work against certain defenses. So just try to play the game as sim as possible, and we won't have any problems.

2.1.2 - All coaches are expected to play a simulation style of football according to the teams that they play with, making the experience as close to the real thing as possible. We reserve the right to remove any coach who does not fit under the MOF style of football. Coaches that are believed to be scamming or exploiting will be notified and told to change their play style. Multiple violations will lead to removal.

2.1.3 - We understand that with every edition of the game there are some AI glitches. It is nearly impossible to list and find all the AI glitches in every edition. However if you are found using an AI glitch, you will have a player suspended and you will be subject to further penalties possibly including removal. We take AI glitches very seriously and all cases will be handled accordingly.

2.1.4 - We do not have any strict depth chart rules. The only thing that we ask is that you DO NOT sub in a HB when running the FB Dive. Also, make sure any substitutions you make, on depth chart or formation subs, are realistic. Basically if you do not see it on Sunday, we should not be seeing it in the MOF.

2.1.5 - Playbooks - You are no longer allowed to use Custom Playbooks. You must use a NFL stock playbook from the game itself. You are allowed to use any NFL stock playbook however we will be banning the following playbooks based on the fact that they do not have enough formations:

In addition you MUST show your opponent your playbook before your game starts. This way we can confirm you are not using a custom and using a stock PB that is not banned.

 

SECTION 2.2 OFFENSE

2.2.1 - Draining the clock is only allowed with 3:00 left in either half, or overtime. Other than those specific times we strongly suggest that the ball be snapped before 10 seconds left on the playclock. We understand that package formations, audibles, and hot routes can take up some play clock and sometimes you will go under 10 seconds, but we do not want to see the playclock habitually going under 10 seconds while the clock is running.

*Suggestion: Try and make your formation subs when the clock is stopped to avoid clock draining.

(The only exception to this rule is the Mercy Rule Section 2.5.1)          

 

2.2.2 - When faced with a 4th down situation, you should be kicking the majority of the time. Our 4th down rules are more relaxed than most leagues, but that doesn't mean you can abuse these rules. If you are found going for a lot of 4th downs you could be subject to penalty including league removal. We still want to keep it sim. Here are our guidelines to follow when you are faced with a 4th down situation:

You are ONLY allowed To Go For 4th Down In These Situations:

2.2.3 - There are certain plays that we have guidelines on. These plays also cannot be used in excess as well as the following situations:

2.2.4 - You are NOT allowed to immediately roll out to the sideline with your QB. Which means hiking the ball, holding R2 and sprinting to the sideline with zero pressure, and zero pocket collapsing. The computer controlled defenders in coverage cannot react fast enough when the CPU WR's re-route. If you are not being pressured by the defense, and if the pocket is not collapsing, immediately rolling out with your QB is prohibited.

(Rule is contingent on plays that are designed to rollout on certain playaction plays that has the QB on a PA bootleg) 

2.2.5 - If you manually put a receiver or TE in motion, you have to wait until they come to a complete stop to hike the ball.
2.2.6 - Icing the kicker is a mechanism built into the game to add drama and excitement to a game winning situation.

SECTION 2.3 DEFENSE

2.3.1 - You may move one and only one player manually pre-snap. Defensive lineman may not be moved until after the ball is snapped. If you are manually controlling a defensive back, you may NOT move them inside the linebackers or on the line of scrimmage unless you are in a goalline defense.

2.3.2 - After you manually move a player pre-snap, you can't just change immediately after the ball is snapped. That's just like moving a guy than switching to a D-Lineman. If you move any player on defense pre-snap you must stay in control of him for the majority of the play, if you need to change to get after the QB or HB you can do that after the play developed, but until then you must stay controlling the player you manually moved pre-snap.

2.3.3 - Defensive shifts are to be used with simulation in mind. You may not keep shifting around your defense up until the ball is snapped, to gain an advantage on the AI. You may use the 8/9 in the box feature at any time on the field in any formation.

2.3.4 - Manually controlling defenders post-snap can be used to knock a ball down, make a tackle, and cover receivers. But you may not purposely interfere with receivers, because we all know the referees do not seem to call Pass Interference on the regular.

2.3.5 - You must be rushing a minimum of 2 defenders at all times. Only exception is rule 2.3.6.

2.3.6 - You must be rushing a minimum of 3 defenders inside the redzone. (When offense is inside redzone).

2.3.7 - Defensive Lineman Rules:

A defensive lineman is defined as any defender that is on the line of scrimmage in a 3-point stance. Also known as a Down Lineman. Players that are standing on the line of scrimmage are NOT considered down lineman.

* The reason for this rule is because there is a widely known glitch that causes the offensive lineman to freeze once you manually move a defender who is on the line of scrimmage up into coverage manually. Doing this and then sending pressure on the opposite side is a known glitch in the madden community, that is why this is prohibited.

SECTION 2.4 SPECIAL TEAMS

2.4.1 - You cannot move any players manually pre-snap on punt returns or field goal blocks.

2.4.2 - Fair catch interference seems to happen on accident a lot. Either the returner bumps into the defender, or the defender is pushed into the returner. If these two issues do occur, please decline the interference penalty (see sportsmanship).

2.4.3 - When punting you may move the punt arrow left, right, and up. However if you move the arrow down (line drive) you must punt it out of bounds. You cannot line drive a punt at a returner. This is due to the fumble glitch.

2.4.4 - You may only call a FG defense against FG's and XP's.

2.4.5 - You are ONLY allowed to use ONE fake kick per game (Punt, FG, XP).

2.4.6 - You are ONLY allowed to call an onside kick if you are losing in the 4th quarter or if you are losing by 28 points at any time in the game.

SECTION 2.5 SPORTSMANSHIP & MERCY


We have seen too many coaches running up the score on their opponents to increase their confidence and XP, completely disregarding the mercy rule and sportsmanlike conduct. We have these rules below in place to follow if you do go up into the mercy rule threshold. We understand every game and situation is different so sometimes these rules will fall under a case by case basis. If these rules are not being followed you will be subject to penalties including player suspension and possible league removal.

2.5.1 - If you are winning by 28 points or more at ANY point in the game, you can ONLY pass on 3rd and 10 or longer for a FIRST DOWN ONLY just to keep the clock moving. Other than that you ABSOLUTELY must run the ball and run the play clock down to 1. This doesn't mean you can run sweep and toss plays to try to get to the outside and score more. The object is to run a much time off the clock as possible without embarrassing your opponent by scoring more.

2.5.2 - Once you are up by 28 points or more in the 4th quarter, you MUST substitute your #1 QB, #1 RB, #1 WR, and #1 TE out of the game. They cannot see the field again unless your opponent cuts the lead to two scores.

2.5.3 - Once you are up by 28 points or more in the 4th quarter with 3 minutes left or less, you are prohibited from scoring any more points. Anything beyond your control is an exception (IE: Safeties), but If your player breaks anything open, whether it be an interception, fumble recovery, run, etc. you must go out of bounds or dive down and run the clock out. If you are in field goal range and its 4th down, punt. You are not permitted to SCORE ANY MORE POINTS. We will not tolerate unnecessary scoring.

2.5.4 - You are prohibited from allowing your opponent to score on purpose so you can keep your starters in. If we see that you are purposely letting your opponent score, you are subject to penalties and or removal.

2.5.5 - On the flip side, if you are losing by 28 points or more at any point in the game, you are expected to keep your cool and stay focused on finishing the game. No one likes to be blown out, but it does happen. Jumping offside, running players out of the way, or taking anger out during the game will not be tolerated.


SECTION 3 - CFM RULES

When signing up for the league, you must choose COACH. Create your own coach (DO NOT CHOOSE ACTIVE COACH) with your PSN screen name, or a name that the league is familiar with. Usually something mirroring your PSN nickname.

 

SECTION 3.1 CHANGING TEAMS / TRADING TEAM DRAFT PICK SPOTS

 

3.1.1 - You are NO LONGER allowed to change teams before we begin the franchise.
Exception: If a coach drops out of the league before we begin the franchise. If this happens we will conduct a partial redraft. Which means wherever that coach drafted his team, we will ask the coaches who picked after him if they want his team. If they do, they will relinquish their team and the coach after that will have a chance to take the team that was relinquished. This will go on until we are completed. The new coach replacing the one that dropped out, will receive the last team.

3.1.2 - You are NOT ALLOWED to trade draft positions in the team draft. Once the team draft order is released, it is official.

The reason we are no longer allowing trading of teams once they are drafted is because we cant allow coaches to bribe other coaches for their team, its unethical and its not what this league is about. Donating for lottery chances to increase your odds of a better pick and to help the cause of the league is one thing, but coaches that really cannot afford to donate shouldn't be punished for that and still given a chance at a decent team.

3.1.3 - Switching Teams Mid-CFM:  If a coach drops mid-CFM we will hold a raffle for their open team. If you are interested in changing teams, you can put your name inside that raffle. If you win the raffle, you can switch your team. The new coach coming in will get the open team. You can only do this 1 time per CFM edition. We will only consider this option during the off-season.

SECTION 3.2 CAP PENALTIES

 

3.2.1 - If a coach deliberately makes moves that sends their team into "Cap Hell" and then quits or is removed, we will clear the cap penalties for the new coach coming in. This is the only reason we would clear cap penalties for anyone

 

SECTION 3.3 TEAM MANAGEMENT

 

3.3.1 - Roster minimum - You must have 53 players on your roster when we begin each season. If you do not have 53 players on your roster, you will be prohibited from playing any games until you get to that number. If you are not at 53 before the season starts, you may sign as many free-agents as you need to get to that number. However you CANNOT drop a handful of guys just to sign a handful of guys.

3.3.2 - Position Changing - The following positions may be moved WITHOUT Admin Approval. These players will be playing the SAME POSITION, but playing the opposite side:

In addition, you CANNOT make the following position moves, so please do not send in requests for the following:

3.3.3 - Depth Chart Rules - ALL positions on Depth Chart must have first TWO SPOTS filled with APPROVED players. For example Safeties must have 2 SAFETIES in first two spots on depth chart & the 3rd can be filled by CB if you don't have the  additional safety on Roster.

3.3.4 - Practice Squad - New to Madden '17 is the practice squad feature. You may place up to 10 players on your practice squad, but here is the catch, any team during the season can sign players off your practice squad. *Note if you sign a player off a teams practice squad, they MUST be placed on your active roster.*

3.3.5 - To keep names from getting out of hand & keep some form of realism, you may NOT change names of players (real players & incoming rookies). You may not change a QB throwing motion, style, or throwing hand. You can change players equipment and numbers but you MUST follow the NFL rules with jersey numbers:

 

 

SECTION 3.4 TRADING PLAYERS

 

3.4.1 - You will have a limit of 4 trades per season. (Off-season to Trade Deadline).

3.4.2 - Rookie coaches coming in have to play 6 regular season games before they are allowed to make any trades.

3.4.2 - You cannot trade any Free-agents you have picked up in the current off-season or regular season.

3.4.3 - You cannot trade players that you have acquired in ANY trade in the same season.

3.4.4 - You cannot trade ANY rookie, you must wait until they are a 1 year pro before you can trade them.

3.4.5 - You cannot trade ANY player in the first year of their contract (Starting in 2nd CFM season)

3.4.6 - Owners must submit their trade proposals using the trade proposal form and the other owner must confirm via Discord. Then the voting process will begin.

 * You cannot submit any trades after the in-season deadline of Week 8, you have to wait until the off-season, these submissions will simply be ignored*

3.4.7 - You cannot process the trade on the PS4 until the trade is accepted by the MOF staff. Once trade is agreed upon two parties, the trade will be up for a staff only vote. It will be open for 24 hours. It will take a majority number to pass a trade depending on the amount of staff members we have. If we decide to veto a trade, we will comment as to why and how to make it more even.
* Daddyleagues now has trade value next to each player on your roster. You can use that to even out trades when proposing*

3.4.8 - There will be LIMITED trading the day of the off-season player draft. Trades must be submitted and processed 2 hours before the draft begins. Anything submitted including the current season draft picks will not be guaranteed to be approved in time. If you have a trade that is pending votes and the draft starts, that trade will automatically be vetoed and you will have to re-submit a modified trade offer.

3.4.9 - You have 3 attempts at acquiring or trading any particular player. If all 3 trades are vetoed you cannot acquire or trade that particular player for 1 whole season. (Example: Giants proposed trading Rashard Jennings to the Packers for Eddie Lacy in three seperate trades, those players cant be offered to each other for one whole season).

 

SECTION 3.5 FREE AGENT SIGNING & RE-SIGNING PLAYERS

 

Free-Agent & Re-signing Contract Limits:

The maximum length of any contract whether it be free-agent signing, or re-signing your own players will be 4 years. You CANNOT exceed a 4 year contract. We will have admins making sure all contracts meet the rule. If you sign a player for more than 4 years we will go in as admins and amend the contract to read 4 years and keep the same yearly rate. If you break this rule more than 1 time, we will be forcing you to release that player.

Free-Agent Waiver Wire - First Season

3.5.1 - First season of the new game, prior to the preseason starting there will be will be a free agent waiver wire in reverse order of the team draft. We will use the most up to date roster for the franchise (first season). Any player that is a free-agent on the latest roster, will be available to be picked in the free-agent draft.

3.5.2 - The free-agent waiver wire will stay open for 24 hours.

3.5.3 - You will pick your top Waiver Wire picks and email them back to the Commissioner and the Commissioner ONLY

3.5.4 - After the 24 hour deadline, the Commissioner will process the free-agent waiver wire, and you can then sign your player.

Free-Agency During Season

3.5.6 - During off-season, after the player draft, we will go with the 1 free-agent per week format. You MAY NOT sign and release as many guys as you wish.

3.5.7 - You cannot re-sign a guy that you cut in the same season, you must wait until the off-season.

3.5.8 - Anybody you sign/re-sign you cannot trade for the remainder of the season (if signed in the offseason).

3.5.9 - During the season you are allowed to sign 1 player per advance before you play your game.

(Signing players off a teams practice squad will count towards your 1 player signed for the week. You also cannot trade or drop that player in the same season, just like the free-agent rules)

3.5.10 - If your team suffers an injury that is longer than 1 week, you may sign an additional player per injury. Please let a staff member know that you will be signing more than 1 player, and make sure your roster is always at 53, no less.

3.5.11 - You are ONLY allowed to CUT players who are 76 overall and LOWER during season to make room for cap. Any player that is HIGHER than 76 OVERALL must be released during the OFFSEASON (Re-Sign Stage or FA Stage) to prevent collusion and allow for all teams to bid through Free Agency. These overalls will be determined by the players DaddyLeagues rating.

SECTION 3.6 SIM WINS / FORFEITS

 

3.6.1 - If you are slated to receive a sim win or forfeit win you have the choice to play the CPU however injuries will be on during your game. Refer to section 6 for the official rules on playing the computer.

 

SECTION 3.7 OFF-SEASON

 

3.7.1 - After the Super Bowl ends, the staff will take 24 hours (or less) to do a coach by coach evaluation, rule change proposals, and anything else that will need to be discussed before advancing to the offseason.

3.7.2 - The season trade limit clock will now start. You can start proposing accepted trades to the MOF staff.

3.7.3 - You will need to be active during the off-season, to make sure you do not miss any important team timeline projects.

SECTION 3.8 PRE-SEASON

 

3.8.1 - Injuries will be turned off during preseason simulation.

3.8.2 - We will NOT be playing pre-season games. The only exception is if we are testing game settings.

3.8.3 - We will advance the pre-season every 5 / 10 minutes after the player draft.

3.8.4 - You will be responsible for your own team management the off-season. We will advance precisely at the times given, and if the CPU cuts a player on you and another coach picks that player up, you will be out of luck. You and ONLY you are responsible for your team.

SECTION 3.9 PLAYOFFS & COACH QUALIFICATION RULES

 

3.9.1 - If for some reason a coach cannot play their playoff game, due to vacation, resignation, or league dismissal, we will take the coach of the next best team in the conference and have them create a secondary profile to play as that team. There will no longer be any forfeit or sim wins in the playoffs.

3.9.2 - There will be times when a team is replaced mid-season and has an inside track to the playoffs. For the replacement coach to be eligible for the post-season they must play at least 8 games (no at fault sims or forfeits). If for some reason that replacement coach does not manually play at least 8 games, we will take the coach of the next best team in the CONFERENCE (not division) and have them create a secondary profile and play as that team.

3.9.3 - Continuing off rule 3.9.2 if ANY coach in the league does not manually play at least 8 games (no at fault sims or forfeits), they will NOT be eligible for the post-season.  We will take the coach of the next best team in the CONFERENCE (not division) and have them create a secondary profile and play as that team.

* Exception to the rule is if a game is simmed and it is NOT your fault. That will not count against your total of manually played games.

 


SECTION 4 - LEAGUE REQUIREMENTS

4.1.1 - You must have Madden '19 for PS4, along with internet access. This seems obvious, but this basically means you cannot go to a friends house to play your games.

4.1.2 - You MUST use Discord for communication purposes.

4.1.3 - You must have a computer, tablet, phone with internet access to access our forums and websites.

4.1.4 - You must do what is required of you as a coach. See Section 12 & 13.


SECTION 5 - SIMULATIONS, FORFEITS & COACH UNAVAILABILITY

5.1.1 - We will now be allowing coaches to play the CPU if their opponent is unavailable because of a vacation or any other PLANNED absence. Please follow the guidelines in section 6 Rules for Playing the CPU.

5.1.2 - If you're down 21-0 early in the game there will be a pop up that says "Tough Game? We've noticed that you're having a tough game. Seems like we have matched you with an opponent above your skill range. Do you wish to concede early?" Under no circumstance shall you concede a game, conceding a game is illegal in the MOF. You must finish it out.

5.1.3 - Under NO circumstances are you allowed to quit during a game. That includes forcing any kind of disconnection by "grieving". If you do quit a game, you will be disciplined accordingly. This also includes "friendly quitting" and conceding games. You must finish league games out. If you are having any kind of unruly experience with your opponent during a game, pause the game and get a staff member involved on Discord.

5.1.4 - You MAY NOT choose to forgo playing a game for draft pick purposes. If you are found doing this, that will be subject to removal.


SECTION 6 - RULES FOR PLAYING THE CPU

While we always aim to field a 32-user league at all times, playing against CPU games are sometimes inevitable either due to a team vacancy, or your opponent being on auto-pilot. In any case, we expect all our members to follow the standard sim rules vs CPU, and the outcome of their game be as realistic as possible. So we have conducted the following guidelines to follow when playing against the CPU:

 

6.1.1 - You MUST notify a staff member before you start a game vs the CPU

6.1.2 - Gameplay will stay on All-Madden and injuries will also stay on

6.1.3 - You MUST stream the game and archive

6.1.4 - Do not restart the game, UNLESS approved by a staff member

6.1.5 - Do not use super-sim

6.1.6 - Play sim. Do NOT abuse money plays, mix up your play calling

6.1.7 - You MUST follow all mercy rules.

6.1.8 - Do NOT intentionally let the CPU team score and get back into the game so you can continue to score on offense and pad your stats

6.1.9 - You cannot surpass the following thresholds per player, if you reach these thresholds you must remove that player from the game no exceptions:

6.1.10 - If you break any of these guidelines we will refer to the player suspensions section in the rulebook.


SECTION 7 - CODE OF CONDUCT: DURING GAME AND OFF-LINE

7.1.1 - The MOF is a community and a place for all football fans and madden lovers to get together and play in a fun environment. All coaches are expected to conduct themselves in a respectful manner with each other whether it be through text message, Discord, or during a game.

7.1.2 - Trash talking and friendly jabbing is permitted, however if it gets out of hand and complaints are made, you will be warned. Further infractions with be dealt with harshly.

7.1.3 - If for any reason a coach feels someone is making their MOF experience not enjoyable or fun, they can follow the proper procedure laid out in section 9.1.1 of the rulebook to file a complaint with the MOF Staff.

7.1.4 - These types of issues are taken very seriously and are not welcome in the league in general. Check your personal issues at the door when it's time to have fun in league play.

7.1.5 - This league uses Discord to communicate with each other. This blast is used to chat about anything, to schedule your games, and to have a good time. We have come up with certain guidelines that must be followed while on the blast:

7.1.6 - There does come a time when coaches leave the league for one reason or another. We have set up a new system that will prevent coaches that leave us in a disrespectful way, from repeating that:


SECTION 8 - PLAYER SUSPENSIONS / DRAFT PICK FORFEITING

 

You will receive player suspensions for violating rules or requirements. You will be notified officially via email on what rule or requirement was violated, what player will be suspended, and for how many games. In the official email we will determine which player(s)  has been suspended, for how many games, and what week that player(s) will be re-instated. Failure to adhere to the suspension can result in multiple suspensions, draft pick forfeiting, or MOF termination. Please observe the following guidelines to player suspensions:

8.1.1 - Violating any rule in the MOF rulebook will result in a player suspension. Depending on how many times you break 1 rule or if you break multiple rules you can have multiple player suspensions. There are ONLY two ways to determine if a rule was broken

8.1.2 - Violating the code of conduct of the league will result in a player suspension. If you are on Discord or texting an opponent you must follow the code of conduct on how to behave. We can see if you are violating the code of conduct by looking through the Discord chats, or receiving a text screen shot from your opponent. If you are continually violating the code of conduct it may result in draft pick forfeiting or MOF termination

8.1.3 - Violating the Mandatory Streaming/Uploading games rule. We have come up with a system to follow when this rule is violated:

* If you violate any of these guidelines multiple times, the MOF staff has the right to remove you completely from the league *


SECTION 9 - COMPLAINTS & ISSUES

Each complaint will be treated differently, there's no set standard. If a rule that was broken by a coach affects the outcome of a game we might make you replay it. If a rule is broken and has no affect on the game, we wont make you replay it, and send a strict warning.

9.1.1 - If you have a specific complaint about a fellow coach you can file a complaint through the website under forms. That complaint goes straight to the Staffs email and the complaint will immediately be brought up and discussed. Please do NOT complain publically on Discord or anywhere else.

9.1.2 - We will no longer accept any complaints without video evidence with a time stamp. When sending in a complaint, have your video URL ready and let us know when the rule infraction takes place.

9.1.3 - We will no longer accept any complaints that have nothing to do with breaking a rule. If you want to send in a complaint about a coach using too much of a certain play or formation, you better do research and only send that complaint if it is clearly an issue because if it is not, we will throw out the complaint.

9.1.4 - Once a complaint is filed against a coach, the MOF staff and Commissioner go over the complaint and if the same coach receives multiple complaints on similar incidents that coach is subject to removal.

9.1.5 - If a coach breaks a rule during the game. You are encouraged  to pause the game and text that coach to let them know, but at no point can you continue to text and harass your opponent during the game. If you have a serious issue during a game please pause, and get a staff member on Discord and speak to them in PRIVATE.

9.1.6 - If you have an issue and do not file a complaint, your issue will not be handled. When you file your complaint, make sure you are calm and collected.

SECTION 9.2 COMPLAINTS DURING GAME

 

9.2.1 - We realize that with the jump to EA CFM that we are limited in determining if a complaint is warranted to a game replay. So we have come up with a system to help us the best we can.

9.2.2 -  If you believe that your opponent broke a rule and that will directly effect the outcome of your game, PAUSE the game immediately. Do not let the game finish, because if you do, we won't be able to do anything. After you pause the game, text your opponent, and tell them that you are talking to a staff member about what happened. Post a message on the Discord chat, asking if there is a staff member here. A staff member will then reach out to you privately. Please explain what happened to that staff member. If you have video evidence, that will be needed to review. We will act quick to decide if the rule break will have a direct effect on the outcome of the game. If it does, you will quit the game and replay it.

* If there are no staff members available, under these circumstances you MAY quit the game until a staff member can review the rule violation. However if the staff does not find a rule violation, you will receive a forfeit loss for quitting, but you will NOT be removed for quitting *

* Remember you must have video evidence or we cannot review this *


SECTION 10 - DISCONNECTIONS & LAG ISSUES

10.1.1 - When you begin any game, and you experience lag, you have every right to restart the game. Just pause the game and let your opponent know.

10.1.2 - Unfortunately with CFM, anytime you are disconnected it resets the game back to 0-0. So we have set up some guidelines to follow: If you are disconnected in the following situations you will re-start a new game and try to re-create the situation you were in when you were disconnected, ball spot, etc. Then you will quit after both games equal one game time wise (36 minutes). You will combine the score from the first and 2nd game and that's how we will determine the winner by sim. (Example: Houston is beating Tennesee 24-0 with 2 minutes left in the 2nd quarter, and they are disconnected. They will start a new game and quit with 6 minutes left in the 3rd. Take both scores and that's who will receive a sim win.)

10.1.3 - If you are disconnected and one team is leading by a significant amount, there will be no need to restart and add. The following situations will fall under those guidelines:

10.1.4 - At no time are you allowed to force an opponent to restart a game due to something that has nothing to do with lag. If there is a non-lag issue that is going on, please talk to a staff member.

10.1.5 - If someone has a pattern of disconnections they will be replaced.

10.1.6 - If you are disconnected, i suggest taking a photo of the screen with your phone for future reference.

10.1.7 - If a player is injured during your game, and your game is then disconnected, that player will remain "injured" depending on the severity of the injury. We will grab a list of the injuries in Madden '16 and make a list. If your player suffers anything more than a week injury, you CANNOT play him for that week or for however many weeks he is deemed "injured". This is to prevent anyone disconnecting the game on purpose after a key injury.


SECTION 11 - GAME SCHEDULING

11.1.1 - Every Monday and Thursday at 9pm EST we will advance the league. You CANNOT start a game after 8pm EST on Mondays or Thursdays, if for some reason you do, you MUST text or let a Commissioner know asap.

11.1.2 - Please schedule your games through Discord or text. Please save your interactions with your opponent because that will determine who will receive a win in case of a simulation.

11.1.3 - Everyone has a 30 minute window to meet their opponents. If your opponent is more than 30 minutes late, you will have the right to report them to the staff. If you fail to meet a coach after confirming a time, without warning, the game could be forfeited depending on where we are in the season. Personal emergencies are the exception to the rule.

11.1.4 - Steps to take when weeks open to avoid confusion:

11.1.5 - Home team decides the uniforms. If home team wears solid color, away team MUST wear white or grey. Show your uniform at the team selection screen. The NFL rulebook states that the home team gets to decide which jersey it will wear, and because most home teams choose to wear darker uniforms with their primary team colors on it at home, it is standard for the away teams to wear white or gray on the road so that the two teams can be easily distinguished by the players, referees, and fans. Thus, teams must have "away" colors, which are generally white or gray with the primary team colors only being used to mark the numbers on the front and back of the jersey. If the home team wears a white jersey, like the Dallas Cowboys do, then the away team must wear its darker team-colored jersey on the road so that there is a contrast between the two teams on the field.
Snow Rule - *In addition , if you are set to wear White jerseys, make sure you wear color pants. This is to combat the effect of a snowy game and your players blending in with the field.*


SECTION 12 - COACH REQUIREMENTS

12.1.1 - You must be active on Discord. This is the best way for coaches to schedule their games. If you are not active on Discord, you will be subject to removal.

12.1.2 - Broadcasting or Uploading your game to YouTube is MANDATORY: Please see section 13 for broadcasting guidelines.

12.1.3 - If any coach fails to meet their requirements you will be subject to penalty.

12.1.4 - Team Twitter Expectations: Each coach will have control of a created MOF team twitter account for as long as they control that team. We would like to see a consistent activity of tweets from coaches to maintain our full sim experience. Each coach will be asked to tweet at least once each in game week (typically after a game sort of like a press conference) and set up their broadcast to automatically tweet when their game starts. This will give our league a very active feel. At this time Twitter expectations are not MANDATORY.

12.1.5 - The Commissioner will email out coach requirement grades every week with explanations.

12.1.6 - If an MOF owner needs to take a leave of absence during the season, please fill out the Leave of Absence form on the website.

12.1.7 - Removal From League / Statute Of Limitations

12.1.8 - Coach Eligibility For New Edition Team Draft: Coaches must start AND finish every single season of CFM without any unapproved leave of absences, to be considered in the first 5 groups of the next edition draft. Approved leave of absences include vacations, work leave, and personal reasons. If you leave the league abruptly without an approved leave and come back, you will not be eligible to qualify for a full edition completion.


SECTION 13 - MANDATORY STREAMING / UPLOADING GAMES
(Please right click on any links and choose open in new tab or new page)

13.1.1 - It is absolutely MANDATORY that every coach streams or uploads their game to YouTube.

13.1.2 - All coaches are required to disable their music in madden general settings. This is required to prevent YouTube from flagging your videos. Instructions to do so are here:

13.1.3 - If you are streaming live, you must post your broadcast link to the Discord chat room.

13.1.4 - You MAY LIVE STREAM using Twitch however, you must upload your finished game to YouTube after. Instructions to do so are here

13.1.5 - If you are uploading your game instead there are a few things you need to be aware of. You must change your save game video to 60 minutes. Save your game at halftime and then again after the game in case your game goes over 60 minutes. Recording can be started by hitting share twice and stopped by hitting share twice. Hit The share button again and select save Video clip. You have 24 hours to upload your game to YouTube after its completion. Instructions to save your game are here:

13.1.6 - Every video will be required to be tagged with the following. #MOF(yourteam) example: #MOFPackers and #MOFS44WK(number) example: Week 2 of Season 44 would be #MOFS44WK2

13.1.7 - We will be handing down player suspensions and or draft pick forfeiting for not streaming/archiving your games. Please refer to the player suspension / draft pick forfeiting section of the rulebook for the violation procedure.

*HOW TO USE SHARE FACTORY FOR ADVANCED USERS* - https://www.youtube.com/watch?v=liR0HS2_mqc


SECTION 14 - MOF DRAFT FOR TEAMS PROCESS: UPDATED JULY 16, 2018

14.1.1 - Every new release of Madden we will conduct a draft for your team for the upcoming CFM.

14.1.2 - We will position you, randomly inside of 8 groups.

14.1.3 - From there we will have a draft lottery. Depending on which number you fall into in your group, you will get a default set number of lottery ball chances. So if you are a rookie coming in, you will be in the 32nd position only receiving 1 lottery ball. If you are in the first group you will get a chance at the 1st position receiving 32 lottery balls. The more lottery ball chances, the better your draft chances will be.

14.1.4 - You will be able to purchase more lottery ball chances through Venmo or GoFundMe with all proceeds going towards the league. It will act as a donation, and you can purchase 1 lottery ball for $1. Remember no matter how many chances you purchase, it does NOT guarantee you the #1 pick. It just increases your chances.

14.1.5 - The draft order will be conducted through a lottery system using: http://www.draftpicklottery.com. The more lottery chances you have the better odds you have at a higher draft position.

14.1.6  - You will have a deadline of the day of the draft order release to purchase lottery chances. We will broadcast the draft order release live on YouTube!

14.1.7 - The draft will begin after the draft order is released. Once the draft begins you will have 2 hours once the clock has started, to make your selection. You can make your selection via text, email, or Discord. If you feel like you might miss your deadline, you can always send me your top teams that you would like via email, Discord, or text message. (We will not count the hours from 12am-8am EST)

14.1.8 - If you miss your selection, you have until the end of the draft to make your pick at anytime.


SECTION 15 - TIE BREAKING PROCEDURES

 

The six postseason participants from each conference are seeded as follows:

  1. The division champion with the best record.
  2. The division champion with the second-best record.
  3. The division champion with the third-best record.
  4. The division champion with the fourth-best record.
  5. The Wild Card club with the best record.
  6. The Wild Card club with the second-best record.

The following procedures will be used to break standings ties for postseason playoffs and to determine regular-season schedules.

NOTE: Tie games count as one-half win and one-half loss for both clubs.

TO BREAK A TIE WITHIN A DIVISION

If, at the end of the regular season, two or more clubs in the same division finish with identical won-lost-tied percentages, the following steps will be taken until a champion is determined.

Two Clubs

  1. Head-to-head (best won-lost-tied percentage in games between the clubs).
  2. Best won-lost-tied percentage in games played within the division.
  3. Best won-lost-tied percentage in common games.
  4. Best won-lost-tied percentage in games played within the conference.
  5. Strength of victory.
  6. Strength of schedule.
  7. Best combined ranking among conference teams in points scored and points allowed.
  8. Best combined ranking among all teams in points scored and points allowed.
  9. Best net points in common games.
  10. Best net points in all games.
  11. Best net touchdowns in all games.
  12. Coin toss

Three or More Clubs

(Note: If two clubs remain tied after third or other clubs are eliminated during any step, tie breaker reverts to step 1 of the two-club format).

  1. Head-to-head (best won-lost-tied percentage in games among the clubs).
  2. Best won-lost-tied percentage in games played within the division.
  3. Best won-lost-tied percentage in common games.
  4. Best won-lost-tied percentage in games played within the conference.
  5. Strength of victory.
  6. Strength of schedule.
  7. Best combined ranking among conference teams in points scored and points allowed.
  8. Best combined ranking among all teams in points scored and points allowed.
  9. Best net points in common games.
  10. Best net points in all games.
  11. Best net touchdowns in all games.
  12. Coin toss

TO BREAK A TIE FOR THE WILD-CARD TEAM

If it is necessary to break ties to determine the two Wild-Card clubs from each conference, the following steps will be taken.

  1. If the tied clubs are from the same division, apply division tie breaker.
  2. If the tied clubs are from different divisions, apply the following steps.

Two Clubs

  1. Head-to-head, if applicable.
  2. Best won-lost-tied percentage in games played within the conference.
  3. Best won-lost-tied percentage in common games, minimum of four.
  4. Strength of victory.
  5. Strength of schedule.
  6. Best combined ranking among conference teams in points scored and points allowed.
  7. Best combined ranking among all teams in points scored and points allowed.
  8. Best net points in conference games.
  9. Best net points in all games.
  10. Best net touchdowns in all games.
  11. Coin toss.

Three or More Clubs

(Note: If two clubs remain tied after third or other clubs are eliminated, tie breaker reverts to step 1 of applicable two-club format.)

  1. Apply division tie breaker to eliminate all but the highest ranked club in each division prior to proceeding to step 2. The original seeding within a division upon application of the division tie breaker remains the same for all subsequent applications of the procedure that are necessary to identify the two Wild-Card participants.
  2. Head-to-head sweep. (Applicable only if one club has defeated each of the others or if one club has lost to each of the others.)
  3. Best won-lost-tied percentage in games played within the conference.
  4. Best won-lost-tied percentage in common games, minimum of four.
  5. Strength of victory.
  6. Strength of schedule.
  7. Best combined ranking among conference teams in points scored and points allowed.
  8. Best combined ranking among all teams in points scored and points allowed.
  9. Best net points in conference games.
  10. Best net points in all games.
  11. Best net touchdowns in all games.
  12. Coin toss

When the first Wild-Card team has been identified, the procedure is repeated to name the second Wild-Card, i.e., eliminate all but the highest-ranked club in each division prior to proceeding to step 2. In situations where three or more teams from the same division are involved in the procedure, the original seeding of the teams remains the same for subsequent applications of the tie breaker if the top-ranked team in that division qualifies for a Wild-Card berth.

OTHER TIE-BREAKING PROCEDURES

  1. Only one club advances to the playoffs in any tie-breaking step. Remaining tied clubs revert to the first step of the applicable division or Wild Card tie-breakers. As an example, if two clubs remain tied in any tie-breaker step after all other clubs have been eliminated, the procedure reverts to Step 1 of the two-club format to determine the winner. When one club wins the tiebreaker, all other clubs revert to Step 1 of the applicable two-club or three-club format.
  2. In comparing records against common opponents among tied teams, the best won-lost-tied percentage is the deciding factor, since teams may have played an unequal number of games.
  3. To determine home-field priority among division-titlists, apply Wild Card tie-breakers.
  4. To determine home-field priority for Wild Card qualifiers, apply division tie-breakers (if teams are from the same division) or Wild Card tiebreakers (if teams are from different divisions).
  5. To determine the best combined ranking among conference teams in points scored and points allowed, add a team's position in the two categories, and the lowest score wins. For example, if Team A is first in points scored and second in points allowed, its combined ranking is "3." If Team B is third in points scored and first in points allowed, its combined ranking is "4." Team A then wins the tiebreaker. If two teams are tied for a position, both teams are awarded the ranking as if they held it solely. For example, if Team A and Team B are tied for first in points scored, each team is assigned a ranking of "1" in that category, and if Team C is third, its ranking will still be "3."

TIE-BREAKING PROCEDURE FOR SELECTION MEETING

  1. Clubs not participating in the playoffs shall select in the first through 20th positions in reverse standings order.
  2. The Super Bowl winner is last and Super Bowl loser is next-to-last.
  3. The losers of the Conference Championship games shall select 29th and 30th based on won-lost-tied percentage.
  4. The losers of the Divisional playoff games shall select 25th through 28th based on won-lost-tied percentage.
  5. The losers of the Wild Card games shall select 21st through 24th based on won-lost-tied percentage.

If ties exist in any grouping except (2) above, such ties shall be broken by strength-of-schedule. If any ties cannot be broken by strength-of-schedule, the divisional or conference tie-breakers, if applicable, shall be applied. Any ties that still exist shall be broken by a coin flip.