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    Franchise Mode FAQ by JStock

    Version: 1.0 | Updated: 09/19/02 | Search Guide | Bookmark Guide

    Madden NFL 2003 Franchise Mode FAQ V1.0
    By Joe Stock (maddenfaq@hotmail.com)
    Table of Contents
    1. Version History
    2. Overview & Legal Stuff
    3. Starting a Franchise
    4. Fantasy Draft
    5. Franchise Menus
    6. Preseason
    7. Regular Season
    8. Playoffs & Pro Bowl
    9. Off-Season
    10. Trading
    1. V E R S I O N  H I S T O R Y
    V1.0 First Draft.
    2. O V E R V I E W  &  L E G A L  S T U F F
    This FAQ is dedicated to the amazing Franchise Mode in the Madden NFL 2003
    games. While I own the Gamecube version, this FAQ can apply to any of the
    systems. This FAQ is only for franchise mode, you will not find anything on how
    to play the game itself.
    Please email any corrections, comments, or questions to me at
    maddenfaq@hotmail.com If a question is answered in the FAQ, I will not respond.
    Its author, Joseph Stock, copyrights this FAQ. You may save and print this
    document for your own personal use. You CANNOT post this on a Website without
    the author's permission. These websites are the only places with permission to
    post this FAQ. If you are reading it on another site, please contact the
    3. S T A R T I N G  A  F R A N C H I S E
    Franchise mode is where you can control a NFL team for up to 30 seasons. You
    are the Head Coach, the Quarterback and all the player positions and the
    General Manager.
    Franchise mode is under Game Modes in the main menu. It's right under
    Mini-Camps. From there you can either start a New Franchise or Load a saved
    The first screen is the Franchise Setup Menu. Here are the options.
    NUMBER OF USERS- Select how many teams you want controlled by humans. You can
    control anywhere from 1 team or all 32 NFL teams.
    COACHING CHANGES- Each Coach has Coaching Points. If this reaches 0 after a
    season, they could resign. You can have this on or off.
    TRADE DEADLINE- This is an On or Off option. With it on, you cannot made trades
    after Week 6.
    SALARY CAP- On or Off option. With it on, each team has a salary cap of $71.7
    Million. You cannot go over this cap. This goes up as the years go on through
    salaries also rise. This FAQ assumes you have this option on for all advice
    CAP PENALTIES- On or Off option. With this on, when you release a player, you
    receive a cap penalty for the length of their contract. If another team signs
    him, the penalty ends.
    FANTASY DRAFT- On or Off. With this On, all current NFL players are thrown into
    a pool and a giant draft occurs, where all the teams select players to fill
    their roster. This Draft takes 47 rounds. With this option off, you start with
    the current rosters as of about Early Summer 2002.
    Once you've set these options, you than select the User Teams. You can only
    select one of the 32 NFL teams or you can import a Created Team and have it
    replace a team. Your created team will have that team's roster.
    Next, you chose your coach. You can use the real life coach of that team or you
    can create a new coach. Once you've selected your coach, you go to the
    Franchise Main Menu and start in Week 1 of the Preseason.
    4. F A N T A S Y  D R A F T
    In 47 rounds, you're looking to build the best team in the NFL. In this
    section, I'll breakdown what you need to have a legal team, what makes a good
    player in a certain position, my personal draft picks, and the top three
    players in each position. Of course the best players I'm rating by their scores
    in Madden, not their real life talent.
    Let's start by going over each position in order the game lists them. Let me
    note that for nearly every position, the AWR (Awareness) and INJ (Injury)
    scores are important. Awareness decides how smart the player is when the CPU
    controls him. Injury is obvious, the lower the score, the more likely you could
    lose him.
    QUARTERBACK (QB)- The star of the team. You must sign at least three of them,
    but the starter is maybe the most important player you will have. You're
    looking for good scores in these traits.
    THA- This is accuracy for throwing and is vital, since you have to get that
    pass exactly where you want it.
    THP- Throwing power matters, since the more power, the farther you can throw.
    CAR- Your QB will be sacked and if he fumbles, that can be deadly for a team.
    INJ- Nothing is worse than a star QB on the bench.
    SPD- If you got a really fast QB, he can run the ball if needed.
    HALFBACK (HB)- The main rusher of your offense. You need at least two. These
    guy will normally take hand-offs from the QB, but he also sometimes will act as
    a wide receiver and take passes. Here are the important traits.
    SPD- This is the runner and should be the fastest man you have.
    ACC- The faster he can make it to his top speed, the better.
    AGI- He's got to do some fancy moves out there.
    CAR- A HB who has trouble holding the ball will kill your running game.
    BTK- Breaking tackles well will help get that extra yardage you'll need.
    CTH- For when he does need to go out there and catch a pass.
    THA- There is plays where the HB throws a pass instead of the QB. A good score
    here just adds more plays to your offense.
    FULLBACK (FB)- This guy mainly blocks for the QB and the HB. You only need one.
    He will also run plays of his own, just to keep the defense guessing. Here are
    his traits.
    RBK- His number one job is to block for the HB in running plays.
    STR- A good blocker needs to be strong to win engaged blocks.
    SPD- He's got to keep up with that HB to block for him. Plus when he runs
    PBK- Not quite as vital as running, but he does help protect the QB.
    BTK- When he runs, he usually runs right up the middle.
    CAR- Fumbles are not good.
    WIDE RECEIVER (WR)- These are the guys who run out looking for the passes. You
    need five. Their main job is to outwit the secondary and than catch the game
    winning pass. Here are the traits.
    CTH- I don't care how fast they are, they have to catch balls to be useful.
    JMP- Used for jumping over the cornerbacks and catching the impossible catch.
    AGI- Used for fancy moves like the juke to lose defenders.
    SPD- Just fly past those defenders.
    ACC- See above.
    BTK- Fight for those extra yards.
    CAR- Why run for 75 yards when you drop the ball 5 yards from the end zone?
    TIGHT END (TE)- These guys are a mix of wide receivers and Offensive Linemen.
    You need two. They mostly block, but do run out into the middle of the field
    for passes. It's up to your style whether or not these guys catch a lot of
    PBK- Protect the QB is important.
    RBK- TEs help the FB protect the HB on the run.
    STR- Good blocking requires strength.
    CTH- If you're going to use him for passes, you need this.
    CAR- Again, if this guy gets balls.
    TACKLE (T)- These comes in right and left versions. You need three. These guys
    are the two outside men on the O-Line. The player on the side opposite side
    that the QB throws with should be more talented than the other one. Their main
    job is blocking the DEs and the OLBs.
    GUARD (G)- These come in right and left versions. You need three. These are the
    monsters that make holes for runners and battle with the DTs.
    CENTER (C)- A blocker and the snapper. You need two. These guy should be the
    smartest man on the O-Line (Have the best AWR score). In real life, he calls
    plays for the line.
    STR- Blocking requires it.
    RBK/PBK- The more important skill depends on which type you use more.
    AGI- It seems weird, but this is used for blocking.
    AWR- Most important for the Center, since this affects the snap.
    DEFENSIVE END (DE)- The QB sacker. Need two. These are the members of the
    Defensive Line who usually are quick enough to get by the O-Line and sack the
    QB or hit the runner. Important traits are:
    STR- They got to break blocking.
    AGI- Used for the Swim moves to get past blocking.
    ACC- Once they're free of blocking, they need to get to their target quickly.
    TAK- Tackle is obvious.
    DEFENSIVE TACKLE (DT)- The "Walls" of the defensive line. Need two. In a 4-3
    defense, there is 2 of these guys on the field, in a 3-4 there is only one
    called the Nose Tackle. Their only job is to push the O-Line back. The only
    trait that really matters is STR.
    OUTSIDE LINEBACKER (OLB)- These guys come in right and left versions. You need
    three. There are not as interchangeable as you would think. Since plays that
    have one Tight End on offensive have him on the right side, it's up to the Left
    Linebacker (LOLB) to deal with him. The Right Linebacker on the other hand gets
    to fly around the O-Line and sack the QB. Thus they have different traits. But
    both need good STR scores since they both must deal with blocking.
    TAK- Obvious, you want to get the ball carrier, right?
    AGI- Need to get past the O-Line.
    SPD/ACC- I love sacking the QB just a few seconds after the snap.
    CAR- If the ball is fumbled, the ROLB will be in position to grab it.
    AGI- You can't afford to lose the TE.
    TAK- You need to tackle the TE too.
    MIDDLE LINEBACKER (MLB)- The star of the defense. You need two. In a 3-4
    defense there is MLBs, while in 4-3 there is only one, who should be a
    superstar. He does everything from blocking to blitzing to covering zones.
    AGI- He's got to turn on a dime.
    TAK- He'll be stopping anyone in the middle.
    ACC/SPD- He's got to be very fast.
    STR- When he blitzes, he may need to get past the O-Line.
    CORNERBACK (CB)- The main players in the secondary, these guys deal with the
    wide receivers. You need four. You couldn't pay me enough for this job, keeping
    up with the fastest men in the NFL. Not just that, but while the receiver knows
    his route, the CB doesn't. They better have good scores in these areas.
    AGI- A juke by a receiver could throw a CB off and cost his team everything.
    ACC/SPD- They have to keep up with those speed demons.
    TAK- A missed tackle by a cornerback equals a touchdown.
    CTH- Can you say Interception?
    FREE SAFETY (FS)- The last line of defense. You need only one. His only real
    job is to stop the big play. He needs to be the farthest player back at all
    times. If a member of the offense gets past him, that's a touchdown.
    STRONG SAFETY (SS)- The linebackers' assistant. You need only one. His job is
    to cover the tight end or a zone. The FS and the SS have very similar jobs and
    thus similar traits.
    TAK- A missed tackle by these guys mean you'll be seeing the receiver in the
    end zone.
    SPD/ACC- The receivers cannot be allowed past these guys.
    AGI- See above.
    CTH- Interceptions can be very fun.
    KICKER (K)- The man who kicks field goals, extra points, and kickoffs. You need
    just one. Only KAC and KPW matter.
    PUNTER (P)- This guy only kicks punts. You need just one. He needs an amazing
    KPW and a decent KAC.
    So there you go. Everyone has their own theory for drafts, but here is the
    order I try and pick people in the top ten.
    1. Quarterback- Every great team has a great QB.
    2. Halfback- I love running plays, so a great QB needs a great HB.
    3. Middle Linebacker- Make them fear the middle of the field.
    4. Tackle- Your great QB needs good protection to be useful.
    5. Tackle- See above.
    6. Wide Receiver- You should have at least one amazing guy you can rely on for
    a pass.
    7. Defensive End- Stop that run.
    8. Cornerback- Someone to keep up with the great wide receivers out there.
    9. Defensive Tackle- One half of the "Wall".
    10. Kicker- It seems odd, but you'll be thankful to have a great field goal
    Other thoughts on the draft:
    -Don't go just for the best of the best. If you spend too much on early picks,
    you have less to spend on others.
    -Youth is good. Anyone over 30 or can retire anytime, so those 25 year olds can
    be quite an asset.
    -The computer seems to pick mostly based on their OVR scores. So you can still
    find diamonds in the rough on later picks.
    -Make sure you fill at least the requirements. After that I prefer to pick
    positions that can use extra guys for backup like: DE, FB, DT, TE, MLB, and the
    5. F R A N C H I S E  M E N U S
    Here are the various menus in the franchise mode.
    ~~PLAY WEEK~~
    This is where you get down to it and play. It contains three options.
    WEEKLY SCHEDULE- Contains the entire schedule for the current season sorted by
    week. All games with User-Controlled Teams are checked marked. You can also
    check mark any game you wish to play. On the other hand, you can unmark games
    by your team you don't want to play. The game will simulate any games not
    marked up till the next game that is marked for play.
    TEAM SCHEDULE- Same as the Weekly, except the games are sorted by Teams instead
    of weeks. This is a good way to keep track of whom teams have beaten and lost
    STANDINGS- This is simply the current standings for the NFL in total, the AFC,
    NFC, and each of the divisions.
    Here's where you work on your team, from trades, to deciding who plays, to
    signing free agents.
    VIEW ROSTER- See your complete roster or for any other team.
    INJURY REPORT- See who's out and for how long here.
    DEPTH CHART- This is where you do most of the work. You set what string someone
    is, whether it be first, second, or third.
    SUBSTITUTIONS- This is a cool little section. You can set the exact players for
    any of the formations. If you want different tight ends for different
    formations, you do that here.
    FREE AGENTS- You can sign any of the free agents here.
    TRADE PLAYER- This is the trading section, see Chapter Ten.
    RELEASE PLAYER- If you just want to drop someone, you go here. This is a last
    resort, since you end up with a cap penalty for each player released for the
    length of their contract.
    RE-SIGN PLAYER- If you want to extend an amazing player's contract, do it here.
    BREAKDOWN- This tells you how many players you have in each position, along
    with NFL requirements for a legal roster.
    GAMEPLAN- When you have the CPU play your games, it will the gameplam set here
    for the games. You just decide how many plays will be passing and how many for
    running on Offense and Defense. Also set the style of defense you will use: 4-3
    or 3-4.
    MANAGEMENT- If you're going to let the CPU do some front office tasks, you tell
    it what to do here. Since the front office is the whole reason for Franchise
    Mode IMO, ignore this option.
    JOB OPENINGS- If you get sick of your current coach or he quits, you hire and
    fire coaches here.
    RATINGS-  Just some details on the head coach. His record, his current streak,
    the results of the last game, what the next game will be, and thoughts from the
    coach on the last game. Pretty useless.
    ~~STAT BOOK~~
    Here's where the stats are.
    INDIVIDUAL- How your players are each doing for various areas: Passing,
    Rushing, Receiving, Blocking, Defensive, Kicking, Punting, Kick Return, and
    Punt Return.
    TEAM- Stats on each team sorted like the standings, in these areas: Offense,
    Defense, Efficiency, and Turnovers.
    RANKINGS- Similar to Team stats, but just the rank of how good compared to all
    the other teams.
    COACH- Stats on the coaches of the NFL.
    More of a fun area, to see who really is the best.
    UPDATES- Just notes sort by week on Coach Changes, Signings, Re-Signings,
    Hold-Outs, Released Players, Trades (Only User Controlled teams do trades), and
    Players Put On the Injured Reserves.
    WEEKLY AWARDS- Each week 6 awards are given out: Best Offensive and Defensive
    Player for the NFL, the NFC, and the AFC. This only takes their performance for
    that week into account.
    YEARLY AWARDS- After Week 8, players are selected by their stats for awards in
    the NFL, the NFC, and the AFC in these areas: MVP, Offensive Player, Defensive
    Player, Offensive Rookie, Defensive Rookie, Coach, and each of the positions.
    This only counts the entire regular season.
    PRO BOWL- The fans votes on the best players in the AFC and the NFC. The
    players with the most votes get on their conference Pro Bowl team. Votes start
    to be tallied after Week 8 and keep coming in until the first round of the
    playoffs. Along with playing in what is basically the All-Star Game of the NFL,
    for the play-offs the players have "Pro Bowl" placed underneath their picture.
    ALL-MADDEN- Madden picks the best players for the year one week before the
    Super Bowl, this "team" never plays together, it's just a "Best of the Best"
    thing. You don't need to be named to the Pro Bowl to be on this team.
    A few extras.
    MADDEN CARDS- Buy, trade, and sell Madden cards.
    EXPORT TEAM- Take your franchise team and use them in other modes like
    Practice, Play Now, and Two-Minute Drill.
    CREATE-A-PLAYER- Create the next Brett Favre. Just remember the better the
    stats, the higher their salary will be.
    Any changes made here will be only for Franchise mode, your general settings
    apply for all the other modes.
    GAMEPLAY- The same as the general one, except you can also change your
    Franchise options and set your Offensive and Defensive Audibles and Playbooks.
    SYSTEM- Adjust your audio and visual settings.
    SAVE- Memory Card Manager.
    6. P R E S E A S O N
    The games may not matter, but the future of a team is on the line. These four
    games are the chance for youngsters and backups to prove themselves.
    All players age 25 and under can improve in the preseason. The CPU will
    automatically play your second-stringers for the first half of preseason games,
    and your first stringers in the second half. If some of your starters are too
    old to improve, place them on the third-string so they don't play, because all
    you're doing is risking losing them for the season to a stupid injury.
    Play these games, because when the CPU simulates games, injuries happen a lot
    more than when you play games.
    You're stuck with the four games your team picked for the first season, but
    after that, you get to select the four teams you face in the preseason for each
    season. I personally try and mix up the teams between passing and rushing
    teams. But I also try to pick teams with different defenses to see if I can
    find good strategies for them. Here's a list of teams with certain defenses.
    COVER 2
    Tampa Bay Buccaneers
    Indianapolis Colts
    New York Jets
    St. Louis Rams
    Atlanta Falcons
    Baltimore Ravens
    Pittsburgh Steelers
    Houston Texans
    The rest of the NFL
    7. R E G U L A R  S E A S O N
    32 teams, 17 weeks, 16 games, 8 divisions, 2 conferences, and 1 really fun
    ride. That is the definition of the NFL Season. After it's all over, only 12
    teams get to move on to the playoffs and fight for a chance to become NFL World
    Realignment has set in stone that all teams will face each other within 4
    years. It also makes sure that teams go back and forth with home and away
    games. This makes sure stuff like this won't ever happen again... (Taken from
    * Oakland did not play in Pittsburgh from 1981 through 1999.
    * Miami and Denver played once between 1983-1997 when Dan Marino and John Elway
    were in their primes.
    * Green Bay and Washington did not play from 1989-2000 and have not played in
    Washington since 1979.
    * Atlanta and the New York Giants did not play from 1989-1997.
    * Pittsburgh and Kansas City have played five consecutive times in Kansas City.
    * Green Bay played in Dallas four years in a row from 1993-96.
    * Tampa Bay has never played in Buffalo.
    Here's how the rotation works. I'll use the 49ers as my example. They are
    members of the NFC West.
    -3 home and 3 away games will be Vs division rivals. (49ers will face Seahawks,
    Cardinals, and Rams twice each.)
    -4 games against the teams in another same-conference division, 2 of the games
    away, 2 at home. (49ers will face Cowboys, Giants, Eagles, and Redskins from
    the NFC East. Next year they will face the teams of the NFC North) This has a
    three-year rotation.
    -4 games against the teams in a division from the other conference, 2 games
    away, 2 at home. (49ers will face Broncos, Chiefs, Raiders, and Chargers from
    AFC West. Next year they will face the teams of AFC North.) This has a
    four-year rotation.)
    -2 games from the teams in the two same-conference divisions that a team does
    not face this year, these teams will have finished in the same rank as the
    team. (This doesn't quite work this year because there were only 6 divisions
    last year and now there are 8. 49ers finished second in the NFC West last year.
    49ers will face the Packers who ended up second in the NFC Central, which is
    now called the NFC North, and the Saints, which used to be part of NFC West,
    but are now NFC South, who finished third. Next year they will face the team
    from the NFC South and East who ranked in the same place in 2002 as the 49ers
    I believe the rotation order differs from division to division. I plan to go
    through the game and plot the rotation for each division.
    Note: For some reason, Madden seems to ignore the first season for this
    rotation. Which means you'll face the same divisions in season two. But in
    season three, the rotation starts.
    ~~Overall Strategy~~
    The key to the season is to win the 6 games against teams in your division. Win
    these and you are almost guaranteed a spot in the playoffs. Only 6 teams in
    each conference get to move on to the playoffs, out of 16 teams. Here's how it
    The team with the best record in each division is the division winners and
    these four teams move on to the playoffs. Out of the remaining 12 teams, the
    two with the best records get Wild Card spots in the playoffs.
    If two teams are tied record-wise for a spot in a division, here are the
    tie-breaking rules.
    1. Head-to-Head. If the teams have faced each other, the one who won more
    matches is the winner.
    2. Divisional games. Whomever has the better record in games against their
    division rivals win.
    3. Common Games. The one with a better record in all the games against the same
    teams win.
    4. Conference Games. The team with a better record in conference games wins.
    There are more, but they almost never go that far. For a wild card spot that
    the teams are not in the same division, here are the tie-breakers.
    1. Head-to-Head
    2. Conference Games
    3. Common Games
    The team with the best record in their conference gets a special reward. They
    have Home Field Advantage for the entire play-offs. While not as big a deal in
    madden as in real life, it still is special. I believe the Packers would have
    been in the Super Bowl if they faced St. Louis in Green Bay in the middle of
    winter and not in a pussy dome.
    8. P L A Y O F F S  &  S U P E R B O W L
    After the 17 weeks of the Regular Season, there are 4 weeks left in the season.
    These are the playoffs. Out of the 6 teams in a conference that make the
    playoffs, the two with the best records gets Byes and do not play in the first
    week. Not all these games are within a conference until the Super Bowl, when
    the NFC Champions face the AFC Champions. It's single elimination, so you lose
    and your season is over. The team with a better record in a game is home.
    Week 1: WILD CARD WEEKEND: The division winners with the best record (Excepting
    those that received byes) face the worse of the Wild Card Teams. The other
    division winner faces the better Wild Card winner.
    Week 2: DIVISION GAMES: The winner of Home Field Advantage faces the worst of
    the teams that won Wild Card Weekend. The other team with a Bye faces the
    better winner of Wild Card Weekend.
    Week 3: CONFERENCE FINALS: The winners of the division games face. The winners
    is their conference champions.
    Week 4: SUPER BOWL: The NFC Champions faces the AFC Champions. The "Home" team
    is rotated between the conferences.
    9. O F F S E A S O N
    This is where you build your team for the next season or maybe for a few years
    in the future. Mistakes here can cost you throughout next year.
    There is eights steps to the Off-season. You can simulate past any of them, but
    they must be done in order and once you've gone past one, you can't go back.
    Also you cannot save while in Off-Season mode, so this must all be done in one
    play session. Give yourself about 30-45 minutes for the Off-Season. Bring pen
    and paper too.
    Don't forget you can back out to the Franchise main menu and check out your
    roster and other stuff. There are some changes to the menu for the Off-Season.
    ROSTERS: You can see how all the players in the NFL have progressed during the
    year. Mostly anyone under 27 will improve and anyone over that will lose some
    ability. But there are exceptions. Playing time seems to help, the more someone
    played, and the more likely they get better. You can release any player with a
    0 in their YRL column without cap penalty.
    LEAGUE NEWS: It now has a NFL Draft Info option, when your picks will be and a
    listing of all the rookies that will be in the draft, with the rounds it's
    predicted they'll go in.
    Maybe the saddest step. All the players in the NFL who are over 30 can retire.
    Many times this can be the best you have on your team. I did a study and found
    the average age in the game for retirement is 33.5. Most will retire at around
    32-34. So even before you go into the preseason, look at your roster and see
    who is in that age area.
    Now you move onto the rookie combine. Since the game doesn't provide you with
    stats on the rookies until they are drafted, you have to do a little bit of
    investigation work, just like in the real NFL.
    You can scout 15 rookies a round. There are three rounds. After each round, you
    get notes. If this is the first time you've scouted someone, it'll be one note.
    After you've scouted someone twice, you get three notes. If you scout someone
    all three rounds, you get five notes. These notes are just clues as to how
    their stats are.
    You get some data on all the players. They are:
    POSITION- This is what position the player plays and what's he good at in it. A
    balanced player can do everything.
    COLLEGE: Where they went to school. Pretty useless except for trivia.
    AGE: Younger the better.
    PROJECTED ROUND: When the CPU thinks he will go. Not always accurate, I've seen
    second rounders in the final round.
    HEIGHT/WEIGHT: Not very helpful.
    ESTIMATED STATS: Here the scouts will report how good they think this guy is
    based on his play on college. They will only report on stats that matter for
    that position. These can be wrong and you can only find out through scouting.
    The notes will tell you how accurate these estimates are.
    COMBINE DATA: Available after round one, somewhat useless data on the players.
    The notes and estimates will give you all the data you really need to know.
    Here's the point where you have to spend some time viewing your roster and
    depth chart. You got to make a list of the areas your team needs work. Note
    where you have players who's contracts have ended and who's age is 29 or over.
    You'll be able to fill your holes with free agents or rookies in the draft. A
    free agent is good if you need someone good right away. A rookie is better for
    positions where the star player is getting older and will be retiring in a few
    years. Remembers a free agent will cost a lot more than a rookie.
    Make a list of the positions that will be picked up in the draft and the
    positions you want free agents for. If you have a normal amount of picks, you
    should scout about 2-3 for each position, based on their projected round,
    through don't be scared to gamble that a second rounder will still be around in
    the fourth.
    Scout once and look at the notes. If the note scared you (Like someone who gets
    injured a lot), don't be afraid to move on and scout someone else. This goes
    for each round.
    Once the scouting is done, write your wish list in order. You'll need this
    later. If you couldn't find a good enough player for a position, add it to your
    list for free agents.
    Here is where the players with contracts that are up can be resigned before
    they get put in the free agency pool. Here's some tips for these and all other
    Start with a low amount of years if you want a short-term player or a higher
    amount for a keeper. Put the money very low. Adjust the years until the player
    is happy, than slowly bring up the money. The agent never leaves the table, so
    you can make as many offers as you like. This way you get the player for the
    least amount of cash and the most or least amount of years you can get.
    This is a big chance to sign your great players, so screw it up. If you let
    them go onto the open market, their asking price will go way up.
    All the teams have their chance to let players go and now a huge auction takes
    place. For 30 days, bids are made on these men. Once you've reached this step,
    go to the Franchise Main Menu and pick rosters and than view roster. Change
    past the NFL teams and straight to the free agent list. This is the list of
    players who are up for bids in the auction.
    Make a wish list. Check your cap room and give yourself a spending limit on
    free agents. You want to save about 3-5 Million for your draft picks. Once
    you're ready, go into the free agent signing and start bidding.
    Older players seem to prefer longer contracts, while a young player in his
    prime wants a short one, because he thinks he can make more money at his
    If no one counter bids, you usually get a player the next day or two. The game
    will inform you of another bid for a player.
    Once you have everyone you want, just advance past the rest of the days.
    ~~NFL DRAFT~~
    Here's where all your work comes to fruition. There is no time clock in the
    draft (Unlike the real NFL), but you should know whom you want anyway, so not
    much time will be spent here.
    Once you've drafted everyone you can on your wish list, don't be scared to pick
    players you didn't scout. You don't have to sign them if you don't want.
    Now you have to sign the draftees. Use the tips from the Re-sign players
    section. You also now can see the real stats of the players, so make sure you
    really want these guys. You do not need to sign ANY of your draftees, it's up
    to you.
    Remember the max amount of players you can have is 53.
    Simple, you now get your team ready for the preseason.
    You advance on to the preseason for the next year and can now save.
    10. T R A D I N G
    This section should be expanded upon more in the future, but I got some bare
    bones tips for now.
    -The CPU will not trade Kickers or Punters so don't bother.
    -It seems the only stat it really cares about is IMP (importance). The CPU is
    willing to give you a better player than what you're giving IF the player
    you're sending over has a higher importance than the CPU's player.
    -Draft picks are worth more very early. Once the season has gotten going, it
    drops very quickly once you start winning. So you can get some good players for
    your picks before the season starts.
    -You can tell before asking if a draft is acceptable by the bar on the side. If
    it's red, the CPU isn't buying. If it's green, the trade is okay.
    -Always see if you can add to a trade. You can usually get a draft pick also,
    around round 4 or 5.

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