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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. 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. 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. 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 |
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