Madden Rules

LEAGUE INFO & SETTINGS

League Info

All Madden, Simulation.
Created custom coaches only.
48-hour advances.
Scheduling takes place in DMs. Do not block anyone currently in the league.
Play your games.
There will be no games vs CPU. In the event you are ever matched up against the CPU, you will receive a Force Win.
Injuries are off during sims/forces.
No custom offensive playbooks.
Confirm that the “Show Previous Play Art” setting within Visual Feedback is set to ON.

CFM Settings

Trade Deadline: On.
Salary Cap: On.
Coach Firing: Off. Do not open coach firing stories.
Abilities: On.
Ability Edits: Commissioner control.
Relocation: Disabled.
Staff Talent Cost: Slow.
Progressive Fatigue: On.
Practice Injuries: On.
Play Cooldown: Off.
Play Call Limit – O: 3
Play Call Limit – D: 8
Quarter Length: 8 mins.
Accel clock: Off.
Ball Hawk: Off.
Heat Seeker: Individual.
Switch Assist: Individual.

Gameplay Sliders

All gameplay sliders are set to default.
Injuries: 25

XP Sliders
QB: 90
HB: 90
FB: 125
WR: 90
TE: 100
OT: 100
OG: 100
C: 100
DT: 100
DE: 100
OLB: 100
MLB: 100
CB: 100
FS: 100
SS: 100
K: 125
P: 125

Dev Traits

Breakout Scenarios: On.
Dev regression: On.

GAMEPLAY

General

Playmaker is not allowed.
Nano Blitzes/Glitch Plays – Absolutely have no place in this league. You will be kicked. (Loop blitzing including)
Home team has first choice on jersey color (light or dark). Away team must pick the opposite.

Scheduling

Scheduling is completed in DMs or in the #schedule channel in Discord for that week.
Contact is expected to be made within 24 hours of advance, but it encouraged to reach out to your opponent as early as possible.
Force Wins/Losses will only be awarded if someone is unreachable/unavailable for a MAJORITY of the advance period.
In the case that you are eligible for a Force Win, you may choose between a Force Win or a Straight Sim.
– DO NOT abuse your depth chart in order to affect the outcome of a Sim.

Streaming

All games must be streamed and archived via Twitch.
– You must also allow clips on your channel.
The AWAY team is responsible for the stream, unless the HOME team volunteers to stream.

Complaints

All complaints will be submitted via DM to a commissioner.

Disconnects

If a game disconnects, it should be replayed if the outcome is still in question.
If a game disconnects in the 2nd half and it is clear who the winner was, a force win will be awarded to that player.
– Please reach out to a commissioner for any breakout scenario implications.
Quitting a game because you are losing is not acceptable, and you will result in an instant boot.

Playbooks

No Custom playbooks on offense.
Custom playbooks on defense are allowed.

GAMEPLAY – OFFENSE

4th Down Rules

You may only go for it on 4th down in realistic situations. These include and are limited to:

  • Anytime its 4th and 4 or less past your own 45.
  • Any “and goal” scenario regardless of yardage.
  • You are losing in the 4th quarter
  • You are winning late in the 4th quarter and conversion would lead to a “game clinching” situation.

Kicking and Punting

Fake punts and FGs are allowed at any time.
Onside kicks are allowed if you are down in the follow circumstances:

  • Down in the fourth quarter.

Do not abuse squib kicks or sky kicks with the intent to recover.
Do not squib punt.
Do not scum kick.

Running Up The Score

There are no rules in the 1st half regarding running up the score. Defend yourself.


For Madden 25, we will move the score limitation to the 4th quarter. If you are up 30+ points in the Fourth, the expectation is BOTH TEAMs commit to chewing the clock out. This is a league enforced MERCY RULE.

If you are losing big and wish the game to be over, at any point in the 4th quarter you may concede via Discord DM to your opponent. If you concede, both teams commit to chewing…

Playcalling

Mix up your playcalling. You should not be running the same formation, play, or concept repeatedly.
Run/pass ratio should be realistic. A good rule of thumb is not to have more than 65% of either runs or passes.
Limit overall play action usage.
– No NFL team uses play action on more than 35% of its pass attempts.
Limit RPO and read option usage to realistic situations and frequency.
– Under no circumstances should a majority of your rushing attempts come on these plays.
No Huddle is limited to realistic 2-minute drill situations, such as end of half or end of game.
Chew Clock should only be used when one team is up by 28+ or when your opponent asks you to.
– Manually letting the clock tick down to single digits should only be used if you are icing a game’s final or semi-final drive to force your opponent to burn TOs.
KNEEL THE BALL when you have the ability to end the game.

Stat Limits

Single Game:

– HBs cannot have greater than 70% of total offense.
– WRs/TE cannot have greater than 60% of total offense.
– Formula = Total offense by player / (Passing yards by team + rushing yards by team)
– Do not break any single game yardage or TD records.

Season:

Stat caps by position per season:

  • QB – 5700 passing yards – 60 total TDs
  • RB – 2300 rushing yards – 34 total TDs
  • WR/TE – 2150 receiving yards – 27 total TDs

Stat Limitations:

The expectation is you follow these guidelines to steer clear of CM intervention/suspension when it comes to spreading the ball around.

A WR/TE should not have more than double the yardage of the next highest receiver on the team.
A WR/TE should not have more than 60% of the teams total receiving TDs.

These are not black and white suspensions, but being over these guidelines will kick off a deep dive into your gameplay, stat usage. It will be best to avoid this.

Hot Routes

There is a limit of 3 hot route per play.
– This means if you change the assignment from route to block, block to route, or route to other route. It all counts.
We will continue to monitor for abuse (using them every play, consistently using the same hot routes, etc).

Pre-Snap Motion

You are allowed to motion one player per play.
Do not snap the ball while a WR/TE is in motion.
– This only applies to manual motioning. Designed motions such a HB Wham or End Around is allowed.

Hike and Haul

Hike and Haul has a long history with madden leagues, and it has changed throughout the years.

The expected play of QB is that you play within the structure of a play. If you want a QB on the run, call boot/sprintout/designed runs.

If you call standard drop back passes, then the expectation is you do not leave the pocket unless it is to avoid pressure.

Snapping and immediately rolling out is a clear violation.

Goal Line

Goal line formation should only be used inside the + or – 10 yard line, or anywhere on the field if it’s 3rd or 4th down and inches to go (4th down rules apply).

GAMEPLAY – DEFENSE

Playcalling

Mix up your playcalling. You should not be running the same formation, play, or concept repeatedly.

Pass Rush

Rush at least 3 men every play. A spy doesn’t count.

3-3-5 Formation

3-3-5 should use 3 down linemen (Edge – DT – Edge) and 3 off-ball LBs (3-4 MLB or any 4-3 LB).
If a 3-3-5 formations (such as Cub) places an off-ball linebacker on the LoS, you may sub in an Edge at that spot, but you must place an interior DL immediately inside that Edge.
– You should never have 2 Edges next to each other.

TEAM MANAGEMENT

Coaches [TBD]

You must create a custom coach when you join the league, regardless of season.
Scouts are free to hire/fire as you please.
Assistant coaches/coordinators will have multiple restrictions due to new mechanics introduced for Madden 24.
– Any physical attribute perks are limited to Tier 1 only. No +2 SPD/ACC/THP/etc. Tier 1 is allowed so users can continue filling out their trees. If found breaking this rule you will are subject to heavy penalties via downgrades for that position group.
– The final branch of the “Second Level” defensive tree, named “TAKE OFF” is banned. This branch has speed perks across LB/CB/S that stacks on top of the “TAKE OFF” perk found under the various other trees creating an unrealistic and unnecessary advantage.
– The hiring/firing of coordinators may only happen once in Madden 24.
– Obviously the hiring/firing glitch to gain Staff Points is banned. If you are found doing this you be banned on the spot. No questions asked.

Roster

Must keep 53 players on your roster, excluding offseason.
Be under the salary cap at all times.
You are responsible for getting back under the cap before you play a game if you go over for any reason.
– If a commissioner has to intervene to reverse a transaction in order to fix your cap, you will be docked at least a 2nd round pick, or more if the impact is deemed egregious.
Practice squad stealing turns on when we advance to week 1 of the regular season.
You must have at least 4 TEs or 1 FB and 3 TEs on your roster.

OL Dev Boosts [TBD]

In order to keep the Offensive Line players comparable to Defensive Line players across the league, each offseason, we will award 3 SS devs and 10 Star devs to random OLs with the following restrictions:
– Players must be 25 years old or less
– 80+ OVR for SS & 70+ OVR for Star

Breakout Stories

Breakout stories are on.
If any rules are broken in the process of completing a dev story, that dev will be taken away.
– This pertains to breaking any rules specifically associated with that player or that side of the ball.
– Example: Scoring on your opponent when up 28 points would result in dev being taken away from an offensive player, whereas playing a player out of position on defense would not effect an offensive dev story.

Abilities

Ability changes are very restricted and can only be completed by commissioners.
If a player gains an ability slot and it isn’t automatically filled with an ability, please reach out to a commissioner.
Banned Abilities

Due to issues with tuning, being over powered, or the inability to apply a fix to everyone with that ability fairly, we are going to ban the following abilities:

  • Gunslinger
  • Pass Lead Elite
  • Set Feet Lead
  • Freight Train
  • Omaha
  • Playmaker

If you have a player that had these abilities, they have been re-assigned.

Existing Abilities

We will not be changing the start of file abilities for players. With the potential exclusion of the 2024 rookie class, we will treat them as the same as players who have gained dev.

Gaining Ability Slots

If a player with abilities gains an ability slot as they go up in overall we will allow a roll of that ability.

If you want that player to potentially have a locked ability (ex: “evasive” requires 90 Elusive but they are 89), you may choose to wait until they reach that level before we roll the ability.

Further more, for a players third ability we will roll exclusively the abilities for 85 and higher.

We want players as they get better to have access to the better abilities like their start of file counterparts.

Gaining Development/Abilities

Similar above, as the player gains development and unlocks ability slots, we will allow you choose when to roll that ability so the player can get better ones.

Even if the ability is auto-assigned, if your player gains a development slot, please reach out to a cm or use the discord chat under the madden channel called #ability-changing.

Free Agent Waivers

At the start of season 1, Free Agents will be assigned by choice in reverse order of team OVR.
For all other seasons, you may sign 1 free agent when we advance after the draft.
– If you need to fill roster for any reason, you can sign additional free agents that are the lowest OVR at their position.
Free agency is open when we advance to week 1 of the regular season.

Trading

The commissioners act as the trade committee for Top Madden.
Trades will be submitted via Neonsportz.
When a trade is approved it will be posted in #trade-announcements in Discord.
If a trade is denied, a CM will notify you and tell you what is needed to get it accepted.
– This is not a negotiation. Do not argue with us.
You cannot trade a player you acquired in the same year. (Reminder: Years reset after each Super Bowl.) This means you cannot sign a player in Free Agency or acquire a player via Trade and then flip that player to another team until the following offseason.
Rookies drafted in round 1 cannot be traded. Rounds 2-7 are fair game.

Trading of franchise tagged players is allowed.
– Keep in mind the salary cap implications of trading a player with a fully guaranteed contract. We will not clear your cap penalties.

There is a limit of 4 impact trade pieces traded away per season. Impact pieces are:
– Any player 85+ OVR
– Any player 80+ OVR & 28 or younger
– Any player 75+ OVR & 25 or younger
– Any 1st or 2nd round pick, including future

Pick-for-pick trades do not count as impact.
Draft pick trading must be approved at all times other than a live draft.

You cannot have more than 3 1st round picks nor 4 2nd round picks. No other round has a pick limitation.

Waiver Trade System

For trades specifically designed for cap relief, please refer to the following link for information on the waiver trade system and how to use it:
https://topmaddencfm.com/waiver-claims/

Depth Chart

No HBs at FB, except for Pistol formations.
OL cannot play TE, outside of specific formations where it is designed.
No WRs at TE.
No CBs at S.
No CBs at slot in Big Nickel formation. This must be a Safety. It’s BIG Nickel.
You can only have 1 Safety in the depth chart for SubLB. This safety must be at least 213 pounds or Run stopper primary scheme and 210 pounds.
DEs at RushDT must be at least 270 pounds. These players cannot play DT in base formations (3-4, 4-3, 46).
K and P must be at their respective position, and cannot be interchanged.

Position Changes

DO NOT change the position of any SS or XF dev player, period.
OL can switch to any other OL spot.
WR to TE is not allowed.
HB to FB is not allowed.
DEs and OLBs can flip sides.
FS and SS are interchangeable.
CB cannot move to FS or SS.
LB cannot move to FS or SS.
SS cannot move to LB.
4-3 LBs can play OLB in 4-3 formations. They cannot play OLB in 3-4 formations.
Power Rusher and Speed Rusher OLBs cannot move to MLB, nor can you dev them to another archetype to make the change to MLB.
DTs can play DE in 3-4 formations.
4-3 DEs cannot play DE in 3-4 formations.
For drafted Run-Stopper scheme DEs/OLBs, you can choose between 4-3 and 3-4, but that decision is permanent, including if that player is traded or signed elsewhere.

Free Agency / Contracts

Contract value is limited to the highest Average Annual Value (AAV) by position in the NFL, and are updated as irl contracts are signed.
QB: Joe Burrow – $55.00M
RB: Christian McCaffrey – $19.00M
WR: Justin Jefferson – $35.00M
TE: Travis Kelce – $17.12M
OL: Tristan Wirfs – $28.10M
DT: Chris Jones – $31.75M
EDGE: Nick Bosa – $34.00M
LB: Roquan Smith – $20.00M
CB: Jaire Alexander – $21.00M
S: Antoine Winfield – $21.00M
K/P: Harrison Butker – $6.40M

Do not sign a player to a contract or extension longer than 5 years, unless they request it.
– If a player requests a contract over 5 years, you must post a picture in #contract-pics.

Draft

We will typically slug draft for at least 24 hours before a draft goes live. Please do your best to keep your draft boards up to date in case a pick needs to be simmed to keep the slug moving.
Draft pick trading must be approved at all times other than a live draft.

Draft Class Strength [TBD]

– During the preseason the draft class strengths for each position will be identified and announced to the league, so that everyone is aware of positional strengths and weaknesses.
– We will also provide a range of outcomes for what the next year’s draft class will be at the same time.
Doing all this will provide some additional variability (and control) of how our draft classes turn out, and keeps everyone on a level playing field.
Example:

2024 Draft Class
QB Normal
RB Strong
FB Weak
WR Normal
TE Normal
OT Very Strong
IOL Strong
DE Normal
DT Weak
OLB Normal
MLB Normal
CB Weak
S Very Weak
K Normal
P Normal

2025 Draft Class
QB 25% Strong, 50% Normal, 25% Weak
RB 25% Strong, 50% Normal, 25% Weak
FB 25% Strong, 50% Normal, 25% Weak
WR 25% Strong, 50% Normal, 25% Weak
TE 25% Strong, 50% Normal, 25% Weak
OT 50% Very Strong, 25% Strong, 25% Normal
IOL 50% Very Strong, 25% Strong, 25% Normal
DE 25% Normal, 50% Weak, 25% Very Weak
DT 25% Normal, 50% Weak, 25% Very Weak
OLB 25% Strong, 50% Normal, 25% Weak
MLB 25% Strong, 50% Normal, 25% Weak
CB 25% Strong, 50% Normal, 25% Weak
S 25% Strong, 50% Normal, 25% Weak
K 25% Strong, 50% Normal, 25% Weak
P 25% Strong, 50% Normal, 25% Weak