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HANDBOOK FOR THE 2004 MADDEN GAMES
ARTICLE I - MEMBERSHIP
I. - A. APPLICATION
Each member shall complete and submit the
required application to the tournament director prior to entering the tournament.
The application is located at . An entry fee may be required to participate in order
to off set the cost of the expenses for the tournament and to provide a monetary
prize for the winners. Players will not be recognized as officially entered
until the payment of the registration fee is received by the tournament director.
In some cases, on site registrations will be accepted.
I - B. Prize Money
A cash prize will be awarded to the tournament
winner and tournament runner up. The prize money shall be based on the number
of tournament participants minus expenses for administering the tournament.
The prize money shall be based on the following formula:
$3000.00 Awarded to the tournament Champion.
$1000.00 Awarded to the runner up.
$200.00 Awarded to 3rd place
$100.00
Awarded to 4th Place
$75.00 Awarded to 5th-8th Place
ARTICLE II - CONDUCT OF MEETINGS/EVENTS
II. - A. GENERAL RULES:.
A General Business meeting will be held the
night prior to the official start of the games. All business meetings will be
governed by the standard operating procedures found in Robert Rules Of Order.
NO TOURNAMENT RULES SHALL BE CHANGED AT THE OWNERS MEETING. Rules, policies/procedures
not covered in the 2004 Madden Games handbook may be voted on and approved at
this meeting.
II. - B. PROCESS OF MOTIONS
Procedures for the conduct of Business Meetings
are:
1. Motions from the floor shall be submitted to the chair for presentation
to the assembly.
2. Motions properly seconded will be accepted for discussion, and then put
to vote.
3. Proxy voting is not allowed.
4. Motions shall be passed with a 2/3 MAJORITY
II. C. GENERAL CONDUCT OF A TOURNAMENT PARTICIPANT
Each participant is expected to display conduct
that of an exemplary standard. Good sportsmanship, League honor, respect and
pride is demanded from all members. The tournament director reserves the right
to ban any participant from play WITHOUT REFUND based on any violations of
the code of conduct.
ARTICLE III - COMPETITION
I. A. ORGANIZATION
1. ALIGNMENT
Participants in the tourney shall be grouped
for round robin play by the tournament director. Grouping shall be done based
on the order in which ballers sign up and the following other parameters:
1. Like league members are in separate groups.
2. Like franchises are in separate groups.
3. Power matches from previous years are avoided (i.e. Realist v. Young Gunz)
4. Potential Power Matches avoided. (League champ vs. another League champ)
5. The MWS ranking system will be used
to facilitate a philosophy of parity.
2. PARITY
In an effort to keep competition balanced,
the tournament director reserves the right to move, reassign, or make changes
to any round robin grouping.
3. Round Robin Pairings
All groups will have four or more ballers.
The tournament scheduling chair reserves the right to reorganize the groups
at any time. In the event of a no show, the tournament scheduling chair may
combine two or more groups together to form one super round robin group. See
the example below:
| Group A |
Group B |
| XR 2000 |
Teddy B! |
| 2 Bold |
Top Gun |
| T Philly White |
X |
| Papo Swing |
DaBillster |
If 2 Bold was a no show from group A, and
X was a no show from Group B, the two groups would still play within their
bracket, consequently, each baller would only have two games played. To obtain
a third game the following shall be applied:
The two ballers with the best record in each
group would play the baller with the worst record from the opposite group.
I.E.
| Group
A |
Group
B |
| XR 2000 (2-0) |
Teddy B! (2-0) |
| 2 Bold
(DNP) |
Top Gun
(1-1) |
| T Philly White (1-1)
|
X (DNP) |
| Papo
Swing (0-2) |
DaBillster
(0-2) |
The last game of the RR would be: XR 2000
vs. DaBillster, T-Philly vs. Top Gun, Teddy B! vs. Papo Swing. The objective
of this scenario is to give all ballers the change to play 3 games, thus eliminating
the potential for advancement via forfeit. This example is applicable for
super groups of more than 8 ballers if necessary.
4. Team Selection
Participants may select from any of the 32
current NFL teams available on the current issue of the Madden Software. Classic,
modified or code enhanced teams will be prohibited in tournament play.
a. Alternate Teams - Coaches may use alternate
teams throughout the tournament at their discretion, however, each coach
must designate a primary team for play in the round robins.
Thus, when opponents meet in the round robin, like team matchups must be
avoided. Any coach that selects an alternate team which in turn causes a
like match up (Packers v. Packers) the forestated coach must resort to his
primary team for competition in that particular game.
b. Coaches may use alternate teams at any
point during the round robin as long as like matchup are avoided.
c. Tournament Play - Once the single elimination
tournament begins, like team matchups are permitted.
I. B. ROUND ROBIN SCHEDULING
1. Scheduling for The Madden Games will be
done by the tournament director. Round Robin scheduling shall consist of each
baller facing each member of his group at least once giving him a total of
AT LEAST 3 games in the round robin series. For Example, in group A the schedule
would be very similar to this:
Group A would consist of 4 Ballers: X,
DaBlister, Matt P, and 2 Bold.
| Time
|
Game
Monitor |
Match
Up |
| 11:00 AM |
A |
X vs. DaBlister
|
| 11:00
AM |
B
|
Matt
P vs. 2 Bold |
| 12:00 Noon |
H |
X vs. Matt P |
| 12:00
Noon |
I
|
DaBlister
vs. 2 Bold |
| 2:00 PM |
E |
X vs. 2 Bold |
| 2:00 PM
|
F
|
DaBlister
vs. Matt P |
The team with the best record shall advance
to the single elimination tournament. Depending upon the number of entries,
a specified number of automatic and at large bids will be awarded based on
records in the round robin and point differential. The other teams are welcome
to watch the action, sightsee, go home, or get some side games going.
In the event of a tie, (more than
one team is 2-1), the teams with the highest point differential in the round
robin series will advance. It is not possible for more than one team to go
3-0 in a group.
2. All Games shall be played according to the scheduled
dates and times and established by the tournament director.
3. As a courtesy coaches should be at the
tournament site at least 15 mins. prior to a scheduled kickoff.
4. Each team is responsible for submitting
it's statistics to the Chief Statistician immediately after the completion
of a game.
I. C. SINGLE ELIMINATION BRACKET SCHEDULING
Based on 36 participants, the tournament tree
would appear as shown below:
Players will be seeded by the overall best tournament
record and point differential. For example:
1 Seed - 3-0 - 35 point differential
2 Seed - 3-0 - 32 point differential
3 Seed - 3-0 - 30 point differential
4 Seed - 3-0 - 27point differential
NOTE* NEW FOR 2004
To promote sportmanship and discourage running up the score vs. a lesser opponent,
a CAP will be instituded on the point differential system. A maximum of 35 pts.
will be recognized, even when if the margin of victory points are higher. Thus
if a participant wins 49-0, the point differential for that game will be +35.
However, in order to break ties of +35 the average defensive points allowed
will be factored. For example if Sandman wins three games, 49-0, 56-7, 56-21,
his pt. differ would be +35 and his defensive pts. allowed would be 7 PPG. If
Big Gene's results were 42-0, 35-0, 45-3, Gene's pt. differential would be +35
also, however his defensive pts. allowed be 1 PPG, thus he would take a higher
seed than Sandman based on average defensive pts. allowed. The system is designed
to discourage running up the score when the game is clearly out of hand, while
promoting defensive play.
Also, the teams with the lower records would
be seeded at the bottom of the tournament bracket.
9 Seed, 2-1 - 4 point differential
8 Seed, point differential
7 Seed, point differential
6 Seed, point differential
Depending upon the number of participants, byes
may be added. The byes go to the top 4 seeds. The lowest seeds (based on worst
RR record and lowest point differential) will compete in "play in" games to
play their way into the tourney to face a top seed. In the event of a field
larger than 130 ballers, the field will expand to an 80 man single elimination
tourney.
The top teams will be divided by region in order
to balance the brackets. The overall top 4 seeds in the tournament would in
effect be top seeds in each individual region. Thus based on the above graphic
the seeds would have been assigned as follows:
1. Trapjaw - Region I
2. Lou Tillery - Region II
3. Candyman - Region III
4. Mad Guru - Region IV
Consequently the seeding will be continued as:
5, 6, 7, 8 overall would = 2 regional seed
9, 10, 11, 12 overall = 3 regional seed
13, 14, 15, 16 overall =4 regional seed
17, 18, 19, 20 overall = 5 regional seed
21, 22, 23, 24 overall = 6 regional seed
25, 26, 27, 28 overall = 7 regional seed
29, 30, 31, 32 overall = 8 regional seed
33, 34, 35, 36 overall = 9 regional seed
In an effort to prevent early like league matchups, the tournament scheduling
director reserves the right to move like seeds from one region to another. For
example if Paul D of the HMFL was a 5 seed designated for Region I, he would
have a potential matchup vs. Trapjaw, based on last years seeds. In an effort
to avoid this, the tournament scheduling chair, reserves the right to move Paul
D to Region II to avoid this conflict. The tournament scheduling committee will
do all that it can, while keeping the fairness of the entire field in mind,
to prevent like league matchups from occurring before the SECOND ROUND.
Any like league matchups after that point will be scheduled to occur
without change. Once seeding has been done, and single elimination
play begins, re-seeding will be prohibited. Under no circumstances shall the
brackets be arranged or re-arrange to accommodate any individual or leagues.
I. D. ROAD TO THE CHAMPIONSHIP
In order for a baller to make it to the championship
game, he must play at least 3 round robin games, a first round, second round,
third round, fourth round (if necessary), quarterfinal, and semi final tournament
game for a total of 9 games. The Championship would be game 10.
II. - A. GAME PLAY
1. HARDWARE
Competition shall occur on a PSX2 Unit.
2. SOFTWARE
Official Madden Games Sanctioned Tournaments
can only be played on the most recent version of John Madden Football by EA
Sports.
3. GAME LENGTH
Round Robin games shall be scheduled at six
(6) minute quarters. The first round, quarterfinal, semifinal games of the
single elimination tournament shall be scheduled at six (6) minute quarters.
The Madden Games Championship shall be scheduled at Eight (8) minute quarters.
Included in each game shall be a five minute half-time. Only if BOTH
teams agree to forego the use of a half-time period, shall the game continue
without interruption. If both opponents agree, the tournament director will
schedule media time outs where appropriate for games broadcast via internet
or any other media.
4. Game Settings
Game Settings shall be defined
as - any feature that may be adjusted to manipulate the overall performance
of the game itself. These settings may be identified as, but are not limited
to: Skill Level, Camera Angles, Weather Conditions, Injuries, Fatigue, Penalties,
Artificial Intelligence, and any other features not listed herein that may
be manipulated as deemed so by the tournament director. Games not played according to the prescribed settings
shall be considered null and void if revealed during a tournament game at
any point before the start of the third quarter regardless of the score. After
the kickoff of the second half, all games must be played in its entirety and
those results shall be made final, regardless of the appropriateness or inappropriateness
of any game setting. This includes but it not limited to weather conditions,
camera angles, skill levels or any other setting as properly defined.
Skill Level -- All tournament games shall be set to and played on
the All Madden Level.
Camera Angles
- The official view for all tournament games shall be the Madden Cam
Other Game Settings
-- All tournament games shall be played
with the following game settings:
Weather - Fair
Penalty Levels
- Default
AI Levels
- Default
Quick Passing and Player Lock
& Pass Lead Sensitivity - The use of these features will be permitted
on an individual basis.
Home Teams - In round robin
play, home or away games shall be determined by the winner of a coin toss.
In tournament play, the high seed has the choice whether to play at home or
away. Any stadium may be used for game play as long as it does not compromise
the default settings of the game.
5. TEAM ROSTERS
Teams shall play with 1/6/2004 update of rosters
as published by EA Sports. Rosters may be downloaded from the EA Sports server
via online connection.
6. USER PROFILES/MEMORY CARDS
a. Profile Cards - The use of profile cards are prohibited at any
time during the Madden Games. Rosters will be loaded according to a
Master Profile Card to be loaded by a tournament official.
b. Substitutions - Players
may be substituted freely on both sides of the ball as long as both players
play the same position. Please refer to the substitution chart below:
| Player
Position |
Can
Be Subbed With |
| QB |
QB Only |
| RB |
Halfbacks
and Fullbacks only |
| OL |
Center,
Guards & Tackles only |
| WR |
Wide Receiver
Only/WR-TE subbing is permitted |
| TE |
Tight
End Only |
| DL |
Defensive
Linemen Only |
| LB |
Linebackers
Only |
| Secondary |
SS, FS,
and CB |
| Special
Teams |
No restrictions
placed on Special Team Subbing |
c. Team Playbooks
- A coach may implement a game plan from any of the standard playbooks shipped
with the current version of the game. However, the use of custom playbooks
are prohibited at Nationals.
7. GENERAL DECORUM
a. Coaching, suggestions, or helpful hints
whether verbally or by gesture, are not allowed during a tournament game.
Violators shall be referred to the tournament director for possible disqualification
from the tournament.
b. Walking in front of the game monitor
(TV) while the game is in progress is considered a MAJOR infraction of tournament
decorum and may result in that individual being referred to the tournament
director.
c. Audibles and game substitutions are permissible
at the start of the game, at half-time and at the two minute warning of
either half without penalty. Audibles and Substitutions set at any other
time will require the said coach to use a time-out. A coach has a maximum
time of 60 seconds to set audibles/substitutions once the time out has been
called. This does not include the time allotted on the play clock. Opposing
players SHOULD allow for privacy
during the setting of audibles.
d. Smoking and or drinking (except bottled
water) is prohibited inside the arena of all tournament events.
e. As a courtesy coaches should arrive to
their scheduled games at least 15 minutes prior to kickoff.
f. Betting, wagering or any other forms
of gambling is strictly prohibited on the tournament floor. Violators shall
be referred to the tournament director to be disqualified and escorted from
the tournament floor.
8. GAME STOPPAGE
1. Inadvertent/Advertent Game Stoppage
Any player stopping the game at any point during the game whether adverting
or inadvertent must call a time out. Once a time-out has been called, a
player has a maximum of sixty (60) seconds to spend that time-out in whatever
manner so desired. In the event that the player committing the infraction
does not have any time outs remaining, the following must occur:
a. If the player committing the infraction
is on defense he must take a mandatory encroachment penalty until the
offense receives an automatic first down.
b. If the player committing the infraction
is on offense he must take two mandatory delay of games. (a 10 yard loss)
If the stoppage causes the offense to relinquish the ball to the opponent
(i.e. fourth down situation or turnover), and the offending player is
now on offense, that player must take four stop clock plays to relinquish
the ball back to the opponent.
c. If this infraction is at the end of
a game whereby the consequences cannot be enforced, the game shall be
referred to the tournament director. The tournament games council shall
issue a resolution as to how the game shall end, or if it is to be replayed
and that decision shall be FINAL.
3. Half-time./Two Minute Warnings - Included
in each game shall be a five minute half-time. Only if BOTH teams agree to forego the use of a half-time period,
shall the game continue without interruption. If both opponents agree, the
tournament director will schedule media time outs where appropriate for
games broadcast via Internet or any other media. The two minute warning may be used as an additional time-out to
be used as the player wishes. Thus, the two minute warning may be used as
any other time-out. (i.e., to substitute, change audibles, or as a period
to rethink strategies, revue play books...etc.)
9. GAME MALFUNCTIONS
In the unlikely event of a game malfunction
that is determined to be unavoidable, the game shall be reset using a the
situational set up feature.
a. To perform a situational set up, the
game will be set from the exact time, score, possession and field position
in which the game was interrupted.
Software Glitches and Other Programming
Errors
When it has been determined by the Nationals
Competition Committee, programming errors in the game software (glitches)
may be identified as such and regulations may be rendered to prevent such
errors from eroding the integrity of the competition at the Madden Games.
Such errors have been identified as listed below with the appropriate guidelines
included:
Special teams programming errors
- It has been recognized by the MWS competition committee that extra points,
field goals and punts can be blocked with ease due to errors in the game
programming. Therefore the MWS Competition Committee has established the
following guidelines for special teams play:
The defensive team is prohibited from moving
any players to aid in the rush of any player/s in the attempt to block a
FG, Punt or extra point. This includes but is not limited to lineshifts
or manual movements of any players from their original position at the start
of the play. If a player is moved prior to the kick outside of his original
position he must be moved back to his original position either manually
or by resetting the defense using the square/L2 button function. If the
player is moved out of his position prior to the kick he may not be used
to rush the kick. If the kick is blocked by this player manually you are
in violation of the rules and it may result in disqualification.
Defensive Line Positioning
- In order to promote more realistic gameplay, the stacking of defensive
linemen is prohibited at Nationals. Stacking is defined as the repositioning
of a defensive player directly behind or parallel to another. A defensive
player may be moved freely from left to right, as long as some part of the
players uniform remains on the screen. The placement of defensive linemen
off the screen, where they are totally invisible before the snap of the
ball is prohibited. These above stated rules do not apply to LB's or DB's.
Use Of Hurry Up Offense - The implementation
of the hurry up offense philosophy is permitted in Nationals play. However,
the use of the hurry offense after an incomplete pass is prohibited. In
the event that the offense incidentally activates the hurry up offense feature,
the offense should allow for 5 seconds to run off the playclock after the
referee spots the ball before snapping the ball. This should not be an issue
for the offense because if the hurry mode is activated, by the time the
ball is placed and five seconds is allowed for the defense, the offense
should still have at least 10 seconds to before the play clock expires.
Subsequent violations of this rule shall result in penalizing the offensive
team 1 time out.
Onside Kicks - The use of onside
kicks are prohibited at any point in the game, unless the opponent is ahead
at that given point in the game. The use of the "Pooch" Kick is
prohibited at any point in the game.
Flipping/Reversing Plays - If an
a player on offense flips/reverses the direction of a play from an unbalance
formation, the offensive player must be allowed to completely move to the
opposite side of the formation before the ball can be snapped. I.E., if
operating from the I-Big formation, if the play is flipped the WR must be
allowed to move completely to the other side (past the LT or TE or whomever
is widest on the line of scrimmage) of the formation, before the ball cannot
be snapped. Players suspected of using this illegal tactic will be issued
a warning, with a subsequent violation being grounds for disqualification
from the tournament, and banishment from all other MWS events for life.
In the event that the use of the tactic directly or indirectly effects the
balance of a game, the incident will be referred to the Nationals Tournament
Operations Committee for review and resolution, with the ruling of the committee
being final.
Toggling/Screen Jumping - Excessive
toggling or jumping of the screen while on offense to prevent the defense
from setting is prohibited.
4th
Down Situations - In an effort to present a more realistic approach
to the game, the following rule has been adopted governing 4th down situations:
On all 4th downs, the offensive player is required to punt the ball. The
offense may attempt the 4th down conversion only when the following scenarios
apply:
a) The offense has 4th down and 2 or less yards to go anywhere on the field
b) 4th and 3 or more, you must be inside the opponents territory (goaline
to 49 yd. line)
c) at any point in the fourth quarter when trailing.
NOTE* with 2 mins in the half or 2 mins in the game their is no
4th down rule.
Wide
Receiver Motioning - In passing situations only, when motioning
a wide receiver, both the offensive player in motion and the defensive
player trailing in man coverage must clear the last player line
up on the line of scrimmage. Although a defensive player may not in trailing
position in some zone coverages, the receiver must still clear the last
offensive player on the line of scrimmage.
HB
Option Pass - When executing the HB Pass play, the offensive player
is allow to pass and is prohibited from exercising the run option.
10. Overtime
In the event a game is tied at the end of
regulation, the game will extend into a sudden death overtime period. If a
winner is still not declared at the end of the first overtime period, the
game shall be extended into a second overtime period using the situational
setup feature to create a 2nd, 3rd or as many overtime periods as needed.
The situational setup overtimes shall adhere to standard overtime rules used
regular game play.
III. - Addendum's/Amendments
Additions or amendments made be made to this
handbook by the tournament director when no other procedure is outlined. The
general membership may also vote and make amendments to the games handbook.
No changes will be made to the handbook that have already been voted and approved
prior to the start of the annual owners meetings.
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