Updated DEC 18th, 2005 A ton of these rules were copied directly from the TWHL(Trans-World Hockey League). I would like to THANK the TWHL and its commissioner David Easton for allowing us to use them. The TWHL website is thetwhl.com The following is a suggested Rerate Process ONLY. I take NO RESPONSIBILITY for how your individual players may or may not Rerate. Wayne Trainor DHHL Commissioner Rerates generally occur with 8 or more games played. I have not found a player who has played 7 or less games rerate. HOWEVER, rerating IS NOT guaranteed, as I have found many players with above 8 games played who DID NOT rerate. (the highest GP so far being 64, with NO rerate, with many players in the 10's and 20's). Rating Values for Pa, PC, and Sh Rating Value Requirement Value Sh 9 PCT 14.5 "" 8 "" 13.0 "" 7 "" 11.5 "" 6 "" 10.0 "" 5 "" 8.5 "" 4 "" 7.0 "" 3 "" 5.5 "" 2 "" 4.0 "" 1 "" 2.5 Pa 9 Ass 45 "" 8 "" 40 "" 7 "" 35 "" 6 "" 30 "" 5 "" 25 "" 4 "" 20 "" 3 "" 15 "" 2 "" 10 "" 1 "" 5 PC 9 Sh 210 "" 8 "" 185 "" 7 "" 160 "" 6 "" 135 "" 5 "" 110 "" 4 "" 85 "" 3 "" 60 "" 2 "" 35 "" 1 "" 10 So, for example, if a player is rated 7 in Sh, and ends the season with a shooting % of 13.0% or better, he will rerate to an 8 in Sh. If a player is rated 6 in Pa, and ends the season with 29 assists or less, he will rerate to a 5 in Pa. PC are suggested approximate numbers, and seem sometimes to differ for defensemen. PC rerates on TWO factors: Shots On Goal, and (+/-) stats. A player with a (+) rating will increase PC +1, and a player with a (-) rating will decrease PC -1. This works in conjunction with the above table. However, like all categories, PC will only increase/decrease by 1 rating point max. For example: Current PC Shots (+/-) PC Rerate Shots (+/-) 8 125 +11 stay the same -1 +1 8 125 -5 -1 -1 -1 6 140 +34 +1 +1 +1 6 140 -17 stay the same +1 -1 7 172 +16 +1 even +1 7 172 -21 -1 even -1 9 225 0 stay the same even even 8 225 0 +1 +1 even 9 187 0 -1 -1 even 7 112 +15 -1 -2 +1 3 148 -2 +1 +3 -1 No category can change more than +/- 1 during a rerate. So, if your player has 5 in Sh and his PCT is 15%, he would go to 6 only (even though 15% is a 9 rating value). He would go to 6 even if he had PCT of 10.0% (the actual requirement for 6). If a player has a total of +3 or more between the three categories of Sh/Pa/PC, he will rerate ACROSS THE BOARD by +1 in each of the following categories: Qk, Pw, Fa, In, Sk, Ch. The following categories rerate INDEPENDENTLY of an ACROSS THE BOARD rerate: Ag, Pn, Pa, PC, Sh. For example: A player ends the season with stats that are +2 in Pa, -1 in PC, and +2 in Sh. (+2 + -1 + +2 = +3) Therefore, he will rerate in every category +1 (except PC, where he will rerate -1) -or- A player has +2 in Pa, and +2 in Sh, but he has -1 in PC. And he has 250 PIM. Well, his Ag will +1(or remain as 9), his Pn will -1(or remain as 1), his PC will -1, and the rest is +1. Conversely, for a player to re-rate DOWN across the board, he must be a minimum of -3 total in the three categories other wise he will re-rate down in just the particular category he is minus in, and again only 1 ratings point, even if he is statistically -2 in that category. Stats per Game are NOT a factor (if a player scores only 25 assists, but does it in JUST 10 GAMES played, the assists per game ratio, though GREAT, doesn't matter. Any player with a rating of 0 in any category(s) at the end of the season will see that value automatically re-rate to 1, to start the following season. Artur says: I have NEVER seen PW, Fa, Qk, Sk, Ch, change on its own. (so far, this seems to be the case) PIM's – PIM affects both Ag and Pn ratings. The rating values are reverse for each category, based on PIM: PIM's Ag Pn 0-49 1 9 49-74 2 8 75-99 3 7 100-124 4 6 125-149 5 5 150-174 6 4 175-199 7 3 200-224 8 2 225-above 9 1 So, depending on the ratings of each category, you may see Pn & Ag both go up, or both go down, stay even, one up one even, etc. Ag and Pn change INDEPENDENTLY from an "across the board" change. Examples: Before After Ag Pn PIM Ag Pn 6 8 134 -1 -1 4 3 158 +1 +1 5 7 87 -1 even 8 2 278 +1 -1 etc. The above figures seem to be pretty accurate guidelines. If you find any discrepancies in any of the figures, let us know! We are continuing investigations into the rerate process, and welcome more information. There does seem to be the very rare anomaly to the above guidelines. This information was originally contributed to www.NSHL.com by Demi Moore, Investigative Reporter & Press Secretary, Ping Tung Lizards via the program "NSHL NOTES:-) with Demi Moore", a production of Slithering Communications Inc. Once again, Demi Moore, now Press Secretary of The Taipei Typhoons(TWHL), makes the information available to www.twhl.homestead.com, for the continued understanding of HLS2. All Rights Reserved. A) LEAGUE FORMAT The DHHL uses Bethesda Softworks' "Hockey League Simulator 2" (HLS2) and a League Manager written by Timothy Chan, as well as certain features provided by Brian Howe of Platinum Computing (www.platinumcomputing.com) The DHHL consists of 20 teams(expansion always a possibility). These teams are COMPLETELY Fantasy oriented and are not based on The NHL, or any other professional hockey leagues The players in the league, however, ARE based initially on NHL players & prospects, but seasonal rerates/etc. are based on their performance IN THE DHHL, not in The NHL. *** This is important to understand, and explains how a "Joe Thornton" may be rated horribly in The DHHL, due to poor GM management, team quality, bad DHHL Seasonal play, etc. over several DHHL seasons *** In addition, each team is provided with a created player. There will be 20 such players, one for each team. Each GM is responsible for creating his own CP. The player is to be a 77OV with no more than 2 categories being filled by 9's. There are 2 conferences, with 2 divisions each containing 4 teams each. The Current Conferences and Divisions are: Gretzky Conference Howe Division Richard Division Orr Conference Bourque Division Sawchuk Division Each team plays 80 games, 5 against teams in its own division, 4 games against teams in own conference and 4 against teams from the opposing conference. A set of 14 Games are played nearly every day(depending on The Commissioner's schedule). The Playoffs format is: the top 4 teams from each division make the Playoffs. Home Ice advantage throughout the Playoffs is based on Regular Season standings. Ties for overall standings are broken as such: Most wins, then goal differential, then goals for. Divisions are redone are the season with teams finishing 1,5,9,13,17 going to the HOWE division, and 2,6,10,14,18 are becoming the BOURQUE division. 3,7,11,15,19 are the RICHARD and the rest are the SAWCHUK. A TRADES Deadline is between Game Days 50 and 51 All 20 teams are "owned" by 20 different people. Because there will be more than one DHHL Season played per calendar year, each DHHL Season will be indicated by adding that season's number onto the end of DHHL, NOT by a year/date; as in: DHHL1, DHHL2, DHHL3, etc. This format will be used when talking about the past or future. League business is conducted by e-mail (All official postings, notices, confirmations, votes, etc), ICQ (trade negotiations, etc.), The Official DHHL Web Site (Postings of League standings, Team's Rosters, Rules page, etc.) & mIrc (Entry Draft, FA Draft, etc.). Access to all these are manditory to successfully participate in all league activities. The E-mail address of The League Commissioner is: wayne.trainor@personainternet.com B) GM RESPONSIBILITIES Every franchise Owner/GM is expected to manage their team professionally and in particular to promote the long-term well being of their franchise. As an Owner/GM, you receive a franchise on which you must decide on your team's "Nickname" and location, names of the buildings they play in and all the rest of the organizational stuff that is relevant to owning a franchise. Also, it is your responsibility to participate in the discussion of DHHL issues. You are free to do and post whatever you want within the guidelines of these Rules, and as long as you remain somewhat "civil". RESPECT CLAUSE It is expected that each individual GM treats all members of the league with respect. In the event that an "inappropriate" e-mail is sent to another member of the DHHL regarding the DHHL, the receiver of the message should forward it to The Commissioner. The Commissioner will review the letter, and if necessary convene a group discussion on what should be done. Penalties for such actions can range from a "warning" to loss of Training Camp points or Draft Picks, player suspensions, forfeiture of games, to GM probation and eventual removal as an Owner/GM. The DHHL is prepared to give anyone a "chance". Each GM is EXPECTED to respond to ALL trade inquiries ASAP (if this means even a simple "No thank you" sent in reply, that's fine – but you SHOULD reply, even to the wildest rape offers). Roster changes MUST be received by the appropriate time in order for them to be used in the next day's games. No set time, but once games are started playing for the day, no roster changes or line changes will be accepted for that day. If a GM is not heard from (either with roster changes, trade confirmations, league-wide participations, etc. for more than 2 weeks, their GM rights will be suspended. The Commissioner will then run the team for another week, while he attempts to find the GM, and assess the problem. If after 3 weeks the GM is still not heard from, the franchise will be "sold" to a new Owner/GM. If a GM wishes to give up their Team, please inform The Commissioner; don't just walk away without telling anyone. Even a note saying "Still here...no changes" is sufficient to keep your team, so PLEASE stay in touch. If a GM is leaving town or will be away from email for more than 7 days please let The Commissioner know. When sending DHHL e-mail to another GM, putting "DHHL:" in the subject line of your e-mail message makes it easier for other GM's to sort through their e-mail. In the event that a Team's Roster has problems (due to a trade, injury, suspension, etc.) and the GM hasn't sent The Commissioner new Lines by the deadline for Roster changes, The Commissioner will let HLS2 create the lines, allowing that Team to perform in that day's games. Every GM is required to vote in League Polls, All-star Game selections, Trophy nominations, etc. GM's who do not participate regularly, may face consequences! Your team can lose Training Camp points, Draft Picks, etc., while receiving a "strike" against you – 3 "strikes", and YOU'RE OUT! Participation is what makes it fun for everyone. C) PRESS RELEASES Press releases (PR's) are also an important aspect of the league. There is no rule detailing how many or how often one should be sent, but they are deeply encouraged by members when finishing a trade or (pre-mid-end of) season reports, playoffs runs, etc. Even before/after a game is played, if you want to write something every day! Or when you have players available for trade on your team. The PR's may be of realistic nature or parody or sarcastic ... or whatever. You may want to detail the nature of an Injury (type, how it occurred, rehabilitation progress), how the FARM Team players are developing, which player is in Drug Rehab, etc. It is hoped that ALL teams will have some form of Press Secretary to inform the DHHL fans what's happening in the league! That does not mean that PR's are MANDATORY, only that they will be strongly encouraged and greatly appreciated! D) ROSTERS Each team consists of two parts. The PRO team and the FARM team. For a game, exactly 20 players must be chosen to suit up, and these players must be on the PRO team. The PRO team can hold a maximum of 25 players. After that, all the others can play in the minors on your FARM team. The maximum number of players that you can have on your FARM team is also 25. You may have whoever you wish on the farm or pro teams. However, farm rerates on players who are 74ov or higher, 64ov or higher for a goalie are reset if positive, permanent is negative The Game lineup consists of the following: at least 3 centres at least 3 left wingers (lw) at least 3 right wingers (rw) at least 6 defensemen exactly 2 goalies ============================= equals 17 players of 20 Roster spots The other 3 remaining spots can be filled with any position, C, LW, RW or D, and not G! Players MAY NOT play out of position (a LW must DRESS & PLAY LW on your Roster) EXCEPT on "special teams" lines (PowerPlay & PenaltyKill), where a forward may play defence, and a defenceman may play forward; still, a forward MUST BE DRESSED as a forward and a defenseman MUST BE DRESSED as a defenseman. Even while on "special teams" forwards MAY NOT play in a forward position other than their designated position (LW CANNOT play RW). You must therefore balance your team accordingly, when considering your PRO Team, Trades, the Entry Draft, Free Agents, etc. Your PRO Team must ALWAYS carry the MINIMUM players required to fill a error-free Roster (at least 3 C's, 3 LW's, 3 RW's, 6 D's, 2 G's, and 3 others of your choice). Note: An exception to this rule is – Every team must maintain a MINIMUM of 4 players in every Forwards position (LW, C, RW) and 8 Defenceman players in their system,as well as 3 goalies with any Overall Ratings. For example, you may not, therefore, make a trade that results in your team having only 3 LW left on your Rosters. In this event due to injuries / suspensions, where a team does not have a replacement player of the same position in their system, then a player may play OUT OF POSITION on an "Emergency Basis" for a maxiumum of 2 Game Days. During this time, the team must attempt to trade for a replacement player in the Position that they are lacking. If the Team does NOT accomplish trading for a replacement player within the 2 Game Days, and they are STILL in a injuries / suspensions situation creating a below minimum players in a position, they shall then be penalized ONE TC for EVERY GAME they remain short-handed, that they do not secure a replacement beyond the 2nd game day. These TC's will be removed permanently from the Future's table. At the beginning of each season, FOLLOWING DHHL1, a GM may request that his created player be retired and create another 77OV(max 2 9's) player to replace him. The created player can be any position other than goalie. There is an extremely SPECIFIC way to send in your game lineup and line combinations to the commissioner. This is an example followed by the explanantion of what each is for. begin lines 9 98 99 17 37 12 20 10 15 29 24 77 28 6 4 2 3 5 35 32 98 37 29 77 4 99 17 10 28 2 9 20 15 5 6 98 37 77 4 99 10 28 2 9 15 5 6 99 17 10 77 4 9 20 15 28 2 99 17 10 77 6 9 17 10 77 4 99 20 15 28 2 9 17 10 77 6 24 37 77 4 99 17 28 2 9 10 5 6 9 77 4 99 28 2 37 5 6 35 ALL LINES ARE IN THIS ORDER C-LW-RW-D-D begin lines centers dressed lws dressed rws dressed (total of 20 players defensemen dressed in this section) goalies dressed 5-on-5 line 1 5-on-5 line 2 5-on-5 line 3 4-on-4 line 1 4-on-4 line 2 4-on-4 line 3 5-on-4 line 1 5-on-4 line 2 5-on-4 line 3 5-on-3 line 1 5-on-3 line 2 5-on-3 line 3 4-on-5 line 1 4-on-5 line 2 4-on-5 line 3 3-on-5 line 1 3-on-5 line 2 3-on-5 line 3 starting goalteander Please note the following important points about creating your line up: 1. Double shifting is not allowed on Even Strength lines (5 on 5, 4 on 4) 2. Double shifting is allowed on special teams only (PP and PK). 3. Triple shifting is not allowed on any lines. 4. Players cannot be dressed in the line-up at a position other than their designated position. 5. Forwards must play in position, but can play defence on special teams only (PP and PK). 6. Defensemen must play in position, but can play offence on special teams only (PP and PK). 7. In (4 on 4 – Even Strength) the forwards must be a C and a W; the designated "W"inger can be either a LW or a RW. 8. In (4 on 5 -PK)--you may use any 4 players dressed you choose 9. In (3 on 5 – PK) manpower situations, you may use any 3 players dressed you choose. ANOTHER NOTE: Goalies have a special "number of games" allowed to play rule. See below under GOALIES LIMITATIONS. For the sake of changing Starting Goalies, you will not have to send in a complete New Roster Lines report; a simple "For my upcoming game vs. Capreol, please change my Starting Goalie to #31, Gump Worsley" will be accepted. It is so important that you BE CAREFUL when preparing your game lineup and lines. Putting a players number in there that hasn't been recalled from the farm won't work! An extra space won't work! Listing an injured player won't work! When your lines come up "invalid," the Commissioner will let the computer pick your lines for you. This may not be best for your team, by a long shot! While on the FARM Team: A player can experience an increase or decrease in his ratings. This is completely random, and can't be controlled by the Commissioner. It just happens, and simmulates a prospect's development in the FARM system, either positive or negative! This is refered to as an Auto-rerate. Farm Auto-rerates are random, and cause an "across the board" rerate, either up or down. This means EVERY Ratings catagory gets +1 added to it, or -1 subtracted from it. As they Auto-rerates are completely random (as far as anyone has been able to discern), then Farm action can happen ANY TIME, to ANY TEAM! Auto-Rerates may occur during the Playoffs or preseason, but will last only for the length of those Playoffs or preseason. Only Auto-Rerates that occur during the Regular Season are permanent changes. Any player that is 74 overall or higher, or goaltender who is 64 overall or higher that gets a positive farm auto rerate is reset to his original ratings. Should the player suffer a negative farm rerate, this will be considered permanent. These resets occur immmediately. Created Players must be left on pro team at all times E) GOALIE LIMITATIONS 1) For the purposes of a more life-like scenario, goalies will be limited in the number of games they may play during the Regular Season. Note: Goalies may play as many games as a GM sees fit during the Playoffs. The number of games any one goalie may play during the Regular Season is based on their Fatigue (Fa) Rating. Any GM knowingly allowing their goalies to play more than the number of games they are allowed to play, will have any Standings points gained in those games revoked. The limitation is as follows: Goalie's # of Games FA Rating Allowed 1 22 2 28 3 34 4 40 5 46 6 52 7 58 8 64 9 70 GM's must decide when to play your best goalie, or when to play the backup! This adds a significant strategy to the game, and GM's must be aware of keeping quality backups on their roster. 2) For the sake of changing Starting Goalies, you will not have to send in a complete New Roster Lines report; a simple "For my upcoming game vs. Capreol, please change my Starting Goalie to #31, Gump Worsley" will be accepted. 3) Every team must maintain a MINIMUM of 3 Goalies in their system, with any Overall Ratings. You may not, therefore, make a trade that results in your team having only 2 Goalies left on your Rosters. If a team sustains injuries that result in the team having only 1 playable goalie left on the Roster, the team will be given 4 game days to find a backup through Trade. F) Created players(CP) Each team is to create one player. There will be 20 such players, one for each team. They can be a player at any position with the exception of goalie. Created players cannot be put on player rerate lists or be traded. They can be retired and replaced during the offseason only. Created players will be rated 77OV and cannot have more than 2 9's in any categories of their ratings. They also do not get extra rating points for winning any individual awards. The team will receive a bonus Tc, to be spent on skater65ov and under or goaltender 54ov or under in lieu of rating point to CP. There will also be a max of one TC per season, regardless if CP wins more than one award. G) INJURIES Injuries will happen. When they do, the league will report the player involved and the length of the injury. It is up to the GM, through PRESS RELEASES, to detail the nature of the injury (type, how it occurred, rehabilitation progress, etc.) An injured player can not be sent to the farm. You will have to replace the injured player with another player in the roster, as well as in the lines. If you don't, the Commissioner will allow HLS2 to make up your lines Any injuries that will/have occure(d) in Regular Season play WILL carry over into the Playoffs, but WILL NOT carry over to next Season for teams missing the Playoffs. H) SUSPENSIONS(The COUPAL corner) As with injuries, the GM will be responsible for sending in new lines to replace a suspended player. If you don't, the Commissioner will allow HLS2 to make up your lines (this may not be PRETTY, so stay on top of your Roster!) A Suspension will be given to any player obtaining more than 15 Penalty Minutes (PIM's) in a game. 16~19 2 Games 20-24 4 Games 25+ 7 games Suspensions may also be given if a player is injured during a game, and a player from the opposing team has more than 12 PIM's, he will be suspended for half the games the injured player is injured for. This rule reflects a review for diliberate intent to injure by the suspended player! (If more than 1 player from the opposing team has more than 12 PIM's,then the player with most minutes is deemed guilty, if they have the same, the player with the lower OV rating is deemed guilty Note: This type of suspension will be ROUNDED DOWN in the case of an Injured Player being lost to an ODD # of games. For example, if Teemu Selanne is injured for 5 games and an opposing player in that game gets more than 12 PIM's, the opposing player is then suspended for 2 Games (not 3). These two types of Suspensions are CUMULATIVE, so that: Team "A" player is Injured in a game, the Injury to last 8 Games. Team "B" player receives 18 PIM's in the same game. The Team "B" player is then Suspended 6 Games (2 games for attaining 18 PIM's, PLUS 4 games – half the number of games that the Injury was for) Suspensions WILL carry over into the Playoffs, and WILL carry over to NEXT SEASON for teams missing the Playoffs or being eliminated from playoff contention before the suspension ends. There will also be a cumulative suspension aspect in each season. 2nd suspension of the season add 2 games 3rd suspension of the season add 4 games Should a player proceed to find himself in suspension for a 4th time is the same season, he will be deemed a complete nutcase(or Coupal) and will be suspended for the rest of that season. In playoff games ONLY, suspension issued will be half of what it would be according to these rules. Should a player get suspended on last game of regular season, the suspension will be given out as set out above. If player is suspended for 3rd time in a season in playoffs, he will still be suspended for the rest of the season. I) RATINGS CATEGORIES Each player is given a list of Ratings in different Catagories to simulate their abilities in any one area. Their "Ttl" Rating may indicate their OVERALL value to your team, though certain particular Catagories may be more important in developing "role" players (sniper, goon, defensive forward, etc). For example: # player's name St Inj H Ps Ag Qk Pw Fa In Pn Sk Pa PC Ck Sh Ttl -------------------------------------------------------------------------- 21 Guy Carbonneau 0 R C 6 6 6 7 8 8 5 5 6 8 4 69 -------------------------------------------------------------------------- 30 Guy Hebert 0 L G 6 8 7 7 6 8 6 6 8 - - 62 Where: 9 = HIGHEST (or MOST proficient), & 0 = LOWEST (or LEAST proficient) SKATERS: St Streak A streak (+) or slump (-) the player is currently in. Inj Injured The number of games the player is injured. H Stick Hand Indicates the players stick hand: (L)eft or (R)ight. PS Position Position the player can play (LW,RW,C,D,G). AG Aggression Hitting, forechecking and fighting. (1=LESS PiM's) QK Quickness This indicates the players TOP skating speed. PW Power Indicates the players strength, size and power. FA Fatigue Players ability to play a long shift. IN Injury Tendency to avoid being injured (9=LESS injuries). PN Penalty The Players tendency to get penalized (9=LESS PiM's). SK Skating Players ability to stop, turn, accellerate and skate. PA Passing Players passing ability, translating into Assists. PC Puck Control Ability to hold onto the puck, and get a shot on net. CK Checking Ability to backcheck and block shots, play defense. SH Shot Players shot accuracy and goal scoring ability. Ttl Total The sum of all the attributes. GOALTENDERS: AG Aggression Likeliness to play the puck and cut down the angles. QK Quickness Overall speed. Glove quickness and reaction ability. PW Power Size in goal, strength, & power. FA Fatigue Same as above. IN Injury Save as above. PN Penalty Save as above. SK Skating Ability to move around in his crease, lateral movement. PA Passing Ability to play the puck to his defensemen or forwards. PC Puck Control How well he controls rebounds and gathers the puck. Goaltenders are not rated in the CK & SH catagories. Therefore, where the "perfect" player would have a Total Ratings of 99, the "perfect" goalie would have a Total Ratings of 81. Keep this in mind when Trading or comparing skaters to goalies. (multiplier is 1.222) J) STREAKS AND SLUMPS HLS2 has a feature that randomly puts players in either a "streak" or "slump", where their Ratings go up or down by 1 or 2 points in every Category (Qk, Pw, Sh, etc) AT THE SAME TIME, or "Across The Board". For example: # player's name St Inj H Ps Ag Qk Pw Fa In Pn Sk Pa PC Ck Sh Ttl -------------------------------------------------------------------------- 21 Guy Carbonneau 0 R C 6 6 6 7 9 8 5 5 6 9 4 71 -------------------------------------------------------------------------- 21 Guy Carbonneau +2 R C 8 8 8 9 9 9 7 7 8 9 6 88 -------------------------------------------------------------------------- 21 Guy Carbonneau -1 R C 5 5 5 6 8 7 4 4 5 8 3 60 -------------------------------------------------------------------------- As many as 3 times per Season, you can ELECT to "shake up the team". This has an effect on the streaks and slumps, but be warned: It's not necessarily a good thing! A shake-up can have detrimental effects just as easily as positive ones. The shake up constraints are as follows: Each team can ELECT to Shake-up their team at any time during the season (this represents an Owner-GM-Coach personally LAMB-BASTING a team, either in the Locker-room privately, or in The Press) with the following constraints (shout too loud too often, and the players stop listening!): 2 Shakeups during your team's regular season 1 Shakeup during the Playoffs. Shake-ups are non-transferable, and cannot be traded. Coaching changes and trading players has no effect on shaking your team up. K) RERATES During the off-season, immediately following the Playoffs, and BEFORE the FREE AGENCY period, each GM must submit a list of 25 players for re- evaluation, or Rerates. The team's remaining players which do not appear on this list will keep their ratings as they are at the end of the season for the next season. The GM is free to choose any of their players, either from the PRO Team and/or FARM Team rosters, to appear on this list. The rerating process is carried out with HLS2 software and is based on the performance in the last DHHL REGULAR Season. Generally, the better a player performs STATISTICALLY during the REGULAR SEASON, the better chance they have to Rerate UP in catagories, and vice-versa. (NOTE: Rerates in the DHHL ARE NOT tied in any way to the NHL or other "true life" Professional league performances) By this method, at team may PROTECT players from the Rerate process, by keeping them off of their Rerate list of players. But a list of players MUST be submitted; that means that a GM can protect as many players (PRO or FARM) that they have players available on their FARM team, substituting players as desired. As you can see, it is to your advantage to develop a good, well stocked FARM Team, as the more FARM players you have available, the less worry you will have about Rerates! Created Players(CP) DO NOT Rerate during this process. L) TRAINING CAMP "Looks like the kid's gonna make it!" Team GM's are given one chance to try and improve the Ratings of players without the possibility of decreasing the players Ratings. This is done through the use of "Training Camp" trips (TC's). For each Pre-Season, FOLLOWING DHHL1, each Team is given 5 TC's to use as training camp trips. The GM can send ANY player from his organization to training camp, but keep in mind that the worse player improves more than the better player, and very good players most likely will not change at all. The TC's are freely tradable. In addition to every team receiving 5 TC's per Season, a "bonus" 2 TC's are given to Teams that fail to make the Playoffs In addition, Teams and Players receive "bonus" TC's and rating points based on AWARDS won at the conclusion of the Season. TC's can not be used on created players. TC's may be used as soon as The ENTRY DRAFT is over, and before the new Season begins. Any TC's that are not used by the 1st Game of the next Season, are lost. Use 'em or lose 'em! M) Waiver draft Following the rerates process a waiver draft to take place. This is to help the weaker teams in an attempt to balance the league. Top 4 teams--will protect 13 players plus CP lose one to bottom 4 teams Bottom 4 will protect 19 players plus CP lose one as compensation to one of the top 4 teams Teams 5-16 are unaffected by waiver draft. N) RETIREMENT After 8 seasons of DHHL play a player has 8% chance of retiring After 9 seasons 16% After 10 seasons 24% After 11 seasons 32% After 12 seasons 40% After 13 seasons 48% After 14 seasons 56% After 15 seasons 64% After 16 seasons 72% After 17 seasons 80% After 18 seasons 88% After 19 seasons 96% After 20 seasons RETIRED Retirements will be as such: A) Every player on team 8 years old and over subjected to retirement, 13 year old players have a 48% chance to retire according to chart, so on the program if they "roll" between 1-48, they have retired, 49 and higher they live on, 13 yr old 86overall rolls a 43(difference between retirement number and actual is 5, 48-43) 13 yr old 76overall rolls a 32(difference between retirement number and actual is 16, 48-32) the two highest differences are retired(max 2 retirements per season) , that is it should there be a tie for greatest difference, the older player will retire, should they be the same age, the GM of the team will be given the choice of who to retire EVERY PLAYER, CP or REGULAR PLAYER, RETIRES AFTER 20 SEASONS O) TRADES Joey Mullen for 2004 2nd Rnder Trading can be one of the most enjoyable aspects of Fantasy Hockey. GM’s should analyze all trades with extreme consideration to the long term well-being of their Teams!!! (and to some extent, even The League). NOTE: GM’s must respond to all trade inquiries ASAP - all offers must receive a response. This is just common courtesy. If a GM feels they are being “harassed” by another GM who has already been turned down with a reply 25 times!!!, they may make a complaint to The Commissioner, who will look into the situation. Basically, you may do anything you want for trades, but there are a few rules that have to be followed: 1. Trades may ONLY involve players, Draft Picks, Coaches, Training Camp Points, Contract Rights of Retired Players, Bags-of-beer,(or just about anything else that wants to be considered, and is not disallowed by these Rules) 2. Trades may consist of any number of players/commodities in any combination, as long as the minimum 20 players Roster is kept by each GM, and the minimum # of players per position is maintained; see Section D) ROSTERS. 3. GM’s have the responsibility to provide themselves all information necessary to analyze a trade. This includes the injury and suspension status of all players involved, or potential Retirement status, etc. Once a trade is finalized by the league offices, it is assumed that all GM's have full knowledge of the status of all players involved in the transaction. ALL TRADES SENT TO COMMISSIONER'S OFFICE TO BE CONFIRMED MUST COME IN THE FOLLOWING FORMAT. # player's name St In H Ps Ag Qk Pw Fa In Pn Sk Pa PC Ck Sh Ttl YIL --------------------------------------------------------------------------- To The Senators: 21 Guy Carbonneau -1 R C 6 6 6 7 8 8 5 5 6 8 4 69 3 To The Hurricanes: 30 Guy Hebert +2 L G 6 8 7 7 6 8 6 6 8 - - 62 1 ("YIL" being Years in League status) This makes it easier for everyone to follow what's going on. It's a real pain when a GM sends an offer saying "I'll give you Blake for Hamrlik" and you have no idea what the ratings are. GM’s stand a much better chance of getting a positive reply to their Trade offer if they include the ratings & status of the players involved. 4. Both GM’s must confirm any Trade with the League Commissioner. That means that the Trade doesn't go into effect until both GM’s confirmations have been received, reviewed, and a posting of the Trade has been sent to the League Mailing List. 5. The trading of FUTURE Draft Picks and/or Training Camp Points (TC’s) is limited to 3 seasons into the future. (+3 to the current season to determine the farthest into the future that you can trade a Pick or TC’s). A "new" season will officially start immediately FOLLOWING the Entry Draft for that particular season. For example: If the current season is DHHL3, then a GM may trade their DHHL6 1st Rnd Draft pick, but NOT their DHHL7 picks. They must wait until AFTER the next Entry Draft (the DHHL3 Entry Draft, which concludes DHHL3) before using any DHHL7 commodities. 6. Created players can not be traded. 7. There will be a Regular Season Trading Deadline imposed, falling approximately at the GD 50-51 point of the season. As this time approaches, a time and date will be given as the official deadline. 8. No further Trading will be allowed following The Regular Season Trading Deadline until AFTER the Waiver Draft in the Off-season. 9. Following a Trade, new players are SENT to whatever “league” they were playing in, unless otherwise specified by the GM. So if Team A Trades a FARM Team player to Team B, that player will be sent to Team B's FARM Team. If the player played on Team A's PRO Team they would be sent to Team B's PRO team; etc. 10. You may Trade “Future Considerations” or, “Conditions”. However, conditions must acceptable to the Commissioner. Futures must also be dealt with ASAP. This may occur when a Trade is contingent on a player’s or team’s performance, etc. If a “Conditions” Trade is not dealt with in a reasonable time after the conditions have been met, The Commissioner will impose an arbitrary settlement to complete the Trade. This MAY not be in the best interest of either club, so don’t be tardy! 11. Players cannot be loaned to another Team – in other words, if The Commissioner sees a Trade where a player is sent back and forth between two teams, and considers it suspicious, he may nullify the return Trade. 12. The Commissioner reserves the right to reject any trade that is wildly one-sided, or is determined detrimental to the long term well-being of The DHHL. This will hopefully never happen; onus is on GM's to do what is best for their team. P) ENTRY DRAFT "Montreal choose Doug Wickenhieser!" During the Off-season, there will be a 2 round Entry Draft, of 20 players taken in each Rnd. 4 EXTRA players will be included in the draft list, making a total of 44 players available to choose from. Some poor kid’s just not gonna make it to the big time! An Official Entry Draft List of the players available for this draft will be made & posted before the mid point of the Regular Season. The List will be composed primarily of players that the Commissioner sees fit. The order of selection for this draft for BOTH Rnds is: 1st, Teams NOT qualifying for the Playoffs, regardless of overall Regular Season Standings; then, between these teams only, the reverse order of standing during the regular season; 2nd, Teams qualifying for the Playoffs; then, between these teams only, the reverse order of standing during the regular season At this time, no lottery is in place The Entry Draft will be conducted at a reasonable time (usually a Saturday afternoon) using mIrc, or may be done via email to speed things along as the league sees fit. *** BUT BE WARNED! Drafts will be different as years come about. The league commissioner will be doing this in the interest of trying to keep the league as balanced as possible. There may also be a list of names and traits for possible future drafts available as well. Q) AWARDS The following trophies will be awarded based on voting by ALL GM's at the end of the REGULAR Season (voting will occure BEFORE the Playoffs begin, but the results will not be announced until The Playoffs FINALS Series week): - Hart Trophy (Most Outstanding Player) - Lester Pearson Trophy (Most Valuable Player to a Team) - Lady Byng Trophy (Sportsmanship) - Norris Trophy (Top Defenseman) - Calder Trophy (Top Rookie) - Vezina Trophy (Top Goaltender) - Selke Trophy (Best Defensive Forward) - Commissioner's Trophy (Top GM) - Jack Adams Award (Top Coach) (Note: please notice the DIFFERENCE between the Hart & Pearson Trophies; The Hart goes to the player deamed the BEST PLAYER in the ENTIRE DHHL for that Season; The Pearson goes to the BEST PLAYER who made the MOST DIFFERENCE to their Team's performance for that Season) The following trophies are awarded based on REGULAR Season-ending stats: - The President's Trophy (1st Place Team) - Art Ross Trophy (Player With Most Points) - William Jennings Trophy (Lowest Goal Against Average – Min. games) - Terry Sawchuk Award (Most Shut-outs) - Rocket Richard Award (Most Goals) - Paul Coffey Cup (Most Goals By A Defenseman) - Bobby Orr Award (Most Points By A Defenseman) - Wayne Gretzky Award (Most Assists) - Mike Bossy Award (Most Game Winning Goals) - Guy Carbonneau Award (Most SHORT-Handed Goals) - Phil Esposito Award (Most Power-Play Goals) - Ogie Ogilthorpe Trophy (Player With Most PIM's) The following trophies are awarded based on voting by the GM's following the Playoffs: - Conn Smythe Trophy (Playoff MVP) - Lasse Kinch Award (Best Press Releases of the Season) The following trophy is awarded to the winner of the Playoffs: - The DIEHARD Cup. A Player will be considered for Rookie honours in their ENTRY DRAFT Season only, whether they play any PRO Team games or not. All WINNERS of ANY Trophy will result in the Awarding of TC's!!! - If the Award won is for a Player's performance (Ex: Selke Trophy), then that player will increase 1 Ratings Point in a Random Category, as determined by The Commissioner. - If the Award is won by a Team's performance (Ex: President's Trophy), or by a Managerial performance (Ex:Lasse Kinch Award), then the Team will receive 1 TC Bonus point. - A player cannot go up more than one rating point in a season; created players cannot go up in rating points. These players will win awards but forfeit the rating increase that would go with them. And receive a bonus TC as described in earlier part of rules. Failure by a GM to vote on any Awards they may be responsible for, will result in a "strike" against them – remember, 3 "strikes", and you're OUT! So, get your votes in on time! S) DHHL HALL OF FAME Entry into the DHHL Hall of Fame is indeed a privilege! At the end of each Season, Players/Coaches/GM's/Owners/Press Reporters/and anyone else who may be seen fit for these hallowed halls, may be nominated to be included into the DHHL Hall of Fame. The Commissioner organizes and tallies nominations and votes. To be nominated: A GM or Owner must have at least a winning record (.501 Win%) during their career participation in the DHHL, and have been in the DHHL for at least 3 full seasons; or if a GM or Owner has won a DIE HARD Cup. A Coach must have at least a winning record (.501 Win%) during their career participation in the DHHL, and have been in the DHHL for at least 2 full seasons; or if a Coach has won a DIE HARD Cup. A player (skater-forward) with 400(+) DHHL points, A player (skater-defenseman) with 250(+) DHHL points, or alltime +100 in plus minus A player (goalie) with a career save percentage of .880(+) and 200(+) games played and at least a winning record (.501 Win%), A Press Reporter that has shown a continuous diligence to their duties, and made the DHHL more fun! Any other person/entity that contributed in an outstanding manner to making the DHHL a better place to be! Based on the above criteria, during the Off-season, any GM may contribute a nomination to the league offices. A ballot is then created, and a vote by ALL the GM's takes place. The vote will be conducted following all other Off-season League matters, during Pre-season "training camp". Each nomination is considered by GM's placing a simple YES or NO beside that nomination on the ballot. A nomination would then be required to get 75% of the YES votes (at least 15 of the 20 GM's) to be inducted into The DHHL Hall Of Fame. This is SERIOUS business!!! Do not vote lightly – be sure the nomination is worthy. A person must be named on at least 25% of eligible ballots to ever receive consideration again. If a person does not get in on 25%, he will never again have the opportunity to be inducted into the DHHL HOF. The commish will tally the amount of times people have been nominated. It is up to the nominator to supply the commish with whatever relevant information he has to get his nominee in. A person who is nominated 4 times and not vote din, will be removed form future consideration T) DISPUTE RESOLUTION / ARBITRATOR When two or more Teams are in dispute over some matter, like a trade, and these rules do not cover the matter in dispute, the league will use the following procedure for the resolution of the problem: The Commissioner will ask an anonymous franchise Owner to act as an Arbitrator with the Teams in dispute. Each Team will submit it's case or concern to the Commissioner, providing details & proof as necessary. The Commissioner will communicate the relevant facts to the Arbitrator and give the Arbitrator a list of possible solutions. The Arbitrator will then make a decision and communicate it to the Commissioner without having to offer any justification for their decision. The Commissioner will then communicate the decision, which is final and not subject to further negotiations, to the Teams in dispute. !The End! !Good luck!