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THE CONSTITUTION FOR THE UNITED HOCKEY FEDERATION (final draft)

 

I. ORGANIZATION

 

1. Overview

 

The United Hockey Federation (the UHF) shall be a Strat-o-matic hockey league

containing 20 teams divided into an Bauer Conference and a CCM Conference.

These conferences shall be further divided into two divisions containing five teams

per division. The Bauer Conference shall be made up of the Bobby Orr Division

and the Wayne Gretzky Division. The CCM Conference shall be made up of the

Gordie Howe Division and the Maurice Richard Division.

 

2. Schedule

 

All teams will participate in a 82-game schedule to be played between October 1 and

April 15, dependant on the timely release of the computer game program each season.

Teams will play an unbalanced schedule with the majority of games against teams in

their own division. Each team shall play 8 games against every other team in its own

division, 6 games against every team in the other division in its conference and 2 games

against every team in the other conference. The games shall be equally divided between

home and away.

 

All games will be simulated on the Commissioner’s computer using the most current

version of Strat-o-matic Computer Hockey. Game results will be based on the stats

players achieved in the previous “real” NHL season. Weekly reports of UHF game

results will be generated and sent to all GMs via e-mail. Game results, team standings

and other statistics will also be posted on the UHF website.

 

During the course of the “Regular Season” it is the responsibility of each GM to send

the Commissioner either written coaching instructions or an exported Computer

via e-mail. Instructions may be sent once per week and must be received by Friday

at 11 pm Pacific Time. Instructions received after the deadline shall be implemented

the following week.

 

Each GM shall be aware that Strat-o-matic’s Computer Coach often makes decisions

that seemingly contradict their programmed instructions. The League Commissioner is

not responsible for these deviations from the intended instructions.

 

All games will be “coached” by Strat-o-matic Hockey’s computer “Coach HAL” based

on the programmed instructions submitted by each GM. The SOM Computer Hockey rule

variations that will be used each season will be determined before the start of each

season by the Commissioner under advisement from the league owners.

 

 

 

3. Playoffs

 

League Playoffs shall commence five days after the end of the regular season.

The top six teams in each conference, based on points, shall advance to the Playoffs.

Division champions automatically advance to the Playoffs regardless of number of

points. The first tiebreaker used to determine playoff eligibility will be the team with

the most Wins, the second tiebreaker will be based on head-to-head competition, then

overall goal differential, then head-to-head goal differential. Each Division Winner

shall receive a bye in the first round of the playoffs.

 

The team with the third best record (based on number of points) in each conference

shall play the team with the sixth best record in the conference. The team with the

fourth best record in each conference shall play the team with the fifth best record

in each conference. All playoff series shall be best-of-seven(7) series.

 

In every playoff series, the team with the most points during the regular season will

be the home team for Games 1,2,5 and 7.

 

After the completion of Round One, the remaining teams will be reseeded for Round

Two. The division winner with the most points during the regular season will play the

team with the fewest points during the regular season. Round Two begins 2 days after

Round One is completed. The winners in Round Two will advance to their conference

finals. The Conference Finals will commence 2 days after Round Two is completed.

The respective winners of Round Three will win the Bauer Trophy and the CCM Trophy.

 

The two Conference Champions will meet in the Federal Cup Finals. The winner of

The Federal Cup shall be considered the United Hockey Federation champion.

 

4. Arenas

 

Each UHF team may play their home games in a city of their choice. For clarity’s

sake, no city may be used by more than one team. New GMs may move their team

to a new city when they join the league.

 

 

II. TEAM ROSTERS

 

1.      Roster Size

 

Each team in the UHF may have a maximum of 30 players on their rosters during

the regular season and the Playoffs. However, teams may only “suit up” a total of

20 players per game, 18 skaters and 2 goalies.

 

Players may be “suited up” once per week, at the same time that their managerial

instructions are submitted to the Commissioner.

 

2.      The Player Draft

 

Each year, prior to the start of the regular season there will be a draft during

which teams may acquire Rookies and Free Agents. Any hockey player who has

been “carded” by Strat-o-matic Computer Hockey for the season to be simulated

will be eligible to be drafted.

 

During the inaugural UHF season, all eligible players shall be considered Free Agents.

The draft order for the inaugural draft will be determined by lottery. Each owner/GM

will submit a 3-digit number. This number will be compared to the closing price of the

Dow Jones Industrial Average on a pre-determined date.

 

The differential between each owner’s 3-digit and the DJIA close will determine draft

order. The inaugural draft will be conducted in a serpentine manner. That is, the order

of the draft will reverse after each and every round.

 

In subsequent seasons, the draft order will be determined by the results of the regular

season and the Playoffs. Teams that do not make the Playoffs will draft in reverse

order of their point totals in every round. Teams that do make the Playoffs will draft

in reverse order of how far they advance during the playoffs. The Federal Cup winner

will draft last in each round and the other Federal Cup finalist will draft next to last in

each round.

 

All ties will be settled in the same way that playoff slots are determined except in

reverse order.

3.      Free Agents

 

All undrafted players remain Free Agents during the season being simulated. They

are eligible to be drafted in the following season.

 

4. Player Retention

 

Prior to the start of each season, each team must cut down its roster to 18 protected

players. All other players are cut from the team. Cut players become Free Agents

eligible to be drafted by any team in the upcoming season’s draft.

 

5. Trading Players

 

Trades between teams are permitted at anytime during the “off-season” and during

the UHF season until March 1 (in game calendar terms). A trading moratorium exists

between March 2 and the last day of the Federal Cup playoffs. In addition, no trading

will be allowed during any player draft.

 

Players may be traded for other players or draft picks or a combination of the two.

Draft picks more than one year out are never allowed to be traded.

 

The following types of transactions are not allowed in the UHF:

a.       Players to be named later

b.      Unethical trades

 

All trades must be reported to the League Commissioner. Trades reported by

Friday, 9pm PST shall be incorporated into the respective rosters for the following

week’s games. The Commissioner must receive confirmation of all trades from all

parties involved before they go into effect.

 

There is no trade committee or approval process but the Commissioner reserves

the right to block and/or rescind any transaction that is detrimental to the league.

(see above) This action will never be used to prevent hockey stupidity, only

collusion and/or other unethical behavior between GMs.

 

Trades made in the one-month period prior to an GM resigning from the league

shall be reviewed. The League Commissioner may, under advisement from other

GMs in the league, rescind such trades if there is evidence of collusion or wrong-

doing from any party involved in the trades.

 

III.               PLAYER USAGE

 

1.      Usage Limits

 

Players will be limited to 110% of their actual usage during the regular season being

simulated, based on the number of games they played.

 

Usage during the Playoffs shall be restricted to 60% of a player’s actual usage during

his “real” regular season..

 

2.      Penalties for Overusage

 

Overusage may occur despite the best efforts of an Owner/GM but there will be

penalties for these violations:

 

Any player who exceeds his allowable usage by more than 3 games shall be removed

from his team’s Playoff Roster for the duration of the Playoffs.

 

In addition, any team that had Overusage during the regular season shall incur penalties

during the following season’s player draft according to the following schedule after all

its overusage is totaled:

 

5 games or less of overusage = no penalty

6-10 games of overusage = team will drop one slot in the draft

11-15 games of overusage = team will drop two slots in the draft

16-20 games of overusage = team will drop three slots in the draft

21-25 games of overusage = team will drop four slots in the draft

26 or more games of overusage = the GM/owner will be removed from

the league

NOTE: Any GM whose team accumulates 26 or more games of overusage

is either trying to gain an unsportsmanlike advantage over his fellow GMs

or is not giving his team the attention it needs. Either condition is detrimental

to the league and a replacement owner will be found ASAP.

The League Commissioner will try to alert GMs who are running into overusage

problems but it is the responsibility of each GM to maintain their teams properly.

(Commissioner’s editorial: It’s better to not push the envelope than to risk overusage.)

 

The League Commissioner reserves the right to adjust any lineup involving any

player who has been overused. Overusage should not be a factor in deciding which

teams make or do not make the playoffs.

 

Overusage during the Playoffs shall be penalized even more severely. For every

incidence of overusage, the player involved will be removed from the team’s roster

immediately and will become a Free Agent in the following season’s player draft.

Since GMs will be allowed to send coaching instructions for each individual playoff

Game, there will be no excuse for any player playing more than is allowable.

 

3. Player Positions

 

Players may play any and all positions for which they have a SOM rating.

In addition, Centers may play either wing position and Wings may play on either

side whethere they played there are not. The same rule applies to defensemen.

 

IV. GMs’ RESPONSIBILITIES

 

1.      Lineups

 

GMs are responsible to submit to the League Commissioner, via e-mail, before the

start of the season and throughout the season and Playoffs their “coaching” instructions

which will include the following:

 

LINEUPS: Each coach must provide 18 skaters (12 forwards, 6 defensemen)

and 2 goalies. These 20 players are the players who will "suit up" for your team

during the week(s) being simulated. These lineups may be changed once per week.

 

For each skater on your roster (whether they suit up are not) you may provide the

following detailed instructions:

 

Penetration: (when to penetrate -- that is, when do you want this player to try to

stick handle, deke, etc. to get closer for an "inside shot")

Always

when the Defense is =< 4

when the Defense is =< 3

when the Defense is =< 2

when the Defense is = 1

Never

 

If not penetrating, what do want this player to do?

Shoot or Pass

 

Power Play settings: (when the player has an outside shot what do you want

him to do?)

Shoot, Pass or Penetrate

 

Penalty Kill settings: (when the skater gets possession when killing a penalty,

what should he do?)

Always Ice

Skate once then Ice (kills time)

Skate twice then Ice (kills even more time)

Always Skate (kills time until puck is turned over)

Take it into the Opponent's Offensive Zone

Example of what I need to receive for each skater:

Paul Kariya: penetrate when D <=4; if not penetrating Shoot;

PP: Shoot PK: Skate once then Ice

 

 

 

OFFENSIVE LINES: (the term "offensive" refers just to the forwards)

Each coach must provide 4 "even-strength" offensive lines.

Each line must have a player rated @ LW, C and RW.

No player may be on more than one even-strength line.

 

 

In addition, each coach must provide 2 "power play" (PP)

offensive lines and 2 "penalty kill" (PK) offensive lines.

Each PP line must have a player rated @ LW, C and RW.

 

No player may be on more than one PP line or more than one

PK line but a player may be slotted into one even strength line

and one PP line and one PK line. Centers may shift over to left

or right wing on the PK lines only whether rated at wing or not.

 

In addition, please select 3 OT offensive lines with just 2 skaters

on each one. Overtime lines are playing 4 on 4; you may leave any

of the forward spots OPEN and shift a center to either wing position

during short-handed situations and during overtime.

 

For each line you select an offensive setting: 1,2 or 3.

 

Offense 1 - A conservative offense with little offensive punch but

difficult to penetrate against. This selection should be used late in

the game to protect a lead.

 

Offense 2 - Standard offensive setup. This selection allows more

scoring opportunities, but is not as protective defensively as the

conservative offense. Most teams should use this alignment.

 

Offense 3 - Maximum pressure offense. This selection should be

used late in the game when trying to come from behind, or early to

build a lead. However, this selection will allow more scoring

opportunities for the opposing team.

 

For each line you also select a defensive setting: 0,1,2 or 3.

.

Defense 0, 1, 2 or 3 - Denotes the number of forecheckers a coach

uses to exert pressure. No forecheckers on the ice will make it easier

for the offensive team to bring the puck out of its own end, but they will

have a much tougher time trying to penetrate for an inside shot. As the

number of forecheckers increases, it will become increasingly harder for

the offensive team to bring the puck up the ice. However, if they

successfully bring the puck out of their own end, they will have a greater

chance of catching the defense up ice, thereby creating more scoring chances.

 

Note: The offensive and defensive alignments are directly related.

With a 1 offense you can only choose 0 or 1 forecheckers;

With a 2 offense you can only choose 1 or 2 forecheckers; and

With a 3 offense you can only choose 2 or 3 forecheckers.

Additional note: Since the games are being "autoplayed" there's no

provision to change the settings by period or overtime. The decisions

you make for offense and defense will be in effect for the entire game.

For each line you may indicate whether you want the line to be

"aggressive when trailing". (Use the letter A) No indication

will be taken as a decision to NOT be aggressive when trailing.

The meaning should be obvious -- your team will press for offense

and risk giving up defense with this decision.

 

Also, you may indicate whether you want the particular line to

"protect the lead". No indication will be taken as a decision

to NOT protect the lead. Again, the meaning of this should be

obvious -- your team will give up some offense in order to play

cautious defense with this decision.

Example of what I need to receive for each line:

Line 1: LW Jere Lehtinen C Mike Modano RW Brett Hull (03,D3) <A,P>

Line 2: LW Brendan Morrow C Joe Niewendyk RW Grant Marshall (02,D2) <A>

Line 3 LW Mike Keane C Kirk Muller RW Jamie Langenbrunner (01,D1)

Line 4: LW Ted Donato C Shaun Van Allen RW John MacLean (O1,D0)

PK 1: LW Mike Modano OPEN RW Jamie Langenbrunner (O1,D1

PK 2: LW Shaun Van Allen OPEN RW Jere Lehtinen (O1,D1)

PP 1: LW Jere Lehtinen C Joe Niewendyk RW Brett Hull (O3,D2)<P>

PP 2: LW Brendan Morrow C Mike Modano RW Jamie Langenbrunner (O3,D3)

OT1: LW Mike Modano OPEN RW Brett Hull (03,D3) <A>

OT2: LW Jere Lehtinen C Joe Niewendyk OPEN (03,D3) <A>

OT3: LW Jamie Langenbrunner OPEN RW Kirk Muller ((03,D3) <A>

 

DEFENSIVE LINES: (the term "defensive" refers to the defensemen only)

Each coach must provide 3 "even-strength" defensive pairs

Each line must have a player rated @ LD and one rated @ RD.

No player may be on more than one even-strength defensive pair.

In addition, each coach must provide 2 "power play" (PP)

defensive pairs and 2 "penalty kill" (PK) defensive pairs.

Each PP pair and PK pair must have a player rated @ LD and RD.

On powerplays only, players rated at Point (P*) may be slotted

into either the LD slot or the RD slot whether they are rated there

or not. No player may be on more than one PP defensive pair or

more than one PK defensive pair but a player may be slotted into

one even-strength defensive pair and one PPdefensive pair and

one PK defensive pair.

 

In addition, please select 2 OT defensive pairings with a LD and

RD on each one. Overtime lines are playing 4 on 4.

 

Defensive pairs are not offered any option for offensive or defensive

settings. There are no selections for aggressive play when trailing or

for protecting a lead.

Example of what I need to receive for each defensive pair:

Defensive Pair 1: LD Daryl Sydor RD Sergei Zubov

Defensive Pair 2: LD Richard Matvichuk RD Derian Hatcher

Defensive Pair 3: LD Brad Lukowich RD Sami Helenius

PK Pair 1: LD Richard Matvichuk RD Sergei Zubov

PK Pair 2: LD Brad Lukowich RD Derian Hatcher

PP Pair 1: LD Daryl Sydor RD Sergei Zubov

PP Pair 2: LW Brendan Morrow RD Derian Hatcher

OT Pair 1: LD Daryl Sydor RD Sergei Zubov

OT Pair 2: LW Brendan Morrow RD Derian Hatcher

GOALIES: Each coach must select a starting goalie and a backup goalie.

 

Starting goalie: Ed Belfour

Backup goalie: Marty Turco

 

Also, each coach should indicate when to pull the goalie

Never?

@ 1 minute down by a goal?

@ 90 secs down by 2 goals?

 

(Commissioner's editorial -- these are the only options, weird don't you think?)

 

When the goalie is pulled, who do you want to be the extra skater? Each coach

Should send in a prioritized list of names in the order they should go on the ice

if they are not already on the ice.

 

 

GO TO GUYS: Strat doesn't call this option what I'm calling it but it has the

same effect. Each coach may select a prioritized list of players who would get

to shoot more and would get the puck more. A list with everyone on it is

unnecessary. Your top ten should be more than enough.

 

LINE ROTATION: There are approximately 17 offensive line shifts and

9 defensive pair shifts each period of the game. Coaches must submit line

rotations for each period. Lines 1, 2 and 3 may not skate in more than 5

shifts per period. Line 4 must skate in at least 2 shifts each period as does

Defensive Pair 3. During the 4 on 4, 5-minute overtime period (1 point

awarded even for OT loss), only 3 offensive lines and 2 defensive pairs

are needed.

 

The 17 line shifts submitted must have the two 4th line shifts included within

the first 12 shifts. The purpose of this rule is to achieve more realistic

played for each line through the course of the season.

Also, please note that lines may not play consecutive shifts in the rotation.

Lines must sit for at least 1 shift before returning to the ice but may not play

a 3rd shift with only one shift of rest.

Example - Period One: 31241234231231231 would be a legal line rotation
Period Two: 31212123341324321 would be an illegal rotation
for the following reasons: 3rd shifts for both line #1 and #2 did not get enough

rest (2 shifts needed before returning to the ice after 2 consecutive shifts with

1-shift rest). Line #3 skating consecutive shifts is also illegal. Line #4 2nd shift

does not occur within the first 12 shifts of the period is illegal.

For the Defensive Lines: the 9 submitted lines may be allocated unequally with

Defense Pair #1 getting 4shifts, Pair #2 getting 3 shifts and Pair #3 getting only

2 shifts as long as Pairs 2 and 3 get their shifts in prior to Pair #1 getting

their 4th shift. Defensive Pairs need only rest for one shift before returning to

the ice.

Example: Period One: D1,D2,D3,D2,D1,D2,D1,D3,D1 would be legal
Period Two: D1,D2,D1,D2,D1,D3,D1,D2,D3 would be illegal

In the illegal example, Defensive Pair 1 was slated for its 4 shifts before either Pair 2
or Pair 3 got their required number of shifts in.

The purpose of these rules is to attempt to give the skaters on each team a realistic

amount of playing time. The end result will be that the teams with better depth will

do better in this league (as they do in the NHL).

Example of what is needed for each team’s rotations:

 

Offensive Lines:

Period 1: 12341234123123123

Period 2: 21342134213213213

Period 3: 43214321321321321

OT: OT1,OT3,OT2

 

Defensive Lines:

Period 1: 123123123 (I'll know you mean defensive pairs here)

Period 2: 321321321

Period 3: 213213213

OT: OT1,OT2 (I'll know you mean defensive pairs here)

 

 

OVERALL TEAM "PHILOSOPHY": Coaches get to choose several

other items.

 

Intimidation: Coaches decide how "physical" they want their team to be.

The more physical the more penalties -- it's your choice.

Aggressive

Normal

Conservative

 

Deflections: Good shooting defensemen at the points shouldn't be messed with.

Do you want your forwards at the net to try to deflect those outside shots?

Always Deflect

Do Not Deflect

 

Define Lead Situation: Coaches decide what constitutes a "lead to protect"

Coaches need to declare what period and the minimum # of goals ahead the

team is.

 

Example: Period 3 1 goals ahead

 

 

Define Trailing Situation: Coaches decide what constitutes a "trailing situation"

Coaches need to declare what period and the minimum # of goals behind the team is.

 

Example: Period 2 3 goals behind

 

2.      Behavior

 

There is and never will be any charge to participate in this league. In exchange for

all the effort starting and maintaining a league entails, all the Commissioner asks is

that all GMs display good sportsmanship at all times. Mistakes will inevitably

be made in the running of this league. It is necessary and essential that all disputes

between GMs be handled calmly and rationally and with as much cordiality as possible.

The UHF was founded by the Commissioner for the sole purpose of having fun!

 

 

 

 

V. MISCELLANEOUS

 

1.      Loopholes

 

. It is the intention of this constitution to describe all rules of the UHF. In the

event that an unintentional “loophole” exists which contradicts the spirit of this

Constitution the League Commissioner has the right, under guidance from the

members of the league, to make any ruling for the benefit and preservation of the

UHF as well as the authority to rule on any point not specifically covered in these

rules.

 

2. Rule Amendments

 

Rules may be amended by a league-wide vote which receives a 2/3 majority. GMs

are not required to vote on every issue. The 2/3 majority will be based on the actual

number of votes received as long as 75% of GMs have voted. All voting will occur

during the “off-season”. No rules will be amended once a UHF season begins unless

an “emergency” arises which jeopardizes the league. Rule proposals from GMs

must be submitted to the Commissioner prior to submission to the league. The

Commissioner reserves the right to veto any rule proposal he disapproves of.

 

 

VI. LEAGUE COMMISSIONER’S RESPONSIBILITES

1.      League Maintenance and Preservation

 

The Commissioner shall do whatever is necessary to preserve the UHF and to

maintain the integrity of the league. It is the intention of the Commissioner to treat

each and every Owner/GM fairly and equitably.

 

The Commissioner shall be responsible for filling league vacancies, maintaining

league files and data as well as the league website. The Commissioner shall send

the GMs weekly reports via e-mail which shall keep the GMs apprised of such things

as standings, player stats and other relevant data necessary for the GMs to overseer

their teams. This will be done in as timely a manner as possible.

 

The Commissioner shall have the right appoint other GMs to various league

positions in order to delegate some league responsibilities and functions as he finds

necessary.

 

 

 

 

 

2. Adjudication of Disputes

 

Most importantly, the Commissioner has the responsibility to settle disputes among

GMs and between GMs and the league. The Commissioner reserves the right to act

unilaterally, under advisement from the rest of the league, for the express purpose of

preserving the UHF. Remedies may include expulsion from the league.

 

Mel Friedman

Commissioner, UHF