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JFF Spring 2015 Gameplay Rules

SGO Thermal

Administrator
Staff member
PLAYING YOUR GAMES


Make sure your Internet Connection is strong and is working properly before agreeing to play your schedule contest. Ideally, your connection speed should be 25 Mbps or higher. At bare minimum, your connection speed should be no less than 15 Mbps. Anyone operating under the bare minimum runs the risk of being booted out of the league with no refund.


Once you have turned on your PS4, and activated your copy of EA Sports Madden NFL 15, here is what you need to do next:


1) Go to your Main Screen, and look for the “Play” tab at the top; Underneath the “Play” tab, you will see “Connected Franchise


2)Look for the option that says “Resume Online


3)Once you are logged into the JFF Online League CFM, check your Actions or Team Schedule to see who your next opponent is


4)In most situations, the team who is the designated “Home” team should send the invite to their opponent; the league member who will be accepting the invite can remain in their Main Screen, and once they have identified the invite, they can simply click on the “R2” button to accept the invite.


5)Once you are in the pre-game lobby, you can choose your playbooks and/or edit your uniforms. Custom playbooks are allowed to be used in the league, both offensively and defensively.


6)Once you have chosen your playbook and adjusted your uniforms, then click on “Ready


7)If you are the team to receive the ball first at the beginning of the First Quarter, you can ‘pause’ the game either right before the kickoff or right after the kickoff in order to make changes to your depth chart


8)Once you have everything set, you can begin playing your game.


CLICK HERE to read guidelines regarding avoiding a disconnection due to a “desync” between two opponents


Subsequent Pauses during the game:


Only the team that is currently on the offensive side of the ball can pause the game throughout the game when needed; If you are currently on the defensive side of the ball, you can only pause the game under the following circumstances:


i)By calling a timeout first

ii)At the very end of the First Quarter, Second Quarter, and Third Quarter

iii)You feel like your opponent has violated one or more of the documented Gameplay Rules and you want to issue a cautionary warning

iv)Right after your opponent has kicked a Field Goal or an Extra Point after a scored touchdown

v)With :30 seconds or less remaining in the game in order to congratulate your opponent on playing a game with good sportsmanship

vi)To discuss some degree of internet connection “lag” or “choppiness” you may have identified in the early stages of the First Quarter (you cannot complain about lag or choppiness once the Second Quarter begins)


General Gameplay Rules:


“No-Huddle” and “Hurry Up” Offenses:


No Huddle (i.e., when you hold the ‘triangle’ button after an offensive play has been executed in order to call a play without the team returning to the huddle) - You can execute a no-huddle offense anytime the score is tied, or you are behind by at least one-point. If you are in a position to use the no-huddle feature, but NOT the ‘hurry-up’ feature, then you must allow at least fifteen(15) seconds to run off the clock before you hike the ball.


No Huddle + Hurry Up (i.e., when you not only execute a no-huddle offense, but you also hike the ball within a few seconds after your team reaches the line of scrimmage) - You can only execute a No Huddle + Hurry Up offense under the following circumstances:


A)Your team is down by at least 9 points or more at any point in the game

B)There are two minutes or less remaining in the 2nd Quarter, regardless of whether your team is ahead or behind on the scoreboard

C)There are two minutes or less remaining in the 4th Quarter, and the score is tied, or your team is behind by at least one point


4th Down Conversion Attempts:


When you have reached Fourth Down on offense, you cannot make an attempt for a First Down whenever you feel like it. Here are the situations where you are permitted to ‘go for it’ on Fourth Down, and attempt a First Down conversion:


If your team is ahead on the scoreboard by at least one (1) point . . .


A)If your team is between your own 1-yard line and your own 49-yard line, you can only attempt a First Down conversion when you have a 4th & inchessituation; If you have 4th & 1 or greater, you must punt the ball away


B)If your team is between the 50-yard line, and your opponent’s 5-yard line, you can only attempt a First Down conversion when you have a 4th & inchessituation, a 4th & 1 situation, a 4th & 2situation, a 4th & 3situation, or a 4th & 4situation; If you have 5 yards to gain or more for a First Down, you either have to punt the ball or attempt a field goal


C)If your team is between your opponent’s 4-yard line and 1-yard line, you can attempt to score a touchdown or gain a First Down anytime.


If the score is tied, or you are down by at least one (1) point . . .


A)If your team is between your own 1-yard line and your own 49-yard line, you can only attempt a First Down conversion when you have a 4th & inchessituation or you have 4th & 1 situation; Otherwise, you must punt the ball away


B)If your team is between the 50-yard line, and your opponent’s 5-yard line, you can only attempt a First Down conversion when you have a 4th & inchessituation, a 4th & 1 situation, a 4th & 2situation, a 4th & 3situation, or a 4th & 4situation; If you have 5 yards to gain or more for a First Down, you either have to punt the ball or attempt a field goal


C)If your team is between your opponent’s 4-yard line and 1-yard line, you can attempt to score a touchdown or gain a First Down anytime.


D)If you are down by at least 33 points in the First Quarter, down by at least 25 points in the Second Quarter, down by at least 17 points in the Third Quarter, or down by at least 9 points in the Fourth Quarter, you can attempt a First Down conversion at anytime on Fourth Down, regardless of where your team is on the field


E)If the score is tied, or you are down by at least one point with two minutes or less remaining in the Fourth Quarter or you and your opponent are in an Overtime period, you can attempt a First Down conversation regardless of where you are on the field


Fake punts, Fake Field Goals, Onside Kicks


Attempting a fake punt and/or fake Field Goal will generally follow the same guidelines as the Fourth Down Conversion rules and guidelines. In other words, you cannot try for a first down or a touchdown if you cannot do it by running the ball or passing the ball.


You can only attempt an onside kick if you are down by at least 17 points in the first three quarters, or down by at least 9 points in the first six minutes of the Fourth Quarter. In the last two minutes of the Fourth Quarter, you can attempt an onside kick if the score is tied or your team is behind by at least one (1) point.


Manually moving and manipulating players before the snap of the ball


You cannot manually move or manipulate any defensive player that is on the defensive line of scrimmage (not only DEs and DTs, but even a LB who is in a 3-point stance or 4-point stance on the line of scrimmage). The only defensive players you can manually control before the snap of the ball are those who are at least roughly a yard or two behind the defensive line of scrimmage. Anything resembling a “nano-second” instantaneous blitz will not be tolerated in the league.


Also, you are only allowed to manually move or manipulate multiple linebackers and/or defensive backs for the sake of enhancing your pass coverage; You cannot manually move or manipulate multiple defensive players for the purpose of getting more sack pressure on your opponent’s quarterback and/or enhancing your rushing defense. You should only be controlling ONE defensive player before the snap of the ball, and that player can only be a Linebacker or a Defensive Back.


You must always rush the QB with a minimum of two (2) defensive players. At no time can you have ten or eleven defensive players defending receivers in pass coverage.


Depth Chart Changes


You cannot insert a HB or WR into your depth chart as a TE. Similarly, you cannot insert a HB into your depth chart as your #1, #2, or #3 WR. A HB can be placed into your depth chart as your #4 or #5 WR.


A HB or WR can be permitted to line up as a TE if it is the direct and inadvertent result of you audibling from one formation into a different formation.


Rules violations during a contest


If you are in the midst of a contest, and you notice that your opponent is in violation of one or more of the gameplay rules, you can pause the game and issue him a cautionary warning;


First violation during a game: Your opponent on offense or defense has the right (and obligation) to PAUSE THE GAME during, or right after, a rules violation has occurred; Your opponent is obligated to give you a warning via the PSN message system. If any First Down was gained on offense as a result of an offensive rules violation, the offense is to take as many intentional delay of games as possible to return as close the original line of scrimmage as possible; If a touchdown was scored while in violation of an offensive rule, the offending player must kick the ball off to this opponent, and intentionally allow him to score a touchdown.


If you caused your opponent to lose yardage, lose a fumble, or experience an interception as a result of a defensive rules violation, you must return the ball to your opponent, and allow him to gain enough yardage that is close to the original spot where the first rules violation took place.


2nd violation during a game: Your opponent on offense or defense has the right (and obligation) to PAUSE THE GAME during, or right after, your second rules violation has occurred; The offense must immediately take two consecutive delay of game penalties; If any First Down was gained, the offense is to take as many intentional delay of games as possible to return as close the original line of scrimmage as possible; If a touchdown was scored while in violation of one or more of these rules, the offending player must kick the ball off to this opponent, and intentionally allow him to score a touchdown.


If you caused your opponent to lose yardage, lose a fumble, or experience an interception as a result of a defensive rules violation, you must return the ball to your opponent, and allow him to gain enough yardage that is close to the original spot where the first rules violation took place.


3rd violation during a game: Your opponent on offense or defense has the right to PAUSE THE GAME, and he can choose to QUIT THE GAME; Your opponent earns an automatic forfeited victory and will earn the right to play the CPU version of your team on Auto Pilot.


In addition, you cannot block a field goal attempt, extra-point attempt, and/or punt kick attempt with a player that is manually controlled and/or highlighted; You can only block kick attempts with a player that is being controlled by the CPU. You cannot manually move any of your Special Teams personnel in an attempt to block a FG, extra-point attempt, and/or punt attempt.


CLICK HERE to read guidelines regarding Internet Connection problems and Inadvertent or Unintentional Disconnections


Good Sportsmanship Rule


Many times, decisive victories are inevitable … but sometimes, they are intentional and malicious. In order to prevent any “bad blood” from developing between league members, a new ‘Good Sportsmanship Rule’ is going to be implemented.


Here is the rule:


If you are leading your opponent by twenty-nine (29) points or more starting with the two-minute warning of the 4th Quarter, you must do the following on offense: 1) You must remove your starting Quarterback, your starting Halfback, and your #1 and #2 Wide Receivers from the game; 2) You cannot call any timeouts; 3) You cannot score any passing touchdowns … only rushing touchdowns and field goals.


If your team is in possession of the ball with one minute remaining or less, and your opponent has no more timeouts remaining, you must begin to execute the “Quarterback Kneel” play. No exceptions.


Streaming your games via Twitch


It is strongly recommended that all Preseason contests and Regular Season contests be recorded and streamed via Twitch. Twitch will help the Commissioner deal with gameplay concerns, criticisms, disputes, and complaints much easier than a game that has not been recorded and/or streamed. Also, it allows your opponents to get a real NFL-like “scouting report” on your quirks and tendencies, just like real-life game film does for teams in the NFL.


If you do not have an account, please sign up for one A.S.A.P.


Once the JFF Spring 2015 playoffs begin on Thursday, April 9, 2015, it will actually become a mandatory requirement for all playoff games to be broadcast and streamed live via Twitch. NO EXCEPTIONS.


V. MODIFYING YOUR TEAM’S PLAYER PERSONNEL


There are primarily two ways that a league Owner / Coach can modify the personnel of his team during the Preseason and Regular Season, and that is through Free Agency and Player Trading.


Picking up Free Agents and Releasing Players into the Free Agency pool


When you are looking to release a player into the Free Agency pool and/or pick up a player from the Free Agency pool, you must first make your player personnel plans known to the League Commissioner and your fellow league members on theSportsGamersOnline.com Discussion Forum (CLICK HERE).


Your team’s salary cap constraints is going to ultimately determine what players you can select and pick up from Free Agency, and what players you will not be able to pick up.


Basically, you can pick up any player from Free Agency as long as your team can afford to, and as long as your roster does not exceed these two guidelines:


1)No JFF league team can have more than twelve (12) players on their roster with an EA Sports ‘default’ rating of 90 or higher


2)No JFF league team can have more than twenty-four (24) players on their roster with an EA Sports ‘default’ rating of between 80 and 89


Note: A player’s ‘default’ OVR attribute rating is the one that is found on the downloaded roster from EA Sports before you enter into the Connected Franchise Mode (CFM). For example, a WR could have an EA Sports ‘default” rating of “88,” but if that WR has performed well during the Spring 2015 JFF season, and accumulated a lot of ‘XP’ points, his OVR rating might increase to “95” or higher.


èXP enhanced OVR ratings are irrelevant when it comes to the Free Agency guidelines and Player Trading guidelines.


Starting with JFF Week #10, you cannot pick up a player from the Free Agency pool that has an EA Sports ‘default’ rating of 80 or higher.


Player Trading


When you are looking to engage in player trading, you must first make your trading plans known to the League Commissioner and your fellow league members on the SportsGamersOnline.com Discussion Forum (CLICK HERE).


During the Preseason and the first four weeks of the Regular Season, you can only execute trades with a team with a Human Owner / Coach. Between JFF Week #5 and JFF Week #9, you can also offer trades to teams controlled by the CPU.


Trading will be unlimited during the Preseason and the first four weeks of the Regular Season, but you can only trade away or receive a maximum of fifteen (15) players between JFF Week #5 and JFF Week #9.


You cannot trade draft picks for players, or players for draft picks. This is strictly prohibited. Here are the types of trades that are allowed during the Preseason period and Regular Season:


·One player from your team in exchange for one player from another team

·One player from your team in exchange for one player plus one draft pick from another team

·One player from your team in exchange for one player plus two draft picks from another team

·One player plus one draft pick from your team in exchange for one player from another team

·One player plus two draft picks from your team in exchange for one player from another team

·Two players from your team in exchange for two players from another team

·Two players from your team in exchange for two players plus one draft pick from another team

·Two players plus one draft pick in exchange for two players from another team

·Three players from your team in exchange for three players from another team


No other combination of trades may be executed.


Once again, you must adhere to the roster maximums for players who have an EA Sports ‘default’ rating of 80 or higher.


1)No JFF league team can have more than twelve (12) players on their roster with an EA Sports ‘default’ rating of 90 or higher


2)No JFF league team can have more than twenty-four (24) players on their roster with an EA Sports ‘default’ rating of between 80 and 89


When you execute a “one player-for-one player” trade, the players involved in the trade must have an EA Sports ‘default’ OVR attribute rating that is within five (5) points of each other.


When you execute a “two players-for-two players” trade, the players involved in the trade must have a collective EA Sports ‘default’ OVR rating that is within ten (10) points of each other.


Finally, when you execute a “three players-for-three players” trade, the players involved in the trade must have a collective EA Sports ‘default’ OVR rating that is within fifteen (15) points of each other


Example #1: if you are receiving one player with a default OVR rating of 92, then you must trade away a player from your team that has a default OVR rating of no lower than 87 and no higher than 97;


Example #2: if you are receiving two players from another team – one with a default OVR rating of 97 and another with a default OVR rating of 82 – then this means the OVR trade value of the players you are receiving is “179″; Consequently, you must trade away two players with a combined OVR trade value of no lower than 169, and no higher than 189;


Example #3: If you are receiving as many as three players from another team – one with a default OVR rating of 95, another with a default OVR rating of 87, and a third with a default OVR rating of 71 – this means the OVR trade value of the players you receiving is “253″; Consequently, you must trade away three players with a combined OVR trade value of no lower than 238, and no higher than 268


Any trade that is executed that does not adhere to these rules and guidelines will be nullified and reversed, and might result in your dismissal from the league.
 

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