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TSL Revolution Rulebook v26

Plain English. Hard rules.

0.1 Game Settings

Coach Type: Created or Current Coach only. Mode/Difficulty: Simulation Mode – All-Madden. Quarter Length: 8 minutes, 20-second accelerated clock runoff.

0.2 Streaming

Both owners must stream and save each game. Post the link before kickoff in league chat. Preferred: YouTube. SECTION 1 – Offense Rules

1.1 Play Variety

Plain Rule: You must mix up your offensive formations and plays — no spamming the same look over and over. Use different route combos, motion looks, and run/pass concepts. Keep your play calls to a reasonable ratio — avoid patterns that make your game one-dimensional. There is no play limit or cooldown set in the league settings, but respect these rules still. Yes/No Examples: ✅ Call I-Form, Trips, and Gun Bunch in the same half → Fine. ❌ Call Gun Bunch HB Base 9 plays in a row → Not fine. Why: Keeps gameplay realistic and competitive. Penalty Ladder: 1st – Warning 2nd – Game suspension 3rd – Loss of picks / removal consideration

1.2 Play Action Rules

Plain Rule: Play Action is only for when you’ve built a run threat. No PA on 3rd & 10+. Do not cancel the handoff animation or hot route the fake RB into a route. Total PA attempts cannot exceed your total rushing attempts. Yes/No Examples: ✅ 2nd & 5 with 8 rushes already → PA fine. ❌ 3rd & 12 with 3 rushes all game → Illegal. Why: Prevents unrealistic abuse of defensive AI. Penalty Ladder: Same as 1.1. Continue

1.3 Run/Pass Balance

Plain Rule: Your offense should resemble a real NFL game, not a YouTube highlight reel. Keep at least a 70/30 run/pass ratio over time (season average, not just one game). Certain play types have hard caps: Jet sweeps / pop passes: Max 3 per game. Screens: Max 3 per game. Bunch/Snugs formations: Max 50% of snaps. Yes/No Examples: ✅ 18 passes / 12 runs → Balanced enough. ❌ 35 passes / 3 runs every game → Not balanced.

1.4 Clock Management (Milking)

Plain Rule: You can’t chew clock down to 10 seconds every snap unless certain game situations apply. Allowed When: Under 4 minutes left in the game Up by 24+ in the 2nd half Both players agree Only 1 fake snap per play — no spam hiking. Yes/No Examples: ✅ Final 2 minutes, you chew clock to 3 seconds → Legal. ❌ 2nd quarter, up 7, chewing to 1 second every snap → Illegal. Continue Here we go — finishing the meaty abuse-prevention rules in the offense section.

1.5 QB Movement

Plain Rule: Move your QB like a real QB — not like a punt returner. No instant sprints out of the pocket unless chased by a defender or blitz. Rollouts must be realistic — don’t drift 20 yards sideways to wait for zones to break. If you motion a player, he must fully set before snapping (unless it’s built-in motion). “Motion snapping” with manual movement is banned. Yes/No Examples: ✅ Roll right because the DE is unblocked → Legal. ❌ Snap and immediately sprint to the sideline with no pressure → Illegal.

1.6 No-Huddle / Hurry-Up

Plain Rule: Max 2 uses per game unless you meet a late-game or comeback trigger. Unlimited if: Final 3 minutes of a half Down by 17+ in the 2nd half Down 8+ in the 4th quarter Yes/No Examples: ✅ End of 1st half, 45 seconds left, no-huddle → Legal. ❌ 1st quarter, score 0–0, spamming no-huddle → Illegal.

1.7 Adjustments & Hot Routes

Plain Rule: Make your pre-snap changes with intent, not spam. Excessive hot routes every down are banned. Playmaker (hot routing a WR while scrambling) is banned. Don’t spend 15 seconds reassigning everyone on every snap. Yes/No Examples: ✅ Audible a slant to a go because the CB is pressed → Legal. ❌ Snap after 8 hot routes and a QB rollout → Illegal. Continue

1.8 4th Down Rules

Plain Rule: 4th downs are a high-risk, situational call in real football — treat them that way. You may only go for it in the situations below. General Rules Always allowed in overtime. Always allowed in final 2 minutes of either half. Always allowed when trailing by 14+ in 2nd half. Always allowed when trailing in 4th quarter. Always allowed if opponent agrees before snap. Standard Conditions (Normal Weather) Weather Adjustment (Snow / Heavy Rain / High Wind) High wind = Kicking into 15+ MPH wind/crosswind speed In these conditions: Field goals ≥43 yards = treated as “out of range.” 4th & 2 or less allowed from own 45+ at any time in the 2nd half if tied or losing.

Field PositionAllowed If…
Own 0–49Not allowed, except 4th & inches at own 45–49 in 2nd half when tied or losing
Opp 50–404th & 1 or less
Opp 39–304th & 2 or less
Opp 29–204th & 3 or less OR FG attempt is 53+ yards
Opp 19–1Any distance (FG range)

1.9 Blowout Protocols

Plain Rule: When the game’s out of reach, change how you play to keep it sim. If up by 28+ in the 4th: Only pass on 3rd downs. If up by 35+ at any time: Bench: QB1, WR1, HB1, any player with 3+ TDs or 150+ yards, or 4+ sacks. Keep them out until the lead drops below 35. Yes/No Examples: ✅ Up 38–0 in 3rd, sub in backup HB → Legal. ❌ Up 42–7 in 4th, still throwing bombs → Illegal. SECTION 2 Defense

2.1 Defensive Play Variety

Plain Rule: Mix up your defensive calls — don’t run the same blitz or coverage over and over. Use more than 10–15 different defensive plays in a game. Your playbook has hundreds of calls — act like it. The league is set to enforce a 4 play cooldown and limit defensive plays to being called just 4 times in a game. Yes/No Examples: ✅ Alternate between Cover 3, Cover 2, and Man Blitz → Legal. ❌ Call the same Nickel Blitz every snap → Illegal.

2.2 Coverage Adjustments

Plain Rule: No “cheese” adjustments that break the game AI. Press + Overtop at the same time = Banned. Yes/No Examples: ✅ Press coverage alone → Legal. ❌ Press + Overtop on every snap → Illegal.

2.3 Pass Rush Requirement

Plain Rule: Rush at least 3 defenders every play. LBs and DBs count toward the 3 if blitzing. No drop-8 coverages every snap — it’s unrealistic. Yes/No Examples: ✅ Rush 2 DEs + Nickel CB blitz → Legal. ❌ Rush 2 DL and spy everyone else → Illegal. Copy — rolling straight through Defense → Special Teams → Communication → Sportsmanship → Roster/Team Management until the whole Revolution Rulebook is built.

2.4 Player Movement

Plain Rule: No pre-snap defensive shuffling to bait the AI. You cannot manually move defenders before the snap (includes punt returns). After the snap, move realistically — cover zones, man assignments, or lanes. No zig-zagging around just to bait throws. Yes/No Examples: ✅ User MLB, drop into your zone → Legal. ❌ Pre-snap, walk your safety into the A-gap every play → Illegal.

2.5 Position Subs (See section 6.4 for details)

Plain Rule: Sub players only in ways that make sense for football. DBs can only sub into LB if they meet size/speed requirements & get commish approval. No WRs at TE unless approved. No unrealistic SubLB conversions. Yes/No Examples: ✅ 6'3" 225 SS with approval as SubLB → Legal. ❌ 5'9" CB at MLB without approval → Illegal.

2.6 Run Commit

Plain Rule: Use run commit sparingly. Primarily for 3rd/4th & short or goal line. Never with 3 or fewer rushers — that’s broken AI. Yes/No Examples: ✅ 4th & inches at the goal line → Legal. ❌ 2nd & 7 from midfield → Illegal. SECTION 3 – Special Teams

3.1 Kickoffs & Punts

Plain Rule: Kick like a pro, not a glitch hunter. No scum kicks that glitch blockers/returners. Onside kicks only if trailing in 4th quarter.

3.2 Kicking Rules

Plain Rule: No icing workarounds. If your opponent calls a timeout to ice, you can’t cancel it by spiking or timeouts.

3.3 Fakes

Plain Rule: No fake punts or fake FGs. Period. SECTION 4 – Communication & Scheduling

4.1 Scheduling Games

Contact your opponent early, lock in a time. Respond to messages within 24 hours.

4.2 No-Show / Can’t Play

If you can’t play, tell the commish ASAP. Ghosting = removal risk. SECTION 5 – Sportsmanship & Conduct

5.1 Respect & Trash Talk

Trash talk is part of TSL — if you dish it, take it. Don’t cross personal lines — know the room.

5.2 Disconnect Protocol

Plain Rule: If the game drops, use these margins to decide restart/force win: 1st Q: Restart unless up 28+ 2nd Q: Restart unless up 24+ 3rd Q: Restart unless up 21+ 4th Q: Restart unless up 14+ Final 4 mins: Restart unless up 14+ with 8–4 min left or 10+ with <4 min left. Always allowed to replay if both agree.

5.3 Stat Padding & Blowouts

If winning big: Run more, call new plays, kneel out. If losing big: No blitz spamming or bomb chucking every down.

5.4 Playing CPU

All CPU games = simmed. SECTION 6 – Roster & Team Management

6.1 Roster Size & Cap

Always carry 51+ players. Be under the cap before Week 1 — no negative rollover.

6.2 Trades

Must be realistic and not lopsided. Max 3 trades per season and 6 total players moved. No player traded more than once per season. No trading until after 5 games unless approved. Submit all trades for approval via MyMadden — verbal deals don’t count.

6.3 Contracts

Max length = 7 years.

6.4 Position Change & Positional Sub Master Rules

General Rules- No Abilities Reset Abuse – Players with Superstar/X-Factor abilities cannot change positions.- No Position Changes for Exploits – All swaps must be realistic in NFL terms.- Formation Subs Count – If a swap is illegal for the depth chart, it’s illegal for formation subs.- Approval Required – All swaps must be posted in the position-change channel or approved by the commissioner before use.- LB positions include MIKE, SAM, and WILL. Allowed Position Changes & Attribute RequirementsRB → FB (Commissioner approval only)- Height ≥ 5’10”- Weight ≥ 225 lbs- Lead Block ≥ 65- Impact Block ≥ 60- Speed ≤ 89 SPD- Agility ≤ 88 AGI- Carrying ≥ 75WR → TE- Height ≥ 6’2”- Weight ≥ 225 lbs- Speed ≤ 90 SPD- Strength ≥ 65 STR- Run Block ≥ 60 RBK- Impact Block ≥ 60 IBL TE → WR- Weight ≤ 240 lbs- Speed ≤ 90 SPD- Release ≥ 70 RLS- Short Route Run ≥ 70 SRRFB → TE- Height ≥ 6’1”- Weight ≥ 240 lbs- Run Block ≥ 65 RBK- Impact Block ≥ 65 IBLS → LB (including SubLB)- Height ≥ 5’11”- Weight ≥ 215 lbs- Speed ≤ 92 SPD- Agility & Change of Direction ≤ 90- Tackle ≥ 75 TAK- Hit Power ≥ 75 HPW- Notes: No CBs may be moved to LB. Applies to base depth chart & SubLB spot.S → CB- Height ≥ 5’10”- Weight ≥ 190 lbs- Speed ≥ 88 SPD- Agility & Change of Direction ≥ 85- Man Coverage ≥ 70 MCVCB → S- Height ≥ 5’10”- Weight ≥ 190 lbs- Speed ≤ 93 SPD- Agility & Change of Direction ≤ 92- Tackle ≥ 60 TAK- Zone Coverage ≥ 70 ZCV- Pursuit ≥ 65 PURCB → LB❌ Not allowed under any circumstances.WR → HB (Approval only)- Carrying ≥ 75 CAR- Ball Carrier Vision ≥ 70 BCV- Weight ≥ 210 lbsHB/TE → WR (Slot) (Approval Only)- Catch ≥ 70 CTH- Short Route Run ≥ 65 SRROL → TE/FB❌ Not allowed except via Madden “Extra OL” package in goal line formations.Banned Swaps- WR ↔ HB without commissioner approval.- EDGE ↔ LB in any form. - EDGE ↔ DT in any form. - DB ↔ DL in any form.- CB → LB in any form.- QB → skill position.- Any swap intended to bypass thresholds (e.g., change position, edit, change back).Enforcement- All swaps must meet requirements or be submitted for approval before use.- Illegal use = player nerf + possible draft pick forfeiture.- Repeat violations = removal from league.

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