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Red Zone Rulebook - Madden 25

Gameplay Rules

The definition of a sim league applies to the gameplay, meaning that the on-field gameplay is to replicate the real NFL as closely as possible.
If you break a sim-gameplay rule (such as using a catch button and/or accidentally switch to a player and make a catch) punt the ball to your opponent to make it right.

Pre-Snap Mechanics

Pre-Snap Adjustments
Pre-Snap Movement on defense (manually) may only be done with the player being controlled for that play.
Moving multiple players is prohibited.
Moving a player and switching to another player before the snap is prohibited.
Moving a player back on special teams to protect your returner is prohibited.
Play Adjustments
You must have at least 3 pass rushers on each play. Rushing 0-2 players is forbidden.
You may only “hot route” one defensive player, per play.
Hot Routes – only quarterbacks with an awareness rating equal to or higher than 80 is allowed to hot route.
Does not include any bonus AWR rating you might get from your OC, morale, or game bonuses.
Only one hot route per play is allowed.
Changing a route to block is allowed for all QBs and does not count as a hot route.
Adjusting a route to the sticks is allowed for all QBs and does not count as a hot route.
Flipping run plays does not count as a hot route.
Blocking Icing
Calling a field goal 1:00 or less of the 1st or 2nd half, only to come out in a non-special teams play after your opponent has called a TO to ice your kick, is illegal. Once you have committed to the field goal play call, you may not call another play after the timeout. Fake field goals are allowed.
Players Out of Position
The following players may NOT play at or be placed on the depth chart at any other positions, unless they meet the position change criteria. (This does not include using the right stick in game to cycle through the various formation subs):
HB at FB
WR at TE
OG at C
OT at C
C at any other position
Quick Snapping
Quick snapping is illegal. Please allow a fair amount of time before the ball is snapped (ideally at least 5-6 seconds from breaking the huddle, when possible).
Chew Clock
The ‘Chew Clock’ mechanic cannot be turned on until the 4th quarter, unless both users agree in a blowout.

Post-Snap Moves

This is a no-switch league:
Offense: You cannot switch players once the ball is snapped; you are not allowed to switch to a receiver to catch the ball nor to utilize ANY button catching.
Defense: You must control the player you were controlling when the ball was snapped for the entirety of the play.
Special Teams: You are permitted to switch to a gunner after kicking off or punting; this must be done before the returner touches the ball.
Ball Carrier Movement (left stick) is allowed with the following stipulations:
Allowed: You can use the left stick to maneuver around blockers, finding angles, and hitting the hole, within moderation.
Not Allowed: Using the left stick (not using ball carrier moves) to swerve around or avoid defenders is prohibited. You must use ball carrier moves when in open space.
“Moon Walking”, or dropping your quarterback 5+ yards beyond the design of the play, is not allowed.
Playmaker, or using the right stick to adjust eligible receivers’ routes during the play, is prohibited.
Defensive line play is prohibited. This includes LBs on the LOS who are not dropping into coverage.
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