League Rules (work in progress)
Jan 12, 2022 22:10:04 GMT -5
PhilliesGM, CubsGM, and 1 more like this
Post by Commish on Jan 12, 2022 22:10:04 GMT -5
League Overview
Basics
- Sims will take place every Sunday, Tuesday and Thursday and alternate between 7 and 8 days each
- The game is not required as our site covers all GM needs
Draft
- The draft begins on June 1st in-season date and is run completely offline on our site
- There are 7 rounds of draft picks each year; teams has 24 hours for first round picks and 12 hours for subsequent rounds
- Amateurs enter our drafts the year they were drafted in real life or signed as an international amateur free agent
- Players will range in age from 16-21 and will be rated according to their peak years as well as how soon they made their debut
- Amateurs enter the game through the FA portal and are not assigned their teams until the offseason following the draft
- Amateurs' rights can still be traded effective immediately following their selection
- Draft picks from the current season and the following two seasons are eligible for trades
Arbitration & Free Agent Compensation
Eligibility
- Players who enter free agency are assigned a "value" based on a formula developed during our first league that takes into consideration the player's previous three seasons
- Players can be classified as Type A (20 points or above) and Type B (10-19.5 points)
- These players are considered arbitration eligible and are automatically offered "arbitration"
Arbitration contracts
- Their 1-year arbitration contracts are 125% of their salary in the previous season
- Their minimum average annual salary is 75% of their salary in the previous season
- Teams have a 24-hour period to decline arbitration at the start of Free Agency; if declined, players become unrestricted free agents on the open market
Signing an arbitration-eligible player
- On the FA market, all teams (including their previous team) can offer them contracts that must meet one of two requirements: (1) they may be offered a one-year contract at their arbitration number or (2) they may be offered a multi-year deal but the minimum average annual salary must be met.
- If a team erroneously signs an arbitration eligible player to a contract that fails to meet the above criteria, the player will return to the FA market.
Compensation
- Teams losing a Type A player will receive 2 first round sandwich picks
- Teams losing a Type B player will receive 1 first round sandwich pick
Loss of picks
- A team drafting in the top 10 will lose: (1) a 2nd round pick and a 5th round pick for signing a Type A player and (2) a 3rd round pick for signing a Type B player
- A team drafting outside of the top 10 will lose: (1) a 1st round pick and a 5th round pick for signing a Type A player and (2) a 2nd round pick for signing a Type B player
- Should a team not have the above pick, the loss of the pick moves down one round as long as the highest pick falls before round 5; if a team fails to have a draft pick higher than round 5 and signs a player, they will lose a future draft pick
- These picks will be marked as forfeited picks in the next draft and will be skipped in the draft order
Maximum signings
- A team may sign no more than two of each type
Failure to sign
- If a player fails to sign, he will be returned to his previous team at the 1-year arbitration salary provided the team has enough cap space for the contract
- If a team does not have adequate cap space, they have the FA signing period to acquire enough in-game cash to cover the arbitration number
- If a team fails to acquire adequate cap space, the player becomes an unrestricted free agent
Order of sandwich picks
- The first Type A sandwich picks are ordered based on the original value (i.e. from the formula) followed by the second Type A sandwich picks
- Type B sandwich picks are then placed after the Type A sandwich picks
- If two players have the same value, a coin is flipped to determine the order
League Finances
In-game finances
- Team market size, fan loyalty, fan interest and TV contracts were all initially equal for all teams but will evolve based solely on the game's discretion
- The in-game team cash max is $20 million; this can be used for trades & promotional days and is factored into a team's ability to offer extensions and free agent contracts
Out-of-game finances
- Should a team earn profits the exceed the $20 million in-game cap, this money is moved to a team's out-of-game bank
- The commish will send out a post-season financial snapshot recapping all profits/losses and a recap of teams' bank accounts
- Team bank amounts can be used for trades, stadium upgrades and to cover losses
- Cash acquired from trades exceeding the in-game $20 million will automatically placed in the bank
Covering losses
- Team that lose money at the end of a given year are penalized in-game using their in-game bank (i.e. the $20 million)
- If the team has money in their out-of-game bank, this money will be transferred over automatically before the FA period to refill their in-game cash max to $20 million
- If a team is out of money, their in-game cash is set to whatever they have left even if this is in the red
Operating in the red
- Nothing prevents a team from operating in the red, but it automatically affects a teams ability to sign players in the FA market as well as offering players in-season extensions
- Teams may trade for cash at any point
Free Agency & Extensions
- A team's financial ability to sign free agents or offer in-game extensions is controlled entirely by the game; GMs should check their financial report in game or on the OOTP reports for the most up-to-date numbers
- Teams can export their FA offers in-game or may use the website utility to offer players
- For in-season extensions, teams should use the new website utility but may also offer contracts via the forum
- Team banks cannot be used to boost a team's ability to sign free agents or extensions
Arizona Fall League
Overview
- AFL is run after Spring Training has been completed in the offseason
- Any player with a blue star rating and who has not exceeded MLB rookie requirements is eligible for AFL
- Teams may send up to 10 players who are eligible for ratings progression
- The commish copies the league over to a different save and runs an additional 30-game shortened season
- All boosts and drops, talent or overall, are then transferred over to the current league file
Basics
- Sims will take place every Sunday, Tuesday and Thursday and alternate between 7 and 8 days each
- The game is not required as our site covers all GM needs
Draft
- The draft begins on June 1st in-season date and is run completely offline on our site
- There are 7 rounds of draft picks each year; teams has 24 hours for first round picks and 12 hours for subsequent rounds
- Amateurs enter our drafts the year they were drafted in real life or signed as an international amateur free agent
- Players will range in age from 16-21 and will be rated according to their peak years as well as how soon they made their debut
- Amateurs enter the game through the FA portal and are not assigned their teams until the offseason following the draft
- Amateurs' rights can still be traded effective immediately following their selection
- Draft picks from the current season and the following two seasons are eligible for trades
Arbitration & Free Agent Compensation
Eligibility
- Players who enter free agency are assigned a "value" based on a formula developed during our first league that takes into consideration the player's previous three seasons
- Players can be classified as Type A (20 points or above) and Type B (10-19.5 points)
- These players are considered arbitration eligible and are automatically offered "arbitration"
Arbitration contracts
- Their 1-year arbitration contracts are 125% of their salary in the previous season
- Their minimum average annual salary is 75% of their salary in the previous season
- Teams have a 24-hour period to decline arbitration at the start of Free Agency; if declined, players become unrestricted free agents on the open market
Signing an arbitration-eligible player
- On the FA market, all teams (including their previous team) can offer them contracts that must meet one of two requirements: (1) they may be offered a one-year contract at their arbitration number or (2) they may be offered a multi-year deal but the minimum average annual salary must be met.
- If a team erroneously signs an arbitration eligible player to a contract that fails to meet the above criteria, the player will return to the FA market.
Compensation
- Teams losing a Type A player will receive 2 first round sandwich picks
- Teams losing a Type B player will receive 1 first round sandwich pick
Loss of picks
- A team drafting in the top 10 will lose: (1) a 2nd round pick and a 5th round pick for signing a Type A player and (2) a 3rd round pick for signing a Type B player
- A team drafting outside of the top 10 will lose: (1) a 1st round pick and a 5th round pick for signing a Type A player and (2) a 2nd round pick for signing a Type B player
- Should a team not have the above pick, the loss of the pick moves down one round as long as the highest pick falls before round 5; if a team fails to have a draft pick higher than round 5 and signs a player, they will lose a future draft pick
- These picks will be marked as forfeited picks in the next draft and will be skipped in the draft order
Maximum signings
- A team may sign no more than two of each type
Failure to sign
- If a player fails to sign, he will be returned to his previous team at the 1-year arbitration salary provided the team has enough cap space for the contract
- If a team does not have adequate cap space, they have the FA signing period to acquire enough in-game cash to cover the arbitration number
- If a team fails to acquire adequate cap space, the player becomes an unrestricted free agent
Order of sandwich picks
- The first Type A sandwich picks are ordered based on the original value (i.e. from the formula) followed by the second Type A sandwich picks
- Type B sandwich picks are then placed after the Type A sandwich picks
- If two players have the same value, a coin is flipped to determine the order
League Finances
In-game finances
- Team market size, fan loyalty, fan interest and TV contracts were all initially equal for all teams but will evolve based solely on the game's discretion
- The in-game team cash max is $20 million; this can be used for trades & promotional days and is factored into a team's ability to offer extensions and free agent contracts
Out-of-game finances
- Should a team earn profits the exceed the $20 million in-game cap, this money is moved to a team's out-of-game bank
- The commish will send out a post-season financial snapshot recapping all profits/losses and a recap of teams' bank accounts
- Team bank amounts can be used for trades, stadium upgrades and to cover losses
- Cash acquired from trades exceeding the in-game $20 million will automatically placed in the bank
Covering losses
- Team that lose money at the end of a given year are penalized in-game using their in-game bank (i.e. the $20 million)
- If the team has money in their out-of-game bank, this money will be transferred over automatically before the FA period to refill their in-game cash max to $20 million
- If a team is out of money, their in-game cash is set to whatever they have left even if this is in the red
Operating in the red
- Nothing prevents a team from operating in the red, but it automatically affects a teams ability to sign players in the FA market as well as offering players in-season extensions
- Teams may trade for cash at any point
Free Agency & Extensions
- A team's financial ability to sign free agents or offer in-game extensions is controlled entirely by the game; GMs should check their financial report in game or on the OOTP reports for the most up-to-date numbers
- Teams can export their FA offers in-game or may use the website utility to offer players
- For in-season extensions, teams should use the new website utility but may also offer contracts via the forum
- Team banks cannot be used to boost a team's ability to sign free agents or extensions
Arizona Fall League
Overview
- AFL is run after Spring Training has been completed in the offseason
- Any player with a blue star rating and who has not exceeded MLB rookie requirements is eligible for AFL
- Teams may send up to 10 players who are eligible for ratings progression
- The commish copies the league over to a different save and runs an additional 30-game shortened season
- All boosts and drops, talent or overall, are then transferred over to the current league file