Madden 13 Rules - aka less then 8 simple rules
* Committed SIM play
* we play 12 months a year
est 2009 :: maddenfantasydraft.com Forums :: Universal SIM Rules / Voluntary Ettiquette / PS3MG Policy & Procedures
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Madden 13 Rules - aka less then 8 simple rules
These are the rules we are going to start the Madden 13 season using - As the need for new rules presents themselves, we will make additions....
Rule 1
Rule 2
Rule 3
Rule 4
Rule 5
The acceptable changes of positions are as follows:
Rule 6
* This principle applies to running NO HUDDLE - its ok to run no huddle as a "change of pace" tactic (ran one series per half...)... You cant use NO HUDDLE exclusively - (exception of course if you are down 3 scores or more,,,)
As far as running the clock goes - this is harder to interpret... But often you know it when you see it... We don't play 15 minute quarter - so running the clock as a "ball control" style offense is suspect... I cant think of a rule that would allow us to prohibit this tactic - but i do say if you run clock - you are gutless!!!!
Rule 1
- 4th Down, Punting & Kicking
If the ball is scrimaged on your 49 (or closer to your end), you must punt on 4th down. Only exceptions:
a) You are behind three scores at anytime during the game (that means down 17 points or more...)
b) You are behind in the 4th quarter
On the extra point or field goal inside the 20 Rule you cannot manually control or manipulate any players.
Squib kicks are only allowed in the last minute of the 2nd and 4th quarter.
Surprise onside kicks are allowed but only one every few games.
Pooch Punts are prohibited - these are punts where u kick the ball on angle INTENTIONALLY short (where the returner cant catch it) - then the ball bounces downfield for an outragously long punt...
Note: When receiving a punt, you are not allowed
to take an extra blocker off the D-Line and bring him back near the
punt returner. You are allowed to bring a player back beside the kicker
or move the players over-top of the Kick coverage team's gunners.
Rule 2
- Glitches and Illegal Blitzes
The
use of glitches and illegal blitzes is illegal and any violators will
be prosecuted. Any manipulation to gain an illegal advantage over a CPU
is considered a glitch. Examples of such things are nano blitzes, spy
glitch, inside out return (IOR), motion glitch, stacking your MLB to
purposely confuse the OL..etc. These kind of plays will be updated on an
ongoing basis (new glitches and nanos present themselves all the time)
and we will try to provide specific written discription of each and
where possible video footage of the play.
You can only manually
(joystick) move one player that rushes the QB. You can shift as many
pass rushers as you want using the 'shift' system with L1 or R1. A
player that manually moves more than one player that pass rush the QB
could be trying to confuse the CPU so this practice has been outlawed.
Note:
There are many blitzes that may appear as nano blitzes to some, while
others see them as sound strategy. A blitz will be determined illegal if
there is no reasonable and easy way to defend the blitz. Seeing that
after falling victim to a blitz, a player should easily be able to find
its counter on subsequent plays. Of course this counter is not
relatively obvious and easy to implement than an illegal blitz.
Rule 3
- Quarterback
The
QB is prohibited from doing unrealistically long drop back and sprint
outs on pass plays that are designed to be thrown from a standard
pocket. A QB cannot drop back farther than 12 yards from the line of
scrimmage. The QB cannot move laterally (as a preplanned sprint out)
more than 5 yards outside of the pocket in pass plays which are designed
to be thrown from a standard pocket.
Note: The
lateral movement does not apply to on the fly QB scrambles but the
distanced dropped back in the pocket applies regardless of pressure and
scrambling ability.
Rule 4
- Pass Rush
You must pass rush a minimum of two players every play,
this means no "gay" defense. You are prohibited from moving a defensive
linemen off the line of scrimmage to a traditional LB starting position
before the snap. If you want to play with less DL and more LBs or DBs
than call a defense that has such a strategy implemented.
Note:
Players in SPY or CONTAIN count as HALF OF A PASS-RUSHER - therefore if you have 2 DE in contain and a LB in spy - u still need to have at least 1 more player rushing the passer
Rule 5
- Player Positions
Players
played out of position must be reasonable and SIM like. The most
obvious example is that you cannot play offensive players on defense and
vice versa. Unless in an emergency situation where injuries and
fatigues demands this switch from a depth chart perspective.
Note:
You are responsible where your players lineup on audibles. All audibles
are subject to these rules. Therefore, if you come out in a 5 WR set
you can not audible down to a 2WR, 2RB, 1TE set because obviously you
would have WRs playing the two RB spots (HB and FB) and a WR would have
to play TE. This is clearly un-SIM and against the rules.
The acceptable changes of positions are as follows:
Offense
HB to FB, HB cannot have a speed greater than 89
HB to WR, HB cannot be in the WR depth chart higher than 3
TE to FB, TE cant have a speed greater than 89
TE to SLOT, SPLIT-END or FLANKER, TE must be an "inside reciever"
OT to TE/G/C
G to OT/C
C to G/OT
special note: to be clear - this m,eans you cant play a WR at TE (regardless of his size and speed...)
Defense
DE to OLB/DT
DT to DE
OLB to DE/MLB
MLB to OLB
SS to FS/CB/OLB, SS cant be greater than 88 speed at OLB
FS to SS/CB
CB to FS/SS
Rule 6
- Repetitive Play Calling
Mix
up your plays. We all have our go-to plays (AKA Money plays) but dont
over use any one play. The exception being basic fundamental plays that
are 'main stays' of all offenses (i.e. Dives, off tackle, sweeps, blitz
counter passes..etc.) If a defense dictates that a blitz counter pass be
used because the defense continues to blitz, the offense is not responsible to mix it up as his play call is actually dictated by what the defense calls.
* This principle applies to running NO HUDDLE - its ok to run no huddle as a "change of pace" tactic (ran one series per half...)... You cant use NO HUDDLE exclusively - (exception of course if you are down 3 scores or more,,,)
As far as running the clock goes - this is harder to interpret... But often you know it when you see it... We don't play 15 minute quarter - so running the clock as a "ball control" style offense is suspect... I cant think of a rule that would allow us to prohibit this tactic - but i do say if you run clock - you are gutless!!!!
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* Committed SIM play
* we play 12 months a year
est 2009 :: maddenfantasydraft.com Forums :: Universal SIM Rules / Voluntary Ettiquette / PS3MG Policy & Procedures
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