- Home Of The MOF










Last Updated: Sunday, November 12, 2017


Table Of Contents

Section 1 - League Settings

Section 2 - Game Play

               Section 2.1 - Simulation

               Section 2.2 - Offense
Section 2.3 - Defense

               Section 2.4 - Special Teams

               Section 2.5 - Sportsmanship & Mercy

Section 3 - CFM Rules

               Section 3.1 - Changing Teams
               Section 3.2 - Cap Penalties
               Section 3.3 - Team Management
               Section 3.4 - Trading Players
               Section 3.5 - Free Agent Signing & Re-Signing Players
               Section 3.6 - Sim Wins / Forfeits
               Section 3.7 - Off-Season

               Section 3.8 - Pre-Season
               Section 3.9 - Playoffs & Coach Qualification Rules
Section 4 - League Requirements

Section 5 - Simulations, Forfeits and Coach Unavailability

Section 6 - Rules For Playing the CPU
Section 7 - Code of Conduct: During Game and Off-line

Section 8 - Player Suspensions / Draft Pick Forfeiting

Section 9 - Complaints & Issues
               Section 9.2 - Complaints During Game
Section 10 - Disconnections & Lag Issues

Section 11 - Game Scheduling

Section 12 - Coach Requirements

Section 13 - Mandatory Streaming / Uploading Games
Section 14 - MOF Draft For Teams Process
Section 15 - MOF Tie Breaking Procedures

The MOF in general has become a great success because of the dedication on the part of everyone involved. We are now an exclusive Madden league. It is the opinion of the Commissioner and the MOF Staff,  that while the MOF will seek to provide a clear, comprehensive, and fair set of rules, we also want to emphasize good sportsmanship amongst the league's owners. That sportsmanship should be what dictates your style of play, NOT these rules. These rules should be merely a fallback for when basic sportsmanship breaks down, but will be strictly enforced. Play the game as you would see it in the NFL, and you should steer clear of violating anything that follows.

NOTE: Rules are subject to change by the Commissioners and Staff at any time. Sufficient notice will be given in any such event via league forums and/or email. If anyone feels that a rule is unjust or may need to be rewritten, feel free to send a Commissioner an email or post it on the message board for discussion. We are always willing to re-evaluate.



Our league settings are currently set by our Connected Franchise Mode League. You do not have to change anything pertaining to the game when you play league games. There are some preferences that are user, those recommendations are below as well.

Commissioner Settings

1.1.1 Skill Level
 - All-Pro

1.1.2 Game Speed - Normal
1.1.3 Game Style - Simulation
1.1.4 League Type - Coaches Only
1.1.5 Instant Starter
 - On
1.1.6 Trade Deadline
 - On
1.1.7 Trade Type - Enable Human
Coach Firing - Off
Salary Cap - On

1.1.10 Relocation Settings - Disabled
1.1.11 Injury - On
1.1.12 Pre Existing Injury - Off

1.1.13 Practice Squad Stealing - On
1.1.14 Player Progession Frequency - Weekly

Clock Management

1.1.15 Quarter Length
 - 9 Minutes

1.1.16 Accelerated Clock - On
1.1.17 Minimum Play Clock Time - 20

User Team Help
1.1.18 Season Experience - Full Control
1.1.19 Weekly Training - Manual

1.1.20 Trades and Free Agency - Manual
1.1.21 Offseason Free Agent Bidding - Manual
1.1.22 Injury Management - Manual
1.1.23 Preseason Cut Days - Manual
1.1.24 Contract Negotiations - Manual
1.1.25 Scout College Players - Manual
1.1.26 League Advancement - Manual

Team Settings
1.1.27 Tutorial Popups - Off
1.1.28 Progress Players - Off
1.1.29 Fill Roster - Off

Online Commissioner Settings
1.1.30 Public/Private
- Private
1.1.31 Maximum Users - 32
1.1.32 League Name - MOF
1.1.33 League Password - (Will be emailed to you)

Game Options

(These are user preference, below are the recommended settings)
1.1.34 Auto Flip Defensive Play Call - Off
1.1.35 Ball Carrier Special Move - Manual
1.1.36 Defensive Auto Strafe - Off
1.1.37 Defensive Ball Hawk - On
1.1.38 Defensive Heat Seeker Assist - Off
1.1.39 Defense Switch Assist - Off


League Sliders
League sliders are subject to change at any time before, during, or after the season as the staff deems fair. You will be notified if any sliders are to be changed.)
1.1.40 - XP Sliders:

  • Quarterbacks, Halfbacks, Fullbacks, Wide Receivers: +150

  • Offensive Lineman: + 200

  • Defensive Ends: + 170

  • Defensive Tackles: + 200

  • Linebackers: + 150

  • Defensive Backs: + 170

  • Kickers, Punters: + 200

1.1.41 - Game Play Sliders: We will only post the ones that we will be editing

  • Game Options - Injuries: 27

  • Game Options - Min Player Threshold: 25

1.1.42 - Penalty Sliders: We will only post the ones that we will be editing

  • Offside: 55

  • False Start: 55

  • Holding: 55

  • Defensive Holding: 55

  • Facemask: 55

  • Defensive Pass Interference: 60



Note: If you are caught breaking any offensive or defensive game play rules during your game, your game could be subject to replay.



2.1.1 - We realize that the slogan of the MOF is to mix it up, however we understand the most recent releases of the game has been more realistic than editions past. So some teams are much better at playing zone defense than man defense, so you're going to see more zone or more man from certain teams. This undermines the mix it up guideline. We don't want someone to run the same play all game, however we do understand that certain routes, work against certain defenses. So just try to play the game as sim as possible, and we won't have any problems.

2.1.2 - All coaches are expected to play a simulation style of football according to the teams that they play with, making the experience as close to the real thing as possible. We reserve the right to remove any coach who does not fit under the MOF style of football.

2.1.3 - We understand that with every edition of the game comes glitches with the game. We will do our best to find these glitches as soon as possible, and post them on the forum.

2.1.4 - We do not have any strict depth chart rules. The only thing that we ask is that you DO NOT sub in a HB when running the FB Dive. Also, make sure any substitutions you make, on depth chart or formation subs, are realistic. Basically if you do not see it on Sunday, we should not be seeing it in the MOF.

2.1.5 - Playbooks - You are no longer allowed to use Custom Playbooks. You must use a NFL stock playbook from the game itself. You are allowed to use any NFL stock playbook however we will be banning the following playbooks based on the fact that they do not have enough formations:

  • Run N' Shoot

  • Pistol

In addition you MUST show your opponent your playbook before your game starts. This way we can confirm you are not using a custom and using a stock PB that is not banned.



2.2.1 - Draining the clock is only allowed with 3:00 left in either half, or overtime. Other than those specific times we strongly suggest that the ball be snapped before 10 seconds left on the playclock. With the accelerated clock being 20 seconds, you will break the huddle with 20 seconds left, so that gives you 10 seconds to audible and hot route. We understand that package formations, audibles, and hot routes can take up some play clock and sometimes you will go under 10 seconds, but we do not want to see the playclock habitually going under 10 seconds while the clock is running.
*Suggestion: Try and make your formation subs when the clock is stopped to avoid clock draining.
(The only exception to this rule is the Mercy Rule Section 2.5.1)


2.2.2 - When faced with a 4th down situation, you should be kicking the majority of the time. Our 4th down rules are more relaxed than most leagues, but that doesn't mean you can abuse these rules. That being said, these are our 4th Down Rules:

You are ONLY allowed To Go For 4th Down In These Situations:

  • 4th and 1 or less on your opponents side of the field at any point in the game.

  • Situations when it's 4th and 2 or less inside the opponents 40 to 30, where the wind is making it difficult to kick a field goal

    • Wind factor, if it's too windy to kick a FG (8 mph or higher and direction cannot be at your back)

    • IF this situation comes to fruition, you MUST pause the game. Tell the chat room that you are going for a 4th and 2 or less inside your opponents 40-30 because of Wind factor.

  • When there is 5 seconds or less left in the 1st half and you are in throwing distance for a hail mary. (Only from your 40 to your opponents 40 yard lines).

  • Losing at any point in the 4th quarter.

  • Losing by 28 points or more at any time in the game

2.2.3 - There are certain plays that we have guidelines on. These plays also cannot be used in excess as well as the following situations:

  • You CANNOT call a playaction pass on 3rd down with 10 yards or more to go. (This includes calling a Playaction pass and bypassing the RB, WR, or TE animation or hot routing the RB, WR, or TE)

2.2.4 - You are NOT allowed to immediately roll out to the sideline with your QB. Which means hiking the ball, holding R2 and sprinting to the sideline with zero pressure, and zero pocket collapsing. The computer controlled defenders in coverage cannot react fast enough when the CPU WR's re-route. If you are not being pressured by the defense, and if the pocket is not collapsing, immediately rolling out with your QB is prohibited.
(Rule is contingent on plays that are designed to rollout on certain playaction plays that has the QB on a PA bootleg)
2.2.5 - If you manually put a receiver or TE in motion, you have to wait until they come to a complete stop to hike the ball.


2.3.1 - You may move one and only one player manually pre-snap. Defensive lineman may not be moved until after the ball is snapped. If you are manually controlling a defensive back, you may NOT move them inside the linebackers or on the line of scrimmage unless you are in a goalline defense.
2.3.2 - After you manually move a player pre-snap, you can't just change immediately after the ball is snapped. That's just like moving a guy than switching to a D-Lineman. If you move any player on defense pre-snap you must stay in control of him for the majority of the play, if you need to change to get after the QB or HB you can do that after the play developed, but until than you must stay controlling the player you manually moved pre-snap.

2.3.3 - Defensive shifts are to be used with simulation in mind. You may not keep shifting around your defense up until the ball is snapped, to gain an advantage on the AI. You may use the 8/9 in the box feature at any time on the field in any formation.

2.3.4 - Manually controlling defenders post-snap can be used to knock a ball down, make a tackle, and cover receivers. But you may not purposely interfere with receivers, because we all know the referees do not seem to call Pass Interference on the regular.

2.3.5 - You must be rushing a minimum of 2 defenders at all times. Only exception is rule 2.3.6.
2.3.6 - You must be rushing a minimum of 3 defenders inside the redzone. (When offense is inside redzone).

2.3.7 - Defensive Lineman Rules: (AKA The Pauly Rule)

A defensive lineman is defined as any defender that is on the line of scrimmage in a 3-point stance. Also known as a Down Lineman. Players that are standing on the line of scrimmage are NOT considered down lineman.

  • You ARE allowed to manually control a Defensive Lineman (Down Lineman) but ONLY for the purposes of rushing the passer.  You CANNOT manually drop a defensive lineman (down lineman) into coverage. The only exception to this rule is if the defensive play that was called puts your defensive lineman (down lineman) into coverage. 
  • You CANNOT hot route a defensive lineman (down lineman) into coverage. However you CAN hot route a defensive lineman to spy or to the flats. IF you hot route a defensive lineman (down lineman) you CANNOT user control him. The only exception is if the offense calls a screen, then you can switch and cover it. 
  • You CANNOT manually move defensive lineman in any direction until the ball is snapped. 

    * The reason for this rule is because there is a widely known glitch that causes the offensive lineman to freeze once you manually move a defender who is on the line of scrimmage up into coverage manually. Doing this and then sending pressure on the opposite side is a known glitch in the madden community, that is why this is prohibited. 


2.4.1 - You cannot move any players manually pre-snap on punt returns or field goal blocks.
2.4.2 - Fair catch interference seems to happen on accident a lot. Either the returner bumps into the defender, or the defender is pushed into the returner. If these two issues do occur, please decline the interference penalty (see sportsmanship).
2.4.3 - When punting you may move the punt arrow left, right, and up. However if you move the arrow down (line drive) you must punt it out of bounds. You cannot line drive a punt at a returner. This is due to the fumble glitch.
2.4.4 - You may only call a FG defense against FG's and XP's.
2.4.5 - You are ONLY allowed to use ONE fake kick per game (Punt, FG, XP). 
2.4.6 - You are ONLY allowed to call an onside kick if you are losing in the 4th quarter or if you are losing by 28 points at any time in the game.


2.5.1 - If you are winning by 35 points or more at any point in the game, you can ONLY pass on 3rd down for a first down to keep the clock moving. Other than that you must run the ball and run the play clock down to 1. You are still allowed to score at your discretion, as long as you stay inside these guidelines. Scoring on defense, kick returns, and punt returns are also allowed at your discretion.

2.5.2 - If you are losing by 35 points or more at any point in the game, you are expected to keep your cool and stay focused on finishing the game. No one likes to be blown out, but it does happen. Jumping offside, running players out of the way, or taking anger out during the game will not be tolerated.


When signing up for the league, you must choose COACH. Create your own coach (DO NOT CHOOSE ACTIVE COACH) with your PSN screen name, or a name that the league is familiar with. Usually something mirroring your PSN nickname.




3.1.1 - You are allowed to change teams ONCE before we begin the franchise.
3.1.2 - There are only two ways you can change teams:

  • If a coach drops out of the league before we begin the franchise. If this happens we will conduct a partial redraft. Which means wherever that coach drafted his team, we will ask the coaches who picked after him if they want his team. If they do, they will relinquish their team and the coach after that will have a chance to take the team that was relinquished. This will go on until we are completed. The new coach replacing the one that dropped out, will receive the last team.

  • The only other way to change teams is if you trade teams with another coach before we begin the franchise. You can ONLY trade teams, not players, or picks, or anything else.



3.2.1 - If a coach deliberately makes moves that sends their team into "Cap Hell" and then quits or is removed, we will clear the cap penalties for the new coach coming in. This is the only reason we would clear cap penalties for anyone




3.3.1 - Roster minimum - You must have 53 players on your roster when we begin each season. If you do not have 53 players on your roster, you will be prohibited from playing any games until you get to that number. If you are not at 53 before the season starts, you may sign as many free-agents as you need to get to that number. However you CANNOT drop a handful of guys just to sign a handful of guys.

3.3.2 - Position Changing - First and foremost anytime you want to change a players position you MUST let the staff and Commissioner know and you MUST fill out a position change form. The staff and Commissioner must review ALL position changing before it is approved. If you change positions without telling anyone, you will be forced to change the player back or possibly risk further penalties.


If you want to change positions of players throughout the season or in the off-season, it must be realistic and you must follow these guidelines:

  • You cannot put any players other than QB's at the Quarterback position

  • You may NOT interchange RB's and TE's

  • You may NOT interchange WR's and RB's

  • You may NOT interchange WR's and TE's

  • You may NOT put a LB with 85 speed or higher at DL

  • You may NOT interchange DBs and LBs

  • You may NOT put a CB with a 90 speed or higher at Safety

  • You may NOT put any players other than K at the Kicker position

  • You may NOT put any players other than P at the Punter position

There is one exception. If that player has played that position in the NFL or college then the staff might approve that change. For example, Aldon Smith at LB or DE


3.3.3 - Practice Squad - New to Madden '17 is the practice squad feature. You may place up to 10 players on your practice squad, but here is the catch, any team during the season can sign players off your practice squad. *Note if you sign a player off a teams practice squad, they MUST be placed on your active roster.*

3.3.4 - You MAY NOT change any players names. You can change players equipment and numbers but you MUST follow the NFL rules with jersey numbers:





3.4.1 - As of Season 43 there are no more limits on the amount of trades you can conduct during the off-season and regular season.

3.4.2 - You cannot trade any Free-agents you have picked up in the current off-season or regular season.
3.4.3 - You cannot trade players that you have acquired in ANY trade in the same season.

3.4.4 - You cannot trade ANY rookie, you must wait until they are a 1 year pro before you can trade them.
3.4.5 - You cannot trade ANY player in the first year of their contract (Starting in 2nd CFM season)
3.4.6 - Owners must submit their trade proposals using the trade proposal form and the other owner must confirm via groupme. Then the voting process will begin.

 * You cannot post or agree to any trades after the in-season deadline of Week 8, you have to wait until the off-season, these posts will simply be deleted*
3.4.7 - You cannot process the trade on the PS4 until the trade is accepted by the MOF . Once trade is agreed upon two parties, the trade will be up for a staff only vote. It will be open for 24 hours. It will take 5 votes to pass a trade. If you decide to veto a trade, we will need a comment as to why.
*You will be prohibited from talking about voting on trades on groupme. If you are caught dissecting someone's trade publicly on groupme chat, you will have a player suspended for your upcoming game*
3.4.8 - There will be NO trading during the off-season player draft, trades must be completed before the draft begins. This is to keep the draft moving along. If you have a trade that is pending votes and the draft starts, that trade will automatically be vetoed and you will have to re-submit a modified trade offer.
3.4.9 - You have 3 attempts at acquiring or trading any particular player. If all 3 trades are vetoed you cannot acquire or trade that particular player for 1 whole season. (Example: Giants proposed trading Rashard Jennings to the Packers for Eddie Lacy in three seperate trades, those players cant be offered to each other for one whole season)
3.4.10 - Trading current season draft picks on draft day will be prohibited because of time constraints. If for some reason a trade is proposed with a current draft pick involved and it doesn't get voted on fast enough, that trade will be automatically vetoed. So be aware of when you propose you trade if its close to draft time.




Free-Agent Waiver Wire - First Season

3.5.1 - First season of the new game, prior to the preseason starting there will be will be a free agent waiver wire in reverse order of the team draft. We will use the most up to date roster for the franchise (first season). Any player that is a free-agent on the latest roster, will be available to be picked in the free-agent draft.
3.5.2 - The free-agent waiver wire will stay open for 24 hours.
3.5.3 - We will email everyone the list of Free-Agents in a Google Doc.
3.5.4 - You will pick your top Waiver Wire picks and email them back to the Commissioner and the Commissioner ONLY
3.5.5 - After the 24 hour deadline, the Commissioner will process the free-agent waiver wire, and you can then sign your players.

Free-Agent During Season
3.5.6 -
During pre-season, after the draft, you can sign and release as many guys as you wish. When we advance to regular season, we go with the 1 per week format.
- You cannot re-sign a guy that you cut in the same season, you must wait until the off-season.
3.5.8 - Anybody you sign/re-sign you cannot trade for the remainder of the season (if signed in the offseason).
3.5.9 - When resigning your own players there will be no restrictions. It's up to you if you want to offer a long expensive contract or a short deal.

3.5.10 - During the season you are allowed to sign 1 player per advance before you play your game.
(Signing players off a teams practice squad will count towards your 1 player signed for the week. You also cannot trade or drop that player in the same season, just like the free-agent rules)

3.5.11 - However if your team suffers an injury that is longer than 1 week, you may sign an additional player per injury. Please let a staff member know that you will be signing more than 1 player, and make sure your roster is always at 53 , no less.



3.6.1 - If you are supposed to play out a sim win for any reason. You must use the supersim option (once the game has started you can pause it, then go to the super sim option). advance the game to 3 minutes left. From there you can play it out ONLY if your team needs to score a score/stop at the end to win the game. You must also make sure there are no new injuries to either team before the end of the game. [obviously if you are losing, quit game, try again]

3.6.2 - There will be times where a coach will break a rule and a game might have to be replayed, or forfeited. We will use the Commissioner tools to reset the game, and make sure the right team wins these games under these types of circumstances.



We are choosing to skip the round of scouting players, we do not need 24 hours to spend 200 points. You spend scout points all season long, so we are deeming that unnecessary. Any position changing must be done before the season begins:


3.7.1 - After the Super Bowl ends, the staff will take 24 hours (or less) to do a coach by coach evaluation, rule change proposals, and anything else that will need to be discussed before advancing to the offseason.
3.7.2 - You can process trades the entire off-season, you will be allowed 3 off-season trades according to the rules. Once the pre-season begins, you will then be pushed to the in-season trade rules.

3.7.3 - You will need to be active during the off-season, to make sure you do not miss any important team timeline projects.

  • Re-sign expiring contracts - You will have 24 hours to complete

  • Free-Agent Signing (3 Trials) - You will have 24 hours per trial

  • The Player Draft - I will set a time and day where the draft will take place if you cannot make it, you will be autopicked



3.8.1 - First season of the new game Preseason counts as the offseason
3.8.2 - Injuries will be turned off during preseason
3.8.3 - Starting in Season 43 ALL pre-season games will be mandatory (because of gameplay testing).
3.8.4 - You will be responsible for your own team management the off-season. We will advance precisely at the times given, and if the CPU cuts a player on you and another coach picks that player up, you will be out of luck. You and ONLY you are responsible for your team.



3.9.1 - If for some reason a coach cannot play their playoff game, due to vacation or league dismissal, we will take the coach of the next best team in the conference and have them create a secondary profile to play as that team. There will no longer be any forfeit or sim wins in the playoffs.

3.9.2 - There will be times when a team is replaced mid-season and has an inside track to the playoffs. For the replacement coach to be eligible for the post-season they must play at least 8 games (no at fault sims or forfeits). If for some reason that replacement coach does not manually play at least 8 games, we will take the coach of the next best team in the CONFERENCE (not division) and have them create a secondary profile and play as that team. 

3.9.3 - Continuing off rule 3.9.2 if ANY coach in the league does not manually play at least 8 games (no at fault sims or forfeits), they will NOT be eligible for the post-season.  We will take the coach of the next best team in the CONFERENCE (not division) and have them create a secondary profile and play as that team.

* Exception to the rule is if a game is simmed and it is NOT your fault. That will not count against your total of manually played games.



4.1.1 - You must have Madden '18 for PS4, along with internet access. This seems obvious, but this basically means you cannot go to a friends house to play your games.
4.1.2 - You MUST use Groupme for communication purposes.

4.1.3 - You must have a computer, tablet, phone with internet access to access our forums and websites.

4.1.4 - You must do what is required of you as a coach. See Section 12 & 13.


5.1.1 - We will now be allowing coaches to play the CPU if their opponent is unavailable because of a vacation or any other PLANNED absence. Please follow the guidelines in section 6 Rules for Playing the CPU.
- If you're down 21-0 early in the game there will be a pop up that says "Tough Game? We've noticed that you're having a tough game. Seems like we have matched you with an opponent above your skill range. Do you wish to concede early?" Under no circumstance shall you concede a game, conceding a game is illegal in the MOF. You must finish it out.
5.1.3 - Under NO circumstances are you allowed to quit during a game. That includes forcing any kind of disconnection by "grieving". If you do quit a game, you will be disciplined accordingly. This also includes "friendly quitting" and conceding games. You must finish league games out. If you are having any kind of unruly experience with your opponent during a game, pause the game and get a staff member involved on GroupMe.
5.1.4 - You MAY NOT choose to forgo playing a game for draft pick purposes. If you are found doing this, that will be subject to removal.


While we always aim to field a 32-user league at all times, playing against CPU games are sometimes inevitable either due to a team vacancy, or your opponent being on auto-pilot. In any case, we expect all our members to follow the standard sim rules vs CPU, and the outcome of their game be as realistic as possible. So we have conducted the following guidelines to follow when playing against the CPU:


6.1.1 - You MUST notify a staff member before you start a game vs the CPU
6.1.2 - Gameplay will stay on All-Madden and injuries will also stay on
6.1.3 - You MUST stream the game and archive
6.1.4 - Do not restart the game, UNLESS approved by a staff member
6.1.5 - Do not use super-sim
6.1.6 - Play sim. Do NOT abuse money plays, mix up your play calling
6.1.7 - Any time you are up by 35 points vs CPU, you must bench your starting QB and RB for the DURATION of the game.
6.1.8 - You are NOT allowed to win a CPU game by more than 35 points
6.1.9 - Do NOT intentionally let the CPU team score and get back into the game so you can continue to score on offense and pad your stats
6.1.10 - You cannot surpass the following thresholds per player, if you reach these thresholds you must remove that player from the game no exceptions:

  • 400 yards passing by your QB

  • 200 yards rushing or receiving by any player

  • 5 total combined TDs by your QB

  • 3 total combined TDs by any position player

  • 4 sacks by any player

  • 3 interceptions by any player

6.1.11 - If you break any of these guidelines we will refer to the player suspensions section in the rulebook.


7.1.1 - The MOF is a community and a place for all football fans and madden lovers to get together and play in a fun environment. All coaches are expected to conduct themselves in a respectful manner with each other whether it be through text message, Groupme, or during a game.

7.1.2 - Trash talking and friendly jabbing is permitted, however if it gets out of hand and complaints are made, you will be warned. Further infractions with be dealt with harshly.

7.1.3 - If for any reason a coach feels someone is making their MOF experience not enjoyable or fun, they can follow the proper procedure laid out in section 9.1.1 of the rulebook to file a complaint with the MOF Staff.

7.1.4 - These types of issues are taken very seriously and are not welcome in the league in general. Check your personal issues at the door when it's time to have fun in league play.
7.1.5 - This league uses Groupme to communicate with each other. This blast is used to chat about anything, to schedule your games, and to have a good time. We have come up with certain guidelines that must be followed while on the blast:

  • You are no longer allowed to be on any Groupme chats during your game. If you have a question for a staff member, you may pause your game and message them privately. If you are found on Groupme during your game, you will be penalized.

  • There will be no misconduct onto others on the blast. We all bust on each other, but comments taken too far will not be tolerated.

  • If you are found breaking these codes of conduct, you will be reprimanded. We may revoke your blast privileges, suspend players, or remove you from the league entirely.        

7.1.6 - There does come a time when coaches leave the league for one reason or another. We have set up a new system that will prevent coaches that leave us in a disrespectful way, from repeating that:

  • If you need to leave the league during a season, for whatever reason, you must contact a staff member or Commissioner. You do not have to disclose the reason why, but you must tell them so they can take appropriate action. This will be gauged as "Leaving on Good Terms".

  • If you become inactive, disappear, and become unresponsive, causing us to remove you from the league. That will be considered "Leaving on Bad Terms."

  • If you are removed from the league for rule violations or misconduct, that will also be considered, "Leaving the league on Bad Terms."

  • If a coach leaves the league on bad terms (also quitting on bad terms), that coach will not be up for return for 1 full season. That coach will not be accepted back unless they send in a written apology to the Commissioner. Then that coach will be voted on by the MOF Staff. If the coach is voted down, he will not be voted on again, otherwise known as "banned for life."



You will receive player suspensions for violating rules or requirements. You will be notified officially via email on what rule or requirement was violated, what player will be suspended, and for how many games. In the official email we will determine which player(s)  has been suspended, for how many games, and what week that player(s) will be re-instated. Failure to adhere to the suspension can result in multiple suspensions, draft pick forfeiting, or MOF termination. Please observe the following guidelines to player suspensions:

8.1.1 - Violating any rule in the MOF rulebook will result in a player suspension. Depending on how many times you break 1 rule or if you break multiple rules you can have multiple player suspensions. There are ONLY two ways to determine if a rule was broken

  • Video evidence posted by a coach in an official complaint

  • If an MOF staff member witnesses the rule violation while watching a live stream

  • This also applies to the "Rules for playing CPU" as well

  • If you break a rule Week 17 your player suspension will carry over to Week 1 of the new season, it will NOT carry over into the playoffs

  • If you break a rule in the playoffs, your player suspension WILL be in effect the next week of the playoffs

8.1.2 - Violating the code of conduct of the league will result in a player suspension. If you are on groupme or texting an opponent you must follow the code of conduct on how to behave. We can see if you are violating the code of conduct by looking through the groupme chats, or receiving a text screen shot from your opponent. If you are continually violating the code of conduct it may result in draft pick forfeiting or MOF termination
8.1.3 - Violating the Mandatory Streaming/Uploading games rule. We have come up with a system to follow when this rule is violated:

  • 1 missed stream or upload will ALWAYS result in a 1 player suspension.

  • 3 missed streams or uploads will result in a loss of your 5th round pick in the upcoming off-season player draft

  • 6 missed streams or uploads will result in a loss of your 3rd round pick in the upcoming off-season player draft

  • 10 missed streams or uploads will result in a loss of your 2nd round pick in the upcoming off-season player draft

  • 11 or more missed streams or uploads will result in a loss of your 1st round pick in the upcoming off-season player draft

  • If you go the entire season without streaming or uploading your games you will lose your top 3 picks in the upcoming off-season player draft.

  • If you trade your draft pick before you reach any of these thresholds, the MOF staff will come up with a customized solution which could include losing your entire draft

  • The way we will "forfeit" your draft pick will be to trade your pick to a team in the top 10 of the draft. There will be a lottery system for that pick and the winner will trade their 7th round pick to the coach who violated these rules

* If you violate any of these guidelines multiple times, the MOF staff has the right to remove you completely from the league *


Each complaint will be treated differently, there's no set standard. If a rule that was broken by a coach affects the outcome of a game we might make you replay it. If a rule is broken and has no affect on the game, we wont make you replay it, and send a strict warning.

9.1.1 - If you have a specific complaint about a fellow coach you can file a complaint through the website under forms. That complaint goes straight to the Staffs email and the complaint will immediately be brought up and discussed. Please do NOT complain publically on Groupme or anywhere else.

9.1.2 - We will no longer accept any complaints without video evidence with a time stamp. When sending in a complaint, have your video URL ready and let us know when the rule infraction takes place.
9.1.3 - We will no longer accept any complaints that have nothing to do with breaking a rule. If you want to send in a complaint about a coach using too much of a certain play or formation, you better do research and only send that complaint if it is clearly an issue because if it is not, we will throw out the complaint.

9.1.4 - Once a complaint is filed against a coach, the MOF staff and Commissioner go over the complaint and if the same coach receives multiple complaints on similar incidents that coach is subject to removal.

9.1.5 - If a coach breaks a rule during the game. You are encouraged  to pause the game and text that coach to let them know, but at no point can you continue to text and harass your opponent during the game. If you have a serious issue during a game please pause, and get a staff member on Groupme and speak to them in PRIVATE.

9.1.6 - If you have an issue and do not file a complaint, your issue will not be handled. When you file your complaint, make sure you are calm and collected.



9.2.1 - We realize that with the jump to EA CFM that we are limited in determining if a complaint is warranted to a game replay. So we have come up with a system to help us the best we can.

9.2.2 -  If you believe that your opponent broke a rule and that will directly effect the outcome of your game, PAUSE the game immediately. Do not let the game finish, because if you do, we won't be able to do anything. After you pause the game, text your opponent, and tell them that you are talking to a staff member about what happened. Post a message on the groupme chat, asking if there is a staff member here. A staff member will then reach out to you privately. Please explain what happened to that staff member. If you have video evidence, that will be needed to review. We will act quick to decide if the rule break will have a direct effect on the outcome of the game. If it does, you will quit the game and replay it. 
* If there are no staff members available, under these circumstances you MAY quit the game until a staff member can review the rule violation. However if the staff does not find a rule violation, you will receive a forfeit loss for quitting, but you will NOT be removed for quitting *

* Remember you must have video evidence or we cannot review this *


10.1.1 - When you begin any game, and you experience lag, you have every right to restart the game. Just pause the game and let your opponent know.
10.1.2 - Unfortunately with CFM, anytime you are disconnected it resets the game back to 0-0. So we have set up some guidelines to follow: If you are disconnected in the following situations you will re-start a new game and try to re-create the situation you were in when you were disconnected, ball spot, etc. Then you will quit after both games equal one game time wise (36 minutes). You will combine the score from the first and 2nd game and that's how we will determine the winner by sim. (Example: Houston is beating Tennesee 24-0 with 2 minutes left in the 2nd quarter, and they are disconnected. They will start a new game and quit with 6 minutes left in the 3rd. Take both scores and that's who will receive a sim win.)

  • If you are disconnected in the 1st half and either team is leading by 21+ points

  • Any disconnection in the 2nd half

  • *Exception to the rule is if both coaches agree to just start the game over

10.1.3 - If you are disconnected and one team is leading by a significant amount, there will be no need to restart and add. The following situations will fall under those guidelines:

  • At any point if 1 team is leading by 28+ points

  • In the 4th quarter if 1 team is leading by 3 scores

  • *Exception is if we're in the playoffs, we will follow rule 7.1.2 at that point no matter the score*

10.1.4 - At no time are you allowed to force an opponent to restart a game due to something that has nothing to do with lag. If there is a non-lag issue that is going on, please talk to a staff member.
10.1.5 - If someone has a pattern of disconnections they will be replaced.

10.1.6 - If you are disconnected, i suggest taking a photo of the screen with your phone for future reference.

10.1.7 - If a player is injured during your game, and your game is then disconnected, that player will remain "injured" depending on the severity of the injury. We will grab a list of the injuries in Madden '16 and make a list. If your player suffers anything more than a week injury, you CANNOT play him for that week or for however many weeks he is deemed "injured". This is to prevent anyone disconnecting the game on purpose after a key injury.


11.1.1 - Every Monday and Thursday at 9pm EST we will advance the league. You CANNOT start a game after 8pm EST on Mondays or Thursdays, if for some reason you do, you MUST text or let a Commissioner know asap.
11.1.2 - Please schedule your games through groupme or text. Please save your interactions with your opponent because that will determine who will receive a win in case of a simulation.
11.1.3 - Everyone has a 30 minute window to meet their opponents. If your opponent is more than 30 minutes late, you will have the right to report them to the staff. If you fail to meet a coach after confirming a time, without warning, the game could be forfeited depending on where we are in the season. Personal emergencies are the exception to the rule.
11.1.4 - Steps to take when weeks open to avoid confusion:

  • As soon as the weeks open, send your availability to your opponent via groupme or a text message.

  • If you do not receive a response within 24 hours, let a staff member know.

  • If you have not received a response from your opponent in 48 hours, a staff member or Commissioner will reach out to your opponent.

  • If the said staff member or Commissioner cannot get in touch with them after 48 hours,  the game will be simmed / forfeited and coach removed.


12.1.1 - You must be active on Groupme. This is the best way for coaches to schedule their games. If you are not active on groupme, you wil be subject to removal.
12.1.2 - Broadcasting your game is MANDATORY: Please see section 13 for broadcasting guidelines.

12.1.3 - If any coach fails to meet their requirements you will be subject to penalty.
12.1.4 - The Commissioner will email out coach requirement grades every week with explanations.

12.1.5 - If an MOF owner needs to take a leave of absence during the season, please fill out the Leave of Absence form on the webiste. Also let the staff know. Now that we are a CFM league we cannot extend games. We will decide how to handle interim coaches and replacement coaches at a later date. But right now if anyone needs time off for more than a few days, we will have to give out losses until the coach returns.


13.1.1 - It is absolutely MANDATORY that every coach streams their game. Once your stream starts you MUST post your URL to your streaming page in the GroupMe Main chat room
13.1.2 - The ONLY exception to this rule is if your download speed is less than 5mb per second, or your upload speed is 3mb per second or lower. If this is the case, you must provide a screen shot of your network connection test on PS4 and send it to a staff member prior to your game.

  • If you cannot stream because of your internet connection, you MUST save your game and upload it to youtube. You will have 24 hours to upload your game once its completed. Instructions to do so are here:

13.1.3 - You also need to archive your streams, whether you use twitch or youtube. I suggest creating a youtube account and making playlists for the current MOF season and uploading your twitch archives to youtube. I also suggest using youtube exclusively for your live streaming games, it will auto archive.

  • We have a tutorial on how to archive your streams in twitch and uploading them to youtube. HERE

13.1.4 - We will be handing down player suspensions and or draft pick forfeiting for not streaming/archiving your games. Please refer to the player suspension / draft pick forfeiting section of the rulebook for the violation procedure


14.1.1 - Every new release of Madden we will conduct a draft for your team for the upcoming CFM.

14.1.2 - The draft will be conducted through a lottery system using: explained below
14.1.3 - You will have 2 hours once the clock has started, to make your selection. You can make your selection via text, email, forum pm, or groupme. If you feel like you might miss your deadline, you can always send me your top teams that you would like via email, groupme, or text message. (We will not count the hours from 12am-8am EST)
14.1.4 - If you miss your selection, you have until the end of the draft to make your pick at anytime.

14.1.5 - We will position you in 8 groups.

  • 1st group - Veterans that did not make playoffs all of previous edition of Madden

  • 2nd group - Veterans that made playoffs less than 50% of previous edition of Madden

  • 3rd group - Veterans that made playoffs 50%-99% of previous edition of Madden

  • 4th group - Veterans that made playoffs 100% or more of previous edition of Madden

  • 5th group - Veterans that did not play all seasons in previous edition of Madden

  • 6th group - Rookies who played in previous edition (Rookie = any coach who has not played 16 regular season games in MOF)

  • 7th group - Returning veterans who did not play in MOF previous edition of Madden

  • 8th group - Rookies who never played in MOF before

14.1.6 - Inside each group, you will be sorted by ACTUAL regular season games played. Which means if you have any at fault sims or forfeits they will deduct against your "TOTAL ACTUAL GAMES PLAYED" for example if we play 4 seasons of an edition, there will be a total of 64 regular seasons games played. If you have 4 at fault sims/forfeits your total actual regular season games played will be 60. The higher the number, the higher your position. Ties will be broken by last seasons record (worser record = higher pick), then previous seasons points for (lesser points = higher pick).
14.1.7 - From there we will have a draft lottery. Depending on which number you fall into in your group, you will get a set number of chances to get the #1 pick. So if you are a rookie coming in, you will be in the 32nd position only receiving 1 ball. If you are in the first group, with the least amount of at fault sims, you will get the 1st position receiving 32 balls.
14.1.8 - You will be able to purchase balls through Venmo or GoFundMe with all proceeds going towards the league. It will act as a donation, and you can purchase 1 ball for $1.
Venmo: Donation

14.1.9 - We will broadcast the lottery picks live on youtube for everyone to see!



The six postseason participants from each conference are seeded as follows:

  1. The division champion with the best record.

  2. The division champion with the second-best record.

  3. The division champion with the third-best record.

  4. The division champion with the fourth-best record.

  5. The Wild Card club with the best record.

  6. The Wild Card club with the second-best record.

The following procedures will be used to break standings ties for postseason playoffs and to determine regular-season schedules.

NOTE: Tie games count as one-half win and one-half loss for both clubs.


If, at the end of the regular season, two or more clubs in the same division finish with identical won-lost-tied percentages, the following steps will be taken until a champion is determined.

Two Clubs

  1. Head-to-head (best won-lost-tied percentage in games between the clubs).

  2. Best won-lost-tied percentage in games played within the division.

  3. Best won-lost-tied percentage in common games.

  4. Best won-lost-tied percentage in games played within the conference.

  5. Strength of victory.

  6. Strength of schedule.

  7. Best combined ranking among conference teams in points scored and points allowed.

  8. Best combined ranking among all teams in points scored and points allowed.

  9. Best net points in common games.

  10. Best net points in all games.

  11. Best net touchdowns in all games.

  12. Coin toss

Three or More Clubs

(Note: If two clubs remain tied after third or other clubs are eliminated during any step, tie breaker reverts to step 1 of the two-club format).

  1. Head-to-head (best won-lost-tied percentage in games among the clubs).

  2. Best won-lost-tied percentage in games played within the division.

  3. Best won-lost-tied percentage in common games.

  4. Best won-lost-tied percentage in games played within the conference.

  5. Strength of victory.

  6. Strength of schedule.

  7. Best combined ranking among conference teams in points scored and points allowed.

  8. Best combined ranking among all teams in points scored and points allowed.

  9. Best net points in common games.

  10. Best net points in all games.

  11. Best net touchdowns in all games.

  12. Coin toss


If it is necessary to break ties to determine the two Wild-Card clubs from each conference, the following steps will be taken.

  1. If the tied clubs are from the same division, apply division tie breaker.

  2. If the tied clubs are from different divisions, apply the following steps.

Two Clubs

  1. Head-to-head, if applicable.

  2. Best won-lost-tied percentage in games played within the conference.

  3. Best won-lost-tied percentage in common games, minimum of four.

  4. Strength of victory.

  5. Strength of schedule.

  6. Best combined ranking among conference teams in points scored and points allowed.

  7. Best combined ranking among all teams in points scored and points allowed.

  8. Best net points in conference games.

  9. Best net points in all games.

  10. Best net touchdowns in all games.

  11. Coin toss.

Three or More Clubs

(Note: If two clubs remain tied after third or other clubs are eliminated, tie breaker reverts to step 1 of applicable two-club format.)

  1. Apply division tie breaker to eliminate all but the highest ranked club in each division prior to proceeding to step 2. The original seeding within a division upon application of the division tie breaker remains the same for all subsequent applications of the procedure that are necessary to identify the two Wild-Card participants.

  2. Head-to-head sweep. (Applicable only if one club has defeated each of the others or if one club has lost to each of the others.)

  3. Best won-lost-tied percentage in games played within the conference.

  4. Best won-lost-tied percentage in common games, minimum of four.

  5. Strength of victory.

  6. Strength of schedule.

  7. Best combined ranking among conference teams in points scored and points allowed.

  8. Best combined ranking among all teams in points scored and points allowed.

  9. Best net points in conference games.

  10. Best net points in all games.

  11. Best net touchdowns in all games.

  12. Coin toss

When the first Wild-Card team has been identified, the procedure is repeated to name the second Wild-Card, i.e., eliminate all but the highest-ranked club in each division prior to proceeding to step 2. In situations where three or more teams from the same division are involved in the procedure, the original seeding of the teams remains the same for subsequent applications of the tie breaker if the top-ranked team in that division qualifies for a Wild-Card berth.


  1. Only one club advances to the playoffs in any tie-breaking step. Remaining tied clubs revert to the first step of the applicable division or Wild Card tie-breakers. As an example, if two clubs remain tied in any tie-breaker step after all other clubs have been eliminated, the procedure reverts to Step 1 of the two-club format to determine the winner. When one club wins the tiebreaker, all other clubs revert to Step 1 of the applicable two-club or three-club format.

  2. In comparing records against common opponents among tied teams, the best won-lost-tied percentage is the deciding factor, since teams may have played an unequal number of games.

  3. To determine home-field priority among division-titlists, apply Wild Card tie-breakers.

  4. To determine home-field priority for Wild Card qualifiers, apply division tie-breakers (if teams are from the same division) or Wild Card tiebreakers (if teams are from different divisions).

  5. To determine the best combined ranking among conference teams in points scored and points allowed, add a team's position in the two categories, and the lowest score wins. For example, if Team A is first in points scored and second in points allowed, its combined ranking is "3." If Team B is third in points scored and first in points allowed, its combined ranking is "4." Team A then wins the tiebreaker. If two teams are tied for a position, both teams are awarded the ranking as if they held it solely. For example, if Team A and Team B are tied for first in points scored, each team is assigned a ranking of "1" in that category, and if Team C is third, its ranking will still be "3."


  1. Clubs not participating in the playoffs shall select in the first through 20th positions in reverse standings order.

  2. The Super Bowl winner is last and Super Bowl loser is next-to-last.

  3. The losers of the Conference Championship games shall select 29th and 30th based on won-lost-tied percentage.

  4. The losers of the Divisional playoff games shall select 25th through 28th based on won-lost-tied percentage.

  5. The losers of the Wild Card games shall select 21st through 24th based on won-lost-tied percentage.

If ties exist in any grouping except (2) above, such ties shall be broken by strength-of-schedule. If any ties cannot be broken by strength-of-schedule, the divisional or conference tie-breakers, if applicable, shall be applied. Any ties that still exist shall be broken by a coin flip.


*Thank you to CNHL for some of the format and rule descriptions*


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