Madden PS5 CFM Rules


  • Advances are every 48 hours. Keep up with the Discord chat for exact dates/times.
  • All-Pro Sim
  • 12 minute quarters
  • 13-second clock run-off
  • Special abilities off
  • Game assists off
  • Custom sliders
  • Created coaches



Users may NOT user catch. This means no RAC catching, no Possession catching and no aggressive catching. The CPU must make the catches on passes throws by a user.

Users may not fall down to avoid hits in the playing field. Get out of bounds or protect the ball. This does not apply in clock management situations.

Players who are in motion pre-snap must come to a COMPLETE STOP before snapping the ball. This does not apply to end around and jet sweeps, just manual motion only.

No SWERVING a player in and out on the run when swerving should be juking. Swerving doesn’t properly slow a player down and is an exploit.

Users can neither switch to intercept nor switch to hit stick/strip. You can INT/strip/hit stick if you’re using the same player you were at the beginning of the play.

Playmaker is against the rules and may NOT be used. (Using Right stick to indicate where a receiver goes post-snap)

Users may only use Defensive Tackles on 3rd/4th down or game winning/sealing drives. This stems from issues with pass rushing considering our pass blocking slider is on 0.

If you are usering a defender whose assignment is zone coverages then you must begin the play by strafing (L2 Button). You must remain in a strafe in your designated zone unless 1 of the following 2 things occurs…

  • The QB breaks outside of the pocket.
  • WR enters your zone BUT you cannot exit your zone to sprint alongside a WR. Can only sprint with the WR in your zone.

If a user is using a player assigned to man cover a HB/FB/TE and that offensive player stays in to block, the user must enter a QB spy & do one of the following:

  • Hover around the line of scrimmage to prevent the QB from scrambling/rolling out or wait for a delayed route by the TE/HB/FB.
  • Blitz the QB. (and not drop back into a spy once committed to the blitz)


No play-action pass plays on 3rd and 5+ yards or 4th and 5+ yards. 

QB Movement

QB should not be sprinting back 10 yards on drop-backs.

QB should not just sprint straight to the sidelines after the snap. Let the QB complete his drop-back motion, and then you can scramble if you are facing immediate pressure. Remember that scrambling up the middle is a viable option as well.

QB should not be constantly drifting to the right/left on a standard drop-back.

There are some designed roll-outs in the game, but none of them sprint you to the sideline.


Offense: Vary your runs, vary your formations and vary your routes. Do not resort to go-to plays on most 3rd downs. We all have tendencies, but let’s open up the playbook for this league.

Defense: Vary your coverage, vary your formations and vary your blitzes. If you have a team that is built to play more man, feel free to do so. The same goes for zone schemes. Within your scheme you still need to call different zone/man plays.

Must rush at least 3 defenders on every play, QB spy does not count as a rusher.

4th Down Rules

Punting out of bounds is only acceptable when you’re between your own 40 yard line and the opponents goal line. From your own 39 to your own endzone you’re required to punt in the field.

4th and 2 on your opponent’s 40 yard line and in. This does not mean that it should be automatic to go on 4th in this situation, as the game situation should determine this.

Anytime you are losing in the 4th quarter.

You are allowed a MAXIMUM of 1 Fake Punt or Fake Field Goal per game. You may have more than 1 4th down attempt (depending on situation), but no more than 1 total fake.

You are allowed to come to to the line to try and draw the defense offsides, but this should not be overused in a game. Please only use in a realistic manner.

Hot Routes

We are no longer allowing hot routes to be made by an offense OTHER THAN “smart routes” and assigning someone to be a blocker.

If you are somehow unfamiliar with what these are or how to do them:

Smart Routes make the break of a route cut at the first down line, so a user can make their pass catchers route break at the first down marker/endzone.

  • Pre play, press triangle. (pulls up your potential pass catcher button options)
  • Select your receiving option.
  • Press the R1 button. (indicated as “smart route” on the display box)

Haking a HB/FB/TE block is useful against a team who is blitzing often. Use it in a situation where you think a blitz could come or if you’re wanting to take a deep shot it can give you that extra half a second to get the ball off.

  • Pre play, press triangle. (pulls up your potential pass catcher button options)
  • Select your receiving option.
  • Press the R2 button. (indicated as “block” on the display box)

CPU Games

Under no circumstance are CPU games played.  These games are always straight sims to prevent an inactive team from being completely irrelevant and earning a top draft pick for simply being vacant. 


If your opponent has conceded defeat late in the game at a reasonable point (by running only and chewing clock) you need to pump the brakes and just take the victory. That means not incessantly doing ball carrier moves or outside runs. If your opponent has NOT conceded defeat and is aggressively trying to come back (airing it out on offense & putting 8-9 men in the box run blitzing) the team in the lead is free to run their offense to keep the chains moving. Don’t score if you can run out the clock. Losing big is not an excuse to pad stats. This is going to be enforced very strictly. If a game is over, let it be over. 

If you have a complaint, contact a commissioner/admin privately on Discord. Do not blast the main chat with a complaint about your opponent. Disrespect will get you removed from the league. Joking is fine, disrespect is not.

Game Scheduling

Communication is key for a successful league. Please don’t be lax or passive when it comes to contacting your opponent. Don’t play the waiting game.

Here’s how it should work:

  • Player A – Discord DM your opponent with the days and times that work for you during the advance window (not just “When can you play?”)
  • Player B will reply with what works for them, and you come to an agreement.

Failure to play a minimum of games in a season without a valid reasoning given beforehand (ex: vacation) will result in removal from the league.

If a sim/force must happen then the users in the game cannot sit their starters to avoid injuries.

Position Changes

Player positions can only be changed during the offseason AFTER the draft and must follow the guidelines below: 

  • No WR to TE
  • No WR to HB or HB to WR/TE
  • No Safety at LB nor at SUB LB in your depth chart
  • LB’s can be moved to LE/RE and vice versa
  • LE/RE can be moved to DT only if their strength is 90+. DT’s may NOT be moved to DE
  • Safeties can be flipped (SS to FS and vis versa). Safeties can be played at SLOT CB on the depth chart.
  • No K or P position changes.

Offensive lineman can only be changed to their like-positions. RT to LT, RG to LG and vis versa. Centers can also be swapped with your guards.

If you don’t see something listed here, please ask before making the switch.

These rules also apply to your depth charts. Position changes that are listed as off limits here are also off limits for depth charts.

Players numbers need to stay in the NFL Format for numbers:

  • 1 – 19: Quarterbacks, WRs, punters, and kickers
  • 20 – 49: RBs and DBs
  • 50 – 59: Cs or LBs
  • 60 – 79: Offensive linemen and defensive lineman
  • 80 – 89: WRs and tight ends (or 40-49 if unavailable)
  • 90 – 99: Defensive lineman and linebackers


Like most, if not all trades within SSG leagues, we use the SSG League Trade Policy to help monitor trades.

When a trade is agreed upon, both teams must post/reply in a single forum thread on the forum and include their rationale. Next, notify a Commish/Admin, and wait for approval before processing on console.

Additional Trading Policies:

  • No trading with the CPU.
  • Rookies cannot be traded.
  • Players can only be traded once per season.
  • There is a 2-trade maximum in a season’s calendar year.
  • A Team must keep at minimum 5 draft picks in a season and you must have either a 1st or 2nd round pick for each season.

Free Agents/Practice Squads

Regular Season

  • Each non-offseason advance, teams can sign 1 Street FA 66+ OR 1 66+ practice squad player.
  • Teams can also sign unlimited street FA or practice squad players 65 or lower.
  • Players whose overall is AT or BELOW 73 may not be extended to anything beyond a 2-year deal.
  • Players signed in-season cannot be traded until the following season.
  • There is a 2-trade maximum in a season’s calendar year.


  • Maximum length contract offer is 5 years for all players.
  • 5-year maximum offer for re-signings while abiding by the Age 33 Rule* in the free agency rules.
  • Players whose overall is AT or BELOW 73 may not be signed to anything beyond a 2-year deal.
  • You must offer a minimum of 65 points to a free agent in the offseason.
  • Offseason free agency bidding is now required to be posted after each bid made. Users may NOT lower their bids. This means if you’re all-in on a player and another team is bidding you up to a high number, you may not lower the number if the other user backs out. You may not lower a bid at any time, but can withdraw from a bid. Once you withdraw a bid, you may not re-enter negotiations with that player. If you sign a player without having the bid posted in the FA bidding channel, the player will be released, and the salary cap penalty incurred will remain.
  • Anyone signed illegally will be put back in FA and you will keep the penalty. 

*Players cannot be signed beyond their age-33 season to anything more than a 1-year contract (QB’s, K’s and P’s excluded). This means if you’re signing someone age 29 in free agency that they can be signed for the max 5 years (29 year 1, 30 year 2, 31 year 3, 32 year 4 and 33 year 5). Each age above is one less year allowed on their contract.


53-man active roster required is for each game week.