1
So I'm about to play a home game. What do I need to do?
In order,
these are the steps necessary to play an official game in
the National Strat-o-Matic Hockey League:
-
In
the current newsletter, check the schedule for your
club to see which games are available. Choose one.
-
Make
sure that you've got the current set of league files
loaded into your "DATA" subdirectory.
-
Download
the computer manager for
your opponent's team. Import it.
-
If
you wish, you can view your opponent's instructions
by highlighting the team, going to "Team / Display
Reports / Computer Manager Reports". (As an aisde,
it is generally considered unethical to enter your opponent's
computer manager - whether it is locked or not. Viewing
the report, however, is fine and encouraged)
-
Create
the computer manager for your team (if it's not your
team, then you may need the team's lock code, which
should be on file with the Commissioner). Make particular
note of the special NSHL usage
rules.
-
Play
the game, observing the aforementioned usage rules.
-
At
the conclusion of your game, send an e-mail to nshlgames@yahoogroups.com
and your opponent containing the following:
-
The
boxscore, attached as an uncompressed plain text
file.
-
The
export file (found in your "EXPORT" subdirectory),
attached as a compressed file. The Commissioner
requests that you do not use commas in any of your
file names (boxscore or export).
-
Any
further details of the game you wish to provide
(three stars, highlights, play-by-play, insults,
etc.) in the body of the message.
2
So I'm about to play a road game. What do I need to do?
In order,
these are the steps necessary to play an official game in
the National Strat-o-Matic Hockey League:
- Check
your team's schedule to see which road games you have
this biweek.
- Check
the games played for your roster, and the injury list
in the most recent newsletter, to determine who is eligible
for the game in question.
- Create
a valid computer manager, based on the rules and regulations
in Strat-o-Matic hockey (in general) and this document
(in particular).
- If
you decide to use a lock code, you MUST tell the
commissioner the lock code.
- Compress
the file, and mail the file to your opponent and the commissioner.
The Commissioner requests that you do not use commas in
your file names.
- Sit
back and relax.
3
How do I know which computer manager to import?
Each
week, all teams are required to send their computer managers
to their opponents, as well as the Commissioner. If you
don't think you have received a computer manager yet, feel
free to ask (either the owner or the Commissioner). If you're
not sure which computer manager to import, the easiest thing
to do is ASK! Most teams make it pretty clear which
file is to be used against a particular opponent, but if
you're not absolutely clear, it never hurts to ask.
Usually
these files are compressed, so you want to uncompress them
into your main SOM directory, unless you like searching
for them elsewhere.
Then,
simply highlight the team's name and "Import Computer
Manager". Voila!
4
What are the NSHL Usage Rules?
There
are two types of usage rules in the NSHL; the first type
restrict who may play in a particular game, the second restrict
how dressed players are used within a game.
TYPE
ONE RESTRICTIONS:
-
The
first rule is what the NSHL calls "the 110% rule".
No matter what, players may play no more than 110% of
their actual games played in the NHL.
For
instance, Andy McDonald played forty-six (NHL) games
during the 2002-03 campaign. Therefore, in the NSHL,
he is allowed to play as many as 46*1.1 = 50.6 = 50
(rounded down) league games. These are always
rounded down.
The
natural question is "why do we always round down"?
Well, if you round up, then that will always lead to
a percentage more than 110%. Consider the McDonald example
above - if we rounded up to 51 games, that would be
111% (too much).
It's
simpler than it sounds - take the "tens digit"
of a player's NHL games, and add it to the total games
played - that's the maximum number of allowable NSHL
games.
-
The
second rule is the injury rule. For each game, there
may be players that are unable to play due to Commissioner-determined
injuries. These can be found in the current NSHL newsletter
until "Schedule and Injuries". Injured players
are not eligible to play in these games.
- The
third rule is teams are allowed to dress either:
- Twelve
forwards, six defensemen and two goaltenders, (or)
- Eleven
forwards, seven defensemen and two goaltenders.
Teams usually choose the first option because it's easier.
Players who are eligible to play both forward and defense
will be considered to be at the position where they
are primarily used in the Computer Manager, at the Commissioner's
discretion.
TYPE
TWO RESTRICTIONS (in-game):
In all
of the following rules, a "shift" refers to a
three Action Card sequence.
- Forwards
may be scheduled for NO MORE than four even-strength shifts
per period.
- In
the first and second period, defenseman may be scheduled
for a maximum of four even-strength shifts per period.
- In
the third period, defensemen may be scheduled for a maximum
of six even-strength shifts per period.
- All
skaters (forwards and defensemen) must be scheduled for
a minimum of four even-strength shifts per regulation
game (not including overtime). These shifts must be scheduled
within the first nine shifts of a period. (Why? Because
special teams time usually eliminates the last few shifts
of each period, and placing poor players there would be
an attempt to get around this requirement)
- No
player may be scheduled for consecutive even-strength
shifts.
- A
player may appear on (at most) one power-play unit and
(at most) one short-handed unit per game. For instance,
a player may be on PP1 or PP2, and SH1 or
SH2.
- A
forward rated "POINT **" may play on either
PP1 or PP2 (but not both). A forward rated "POINT
*" may only play on PP2.
- If
a forward is playing the point on any power-play
units, he may not appear as a forward on any power-play
unit (and vice-versa).
- Since
the computer manager automatically reverts to PP1 and
PK1 at the start of each period, the home team is allowed
to do the same. This replaces the board game's "double-shifting
power play units rule".
As an
aside, if the usage rules seem complicated, these line orders
are perfectly legal: 1-2-3-4/1-2-3-4/1-2-3 for forwards,
and 1-2-3/1-2-3/1-2 for defensemen.
5
How do I rotate "Any Player" shots?
These
shots must be given to the player on the ice with the highest
"Offense" rating, usually a player with a "4"
offense. If there is a tie (i.e., more than one person has
the same highest offense rating), then "any player"
shots must be rotated evenly amongst them.
The
game keeps track of this; when an "Any Player"
shot is an option, the game will list all of your players.
To the far right of each player is "AP Shots".
Amongst the highest-rated offense players, you must choose
the one with the fewest "AP Shots".
Finally,
the computer will not automatically do this for you, particularly
in road games. To make this happen, in your road Computer
Managers you must: under "Player Order",
in "Shot Order", you must list all of your "Offense
4" players first, followed by your "Offense 3"
players, etc. Amongst each category of players, you are
free to order your players as you please.
6
When can a player play a non-carded position?
The following
are the ONLY situations in the NSHL in which a player may
play a position for which they are uncarded:
- A
centre may player either wing position while shorthanded.
- A
defenseman may play either left or right defense while
on the power play.
- In
four-on-four situations, a centre may player either wing
position.
- In
three-on-three situations, any forward may play at the
centre position.
7
How do I pick up a player from the free agent list?
In order
to pick up a player from the free agent list, they must
first appear on the free agent list. Usually this means
that you must wait for the newsletter to officially see
the release.
In other
words, if the Seattle Rainiers announce to the list that
they release Dany Heatley, he cannot then be picked up as
a free agent. It must first appear in the following newsletter
before teams may put forth their claims.
To pick
up an eligible free agent, you should e-mail the commissioner
with your request. In nearly all situations, your request
will be accepted and the signing will appear in the following
newsletter. The player is not eligible until this point.
In the
event that two or more teams wish to sign the same player,
the team with the lower winning percentage will be permitted
to sign the player. For players signed before the beginning
of week three, the previous year's winning percentages will
be used.
Any
player signed as a free agent must be dressed for a minimum
of six of his team's games in the following biweek. A player
that does not fulfill this requirement will be immediately
released to the free agent pool. As a corollary of this
rule, a player must have at least six games' eligibility
remaining in order to be signed as a free agent.
All
players signed as free agents become full and permanent
members of the franchise that signed them, with the exception
that players signed after the trade deadline will be returned
to the free agent list immediately following the Farley
Cup Finals.