Hyperactive Madden League

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Madden 22 Rules (updated 10/19/21

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XpendableMonkey

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*Major changes highlighted in red*

General Settings:
8 minute Qtrs | 20 Sec Accl Clock | All Madden| Sim Mode | Sim League Play
Advances: 48 Hrs Regular Season | 24 Hrs Post-Season | 24 Hrs or less Off-season
Created Coaches Only
Custom Playbooks are NOT permitted
Following Offensive playbooks are BANNED: Balanced, Pistol, Run 'N' Gun, Run and Shoot, Run Balanced, Heavy, Spread
Player abilities: OFF (Dev traits will only affect the rate at which a player progresses)

General Gameplay Rules:
1. HyperMadden is a sim style league. Keep gameplay as realistic as possible and respect your opponent. Mixing up your plays, formations and play type is the key to staying in this league.
2. Play calling: Run to pass ratio needs to be realistic. Teams are expected to utilize a healthy balance of runs and passes. We will issues warnings/punishments as necessary if we see trends of lopsided run to pass ratios.
3. Stat Padding: Do not run up the score and/or individual stats if the win is already secured. This is disrespectful to your opponent and exploits the XP system. Bench your starters in blowouts if their statistics are approaching unrealistic levels. We will issue warnings/punishments as necessary for unnecessary stat padding.
4. Chew Clock: You may start chewing clock at the 4 minute mark in the 4th QTR (Unless your opponent requests it earlier)
5. Quitting a game: Anyone quitting out of a game will have a hearing with the commissioners for removal from the league. Under NO circumstances is it EVER okay to quit a league game. Respect the league and respect your opponent.
6. Running up the Score: Play like you have a 3+ Score lead, meaning you're not throwing deep balls every down. Be respectful to your opponent as this is a long-running sim league not MUT/H2H.

Offensive Gameplay Rules:
1. Do not spam the same plays or play type (i.e. Mesh, Smash, Screens all game). Rule of thumb is that the same play should not be called more than 2 or 3 times per game.
2. WRs that are motioned should be set before the ball is snapped (designed motion is ok).
3. Hurry-Up/No Huddle is allowed but should not be abused.
4. All teams must carry a FB and not put any other positions (HB/TE) at the FB position. This means your FB needs to be in the #1 spot in the depth chart and you cannot manually sub another player in at the FB spot. Playbooks that have TEs in the backfield and 2 HB sets are perfectly fine.
5. The use of playaction on 3rd/4th down and long (7+ yards) is prohibited.
6 Hot Routes are limited to ONE (1) route per play. Only exceptions are keeping HB/TE in to block or sliding the offensive line. If you don't like the play called, call a different play. Were not here to hot route plays into cheese concepts.
7 Any ball carrier movement that attempts to mess with a pursuit angle (ie. swerving or looping/running backwards) is prohibited. If in a 1v1 with an opponent you MUST use a ball carrier move to attempt to beat the player (Spin, Juke, Stiff arm, truck etc) or just continue running straight.
8. QB Roll outs are to be used sparingly and not abused. Snapping and rolling out of the pocket without pressure or immediately is prohibited (Boot plays are allowed)
9. The use of the "Playmaker" feature is not allowed.
10. Quick Snap rule - When you get to the line give your opponent a few seconds to make their audibles on defense to match your offense. Way to many people were snapping as soon as they got to the line.
11. Goalline formations: The use of this formation on offense or defense is restricted to the 5 yard line and closer ONLY.


Defensive Gameplay Rules:
1. Mix up play call, type and formations. Cover 2 multiple plays in a row from multiple formations is still Cover 2
2. Must always rush the QB with at least three people. Spy’s do not count as a rusher. This is not clearance to drop 7 and 8 all game.
3. You may only manually move one player on defense pre-snap and that is expected to be the player you are going to be user-ing (at least for the start of the play). You can still use the team alignments (press, play back, shift left/right, etc.), but you cannot be manually moving multiple defenders around the field pre-snap.
4. Personnel Matching should be used except in obvious situations. If the offense comes out in a 3 or 4 WR set you should not be in a base 3-4 or 46 type defense unless its a short yardage situation and you want to take that risk. Doing this all game will get you removed.
5. The use of Defensive Backs in any linebacker position (Sub LB on the depth chart) is prohibited. You MUST play a LB in an LB spot. Only exception is if a defensive package allows it and it must not be abused. Call that sparingly.

Punting and Onside kicks:
1. No Squib punting OR dropping extra blockers back (pre-snap) on Punt Returns
2. No Onside Kicks allowed if tied or winning. Keep Onside kicks to reasonable times, not randomly in the 2nd quarter etc.

4th Down Rules
- Any Quarter -- Any Score -- 4th & 1 on/inside 50 yard line --OR-- 4th & Goal
- 1st Half -- Down 3 Scores (17+ points) -- Any Distance
- 2nd Half -- Down 2 Scores (9+ points) -- Any Distance
- 4th Quarter -- Losing Any Score -- Any Distance
- Overtime -- Any Score -- Any Distance
- Hail Marys are acceptable to end the 1st half if it is 4th down and it will be the last play of the half. (5 sec or less left)

Stat Restrictions (checked Week 8 and End of Regular Season)
1. Individual HBs cant have over 80% of all HB carries, this stat only counts HB carries not WR, QB, FB, TE (2 Game suspension to player)
2. Individual WRs cant have over 30% of team receptions (2 Game Suspension to player)
3. Teams Run/Pass Ratio cannot be over 66% passing and cannot drop below 45 % passing (over 66% QB Suspended 3 Games, Under 45% HB Suspended 3 Games)
4. Fatigue has been increased to support the use of a deeper roster

Scheduling and CPU games:
1. Must have a Discord account and send direct messages/use scheduling section to schedule a game. This method is required as proof of contact. Xbox Live messages will not suffice.
2. Forced Win given vs true CPU (no current user) or User can opt to play against CPU on All Madden
3. No restarting against CPU - when necessary send DM proof/reason to Commissioners
4. Fair Sim given vs Auto Piloted Users - if you can’t play the game
5. If your opponent doesn’t schedule/respond within first 24 hours we will AP them at request with picture proof.

Disconnect Policy:
- In the event of a disconnect and the score is >=3 points the winning team at time of d/c gets preference to recreate lead. Failure to comply with point margin recreation will result in a Forced Win for the winning team.
- Games will be played from the start (post-score recreation).
- Exceptions include if both users agree to only rerun original remaining game time or there was a minimal time remaining to be played. For the latter please consult with the commish group. If you agree to rerun a portion the loser needs to concede after the time elapses so that the winner results correctly.

Streams:
All games must be streamed (including CPU games) and the stream must be saved. Away team is required to stream unless home team volunteers. If there is a dispute or claimed broken rule, we need the ability to review the tape. Failure to save your streams will result in punishment. If you are unsure how to save your Twitch stream, look at these steps (first “method” listed): https://www.wikihow.com/Save-Twitch-Videos - it only takes a minute from a laptop.

Trades:
1. New users must play three games before being eligible to trade players.
2. You are allowed to have a max 12 draft picks for any given season.
3. No team can have more than (3) 1st round picks in any given draft year (playoff teams limited to 2).
- No team can have more than (3) 2nds in a given draft year
- Max 6 picks in First two rounds (5 for playoff teams)

4. NO CPU TRADES - No Exceptions
5. There will be a Trade committee, all trades MUST be posted, agreed to and approved before processing.
6. Submit all trades in the appropriate section on the forum and await approval before sending in-game.
7. Trade Committee does not apply IN DRAFT. Any trades In-Draft are only pick for pick trades (you can trade rights to players drafted in current draft & execute post-draft). Announce Live in discord chat!
8. Releasing & immediately Re-signing players to obtain a more favorable contract is not allowed.
9. If you release a player they are ONLY eligible to be resigned to your Practice squad and must remain on it for the rest of the season.
10. FA players are not trade eligible on FA contracts (1 year length; $0 Bonus Contracts)
11. Players drafted in the 1st or 2nd rd cannot be traded for 4 seasons (the last season of their rookie contract)
12. There will be a limit of 3 trades per team per year. The year will start at Preseason Week 1 and end at the conclusion of the draft (so trades reset to 0 each time we get to preseason week 1). There are no limit on pick for pick trades and those can still be made without needing trade committee approval. Within those 3 trades, each team can only have one “blockbuster” trade per season. A blockbuster trade is defined as any trade involving one or more players who are 85 overall or higher. A blockbuster trade counts for BOTH involved teams, even if only of the teams is receiving a player 85+ overall, so please take care while wheeling and dealing.

Draft: (The Arod Rule)
1. Teams will be UNABLE to draft a Quarterback in the first (1st) round of the next 2 drafts after drafting a Quarterback in the first round unless you have the first overall pick (not traded up to). If you pick a Quarterback in the first round, you are entrusting him with your franchise. He gets all the keys, and you are to build around him. He is going to play at some point (at least 2 seasons), whether he’s a bust or not, you must see what you get out of your first round pick whom you thought would be the face of your franchise. He will have to play out his rookie contract, then it is up to you to sign him to a fifth-year option/second deal or not.
Any rookie QB drafted in the first 2 rounds will receive a +2 boost to all relevant (non-physical) attributes if they sit behind a starter who has been in the league for 7 or more years for at least 15 games.
This can be done for a maximum of 2 years if said player sits for 2 seasons he will get double the boost.

Position Changes:
Re-Rolls: Re-rolls (the act of changing a Superstar’s or X Factor’s position to generate new abilities) is strictly prohibited. If you are playing your SS/X-Factor in a different position (one that falls within the guidelines for position swaps), you can ONLY change them in the depth chart and NOT edit their actual position. If you are caught re-rolling, it will result in loss of the development trait for that player at a minimum.
Allowed position changes:
FB to TE
TE to FB only if </= 79 Speed
Oline to Oline (interchangeable)
DT to DE (4-3 to 3-4)
DE to DT (3-4 to 4-3)
DE to OLB (4-3 to 3-4)
MLB to OLB (3-4 to 4-3)
OLB to MLB (4-3 to 3-4)
OLB to DE (3-4 to 4-3)
S to CB
CB to S only if 30+ years old and </= 87 Speed

*Anything not listed will still be considered if there is IRL precedent. Please DM a commish w/the request before doing so in-game*
 
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XpendableMonkey

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#2
Updated 8/30/20 to be more descriptive about allowed position changes


Allowed position changes:
FB to TE
TE to FB only if </= 79 Speed
Oline to Oline (interchangeable)
DT to DE (4-3 to 3-4)
DE to DT (3-4 to 4-3)
DE to OLB (4-3 to 3-4)
MLB to OLB (3-4 to 4-3)
OLB to MLB (4-3 to 3-4)
OLB to DE (3-4 to 4-3)
S to CB
CB to S only if 30+ years old and </= 87 Speed
 

XpendableMonkey

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#4
Rule edited for clarification and redundancy
6 Hot Routes are limited to ONE (1) route per play. Only exceptions are keeping HB/TE in to block or sliding the offensive line. If you don't like the play called, call a different play. Were not here to hot route plays into cheese concepts.

Offensive Rule added:
8. QB Roll outs are to be used sparingly and not abused. Snapping and rolling out of the pocket without pressure or immediately is prohibited (Boot plays are allowed)

Defensive Rules added:
4. Personnel Matching should be used except in obvious situations. If the offense comes out in a 3 or 4 WR set you should not be in a base 3-4 or 46 type defense unless its a short yardage situation and you want to take that risk. Doing this all game will get you removed.
5. The use of Defensive Backs in any linebacker position (Sub LB on the depth chart) is prohibited. You MUST play a LB in an LB spot. Only exception is if a defensive package allows it and it must not be abused. Call that sparingly


edited 8/25/21
 

XpendableMonkey

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#5
Added some rules we all followed but weren't listed

Custom Playbooks are NOT permitted

9. The use of the "Playmaker" feature is not allowed.
 

XpendableMonkey

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#6
Updated for Madden 22 (Season 3)

No team can have more than (3) 1st round picks in any given draft year (playoff teams limited to 2).
No team can have more than (3) 2nds in a given draft year
Max 6 picks in First two rounds (5 for playoff teams)

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Goalline formations: The use of this formation on offense or defense is restricted to the 5 yard line and closer ONLY.
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- Any Quarter -- Any Score -- 4th & 1 on/inside 50 yard line --OR-- 4th & Goal (Moved this from 40 yardline to 50)
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Stat Restrictions (checked Week 8 and End of Regular Season)

- Individual HBs cant have over 80% of all HB carries, this stat only counts HB carries not WR, QB, FB, TE (2 Game suspension to player)
(Changed this from 75% to 80%) Use your other RBs please
 

XpendableMonkey

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#7
- Hail Marys are acceptable to end the 1st half if it is 4th down and it will be the last play of the half. (5 sec or less left)
 
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