League Policies
General League Guidelines | Game Play | Cap Info & GM Duties | Game Play Settings
General League Guidelines
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| 1. | You must have Madden 2008 to play in this league. NO CRACKED GAMES!! If you can't afford to buy the damn game, and be able to update the game, as needed, don't bother getting involved. |
| 2. | You must have Yahoo Instant Messenger(YIM) to play. YIM is used to set up games, talk shit, and keep in contact with fellow members. If anyone needs to get YIM, go here to download it. Also there is a Forum, use it to communicate as well. |
| 3. | Any newly inducted GM, brought in after the league begins, cannot perform any roster moves - trades or free agent acquisition, for the first 7 days or first game played in the league. This is done to help ensure roster integrity and your commitment to the league. |
| 4. | If you cannot handle losing one game all season long, your in the wrong league. The talent here is diverse, and some great games will be played. But if your on the losing end, and cry about it and want rules changed every time you lose - do everyone a favor and don't bother playing in JSFL. This rule is, don't cry. There is no crying in football. |
| 5. |
Scheduled Games: We will be using a set schedule in JSFL. We are currently
on a one game per 6 days schedule. You schedule games with your opponent in 3 ways:1. Post in the Schedule Forum, simply follow the format already visible there for scheduling games. REQUIRED!! 2. Email your opponent. If no response after a day or two max. Send a second email and copy the commish so I know which one of the GM's is attempting to schedule. Active participation is the point of all of this, if your being subbed for week in and out, you will be replaced. 3. Use YIM to hookup. |
| 6. |
Franchise and Spawn Files: The franchise and spawn files for this league are
available for download on the JSFL FTP Site.
The Franchise file is there for you all to view your team locally in a franchise aspect.
It is also to be used to simulate the signing of free agents so when you
fill out the FA Request form, you use the proper numbers.
The spawn file is used to play your league game, once completed, the file is saved
and the .spr file is loaded back to the FTP server, so it is available for the flip.
This was all spelled out in the Welcome Packet sent when you joined. If you have any
questions, ask anyone in the league, they will help you. To add, the ini file is not used in league games. All GM's MUST set their level in the game to All Madden as well as ensure the injury slider is at 110. The spawn file stores all of the other relevant information. |
| 7. | Trading: |
a. Both teams must first agree to the trade then fill out the appropriate trade form. Both teams must fill out the trade form. ALL trades will be reviewed for integrity and balance, and both teams may be contacted to verify the trade - a Yes or No answer will be given. No trade will be processed until both teams play their games in a given week. If both teams have yet to play, the trade will be processed the night a final answer is relayed. This is done so no player can play two games in the same week. |
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| 8. | Waivers: The waiver wire will be initially set on a random basis. The waiver wire will then change every week, based on overall league standings. |
a. Free agent pickups will be limited to ONE per week, outside of injury requests. Injury requests will supercede a non-injury request. All requests for a Free Agent signing will be posted to the site for 2 days, in which time, any GM higher than you on the waiver order can claim this player over you. Free agent signings to compensate for injuries supercede all other requests and will not count againt the 1 pickup allowed. This is being done in an attempt to stop one team from stacking themselves with all highly rated free agents. |
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b. Free agents, once signed, can not be traded during that season. The player may be dropped at any time, but not traded. This is done in an effort to prevent whoring of Free Agents. |
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| 9. |
Enjoy the game! When you play a game in JSFL, you should walk away upon
completion, not feeling cheated, but happy to have played, regardless of
a win or loss. Play your opponent as you would want to be played, it's simple. This is your league, make it work!! |
Game Play
Top ^
| 1. |
JSFL IS A TRUE FOOTBALL SIMULATION LEAGUE. What does this mean exactly? It means that we play football as the game of football is played. Going deep down field every play is BS and will not be tolerated. Quitting games because you are losing will not be tolerated. Using goal line D every play on Defense will not be tolerated. Do these things and you will be instantly removed. Throwing a long ball every once in awhile is OK, teams do that in the NFL. Going deep or passing 90% of the time when your down is fine as well. Subbing players into different positions is fine, that is also done in the NFL. Basically, play the game as its played in the NFL, show respect to your opponent, play your opponent as you would want to be played, and we will all prosper in JSFL and finally, calling JS a homo is a must. No idea how it started but alot of 'JS is a homo' jokes in JSFL whenever possible. If you've ever seen the movie, Waiting, it is our version of the penis showing game. |
| 2. | Policy 2 of GamePlay, ties in directly with Policy 1. There is a one and done policy in JSFL. You waste my time, or another GM's time, once. Your gone. The reality here is fellas, you either play a football sim game, or don't play a football sim game. There is no middle ground, gray area. Constant bombs or Goal line D are selected when calling your plays, not accidentally chosen. |
| 3. |
It is required to give your opponent time to adjust there D once your QB gets under center, a pause of 4-5 seconds before snapping is required. As for motions and audible, they are a part of the game, but these are not to be used in an
attempt to trick the AI or outmanuever the Defense. Any motion or audible
called by the Offense must allow at least 5 seconds for the Defense to adjust.
The ball cannot be snapped until the D is set to the audible or motion.
The worst aspect is that I have to make this a rule and we have GM's who
would actually try to pull a lame, cheese aspect like this off.In an attempt to make this rule crystal clear I am asking to keep the number of audibles to 1. If you call run, notice an anti run D, you audible to pass. Calling audibles to moves guys all over just to get the D running all over is weak, at best. Once your team sets to the line, and you call an audible, once your team sets to the line, thats it. Also, audibling with minimal play clock time left then snapping the ball before the D gets set using the excuse of a low playclock - come on now. SIM football fellas. |
| 4. | Using Madden features such as Hit Stick, Commit, Play Action, Bump & Run are to used within the context of the game. Over use of any feature (including ones not listed) will quickly result in an exit from the league. JSFL has no use for people abusing AI, features or any other aspect of the game to win. If you can not handle this, please stop reading here and we will recommend other leagues where that is accepted. This also applies to play call repetion as well. If your offense consistent of Corner Routes, or runs straight to the sideline or your Defense is 8 in the box, with all out blitz, your days are short lived. JSFL players are required to mix there offense and defense up as any real NFL team would. |
| 5. | We do use the Vision Cone in JSFL. |
| 6. |
Scoring - If you are up by 28 in the 4th quarter, all key players must be subbed
out in the second half. Top 2 WR's, HB, FB, TE, QB. On the defensive side
any players rated higher than 90 should be subbed out as a respect move
to the opponent. The defensive side is a decision to be made at gametime
and is not set in stone as the subbing out the mentioned offensive players.
There is no reason
to be airing the ball out and rubbing your opponents face in shit. Run the
ball, give some pointers to your opponent. The point of JSFL is to find competition and play a football game, sim football. The more I add to this Rule page and the more I have to explain 'sim' football, the further we get from a sim league. The point of a sim league is no rules, we just play a sim style of game - respect for your opponent and knowing when to lighten up when the game is in hand. |
| 7. | Injured players - It is each GM's responsibility to ensure any injured player is not playing in your game. Play an injured player 1 time, and you get warned, we all make mistakes. Do it two times, and I bench the top two players on your team. Do it a third time, and you just played your last game in JSFL. |
| 8. | Subbed Games - Any team can sub for any other team up to Week 3. Starting in week 4, all teams requiring a substitute for vacation, inability to play due to schedule conflict, whatever, must have a GM with a similar record, or better, to fill in. If no arrangement is made, a GM with a similar record will be brought in to sub, in accordance with this policy. Ideally, the subbed team be from a different division, or ideally a different conference to avoid any conflic of interest issues in the game. The sub should play hard and play to win. There are no thrown games in JSFL. |
Salary Cap/FA System/Franchised Players & GM Duties
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| 1. | Each team is limited to a specific cap penalty limit. Once this cap penaly is approached, emails will be sent to the GM, explaining where they stand and that some additional cap penaly needs to be available in case of injury. |
a. The Cap penalty ceiling is $16.5 million per team TOTAL. This factors in the current seasons worth of cap penalties. |
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| 2. | All teams who operate in the red for 1 season, the GM will work with league officials ensuring the appropriate steps are taken to get them out of a bad situation. If the team continues in the red into the second season, JSFL officials will take a more active role to ensure the team rights the ship and gets into the black. |
| 3. | It is each teams responsibility to ensure that when making a trade or trades, that they understand the cap penalty implications prior to submitting a trade or dropping a player. If you are making a 2-part trade, with the 2nd deal being based on the first deal, and that trade puts you over the cap penalty limit, the first trade (if approved) will still be processed. It's not fair to the other team involved in the first trade to lose out because you lose track of your cap penalty. |
| 4. | The league has a FA system in place, it is as follows: Maximum contract length is as follows: |
| 5. | All new GM's will designate 4 players as 'Franchise' players. These 4 players cannot be traded and are also exempt from the FA system in place. When a player is designated as a franchise player, that player will be signed to a 4 year deal and will be set as a franchise player for the next 4 seasons. At any time, that player can be re-signed to a new 4 year contract. |
Game Play Settings
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Game
| Game Aspect | Value |
|---|---|
Quarter Length |
7 minutes |
Skill Level |
All Madden |
Game Mode |
Classic |
Fair Play |
Off |
Injures |
On |
Pre-Existing Injuries |
Off |
Game Fatigue |
On |
Offense Catch Assist |
On |
QB Vision |
On |
Accelerated Clock |
Off |
Auto Stafe |
On |
Random Weather |
On |
Defensive Pass Assist |
On |
Injury Frequeny |
110 |
Sim Injury Frequeny |
50 |
| Game Aspect | Value |
|---|---|
Penalties |
On |
Offsides |
On |
False Start |
53 |
Holding |
53 |
Facemask |
53 |
Clipping |
53 |
Intentional Grounding |
50 |
Roughing the Passer |
59 |
Roughing the Kicker |
59 |
Off. Pass Interference |
58 |
Def. Pass Interference> |
79 |
KR/PR Catch Interference |
55 |
| PC (0-99) |
Human (0-99) |
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