COMMISSIONERS: Moe, Nick, Fitt, Grady, Pollux | INFINITY DIVISION REPS: Mayor, Bobby, Spud, Cheezy, Mike, Chef, and Brad
Advances are every 72 hours after the last advance.
MSPA PLATINUM STANDARD
The “Madden” Sim Player’s Association is for those who truly want an Online Madden League experience that is as close to a true to life NFL simulation experience as humanly possible.
This rule-set is what keeps us in line with that vision. Our staff will do our utmost to ensure everyone abides by these rules, but we cannot do it without your help! Please do your part by learning, knowing and following the guidelines below.
We are thankful to have you, and Welcome to the Sim Player’s Association!
The MSPA STAFF has been built with the following infrastructure:
5 League Commissioners
8 Division Reps. There are 4 Division Reps for each conference (NFC and AFC) who are assigned to oversee 1 NFC Division and 1 AFC division that is NOT their own division that they compete in.
If there is ever an issue regarding anything MSPA, please reach out to your Division Rep.
Violation of ANY rule can have consequences. We are not out to get you! This is just how we uphold and enforce our rules to keep MSPA's standards and league integrity high.
LEAGUE CHAT ETIQUETTE
This pertains to ALL Discord Chat Channels
Showing respect to your fellow members is one of our most important principles.
Be mindful of the things you post. We are all adults here and you will more than likely see some adult language being used. Having said that, remember that when you type in the chat you are a direct representative of MSPA while doing so. Be smart about the things you say because at the end of the day, you will be the one held accountable for them. We won't allow drama in the league chat channels.
LEAGUE ADVANCES AND SCHEDULES
The league will advance every 72 hours, although we usually advance faster than that. Staff can add an additional 24 hours if a request comes in time and the reasoning is justifiable.
Game scheduling should be done via private message between you and your opponent to keep the general chat open for members to talk about league news, NFL happenings, etc.
It is required that you contact your opponent no more than 24 hours past the latest advance.
Games must be scheduled no later than 48 hours past the most recent advance.
All games should be scheduled for no later than 2 hours before the next scheduled advance and should be posted in the “Game Schedules” channel
You must have your games scheduled for a specific time and day. Besides, people don't typically like to sit around waiting for someone to hit them up to play. Don’t be the “Hey I'm online now if you want to play” kind of guy.
When an agreed upon time has been set, post it in the appropriate “Game Schedules” channel channel in Discord, so members know when they can tune in to your game. It is especially important to post your game's time if you are playing on the day of the next advance.
Be on time for your game. If you are going to be late, send your opponent a message. Be respectful of each other’s time. They may have other things going on, and with games taking over an hour to complete, being on time makes a big difference.
If you and your opponent need more time, and you have followed the above rules for making contact and scheduling, reach out to your Division Rep with a request to hold off advance. We will NOT hold advance more than 24 hours.
In the pre-game screen, show your opponent what playbooks you are using before readying up.
No custom playbooks are allowed.
All coaches are expected to use their team's base offensive and defensive playbooks during the first season of each Madden cycle at a minimum.
After season one, and any season thereafter, you may request to change playbooks – see section titled “CHANGING PLAYBOOKS / MSPA COACHING TREE” below for details.
You may change back to your team's original playbook at any time, but after doing so you will be required to keep your book for the remainder of the current AND next season.
The Home team chooses jerseys first and the visiting team chooses last. One team must wear light and the other must wear dark.
It is mandatory that all League GMs turn their “Twitch Archives ON” so that streams can be saved. By default, the Away Team is to use Twitch to broadcast their game each week. The Home Team stream is optional. Madden doesn't provide much of a "home field advantage". Having the away team streaming can create a slight advantage for the home team, as it is typically easier on their connection, and they don't have to see the distracting Twitch interface on their screen. The home team may choose to broadcast for any reason as well. We just want to make sure every game is streamed.
Post the link for your stream in the #game-streams chat channel, along with the teams in the match-up. You may also post the link in the #general channel if you so choose.
If you are streaming with audio and/or webcam to receive player upgrade tokens, you must also post your stream link in the #cam-audio-video channel for your respective league to receive credit: LEGACY= #legacy-cam-audio-video, PANDORA= #pandora-cam-audio-video. These streams will be checked to ensure that you have actually talked when convenient during your stream. You are NOT expected to talk during your entire stream.
PREPARING FOR DISCONNECTS
All disconnected games should be replayed if possible.
If the two teams are unable to agree if a game should be replayed, or if there are time constraints, bring this to your Division Rep and they will make the decision and it will be based on the following guidelines:
Disconnects prior to halftime (unless a force win is agreed upon):
Game should be replayed if possible
Optional 1: If one team had a lead of any sort, they can be given free play at the beginning of the new game to give them that lead back. Example, one team was up by a touchdown before disconnecting, is allowed to score without obstruction on the first drive then the teams play according to SPA League rules as usual for the remainder of the game.
Disconnects in the mid-late 3rd Quarter before the 4th:
Option 1: If a team is up by more than 2 scores (17+ points), a Force Win can be agreed upon
Option 2: If a Force Win is NOT agreed upon, Teams have the option to play the remaining time of the game with scores the same as they were when the game disconnected by “Mock Playing” the game back to the state which it disconnected. **
Option 3: If a Force Win is NOT agreed upon, the two teams can agree to an SPA “Pick-Up” game. A pick-up game is when the two teams choose to acknowledge the amount of points by which the winning team was leading, (10 points for example) and the two teams can agree to play out the remaining minutes (according to league rules) in a “pick-up game” in case the losing team is able to pull off a come back within the remaining time. When the time remaining has expired, the teams can quit out and whoever has the lead in the pick-up game gets the force win. **Note** When the time expires, the two teams CAN opt to finish the pick-up game with the scores “as is” like a normal game.
After the midpoint of 4th, if a team is up by more than 2 scores (15+), the team winning gets a forced win.
CPU/SIM GAMES/FWs & FLs
If you are unable to schedule a time with/play your opponent for any reason, please contact your rep to discuss your options.
Depending on the specific circumstances, the game will be determined as a fair sim or forced win/forced loss for the involved parties.
FW = Forced Win --- FL = Forced Loss
You are allowed to give a maximum of 2 forced losses per season as a result of being a “no-show.” Anything more will need to be discussed through your rep.
If you are awarded the FW, you may elect the option to play the CPU. You are never required to play the CPU. It is optional. Once you receive confirmation to play the CPU, your opponent will be placed on auto-pilot.
If a user decides to play the CPU, you are only allowed 2 attempts to play the CPU, or take a straight sim with injuries off.
Any User vs. CPU games should be handled just like playing a human opponent. The human player must follow broadcasting rules.
Do not try to pad your stats.
Do not try to run up the score
No Super Sim is allowed - the entire game must be played on offense and defense.
No exploiting game AI in any way. This is on each member’s personal honor and integrity. Please do not use nano blitzes, money plays, or any known glitches (example: rocket catch, east/west straight line running, hike and roll). Play with dignity and the satisfaction that comes from a win is much greater.
PLAY YOUR OWN GAMES
This should go without saying, but no one is allowed to play your team games, except YOU. You, the one who signed up, is an active member of MSPA, and is assigned a specific team. No one else in league can play for you, no one else in your home can play for you, and your best buddy down the street cannot play for you.
The user is required to control a player when on offense and defense. Allowing the computer to control your player and make tackles or runs for you is not permitted. Be a competitor and hone your skills.
When running with a ball carrier, you must use the right stick when making cuts. "Swerve Running" with the left stick is not permitted.
Quitting games is not allowed. We expect all members to play a full sportsmanlike game within the rule set. Even if you are losing badly in a one sided game and raising the white flag, you are expected to complete the game in a sim fashion. This includes kneeling any time before the 2 minute warning in the 4th quarter when you are the losing team. Purposely disconnecting in the middle of a game is strictly prohibited. They don't quit in the NFL, and as a sim league, we don't either.
If you have a serious emergency and you have no choice but to quit your game, please let your opponent and your rep know as soon as possible.
GAMEPLAY - OFFENSE
OFFENSIVE PLAY CALLING
Here at MSPA, we develop game plans and unique strategies weekly to employ against your opponents and try to keep game plans varied and realistic. Learn to throw a full route tree on both sides of the field and learn your playbook. Be creative, try new things; it's more fun! Don't forget to utilize a variety of formations as well.
You must pass or run a MINIMUM of 15 times each per game on average, over any 3-game period. It is understood there are games in which passing or running was not a good option depending on the opponents defensive specialty, and therefore a coach may not meet requirements for 1 game only. However, it is expected that a reasonable attempt is made to pass and run the ball as any NFL team would. Strive for 40% or more of your total plays to be pass or run plays depending on your style of play on the field.
In SPA, we do not abuse the use of starters at the running back position. There should be at least a 70/30 split on touches (running and catching) and 80/20 (carries only) each game and over the course of the season. The running back position should be rotated between the starter and the backup.
You may not call the same offensive play more than one time per half. This is by play formation, NOT PLAY NAME. This means you CAN run two dives in one half, You can even run 8 dives in one half if you are running them from different formations.
When the offensive team sends a player in motion the ball may not be snapped until the receiver is set, unless it's a designed motion play out of the playbook.
If you audible or flip play, do not quick snap directly afterwards (in the NFL it takes a second for the audible to register with the outside receivers), give your opponent a moment to adjust.
OFFENSIVE PRE-SNAP ADJUSTMENTS
The offense is limited to a maximum of 4 pre-snap adjustments per play, as outlined below:
Allowed once each per play:
Offensive line shift
A maximum of 2 combined changes allowed per play, consisting of:
Hot routes (hot routes to blocking assignments do not count)
HOT ROUTE LIMIT
During a game, you may NOT call any particular hot route more than 3 times. For example, you can hot route a WR to a post route 3 times in a game, and also to a slant route 3 times in a game. That is the limit for those routes or any other hot route that hits 3.
Seam/Fade Audible: These two audibles now work as a combined audible. You have the opportunity to change to this audible 4 times per game (2 times each).
You may hot route to blocking assignments without limit (this includes blocking assignments with a delay route)
When you call plays with slants coming from both sides of the field, you must be ready to get the ball out quick. These plays are quick hitters, and are typically designed with a 3-step QB drop back. Dropping back extra yards and/or waiting for them to cross downfield is not allowed - these are considered "cheese" tactics. If they are simply not open after your initial drop back, you may improvise by throwing to a receiver running a different route, maneuvering in the pocket, scrambling, throwing the ball away, etc.
Users cannot cancel play-action animations unless there is immediate pressure from the defense.
The use of “Playmaker” is prohibited in MSPA.
GOAL LINE FORMATION
The use of the goal line formation is reserved for situations where the user is inside either the 10-yard line or if the 'To Go' yardage is inches.
You can run no huddle offense at any time in game if it is realistic and makes SIM sense. However, you can only run no huddle a maximum of 3 times in a row before returning to huddle, no matter the game situation.
FOURTH DOWN AND COACHES DECISION
You are ALLOWED to go for it on fourth down in the following situations:
If you have NOT crossed the 50 yard line on offense and you are on your side of the field (yard 1-49), you must punt, unless you are down by 17 points or more. Be realistic in your approach to this rule.This means, if you are down by 17 points or more at any time, you CAN go for it on 4th down, but be SIM in your decision.
If the ball is on the 50-yard line or anywhere in your opponent’s territory and it's no greater than 4th and 1, you can go for it. This can occur only if you are losing, the game is tied, or you are winning by 2 points or less.
In the 4th quarter, if you are behind by 4 or more points, you can go for it on 4th down anywhere on the field. Once again, be realistic in your approach.
Outside of normal 4th down rules, a team can go for it once per game, but only under these conditions:
Cannot be winning by 17 points or more
Must be at your own 40-yard line or greater
Must be used in a simulation manner - this is not a free ticket to play lobby ball
TWO POINT CONVERSIONS
2-point conversions should only be used in a simulation manner.
RUNNING UP THE SCORE
Here in MSPA, we ask our GMs to try to mirror what an NFL team would do when they have a big lead. Meaning, switch to a more conservative game plan. The following is a representation of a “conservative game plan” with a big lead:
A blowout game/big lead game is defined as being up 35 points or more entering the 4th Quarter or any point within the 4th Quarter.
On OFFENSE (Winning Team)
Put your backups in the game. Offensive Line starters ARE allowed to stay in.
Conservative pass game is a short passing game, 15 yards or less
Running the ball and staying in bounds, to keep the clock moving (If you break a long run with your backups in, you can pursue the touchdown if you choose, just as it is in the NFL)
Do not use timeouts. There is no reason to use them in this situation if you are on offense outside of injury (automatic in Madden) or to avoid delay of game penalties
On DEFENSE (Losing Team)
Do not call all out bitzes every play vs. your opponent respecting you by running a conservative offense.
Do not call timeouts. Stopping the clock of a blow out game on defense is prohibited. Timeouts should only be called for injury (automatic in Madden)
Continuing to throw the ball deep late in the game with a big lead is unnecessary and is poor sportsmanship. Scores should be realistic. Use your best judgement based on the situation, opponent, etc.
UNREALISTIC DROP BACKS or "THE MOCHA RULE"
An NFL Quarterback goes through his natural drop back then gets rid of the ball, steps up/maneuvers in the pocket, or scrambles to avoid pressure/buy more time/run with the ball. You should not be dropping back further than 10 yards without pressure.
When leaving the pocket, if you run at least 15 yards behind the line of scrimmage, you may NOT throw it more than 10 yards PAST the line of scrimmage. This does NOT mean you can just run backwards. Be realistic in your drop back approach.
The NFL interception record is 42 and that is our limit for each season. You must bench your QB for the remainder of the game and season as soon as you throw interception #42. He will be eligible to participate again in the playoffs in the freak situation you make it there.
GENERAL QB RULES
You can NOT run straight back to avoid pressure. (We are NOT asking you to stand there and take sacks, again, be realistic in your approach in the QB pocket.
You can NOT “Hike and Run” immediately with your Quarterback.
DEFENSIVE PLAY CALLING
Wait for your opponent to pick an offensive play before selecting your defense.
Mix up your play calling with man, zone, and blitzes. Coaches should be calling a 70/30 ratio of either man or zone. So, if you like zone defense, you can call 70% zone, but 30% better be some variation of man defense.
Allowing the computer to pick defensive plays is prohibited.
While we do not require you to match the offense's personnel (for example, 4 WRs vs 4 CBs), we will be checking to see if you are playing strategic, situational football. Sitting in nickel or dime all game when it doesn't make football sense is simply cheating yourself and your opponent out of a fun and challenging game.
You should not be calling Quarters formation defense in the red zone when the offense has called a typical shortage yardage offensive formation. This is considered abuse of the Madden A.I. Unfortunately, in Madden, the Quarters package is sometimes effective against the run. In real life it would not work like that, and the only reason you would be doing this is either 1) you are aware of the flaw and basically "cheesing", or 2) you do not understand football.
You must always have a minimum of 3 rushers.
You may only move one player on defense prior to the snap. You may NOT move a player inside of the DE’s. If you are moving a player to the line of scrimmage, he must be at least a foot outside of the DE in a 4-3 or the OLB in a 3-4.
DEFENSIVE PRE-SNAP ADJUSTMENTS
There are no limitations on shifting entire defensive groups.
Users can manually move ONLY ONE non-defensive lineman prior to the snap.
You may only audible edge rushers, LBs, and S to spy the QB, NOT DTs unless it is a part of the natural Madden play design.
USER DEFENSE AND STRAFE RULE
When manually controlling a defensive player, you must carry out that player’s defensive assignment, unless a QB begins to scramble outside the pocket.
Hot Routing the user coverage all game to your own assignment to get by this is not allowed, if you want to change a defender’s coverage, you are not allowed to user him, and these hot routes should be minimal, real NFL defenses do not adjust individual assignments on the fly all game, so neither should we.
Usering DL players is only allowed at max once every 4 plays, or once every set of downs.
You must be in strafe unless you’re doing the following:
Running to get into your zone
Running with a receiver
Running to make a tackle
Running after a scrambling QB
As a User on defense, once you make a defensive read and begin running with a receiver, you are required to stay with that receiver until the ball is thrown or the quarterback scrambles out of the pocket.
GAMEPLAY - SPECIAL TEAMS
KICKOFFS AND PUNT RETURNS
When receiving a kickoff or punt, you may only control the returner, or someone rushing the punter. Running back with a blocker is not allowed.
The ball should not be punted out of bounds unless you are attempting to pin it within the 20 or kicking it out of the back of the end-zone. We should not be seeing users punt out of bounds every time to keep their opponent from having a return opportunity.
A team can go for it on 4th down outside of the normal rules once per game, given that they meet these criteria:
Cannot be winning by 17 points or more
Must be at your own 40-yard line or greater
Must be used in a simulation manner - this is not a free ticket to play lobby ball
GENERAL TEAM MANAGEMENT
MSPA GMs hold themselves and each other accountable when it comes to team management. This includes salary cap management, roster management (position requirement / position changes), signings, releases and trades. It is perfectly okay to build your team to fit your style of play, and system. We expect our GMs to do it responsibly.
It is the expectation that all MSPA GMs manage salary caps in a responsible manner. Have a system. Have a plan. Have an MSPA team identity. Cutting and trading should be watched carefully to avoid major cap penalties and roster mismanagement that could result in major league infractions.
All player edits must be cleared through your rep.
Apparel - You may edit player apparel, but please do so in a realistic fashion.
QB throwing motion - Throwing motions may not be edited unless cleared with a rep first. There has to be evidence that your QB throws the way you want him to throw. With rookie QB's, you are not allowed to do ANY edits until the QBs are logged after each draft. Aaron Rodgers QB animation is NOT available for ANY QB other than Aaron Rodgers.
QB, P, and K: 1-19
RB and DB: 20-49
WR: 10-19 and 80-89
TE: 40-49 and 80-89
T and G: 60-79
Interior D-Line: 60-79 and 90-99
Edge Rushers and LB: 50-59 and 90-99
ROSTER MANAGEMENT AND ROSTER MINIMUMS
In order to ensure all rosters meet requirements, each coach needs to have the minimum amount of players per position as outlined below:
Quarterbacks - 2
Running Backs - 3
Wide Receivers - 5
Tight Ends - 3 if you have a fullback or 4 if you do not have a fullback
Tackles - 3
Guards and Centers - 4
Kicker - 1
Punter - 1
4-3 DEFENSE ROSTER REQUIREMENTS
Defensive Ends - 4
Defensive Tackles - 4
Outside Linebackers - 4
Middle Linebackers - 2
Cornerbacks - 4
Safeties - 3
3-4 DEFENSE ROSTER REQUIREMENTS
Defensive Ends - 4
Defensive Tackles - 2
Outside Linebackers - 4
Middle Linebackers - 3
Cornerbacks - 4
Safeties - 3
QBs play QB
FBs play FB-RB-TE
HBs play HB-WR (Backup FB)
TEs play TE-FB
You cannot have a WR as your 3rd TE on depth chart.
WRs play WR-HB
You can put a TE or HB in your 4th WR position but no higher. Your top 3 WRs must be WR's.
Ts play T-TE
The O-Line is interchangeable, any lineman can play any line position.
MLBs and OLBs in a 4-3 are interchangeable
There must be 3 LBs in your SUB LB depth chart position unless approved by your division rep otherwise
DEs and DTs are interchangeable on the defensive line but be smart. Understand the position and make moves that make sense. The player should fit the size and weight of said position and the defensive scheme should work for the type of player they are. You’ll be more at a disadvantage if these things are not considered.
CBs can play CB. A CB may only play S if approved by a Division Rep or if your playbook calls for it
S can play CB
Manually moving a Safety into a Linebacker position is prohibited, unless the defensive formation by design is set up that way (some Dime and Nickel defenses may have this). The reasoning for this Safety restriction is that safeties generally have greater speed then linebackers, and usually players use linebackers. Despite being poor in the other abilities that make good linebackers, when usering that player, it doesn’t matter and may give said user an unfair advantage based on how Madden game mechanics work.
If you ever want to change a player's position, you must clear it with your Division Rep first. This helps staff keep track of the leagues personnel in case it needs to be voted on.
Safeties are not allowed to be moved to Linebacker positions, unless they meet these criteria:
Speed 87 or less, 220+ weight, 6’1 or taller in height. This type of change will need to be approved by your Division Rep.
Editing player's positions to maximize XP gained is not allowed.
The minimum weight for 3-4 DE's and 4-3 DT's in a BASE defense will be 280 lb's. If you have a player that is under this weight and plays this position IRL, you must contact your rep about it. You will need rep approval before being able to use this player. Please do your own research before submitting anything to your rep.
Rookies generated by the game must adhere to the 280 mark.
Rush packages are currently still following the same rules we have had in place
Keep it sim, and if you have any questions about any particular player playing a role, PLEASE reach out to your rep. :
Changing positions for Superstar players and X-Factor players are not allowed.
If a GM drafts a Superstar player or X-Factor player, that GM has one opportunity to change that player position before his abilities are revealed.
DEVELOPMENT SCENARIOS & DEV UPGRADES WITH TOKENS
It is fine to pursue goals to complete development scenarios for your players. While doing so, please keep in mind that we are a strict sim league, first and foremost. That is what we all came here for. NOTHING should ever prevent you from giving your opponent anything short of a simulation game. Not stats, rushing titles, weekly/yearly awards or development scenarios.
If you have a huge lead late in the 4th quarter, you should NOT be force feeding your WR to make a yardage or TD goal. On the flip-side, if you are down big late in the 4th quarter, you shouldn't be calling timeouts on defense, prolonging a game that is already decided in order to complete your goal. If you can't hit your goals in a simulation manner within the flow of the game, then you just have to accept that, move on, and try to achieve it next time. MSPA does NOT allow un-sim dev chasing.
It is not allowed to use tokens to upgrade a player's development trait in the same week that they have a development scenario. This will be considered double dipping/gaming the system. We will check all player dev trait upgrades in game, and if it is determined this rule was broken, you will lose all dev upgrades for that player, forfeit any tokens spent, as well as face further consequences.
In order to protect yourself in the case that Madden doesn't grant your earned development upgrade, please do the following for every dev opportunity you receive:
Start your stream before clicking on your dev upgrade opportunity. If it is shown on screen during your stream, the league can go back, view it and ensure you get your dev upgrade if it was achieved in game. (Safest way to ensure proof)
Take a picture of the dev upgrade chance tile on your franchise home screen
Take a picture of the goal
If Madden actually fails to give you your upgrade, take a picture of your players stats for the game
Send those pictures to your rep as evidence.
Week 8 is the last opportunity to purchase a dev upgrade for your players each season.
Dev upgrades must be purchased before you play your week's game.
MATCH PLAYER UPGRADES
Three times per Madden cycle, MSPA allows our owners to pick one player from their team to upgrade to current Madden roster ratings. This typically happens after the Madden roster updates for weeks 4, 10, and 17.
MSPA EXCLUSIVE TOKEN SYSTEM
The MSPA Token System was created as a way to bring all kinds of new and entertaining content to the league. In MSPA, you will be paid in tokens for writing articles, producing podcasts, YouTube videos, or general work for the league. With these tokens you can purchase numerous types of player upgrades. See graphic:
You can earn up to 50 tokens per season.
An article is worth 2 tokens and is considered at least 16 sentences that provide insight to a user’s team. It must be done in at least 3 separate paragraphs but can be as long as a user would like.
If your article is considered strictly a game recap (“My quarterback threw for 300 yards and 4 TDs, so we won”), it will count as 1 token. If you include some quotes or creativity, you will be awarded 2 tokens. Be sim, but be creative!
All podcasts and videos will equal 1 token per 15 minutes of content (a 30 minute podcast/video = 2 tokens)
MSPA Staff Reserves the right to act as player's agents. We may enact, redirect or terminate roster moves (signings, trades, etc.) that are deemed unrealistic or that need to be reworked. These tasks are done by committees that are built to discuss different league transactions.
IN-SEASON FREE AGENT SIGNINGS
Signings should be based on NEEDS and not wants.
During the season and after getting approval from your Division Rep, you may only sign a FA/poached practice squad player to replace a player that has been injured for an extended length of time (4 weeks or longer, season, or IR). If the injury is not long term we expect you to use your backups and practice squad players to fill injury needs. That is what they are there for. So if you are picking up someone from free agency (after you have been cleared to do so), it would be in situations where you are low on backups and still in contention of a playoff run.
No putting a player who is only on short term injury of 6 weeks or less on IR just so you can pick up a better player in FA.
If you mismanaged your roster during the off season and failed to pick up the minimum required players, you will only be allowed to pick up the lowest overall rated player in that position. We have a regular free agency, a full draft, and a supplemental to pick up the players you need, so you should never be in this situation. If you are a new GM taking over from a previous GM and there are roster problems, your choices can be discussed with your Division Rep.
RE-SIGNING IN SEASON
All players 84 overall or lower may be re-signed during the season, but only if offered 100% of what they're asking for. If you don’t want to pay them what they are asking for, you may use your franchise tag option, trade them before the Week 8 trade deadline (if you have trades left) or you must let them hit Free Agency, where you may attempt to sign them for less.
When re-signing players between 80-84 OVR:
Snap a picture of the player's player card in Madden, showing how many (if any) upgrade points that player has. An 80-84 OVR player must not have more than 1 upgrade point available at time of re-signing. This is to prevent members from halting a players progression in order to sign them to less than what they are worth (avoiding the 85 OVR max contract rules and essentially cheating the system).
Snap a picture of the contract you are offering to said player
Send those pictures to your rep as proof.
If you want to re-sign players with overalls of 85 or more during the season, you must pay them their value per the max contract calculator, or what they asked for in game - whichever total compensation is higher (total salary and bonus per season) . If you do not re-sign them in-season, you may use your franchise tag, trade them before the Week 8 deadline (if you have trades left) or you must let him hit Free Agency. See Max Contracts below.
Every player that is signed during free agency or re-signed outside of free agency must be given bonus money equal to at least 30% of the base salary.
Example: Player A is making a base salary of $1,000,000 per year. He must be given $300,000 in bonus money, bringing his total compensation to $1,300,000 per year. This is because in Madden the bonus money is the guaranteed money. This ensures teams cannot sign players like AJ Green to a 3-year, $50 million contract with a $100k bonus, allowing the team to cut him and his huge contract at any time with very little penalty.
You can offer more than 30% if you wish.
To find 30 percent of a number, multiply that number by 0.30.
One-year contracts are excluded from this rule.
69 or below overall players are also excluded from this rule.
Download the latest version of the Max Contracts Calculator - this will be in the #legacy-information or #pandora-information channel in Discord.
Enter all of your players data into the spreadsheet. (Season means what season the league is in AT signing)
Snap a picture of your accurate and complete spreadsheet.
In Madden, check what total yearly compensation your player is asking for (bonus + salary).
Between the calculator yearly amount and the yearly amount your player is asking for - you must pay the higher per year amount to re-sign your player.
Put together the contract you are ready to offer your player.
Snap a picture of your contract offer.
Snap a picture of the player's card, showing that he doesn't have more than one upgrade point available.
Send all 3 pictures to your rep for review.
Once your rep sees that you have offered the proper amount, he will give you the go-ahead to sign your player.
FREE AGENCY STAGES
MSPA Annual Silent Bid Stage: Users can submit silent bids on players 80 or higher during this stage. A list of players will be released in tiers each week of free agency. You’ll have 24 hours to get your bids in.
Free Agency Stage 1: Tier 1 silent bids for plays 80 overall or higher. Offers for players 79 over all and under must account for 100% or more of the money and years that the player is asking for. The average contract score of an offer equaling 100% of what a player is asking averages 90-101 contract score points.
Free Agency Stage 2: Tier 2 silent bid for players 80 overall or higher. Tier 1 silent bid players that received no silent bids, are available for normal free agency bidding at 100% or more of the money and years the player is asking for. Offers for players 79 and under must account for a minimum contract score of 70 or more of the money the player is asking for.
Free Agency Stage 3: Tier 3 silent bid for players 80 overall or higher. Tier 1 and tier 2 silent bid players that received no silent bids, are available for normal free agency bidding at a minimum contract score of 70. Offers for players 79 and under must account for a minimum contract score of 60 or more of the money the player is asking for.
This means, based on the 100% contract score vs Free Agency Stage 3, in Free Agency Stage 3, a player will be signed for just a little under or over half of what he was asking for in the beginning of Free Agency after going unsigned.
1ST SEASON ONLY: REAL LIFE FA SIGNING/RE-SIGNING
If there is a real-life FA signing/re-signing with your team in the NFL, you may resign that player at any point of the season to the exact terms of the real-life contract.
Make sure that the years and money are identical to the real-life contract. If you’re not sure what the particulars of the contract are, ask your Division Rep for help.
In our first MSPA season of each Madden cycle, we account for all real-life suspensions that have occurred in the NFL.
Once our league has kicked off for the cycle, suspensions are handed out based on league infractions that are discussed by league staff and handled on a case by case basis. Some suspensions have the potential to be larger than others. Our league utilizes a randomizer when league staff has officially voted that an infraction warrants this type of penalty.
TRADE COMMITTEE PROCESS
In MSPA, we have a Trade Committee consisting of 5 members. These 5 members discuss every trade that comes through MSPA doors. A trade transaction can not be made in Madden without approval from the Trade Committee. Some things they look for when discussing a trade:
Does the move make financial sense for both teams?
Does the move make logical sense in each team's timeline?
Does the move make systematic sense to each team's roster?
Does each team improve by the trade being done?
These 4 questions will spark the conversations our members have. If they do not come away from that conversation feeling like those were successfully answered, it’s more than likely your trade is going to be denied.
The committee uses a trade calculator to help them gauge the merit of potential trades. The calculator provides a point value for every player/pick involved. In early seasons, the total point value of trades for each team should generally be within 50 points of each other. Keep in mind, the trade calculator reading within 50 points or not does not guarantee a trade will pass or fail. Towards later years, those numbers will change based on picks being devalued.
Once the Trade Committee has approved/declined a trade, both teams will be contacted with results of trade and then the trade transaction can be made in Madden.
TRADES DURING SEASON ONE
In season one, if you were a part of MSPA as it ended the previous Madden, you are permitted to make one trade as a thank you for playing and completing the journey with us during the Madden down time.
The trade deadline is Week 8 BEFORE your game has been played. No trades can happen once your week 8 game has been played and there cannot be a trade with a team whose week 8 game has been played.
There is a max of 3 trades per season that involves players.
You can make unlimited trades involving draft picks only.
You may only trade (draft pick or player) with a team once per regular season until the off-season.
No player may be traded twice in the same season.
Free agents signed by an owner may not be traded until the end of that football season.
In Season 1, we may require members to execute trades that are made in the real NFL. We do this to maintain the integrity of MSPA and uphold the strategic side of front office team building.
Free agents that were signed by the real NFL team can not be traded. This is done to prevent teams from signing players as trade bait.
There are NO TRADES ALLOWED during the NFL DRAFT in MSPA. Trading closes 15 minutes before the MSPA NFL Draft begins. This prevents multiple requests for pauses during the draft and it prevents the MSPA trade committee from working trades when they should also be given their best chance to focus on their own draft.
DRAFT PICK TRADING
You can make unlimited trades involving draft picks only.
Teams can trade draft picks up to 1 year in advance. As an example, if you are in the 2018 offseason, you can also trade 2019 picks.
You may make conditional draft pick trades.
1st round draft picks can not be cut or traded until the 2nd year of their contract.
2nd - 7th round picks can be traded or cut at any time.
You do not need to be authorized prior to promoting your own practice squad players to your active roster.
Once a practice squad player is signed to an active roster, they must remain there for the remainder of the season, or be cut from the team entirely. No bouncing players back and forth. If you think you have a legit reason to move a promoted practice squad player back to practice squad prior to the end of the season, you will need to get that move authorized by your Division Rep.
1st through 3rd round draftees (players with high bonuses) should not be put on practice squad for their 1st season. If you do this, you will not be allowed to re-sign them back to the active roster until the following season. If for some reason, you have a legit case to need to do this, contact your Division Rep for approval, and then they will adjust the player's contract back to its original amount.
You can not cut one practice squad player to replace with another.
Once the initial 10 practice squad spots are filled, you can only add another player to the practice squad when one of them has been promoted to the active roster.
During Preseason week 4, you may only add players you cut to your practice squad. If by the end of those cuts, you do not have all 10 spots filled, the CPU will fill them at advance.
You are not allowed to poach practice squad players from another team, unless you are putting them on your active roster. No poaching from one practice squad to another practice squad.
Before poaching a player, you must contact their current team and give the owner an opportunity to sign that player.
At the time you send your message, the opposing team has 24 hours to respond.
If the other owner chooses to keep said player, that owner must sign the player to his/her roster before their next game.
If either is not done, the player is eligible to be moved to the player attempting to poach.
PLAYBOOK DRAFT / MSPA COACHING TREE
MSPA has decided to follow the NFL and have a “Coaching Tree”. What this means is that in MSPA, we look at the playbooks as Offensive and Defensive Coordinators and each year we want to give those coaches the opportunity to move into a head coaching job.
In the NFL, teams who do not make the playoffs, rightfully get a head start on rebuilding their franchises, because the league goal should be to give teams good and bad, every opportunity to succeed. That fact offers an underlying but important notion that competition is always going in an effort to win a championship.
As a part of that AND EVEN BEFORE a team rebuilds their roster in any way, that transitioning team, that rebuilding team, the GM always hires their Head Coach, and that coach hires his staff. THEN they begin to bring in the personnel on the roster.
Here’s how it works:
Option 1: At the end of the season, you elect to keep both of your playbooks. This can happen even if one of your “coordinators” is hired to be a head coach (one of your books is drafted in the playbook draft). This option keeps your head coach and his books intact. If another team were to hire one of this coaches’ coordinators (draft this teams playbooks), this head coach has chosen to promote within and keep his books the same.
Option 2: At the end of the season, you elect to keep one of your playbooks but get a different book for the other side. This option has you keeping your Head Coach but allowing him to rebuild one side of the ball schematically. With this option, let your Division Rep know you would like to be added to the Playbook Draft and will be drafting one playbook and keeping the other OR await the playbook draft announcement from the commissioner who will be taking hold of that task.
Option 3: At the end of the season, you elect to fire your Head Coach and get a different book for both offense and defense. With this option, let your Division Rep know you would like to be added to both rounds of the Playbook Draft and will be drafting two playbooks.
So how does the Playbook Draft (coach hiring) part of this work? See below.
The Playbook draft will be opened directly after each regular season has concluded (Playoff Wild Card round) for TEAMS THAT ARE NOT IN THE PLAYOFFS.
Teams that are IN the playoffs will have their opportunity to change their playbook if they choose, AFTER they are eliminated from the playoffs.
If a playoff game has concluded before the non-playoff team round of the playbook draft has been completed, that playoff team will be given their opportunity after the teams that did NOT make the playoffs have made their selections and that playoff team that was eliminated will be assisted on a 1st come 1st serve basis.
In the 6-season cycle, SPA GMs will have a MAX OF 3 playbook changes on EACH SIDE - offense and defense.
GMs can only change playbooks EVERY 2 SEASONS; however, each GM also has 1 “Mulligan” option for the entire cycle that can be used to change a playbook in back-to-back seasons (replicating a coach that has been fired after 1 season in the NFL). This gives our GMs flexibility to correct a coaching mistake the following offseason by drafting another playbook if they still do not want the team’s original playbook.
A MAX OF 4 teams can use the same offensive playbook or defensive playbook in any given season. Again, once you select your playbook, that is your playbook for the year, UNLESS you return to your generic team playbook. If you return mid season to your generic team playbook, you must keep it for the remainder of the season. There is NO SWITCHING BACK AND FORWARD between books. You still have your “Mulligan” option available to change immediately the following off-season, but MSPA will monitor for teams attempting to go back to their generic book each season as a work around! Have integrity!
Draft orders will be randomized and if the playbook that you want is not available (already in use by 4 teams OR already drafted for that offseason) you will have the option to choose another one OR return back to your current playbook and try again the following season.
IMPORTANT NOTE: Once a playbook has been drafted, it can NOT be drafted by another team in the same offseason.
** An announcement will be made from the commissioner who will be handling the playbook draft. You will submit your name that member of the commissioner staff **
We will not let anyone jeopardize the integrity of our league. It is the duty of our Division Reps and Commissioners to keep MSPA respectable. No favoritism is shown in MSPA and all GMs are treated fairly.
DEALING WITH INFRACTIONS
We encourage members to voice rule violations any time a rule violation has occurred or any un-sim experience you run across.
If the rules have been violated, please address the violating GM in a mature, professional manner to discuss it privately first.
If you cannot resolve the problem together, notify your Division Rep for resolution.
Make sure to have hard evidence that a rule has been violated.
What works best for the staff is if you mark the time and quarter of the game infraction(s) occurred so it can be reviewed quickly on Twitch.
We cannot hold members accountable if there is no video evidence from game clips, a Twitch replay, a cell phone video, or a member's screenshot. Without evidence, your complaint is a "he said, he said" situation and becomes too difficult to make a sound ruling.
Do not wait until an opponent reports you first and then report your own rule violation.
In the past, we have had members who use the rules to their advantage, essentially cheating the other members. If you are caught doing things that aren’t rule breaking in nature but are deemed as doing things to gain an unethical advantage/disrespect other member; you can still face consequences.
The worst part about being on staff is handing out consequences for broken rules. I’m sure that’s better than getting the consequences for broken rules though. To ensure we hand out consequences to rule breakers in a fair manner, our MSPA League utilizes a randomizer “the spinner” that is aligned with different types of suspensions and suspension lengths. Whichever type of suspension our spinner lands on, will be the term that the user/player will have to serve.
Each rule violation is handled on a case by case basis.
The consequences we use include (but are not necessarily limited to) the following:
Suspension of key player(s)
Forfeiture of upcoming draft pick(s)
Removal from MSPA
Ban from MSPA