Post by eric on Dec 29, 2020 22:34:38 GMT -5
All GM communication to the commissioner must be submitted 30 minutes before the scheduled deadline to be processed. This includes but is not limited to depth charts, accepting resigns, free agency bids, waiver claims, signings, cuts, extending contracts, trades, and upgrades, and applies to all forms of communication including but not limited to posts, private messages, texts, and shout.
Exceptions: preseason and sim 1 communication is due 60 minutes before deadline, playoffs 10 minutes.
SEASON PROGRESSION
Training Camps: During training camps, players experience increases and decreases in their attributes. Unless explicitly noted otherwise, training camp is New Year's Day for each sim league season. Any signing of a player before 8 PM following training camp is invalid. For 24 hours after TC, teams at or above twelve players on their roster must wait one hour after their last signing, if any, or that signing will be invalid.
Preseason: Preseason has no effect on the regular season. Any injuries incurred during the preseason will not persist, any roster moves performed by the software will not have existed on day 1.
The Regular Season: The regular season consists of 120 days. During this time, each team will play 82 games. All-Star Weekend occurs during day 60. Sim 10 is the trade deadline. After it is posted, no more trades involving players can occur until the offseason.
The Playoffs: The top team in each division as well as the next six teams in each conference advance to the playoffs. The playoffs consist of four rounds. All rounds are best out of seven games. Teams that miss the playoffs receive 10000 currency.
End Season: All players are aged one year. Some players may choose to retire at this time. Until sim 1, each GM can add five pounds of weight to one player 25 or younger and one inch of height to one player 19 or younger in their team's upgrade thread.
Expansion/Contraction: Expansion drafts and contraction waivers, if any, are run at this time.
Resignings: Any players who wish to resign will inform their team of their demands. Resignings are adjusted upwards if they are below $100m * WS/48 - $5m
Last season's Win Shares per minute are used if the player played over 1000 minutes, career Win Shares per minute are used otherwise.
If their demands are not accepted the players will test free agency. It is not a negotiation, their offer is take it or leave it. A team can continue to accept a resign throughout the FA period so long as the player has not signed with another team. No team can accept a resigning that will put it over the hard cap ($80m), and a team can only accept one resigning per year.
Rookie Draft: The rookie draft consists of two rounds with an optional third round. Each team originally owns one pick in each round in the order of their current wheel position. It takes place the day after the playoffs, and FA day 1 is run the day after that.
Free Agency Period: The Free Agency Period consists of five days of contract offers and signings run in four sims: day 1, days 2-3, day 4, days 5.
Teams will send bids by private message to the commissioner as the years offered, the amount of the first year, and % increases if any.
No more than 15 bids per FA sim, and no two year minimum bids.
Any bid including the word "max" will be entered as a full max.
All bids should be sent in alphabetical order by first name.
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DEPTH CHART
Starters may not be listed as backups at any position. All scoring options must be players on the depth chart. A team must have at least 12 and no more than 15 roster players, and exactly 12 active players. For each player more than 12 on a team's roster, exactly one player must be listed on Injured Reserve.
All teams may set a preseason DC for free. Those that do not will have a software generated DC which does not necessarily (or generally) obey our DC rules or desires, but the team will not be explicitly penalized.
For posting day 1 DCs, the format looks like this:
IR: Mohamed Bamba, Antawn Jamison, Stan Haynes
C: Marcus Fizer / Andre Roberson / Marcus Fizer
PF: Herb Jones / Andre Roberson / Herb Jones
SF: Desmond Mason / Matt Harpring / Desmond Mason
SG: Solomon Hill / Alex Abrines / Solomon Hill
PG: AJ Guyton / Sarunas Jasikevicius / AJ Guyton
Scoring Option #1: Marcus Fizer
Scoring Option #2: Desmond Mason
Scoring Option #3: Solomon Hill
Pace: Fast
Trap: Always
Press: Never
Focus: Balanced
The options for the last four are:
Pace: Very Slow, Slow, Normal, Fast, Very Fast
Trap: Never, Sometimes, Normal, Often, Always
Press: Never, Sometimes, Normal, Often, Always
Focus: Inside, Balanced, Outside
Post first and last names for all players in all slots, correctly spelled and punctuated. Slashes must have exactly one space on each side.
If the DC is completely correct and on time, the GM gets 8000 currency.
If the DC is on time with inaccuracies, the GM only gets 4000.
Only one DC will be evaluated for sim 1 rewards. GMs are encouraged to have only one post in the thread at that point.
When changing IR, post both the player(s) going on and the player(s) coming off. Failure to do so will result in a fine of 1000 currency.
Post and bold ONLY changes after sim 1.
Players listed at...
C can play C or PF
PF can play PF or C
SF can play C PF or SF, or if under 6'9" SG
SG can play C, PF, SF, or SG
PG can play any position
Very Fast Pace and Always Trap require the relevant assistant coach. Preseason and sim 1 regular season DCs will be automatically adjusted and the GM will not be notified. GMs who later change their DC to an illegal option will be fined 1000 currency for each sim the change is in the software.
Any trade, transaction, or roster move that requires a depth chart change must be accompanied by a new post with a new DC.
Failure to do will result in a fine of 1000 currency.
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TRADES
Make a new thread with the team names in the topic and the next unused number. Example: "446. Bulls - Magic" or "446. Chicago - Orlando"
List the full trade in the OP and that the team accepts. Then the other parties involved in the trade must reply that they accept the trade. The commissioner will then have to confirm the trade to make it official.
No trade is complete until the trade has been posted and agreed to by all parties in the Completed Trades forum. Owners agreeing to deals in a PM is not binding. The league does not recommend agreeing to a trade in a PM or text and then backing out of the deal, but once again, a trade is not completed until all teams involved have agreed to it on the board.
A team over the soft cap after any given trade can receive no more than 15% more salary than they send out. For example, if team A wants to send a $10m contract to team B and *both* are over the cap, team B needs to send back between $11.5m (10*1.15) and $8.696m (10/1.15). If team B has at least $10m in cap space, they don't have to send back any money. If team A is under the cap, team B needs to send at least $8.696m but is otherwise free to send as much as team A's cap space. Use this link to make sure trades work salary wise checker.atspace.com/ but note that it does not recognize a team going from under to over the soft cap and can return false positives in that scenario.
Teams can trade draft picks up to five years into the future.
The correct format for posting picks in trades is "year team round", not "year round.pick". If the Owed Assets or draft thread has to be corrected because of incorrect format, the GM that posted the trade thread will be fined 5000 currency.
Two teams cannot trade a player they have already traded to each other until a certain time period has elapsed:
1. If the first trade happens during the offseason they must wait until day 30 to trade back.
2. If the first trade happens during the season they must wait 60 days to trade back.
3. If the first trade happens within the last 60 days of the season they must wait until after TC to trade back.
A player signed to a new team on a deal starting at $8m+ cannot be traded until day 60.
Sim 10 is the trade deadline. Once it is posted, no trades involving players can occur until the offseason.
There is a cap of 50000 currency that can be included in any given trade.
All trades, including each individual component of multi team trades, must work when it comes to salary.
For veto purposes, a multi team trade will be evaluated as a whole.
When posting a trade that involves signings or cuts, list those above the trade.
Trades must be posted as "team 1 trades:" not "team 1 receives:".
Players must be listed in alphabetical order by first name.
Incorrect:
Heat send
S/T Jamal Downey
S/T Tarquinius Claudiu
2031 1.5
2031 1.13
Heat receive
Robin Jones
Bulls Cut: Jeremy Sundov
Correct:
Heat sign Jamal Downey, Tarquinius Claudiu
Bulls cut Jeremy Sundov
Heat trade:
Jamal Downey
Tarquinius Claudiu
2031 Heat 1st
2031 Magic 1st
Bulls trade:
Robin Jones
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CURRENCY REWARDS
These box score rewards are calculated automatically for all teams at the end of the season. Each team is free to decline this and manually tally their rewards if they wish. The calculator receives +5 above their yearly team upgrade cap. Nothing below this statement is calculated automatically and should be claimed in each team's banking thread that wants the reward.
Winning Streak - 10 game winning streak awards 1000 currency plus 250 more for each additional win
POTW - 500
POTM - 1000
ROTM - 500
Rook/Soph Participant - 200
Rook/Soph MVP - 1000
All-Star Participant - 500
All-Star MVP - 1500
MVP - 3000
DPOY - 1500
Rookie Of The Year - 1000
6th Man - 1000
Win 40 - 1000
Win 50 - 2000
Win 60 - 3000
Win 70 - 5000
(only one applies of Wins)
Best Record - 5000
All League First Team - 1500
All League Second Team - 1000
All League Third Team - 500
All Defensive First Team - 1000
All Defensive Second Team - 500
All Rookie First Team - 500
All Rookie Second Team - 200
League Leader in PPG - 1000
League Leader in RPG - 1000
League Leader in APG - 1000
League Leader in BPG - 1000
League Leader in SPG - 1000
League Leader in FG% - 1000
League Leader in FT% - 1000
League Leader in 3P% - 1000
League Leader in P/TSA - 1000
League Leader in A/T - 1000
League Leader in PER - 1000
Championship - +3 that can exceed GM and player caps
Win Conference Finals - 3000
Playoff Appearance - 1000
(only one applies of these three)
Playoffs MVP - 3000
Playoff Leader in PPG - 500
Playoff Leader in RPG - 500
Playoff Leader in APG - 500
Playoff Leader in BPG - 500
Playoff Leader in SPG - 500
Playoff Leader in FG% - 500
Playoff Leader in FT% - 500
Playoff Leader in 3P% - 500
Playoff Leader in P/TSA - 500
Playoff Leader in A/T - 500
Playoff Leader in PER - 500
Running Mafia games or anything similar - 5000
News Ticker Entry with accompanying "news story" (min 500 words, must be in "news" format) - 5000
Articles, press conferences, podcasts - Scored by peers
-Users may comment for up to 72 hours after the article is posted a currency value they think the article is worth, the writer may receive the average excluding the high and low values starting 24 hours after posting.
-Currency values submitted by participants are not valid.
Hall of Fame profile - 5000 each
-After two full seasons elapsed the profile will be locked.
-Players will need to have at least 80% yes votes to be inducted.
-Players will be inducted into the HoF as whatever team wins the vote.
-Poll options should look like: 1. Yes (Knicks) 2. Yes (Bulls) 3. No
Board duties
+5 that can exceed the GM's yearly cap or 25k
Banker - track all currency transactions
Draft Master - run the thread, text people when they're up
Owed Assets - keep the thread updated
Predictions - running the contest (must include a numeric question used only for tiebreaking)
Predictions - winning the contest
+10 that can exceed the GM's yearly cap or 50k
Draft Builder - write profiles, strengths and weaknesses, and other guys
5k per participated event run, max 25k
Casino Runner - post wagers, track bets
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CURRENCY PURCHASES
No purchase can be made until sufficient currency has been claimed.
The banker must be tagged in all things involving currency.
First failure carries a warning.
Second failure carries a fine of 1000 currency.
Subsequent failures carry escalating fines.
Amnesty contract - 50000
Test sim - 10000
GMs can see a test sim with an alternate DC.
GMs will not be allowed to make any roster moves, including but not limited to trades, signings, and cuts, that will not also apply to the actual sim.
GMs will not be informed or notified if any other GMs sent alternate DCs for the test sim.
GMs will only receive a copy of twib.htm.
Test sims are only eligible to occur on sims 2, 5, and 11.
Send a Veteran to Germany for HGH/Blood Spinning Treatments - 10000 (limit 1 per player)
-Select a player 33 or older to send to Germany for special doctor's treatments. The player returns with their attributes/grades from a full season prior, except potential.
-Option to return to potential (+5) from previous season for additional 7500.
-Can only be used in the offseason and before preseason.
Retirement insurance - 25000 (limit 1 per season and 1 per player)
-prevents a player on the GM's team from retiring
-must be purchased before retirings are processed
Assistant coach - 5000 (limit 1 per season)
Hired between the beginning of the draft and sim 1, employed until TC.
Multiple teams can hire the same type of assistant coach.
Current options are:
strength and conditioning coach - allows team to run Very Fast pace (otherwise illegal)
defensive coordinator - allows team to Always trap (otherwise illegal)
physiotherapist - reduces any existing injuries by three days at end of sim (# for regular season, round for playoffs)
social media consultant - increases box score rewards by 100% (applied to total at end of the year) or 5000 currency, whichever is higher
director of scouting - reduces the cost of up to seven scouts by 5000 currency to a minimum of 5000 currency
sports scientist - increases yearly GM upgrade cap by ten (upgrades must still be purchased)
A team that hires a sports scientist cannot trade away their upgrades in the same season, and a team that has traded away their upgrades in a given season cannot hire a sports scientist.
Trades made before April 20th 2021 have grandfathered immunity from this rule.
Scouting on undrafted players must be purchased before the draft timer starts.
Only the team with the current pick can scout, and they can only scout up to five players.
A team can scout players they have drafted until TC.
A team can attribute scout players on their roster on sim 3, sim 6, sim 9, sim 12 and the night before sim 1.
Scouting may not be traded.
15000 - all attributes exactly
10000 - aggregate per-36 stats from the season run three times test sim (only profile players can use this tier)
10000 - the rank of two (+5000 for each additional participant) players in all attributes
GMs can redeem up to 40 upgrade points each season at 1000 currency per point.
A GM may trade away up to 10 of their yearly upgrade points limit and trade for any number.
Players can get a total of +30 for their career.
Winning the championship gives an additional 3 upgrade points that can exceed the player career and GM season limit.
No potential upgrades.
Three Point Shot upgrades for PFs are doubled while below 60.
Some attributes have caps, they are listed below.
Jump Shot (85)
Inside Scoring (70) PG/SG only
Shot Blocking (50) C/PF (40) SF (5) PG/SG
Upgrades will only be processed on sim 1, sim 4, sim 7, and sim 10.
Upgrades posted after sim 10 will be counted towards the next year for purposes of the GM's yearly cap.
Any team with a player on the roster before TC who received a non-rookie regular season award the prior season and has at least A- in a given rating can give +5 in any attribute that factors into that rating in the Mentors thread.
The +5 is separate from a player's point cap and team's point cap but cannot exceed attribute upgrade caps.
It can only be used on a player in years 1-3 on a contract of $5m or less, unless they are on a first round contract.
It can only be used once per year.
Mentoring will only be processed on sims 3, 9, and 12.
A player can receive one skill camp in their career from the following list for 5000 currency.
They will be processed on sims 2, 5, 8, and 11.
+7 three point shooting (doubled for PF up to 60)
+6 offensive rebounding +2 jumping +2 quickness
+6 defensive rebounding +2 jumping +2 quickness
+6 post defense +2 strength +2 quickness
+6 perimeter defense +2 strength +2 quickness
-10 passing
+5 strength +5 quickness
+5 jumping +5 quickness
+10 jumping
+10 lbs (only available to players ages 25-30)
This is separate from a player's point cap and team's point cap but cannot exceed attribute upgrade caps.
A player's upgrades may be totally reset for 10000 currency. This does not count against or reset a GM's yearly cap, and will only be processed on preseason.
A player's skill camp may be reset for 5000 currency. This will only be processed on preseason.
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ROOKIE DRAFT
Draft picks can be made starting with the post of the draft class on sim 8.
Draft picks can be traded in any way until the trade deadline.
Between the trade deadline and the end of the playoffs, any trade involving a pick in this draft and a player is illegal and will be voided.
If a GM has been inactive for 24 hours after they are eligible to pick, they will be skipped for the rest of the draft, unless they make trade or forfeit the skipped pick(s).
The timer starts 10 AM the day after the playoffs, or 1 PM if on a weekend, and pauses at 10 PM.
In the first round the timer is 1 hour. In the second round the timer is 30 minutes.
The timer resets when a team makes their pick, forfeits, or is skipped.
Teams skipped by timer can, whenever they become available, pick from the remaining players.
Teams may forfeit picks before or during the draft.
These may be purchased and made by another team for a reasonable amount of currency - first come, first serve.
Any GM who sends a list automatically opts into a third round pick.
After the second round, the top remaining player for each optee will be drafted in the same order as the second round.
Third round picks can be traded the same way as any other pick.
All picks owed by contracted teams will be honored.
All picks owed to contracted teams will be voided.
1st round picks are signed to two year contracts with team options for a third and fourth year. These options are accepted by default. The GM can decline options after the end of the regular season and before the end of the draft. Doing so voids Bird years.
2nd and 3rd round draft picks are not guaranteed contracts. After the draft they will by default be signed to a two year deal. Once signed to a contract it is fully guaranteed. At the end of the second year the contract can be extended to a third year.
First Round Picks, first ten (prorated to league team number): $4,000,000 $4,300,000 $4,600,000* $4,900,000*
First Round Picks, remainder: $2,000,000 $2,150,000 $2,300,000* $2,450,000*
Second Round Picks: $332,817 $465,850 $1,000,000*
There are ten players in each class who are hidden gems.
If a hidden gem receives an upgrade of at least +10, they will receive a one-time bonus +10 for free that does not count against GM yearly or player career caps, but cannot surpass attribute limits. The reply to the lab post will notify that the player is a hidden gem even if the GM did not list enough applicable options for any part of the upgrade to apply. A GM who performs tier 1 potential, tier 2, or tier 3 scouting on a hidden gem will have that status revealed in the response.
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CONTRACT RULES
Any player cut by a team cannot be signed or otherwise acquired by the same team until 24 hours later.
Teams will otherwise have 24 hours starting from sim 1 to get under the hard cap, after which they will begin being penalized 2,500,000*x over x years, with x being the number of days they have been over the cap. Example: the Celtics go over the hard cap and remains that way for 72 hours. They are penalized 7.5 million for 3 years. This rule is not in effect once the playoffs end.
If a team goes over the hard cap due to a trade or signing and the trade deadline has passed, that trade will be vetoed and/or the signing will be reversed.
The hard cap is NOT a software feature. It is neither the responsibility nor within the capability of the software to keep a team under the hard cap.
Minimum starting free agent salary is a function of experience only:
0 - $332,817
1 - $465,850
2 - $540,850
3 - $565,850
4 - $590,850
5 - $653,350
6 - $715,860
7 - $778,350
8 - $840,850
9 - $965,850
$1,000,000 otherwise
Maximum starting free agent salary is a function of experience, age, contract length, and Bird years, which are the number of seasons a player has gone without changing teams via free agency. When a player is traded, they maintain their Bird years.
1-6 Years of Experience: 25% of Soft Cap (25% * $50m = $12,500,000)
7-9 Years of Experience: 30% of Soft Cap (30% * $50m = $15,000,000)
10+ Years of Experience: 35% of Soft Cap (35% * $50m = $17,500,000)
If a player is signing with a new team:
1) The player can receive a raise each year of up to 10% of the value of the first year of the contract.
2) The maximum value of the first year of the contract is the smaller of the amount of cap room the team has and the maximum salary the player can receive based up his experience in the league.
3) The contract can be for up to 6 seasons.
4) For players under 29, the maximum value of the first year of the contract cannot exceed $7m on a 1 year deal or $9m on a 2 year deal.
If a player is resigning with their previous team and has 3 or more bird years:
1) The player can receive a raise each year of up to 12.5% of the value of the first year of the contract
2) The player can receive the larger of the maximum salary based on his experience and 105% of his previous salary in the first year of the contract.
3) The contract can be for up to 7 seasons.
If a player is resigning with their previous team and has less than 3 bird years:
1) The player can receive a raise of up to 10% of the value of the first year of the contract.
2) The player can receive the larger of the team's salary cap room (up to the maximum salary) or 120% of his previous salary in the first year of the contract.
3) The contract can be for up to 2 seasons for teams without cap space or 6 otherwise.
A player signed to a deal starting at $8m or higher by a new team cannot be traded until day 60.
Teams also may offer a free agent one of their two salary cap exceptions if before or after signing the team is over the soft cap of $50m:
1) Mid Exception (MLE) - one-year offer of $4,500,000
2) Low Exception (LLE) - one-year offer of $1,200,000
Each exception may only be used once per season.
Teams may also offer any unused exception they have to a free agent during the season, regardless of being over the soft cap.
If an exception was used during FA it may not be offered during the season.
The software sometimes lets a team sign multiple MLEs. This does not mean teams can keep offering it after signing one. A team that signs multiple MLEs can but does not have to annul signings after the first accepted. This applies to LLEs as well, and in either case must be requested before sim 1.
Any team can offer any free agent a minimum contract of exactly one year. Signings during the year that are not exceptions are one year minimum deals.
Any player signed to a one year deal in free agency up to $5m can be extended for one year or two years at $5m salary.
This costs 2000 currency per year.
A GM gets one contract extension per year and may trade that extension to another GM.
Buying out a player cuts the player from the team at the cost of adding the remainder of said player's contract amount to his current year's salary in cut money.
Example: Mike Moser PF 28 $6,000,000 $6,000,000 $6,000,000 $0 $0 $0 $0 $18,000,000
Buying Mike Moser out puts $18m on the current cap but clears the $6m from the next year and the year after.
A team can buy out any contract as long as it is a minimum of two years.
A team cannot go over the hard cap to buyout a player.
A team can only use the buyout once every three seasons.
Post the player's name and total contract to buyout, as well as the current season.
Cuts of players with at least $10m total contract value, amnesties, and buyouts operate on the following schedule:
After sim 10 is posted, none until after FA.
After FA day 5 is posted, players go on the waiver wire until sim 2 is posted.
After sim 2 is posted, players go on the waiver wire until the next processing period.
Any team besides the original team can submit a free agency style bid (years, starting amount, % raises) to take on all or part of the contract, so long as they have hard cap space to do so and are capable of signing a free agent.
The team with the most total money offered at the end of the wire will get the player.
If tied, the team with the lowest winning % at the end of the wire will get the player.
If still tied, previous seasons will be considered until the tie is broken.
If the player is successfully signed by another team and wasn't amnestied, the original team receives that much less cut salary.
If not, they are treated as any other free agent.
A player that clears waivers has no Bird years.
A player signed off waivers is automatically put on IR unless the GM posts a DC including them.
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MINOR LEAGUES
After all signings of sim 1 are processed free agents will be signed to non-GMed teams until all such teams have five starters or all such free agents are signed.
These players will be listed at their positions in the depth chart and will run a fast/balanced offense.
These players are treated as any other free agents.
For example, they cannot be promoted upgraded or cut, and no other players can be demoted to a minor league team.
They can only be signed as any other free agent.
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GMs
New GMs start with 50000 currency.
GMs must have an actual team logo. No exceptions. No faces. No hats. Feel free to pick from any legitimate logo the team has.
A GM that errs in a post is obligated to make a new post, editing the original post is not sufficient. If conditions have changed to make illegal what would have been legal when edited, it will be illegal. This applies to everything, including but not limited to trades and the trade deadline, depth charts and sims, upgrades and players leaving the team, and any other scenario real or imagined.
Human GMs cannot employ robot players.
A GM who is inactive for a full season is fired.
GMs who post in the official quitting thread that they are quitting will have 24 hours to recant, after which they will lose their team. Members of the waiting list in order, if any, can choose to either take over the team, or contract it and take an expansion team.
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EXPANSION
New GMs can join the league at any time and take over an empty team.
They have the option of participating in an expansion draft at sim time of the day following the playoffs following their first sim 8.
Anyone drafted in the rookie draft of the same offseason is automatically protected.
Accepted resignings are also automatically protected.
Existing GMs can protect up to another five players under contract.
A GM can trade a protection slot directly to another team.
Expansion protections are due sim 1 of the playoffs.
New GMs otherwise can take on up to one player and their contract from each existing GM.
They enter the wheel at one of the positions that minimizes the standard deviation of all teams' thirty year averages and is no higher than half the league rounded up.
If the rookie draft has already passed them, they will get the next available pick(s) after the team on the clock.
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CONTRACTION
Any player under contract to the contracted team for the next regular season or later will be in waivers.
Waiver order is in reverse order of the standings of the last full season before contraction.
A team that claims any player will be responsible for their remaining contract in its entirety.
Teams may submit any number of claims by private message.
The first name listed for each team will be given that team's highest priority.
Each team will sign their highest priority target remaining that can fit in their roster and hard cap space.
GMs can choose to put a lower limit on their roster and cap space used, for example signing players only to $70m total salary.
Waiver order will repeat until no players or claims remain, whichever comes first.
All claims must be received thirty minutes before deadline to be processed.
Any player not claimed will become a free agent.
Contraction will be processed BEFORE the rookie draft.
Any player claimed in contraction cannot be traded until day 120.
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CASINO
GMs have a limit of 50000 currency they can win from the casino each season.
GMs cannot bet on their own unders in the over/under casino.
A limit of one event per season will be posted that GMs can enter to win currency without the potential of losing currency.
Preseason lines will be ± 2, so if the Hornets line is 10.5-14.5, an over bet pays out if they win 15 or more games, an under bet pays out if they win 10 or less games.
Exceptions: preseason and sim 1 communication is due 60 minutes before deadline, playoffs 10 minutes.
SEASON PROGRESSION
Training Camps: During training camps, players experience increases and decreases in their attributes. Unless explicitly noted otherwise, training camp is New Year's Day for each sim league season. Any signing of a player before 8 PM following training camp is invalid. For 24 hours after TC, teams at or above twelve players on their roster must wait one hour after their last signing, if any, or that signing will be invalid.
Preseason: Preseason has no effect on the regular season. Any injuries incurred during the preseason will not persist, any roster moves performed by the software will not have existed on day 1.
The Regular Season: The regular season consists of 120 days. During this time, each team will play 82 games. All-Star Weekend occurs during day 60. Sim 10 is the trade deadline. After it is posted, no more trades involving players can occur until the offseason.
The Playoffs: The top team in each division as well as the next six teams in each conference advance to the playoffs. The playoffs consist of four rounds. All rounds are best out of seven games. Teams that miss the playoffs receive 10000 currency.
End Season: All players are aged one year. Some players may choose to retire at this time. Until sim 1, each GM can add five pounds of weight to one player 25 or younger and one inch of height to one player 19 or younger in their team's upgrade thread.
Expansion/Contraction: Expansion drafts and contraction waivers, if any, are run at this time.
Resignings: Any players who wish to resign will inform their team of their demands. Resignings are adjusted upwards if they are below $100m * WS/48 - $5m
Last season's Win Shares per minute are used if the player played over 1000 minutes, career Win Shares per minute are used otherwise.
If their demands are not accepted the players will test free agency. It is not a negotiation, their offer is take it or leave it. A team can continue to accept a resign throughout the FA period so long as the player has not signed with another team. No team can accept a resigning that will put it over the hard cap ($80m), and a team can only accept one resigning per year.
Rookie Draft: The rookie draft consists of two rounds with an optional third round. Each team originally owns one pick in each round in the order of their current wheel position. It takes place the day after the playoffs, and FA day 1 is run the day after that.
Free Agency Period: The Free Agency Period consists of five days of contract offers and signings run in four sims: day 1, days 2-3, day 4, days 5.
Teams will send bids by private message to the commissioner as the years offered, the amount of the first year, and % increases if any.
No more than 15 bids per FA sim, and no two year minimum bids.
Any bid including the word "max" will be entered as a full max.
All bids should be sent in alphabetical order by first name.
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DEPTH CHART
Starters may not be listed as backups at any position. All scoring options must be players on the depth chart. A team must have at least 12 and no more than 15 roster players, and exactly 12 active players. For each player more than 12 on a team's roster, exactly one player must be listed on Injured Reserve.
All teams may set a preseason DC for free. Those that do not will have a software generated DC which does not necessarily (or generally) obey our DC rules or desires, but the team will not be explicitly penalized.
For posting day 1 DCs, the format looks like this:
IR: Mohamed Bamba, Antawn Jamison, Stan Haynes
C: Marcus Fizer / Andre Roberson / Marcus Fizer
PF: Herb Jones / Andre Roberson / Herb Jones
SF: Desmond Mason / Matt Harpring / Desmond Mason
SG: Solomon Hill / Alex Abrines / Solomon Hill
PG: AJ Guyton / Sarunas Jasikevicius / AJ Guyton
Scoring Option #1: Marcus Fizer
Scoring Option #2: Desmond Mason
Scoring Option #3: Solomon Hill
Pace: Fast
Trap: Always
Press: Never
Focus: Balanced
The options for the last four are:
Pace: Very Slow, Slow, Normal, Fast, Very Fast
Trap: Never, Sometimes, Normal, Often, Always
Press: Never, Sometimes, Normal, Often, Always
Focus: Inside, Balanced, Outside
Post first and last names for all players in all slots, correctly spelled and punctuated. Slashes must have exactly one space on each side.
If the DC is completely correct and on time, the GM gets 8000 currency.
If the DC is on time with inaccuracies, the GM only gets 4000.
Only one DC will be evaluated for sim 1 rewards. GMs are encouraged to have only one post in the thread at that point.
When changing IR, post both the player(s) going on and the player(s) coming off. Failure to do so will result in a fine of 1000 currency.
Post and bold ONLY changes after sim 1.
Players listed at...
C can play C or PF
PF can play PF or C
SF can play C PF or SF, or if under 6'9" SG
SG can play C, PF, SF, or SG
PG can play any position
Very Fast Pace and Always Trap require the relevant assistant coach. Preseason and sim 1 regular season DCs will be automatically adjusted and the GM will not be notified. GMs who later change their DC to an illegal option will be fined 1000 currency for each sim the change is in the software.
Any trade, transaction, or roster move that requires a depth chart change must be accompanied by a new post with a new DC.
Failure to do will result in a fine of 1000 currency.
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TRADES
Make a new thread with the team names in the topic and the next unused number. Example: "446. Bulls - Magic" or "446. Chicago - Orlando"
List the full trade in the OP and that the team accepts. Then the other parties involved in the trade must reply that they accept the trade. The commissioner will then have to confirm the trade to make it official.
No trade is complete until the trade has been posted and agreed to by all parties in the Completed Trades forum. Owners agreeing to deals in a PM is not binding. The league does not recommend agreeing to a trade in a PM or text and then backing out of the deal, but once again, a trade is not completed until all teams involved have agreed to it on the board.
A team over the soft cap after any given trade can receive no more than 15% more salary than they send out. For example, if team A wants to send a $10m contract to team B and *both* are over the cap, team B needs to send back between $11.5m (10*1.15) and $8.696m (10/1.15). If team B has at least $10m in cap space, they don't have to send back any money. If team A is under the cap, team B needs to send at least $8.696m but is otherwise free to send as much as team A's cap space. Use this link to make sure trades work salary wise checker.atspace.com/ but note that it does not recognize a team going from under to over the soft cap and can return false positives in that scenario.
Teams can trade draft picks up to five years into the future.
The correct format for posting picks in trades is "year team round", not "year round.pick". If the Owed Assets or draft thread has to be corrected because of incorrect format, the GM that posted the trade thread will be fined 5000 currency.
Two teams cannot trade a player they have already traded to each other until a certain time period has elapsed:
1. If the first trade happens during the offseason they must wait until day 30 to trade back.
2. If the first trade happens during the season they must wait 60 days to trade back.
3. If the first trade happens within the last 60 days of the season they must wait until after TC to trade back.
A player signed to a new team on a deal starting at $8m+ cannot be traded until day 60.
Sim 10 is the trade deadline. Once it is posted, no trades involving players can occur until the offseason.
There is a cap of 50000 currency that can be included in any given trade.
All trades, including each individual component of multi team trades, must work when it comes to salary.
For veto purposes, a multi team trade will be evaluated as a whole.
When posting a trade that involves signings or cuts, list those above the trade.
Trades must be posted as "team 1 trades:" not "team 1 receives:".
Players must be listed in alphabetical order by first name.
Incorrect:
Heat send
S/T Jamal Downey
S/T Tarquinius Claudiu
2031 1.5
2031 1.13
Heat receive
Robin Jones
Bulls Cut: Jeremy Sundov
Correct:
Heat sign Jamal Downey, Tarquinius Claudiu
Bulls cut Jeremy Sundov
Heat trade:
Jamal Downey
Tarquinius Claudiu
2031 Heat 1st
2031 Magic 1st
Bulls trade:
Robin Jones
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CURRENCY REWARDS
200 140 points team 200 50 points
500 150 points team 500 55 points
1500 160 points team 1500 60 points
100 60 rebound team 200 20 rebounds
500 70 rebound team 500 22 rebounds
100 35 assists team 1500 25 rebounds
500 40 assists team 200 17 assists
200 10 blocks team 500 20 assists
500 12 blocks team 1500 22 assists
200 15 steals team 200 6 blocks
500 17 steals team 500 7 blocks
500 10 3 team 1500 10 blocks
1500 15 3 team 200 6 steals
500 40 FTs team 500 7 steals
1500 50 FTs team 1500 8 steals
500 6 threes
1500 8 threes
200 15 FTs
1500 20 FTs
100 18 FGs
200 20 FGs
500 23 FGs
500 20/20
5000 5x5
500 Triple/Double
5000 Quadruple/Double
These box score rewards are calculated automatically for all teams at the end of the season. Each team is free to decline this and manually tally their rewards if they wish. The calculator receives +5 above their yearly team upgrade cap. Nothing below this statement is calculated automatically and should be claimed in each team's banking thread that wants the reward.
Winning Streak - 10 game winning streak awards 1000 currency plus 250 more for each additional win
POTW - 500
POTM - 1000
ROTM - 500
Rook/Soph Participant - 200
Rook/Soph MVP - 1000
All-Star Participant - 500
All-Star MVP - 1500
MVP - 3000
DPOY - 1500
Rookie Of The Year - 1000
6th Man - 1000
Win 40 - 1000
Win 50 - 2000
Win 60 - 3000
Win 70 - 5000
(only one applies of Wins)
Best Record - 5000
All League First Team - 1500
All League Second Team - 1000
All League Third Team - 500
All Defensive First Team - 1000
All Defensive Second Team - 500
All Rookie First Team - 500
All Rookie Second Team - 200
League Leader in PPG - 1000
League Leader in RPG - 1000
League Leader in APG - 1000
League Leader in BPG - 1000
League Leader in SPG - 1000
League Leader in FG% - 1000
League Leader in FT% - 1000
League Leader in 3P% - 1000
League Leader in P/TSA - 1000
League Leader in A/T - 1000
League Leader in PER - 1000
Championship - +3 that can exceed GM and player caps
Win Conference Finals - 3000
Playoff Appearance - 1000
(only one applies of these three)
Playoffs MVP - 3000
Playoff Leader in PPG - 500
Playoff Leader in RPG - 500
Playoff Leader in APG - 500
Playoff Leader in BPG - 500
Playoff Leader in SPG - 500
Playoff Leader in FG% - 500
Playoff Leader in FT% - 500
Playoff Leader in 3P% - 500
Playoff Leader in P/TSA - 500
Playoff Leader in A/T - 500
Playoff Leader in PER - 500
Running Mafia games or anything similar - 5000
News Ticker Entry with accompanying "news story" (min 500 words, must be in "news" format) - 5000
Articles, press conferences, podcasts - Scored by peers
-Users may comment for up to 72 hours after the article is posted a currency value they think the article is worth, the writer may receive the average excluding the high and low values starting 24 hours after posting.
-Currency values submitted by participants are not valid.
Hall of Fame profile - 5000 each
-After two full seasons elapsed the profile will be locked.
-Players will need to have at least 80% yes votes to be inducted.
-Players will be inducted into the HoF as whatever team wins the vote.
-Poll options should look like: 1. Yes (Knicks) 2. Yes (Bulls) 3. No
Board duties
+5 that can exceed the GM's yearly cap or 25k
Banker - track all currency transactions
Draft Master - run the thread, text people when they're up
Owed Assets - keep the thread updated
Predictions - running the contest (must include a numeric question used only for tiebreaking)
Predictions - winning the contest
+10 that can exceed the GM's yearly cap or 50k
Draft Builder - write profiles, strengths and weaknesses, and other guys
5k per participated event run, max 25k
Casino Runner - post wagers, track bets
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CURRENCY PURCHASES
No purchase can be made until sufficient currency has been claimed.
The banker must be tagged in all things involving currency.
First failure carries a warning.
Second failure carries a fine of 1000 currency.
Subsequent failures carry escalating fines.
Amnesty contract - 50000
Test sim - 10000
GMs can see a test sim with an alternate DC.
GMs will not be allowed to make any roster moves, including but not limited to trades, signings, and cuts, that will not also apply to the actual sim.
GMs will not be informed or notified if any other GMs sent alternate DCs for the test sim.
GMs will only receive a copy of twib.htm.
Test sims are only eligible to occur on sims 2, 5, and 11.
Send a Veteran to Germany for HGH/Blood Spinning Treatments - 10000 (limit 1 per player)
-Select a player 33 or older to send to Germany for special doctor's treatments. The player returns with their attributes/grades from a full season prior, except potential.
-Option to return to potential (+5) from previous season for additional 7500.
-Can only be used in the offseason and before preseason.
Retirement insurance - 25000 (limit 1 per season and 1 per player)
-prevents a player on the GM's team from retiring
-must be purchased before retirings are processed
Assistant coach - 5000 (limit 1 per season)
Hired between the beginning of the draft and sim 1, employed until TC.
Multiple teams can hire the same type of assistant coach.
Current options are:
strength and conditioning coach - allows team to run Very Fast pace (otherwise illegal)
defensive coordinator - allows team to Always trap (otherwise illegal)
physiotherapist - reduces any existing injuries by three days at end of sim (# for regular season, round for playoffs)
social media consultant - increases box score rewards by 100% (applied to total at end of the year) or 5000 currency, whichever is higher
director of scouting - reduces the cost of up to seven scouts by 5000 currency to a minimum of 5000 currency
sports scientist - increases yearly GM upgrade cap by ten (upgrades must still be purchased)
A team that hires a sports scientist cannot trade away their upgrades in the same season, and a team that has traded away their upgrades in a given season cannot hire a sports scientist.
Trades made before April 20th 2021 have grandfathered immunity from this rule.
Scouting on undrafted players must be purchased before the draft timer starts.
Only the team with the current pick can scout, and they can only scout up to five players.
A team can scout players they have drafted until TC.
A team can attribute scout players on their roster on sim 3, sim 6, sim 9, sim 12 and the night before sim 1.
Scouting may not be traded.
15000 - all attributes exactly
10000 - aggregate per-36 stats from the season run three times test sim (only profile players can use this tier)
10000 - the rank of two (+5000 for each additional participant) players in all attributes
GMs can redeem up to 40 upgrade points each season at 1000 currency per point.
A GM may trade away up to 10 of their yearly upgrade points limit and trade for any number.
Players can get a total of +30 for their career.
Winning the championship gives an additional 3 upgrade points that can exceed the player career and GM season limit.
No potential upgrades.
Three Point Shot upgrades for PFs are doubled while below 60.
Some attributes have caps, they are listed below.
Jump Shot (85)
Inside Scoring (70) PG/SG only
Shot Blocking (50) C/PF (40) SF (5) PG/SG
Upgrades will only be processed on sim 1, sim 4, sim 7, and sim 10.
Upgrades posted after sim 10 will be counted towards the next year for purposes of the GM's yearly cap.
Any team with a player on the roster before TC who received a non-rookie regular season award the prior season and has at least A- in a given rating can give +5 in any attribute that factors into that rating in the Mentors thread.
The +5 is separate from a player's point cap and team's point cap but cannot exceed attribute upgrade caps.
It can only be used on a player in years 1-3 on a contract of $5m or less, unless they are on a first round contract.
It can only be used once per year.
Mentoring will only be processed on sims 3, 9, and 12.
A player can receive one skill camp in their career from the following list for 5000 currency.
They will be processed on sims 2, 5, 8, and 11.
+7 three point shooting (doubled for PF up to 60)
+6 offensive rebounding +2 jumping +2 quickness
+6 defensive rebounding +2 jumping +2 quickness
+6 post defense +2 strength +2 quickness
+6 perimeter defense +2 strength +2 quickness
-10 passing
+5 strength +5 quickness
+5 jumping +5 quickness
+10 jumping
+10 lbs (only available to players ages 25-30)
This is separate from a player's point cap and team's point cap but cannot exceed attribute upgrade caps.
A player's upgrades may be totally reset for 10000 currency. This does not count against or reset a GM's yearly cap, and will only be processed on preseason.
A player's skill camp may be reset for 5000 currency. This will only be processed on preseason.
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ROOKIE DRAFT
Draft picks can be made starting with the post of the draft class on sim 8.
Draft picks can be traded in any way until the trade deadline.
Between the trade deadline and the end of the playoffs, any trade involving a pick in this draft and a player is illegal and will be voided.
If a GM has been inactive for 24 hours after they are eligible to pick, they will be skipped for the rest of the draft, unless they make trade or forfeit the skipped pick(s).
The timer starts 10 AM the day after the playoffs, or 1 PM if on a weekend, and pauses at 10 PM.
In the first round the timer is 1 hour. In the second round the timer is 30 minutes.
The timer resets when a team makes their pick, forfeits, or is skipped.
Teams skipped by timer can, whenever they become available, pick from the remaining players.
Teams may forfeit picks before or during the draft.
These may be purchased and made by another team for a reasonable amount of currency - first come, first serve.
Any GM who sends a list automatically opts into a third round pick.
After the second round, the top remaining player for each optee will be drafted in the same order as the second round.
Third round picks can be traded the same way as any other pick.
All picks owed by contracted teams will be honored.
All picks owed to contracted teams will be voided.
1st round picks are signed to two year contracts with team options for a third and fourth year. These options are accepted by default. The GM can decline options after the end of the regular season and before the end of the draft. Doing so voids Bird years.
2nd and 3rd round draft picks are not guaranteed contracts. After the draft they will by default be signed to a two year deal. Once signed to a contract it is fully guaranteed. At the end of the second year the contract can be extended to a third year.
First Round Picks, first ten (prorated to league team number): $4,000,000 $4,300,000 $4,600,000* $4,900,000*
First Round Picks, remainder: $2,000,000 $2,150,000 $2,300,000* $2,450,000*
Second Round Picks: $332,817 $465,850 $1,000,000*
There are ten players in each class who are hidden gems.
If a hidden gem receives an upgrade of at least +10, they will receive a one-time bonus +10 for free that does not count against GM yearly or player career caps, but cannot surpass attribute limits. The reply to the lab post will notify that the player is a hidden gem even if the GM did not list enough applicable options for any part of the upgrade to apply. A GM who performs tier 1 potential, tier 2, or tier 3 scouting on a hidden gem will have that status revealed in the response.
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CONTRACT RULES
Any player cut by a team cannot be signed or otherwise acquired by the same team until 24 hours later.
Teams will otherwise have 24 hours starting from sim 1 to get under the hard cap, after which they will begin being penalized 2,500,000*x over x years, with x being the number of days they have been over the cap. Example: the Celtics go over the hard cap and remains that way for 72 hours. They are penalized 7.5 million for 3 years. This rule is not in effect once the playoffs end.
If a team goes over the hard cap due to a trade or signing and the trade deadline has passed, that trade will be vetoed and/or the signing will be reversed.
The hard cap is NOT a software feature. It is neither the responsibility nor within the capability of the software to keep a team under the hard cap.
Minimum starting free agent salary is a function of experience only:
0 - $332,817
1 - $465,850
2 - $540,850
3 - $565,850
4 - $590,850
5 - $653,350
6 - $715,860
7 - $778,350
8 - $840,850
9 - $965,850
$1,000,000 otherwise
Maximum starting free agent salary is a function of experience, age, contract length, and Bird years, which are the number of seasons a player has gone without changing teams via free agency. When a player is traded, they maintain their Bird years.
1-6 Years of Experience: 25% of Soft Cap (25% * $50m = $12,500,000)
7-9 Years of Experience: 30% of Soft Cap (30% * $50m = $15,000,000)
10+ Years of Experience: 35% of Soft Cap (35% * $50m = $17,500,000)
If a player is signing with a new team:
1) The player can receive a raise each year of up to 10% of the value of the first year of the contract.
2) The maximum value of the first year of the contract is the smaller of the amount of cap room the team has and the maximum salary the player can receive based up his experience in the league.
3) The contract can be for up to 6 seasons.
4) For players under 29, the maximum value of the first year of the contract cannot exceed $7m on a 1 year deal or $9m on a 2 year deal.
If a player is resigning with their previous team and has 3 or more bird years:
1) The player can receive a raise each year of up to 12.5% of the value of the first year of the contract
2) The player can receive the larger of the maximum salary based on his experience and 105% of his previous salary in the first year of the contract.
3) The contract can be for up to 7 seasons.
If a player is resigning with their previous team and has less than 3 bird years:
1) The player can receive a raise of up to 10% of the value of the first year of the contract.
2) The player can receive the larger of the team's salary cap room (up to the maximum salary) or 120% of his previous salary in the first year of the contract.
3) The contract can be for up to 2 seasons for teams without cap space or 6 otherwise.
A player signed to a deal starting at $8m or higher by a new team cannot be traded until day 60.
Teams also may offer a free agent one of their two salary cap exceptions if before or after signing the team is over the soft cap of $50m:
1) Mid Exception (MLE) - one-year offer of $4,500,000
2) Low Exception (LLE) - one-year offer of $1,200,000
Each exception may only be used once per season.
Teams may also offer any unused exception they have to a free agent during the season, regardless of being over the soft cap.
If an exception was used during FA it may not be offered during the season.
The software sometimes lets a team sign multiple MLEs. This does not mean teams can keep offering it after signing one. A team that signs multiple MLEs can but does not have to annul signings after the first accepted. This applies to LLEs as well, and in either case must be requested before sim 1.
Any team can offer any free agent a minimum contract of exactly one year. Signings during the year that are not exceptions are one year minimum deals.
Any player signed to a one year deal in free agency up to $5m can be extended for one year or two years at $5m salary.
This costs 2000 currency per year.
A GM gets one contract extension per year and may trade that extension to another GM.
Buying out a player cuts the player from the team at the cost of adding the remainder of said player's contract amount to his current year's salary in cut money.
Example: Mike Moser PF 28 $6,000,000 $6,000,000 $6,000,000 $0 $0 $0 $0 $18,000,000
Buying Mike Moser out puts $18m on the current cap but clears the $6m from the next year and the year after.
A team can buy out any contract as long as it is a minimum of two years.
A team cannot go over the hard cap to buyout a player.
A team can only use the buyout once every three seasons.
Post the player's name and total contract to buyout, as well as the current season.
Cuts of players with at least $10m total contract value, amnesties, and buyouts operate on the following schedule:
After sim 10 is posted, none until after FA.
After FA day 5 is posted, players go on the waiver wire until sim 2 is posted.
After sim 2 is posted, players go on the waiver wire until the next processing period.
Any team besides the original team can submit a free agency style bid (years, starting amount, % raises) to take on all or part of the contract, so long as they have hard cap space to do so and are capable of signing a free agent.
The team with the most total money offered at the end of the wire will get the player.
If tied, the team with the lowest winning % at the end of the wire will get the player.
If still tied, previous seasons will be considered until the tie is broken.
If the player is successfully signed by another team and wasn't amnestied, the original team receives that much less cut salary.
If not, they are treated as any other free agent.
A player that clears waivers has no Bird years.
A player signed off waivers is automatically put on IR unless the GM posts a DC including them.
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MINOR LEAGUES
After all signings of sim 1 are processed free agents will be signed to non-GMed teams until all such teams have five starters or all such free agents are signed.
These players will be listed at their positions in the depth chart and will run a fast/balanced offense.
These players are treated as any other free agents.
For example, they cannot be promoted upgraded or cut, and no other players can be demoted to a minor league team.
They can only be signed as any other free agent.
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GMs
New GMs start with 50000 currency.
GMs must have an actual team logo. No exceptions. No faces. No hats. Feel free to pick from any legitimate logo the team has.
A GM that errs in a post is obligated to make a new post, editing the original post is not sufficient. If conditions have changed to make illegal what would have been legal when edited, it will be illegal. This applies to everything, including but not limited to trades and the trade deadline, depth charts and sims, upgrades and players leaving the team, and any other scenario real or imagined.
Human GMs cannot employ robot players.
A GM who is inactive for a full season is fired.
GMs who post in the official quitting thread that they are quitting will have 24 hours to recant, after which they will lose their team. Members of the waiting list in order, if any, can choose to either take over the team, or contract it and take an expansion team.
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EXPANSION
New GMs can join the league at any time and take over an empty team.
They have the option of participating in an expansion draft at sim time of the day following the playoffs following their first sim 8.
Anyone drafted in the rookie draft of the same offseason is automatically protected.
Accepted resignings are also automatically protected.
Existing GMs can protect up to another five players under contract.
A GM can trade a protection slot directly to another team.
Expansion protections are due sim 1 of the playoffs.
New GMs otherwise can take on up to one player and their contract from each existing GM.
They enter the wheel at one of the positions that minimizes the standard deviation of all teams' thirty year averages and is no higher than half the league rounded up.
If the rookie draft has already passed them, they will get the next available pick(s) after the team on the clock.
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CONTRACTION
Any player under contract to the contracted team for the next regular season or later will be in waivers.
Waiver order is in reverse order of the standings of the last full season before contraction.
A team that claims any player will be responsible for their remaining contract in its entirety.
Teams may submit any number of claims by private message.
The first name listed for each team will be given that team's highest priority.
Each team will sign their highest priority target remaining that can fit in their roster and hard cap space.
GMs can choose to put a lower limit on their roster and cap space used, for example signing players only to $70m total salary.
Waiver order will repeat until no players or claims remain, whichever comes first.
All claims must be received thirty minutes before deadline to be processed.
Any player not claimed will become a free agent.
Contraction will be processed BEFORE the rookie draft.
Any player claimed in contraction cannot be traded until day 120.
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CASINO
GMs have a limit of 50000 currency they can win from the casino each season.
GMs cannot bet on their own unders in the over/under casino.
A limit of one event per season will be posted that GMs can enter to win currency without the potential of losing currency.
Preseason lines will be ± 2, so if the Hornets line is 10.5-14.5, an over bet pays out if they win 15 or more games, an under bet pays out if they win 10 or less games.