Sunday, August 13, 2017

2017-18 Lottery Draft

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Our lottery system can indeed be a real cruel bitch to some, but also extremely rewarding to others. It was definitely both this year. It truly is a wild thing to see 1 of 2 balls being selected out of a 40 total - and a shitty thing for Omar Epps's Nipples who had this happen to him, pushing his selection down to 8th pick from 2nd odds he had. The horrible luck wasn't only his to bear, however, as Caribous saw a similar fate in dropping to 7th pick from 3rd odds. On the other end of the spectrum, the 9th odds team No Homers - his picked now owned by Greatness - saw his position rise all the way up to 3rd, and Milltown Moose, who had 8th place odds, rose to 2nd overall! Pretty amazing.


The draft picks tracker page is now updated, and you'll see two sheets there; one with all 14 teams who played last year included, and one without. The 12 team final one has all of inTIMdators and Untrust's picks removed, with all the ones below it bumping up accordingly.

There were 4 GMs in attendance for this lottery, and while we were all together havin' a time, we also picked the games for the final and first weeks of the year, randomly by draw. These two 'Rival Games' were needed to fill out the 22 week schedule when we dropped a couple teams. The schedule is now fully complete and at any point you can see what your year looks like. When the leagues open up, these will be input exactly like this week by week.

Onward we go - September 1st is Keeper due date.

Friday, April 14, 2017

GUIDE TO DUB 2.0 -- 2017/18 Season

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Everything you need to know about the Wasting Time Hockey League is (/will eventually be) here.

Before the 2017/18 season, after a couple years of debate, the commissioner took executive action and changed the league from a rotisserie format to Head-To-Head. It was a tumultuous time, but we got through it and have now developed H2H Dub style. Here's how things go.

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Head-To-Head Details / Game Play Notes
THE SCHEDULE
Lottery Draft / Keeper League / Trades / Expansion
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BRIEF OVERVIEW:
League Name: Wasting Time Hockey League
Custom League URL: http://hockey.fantasysports.yahoo.com/league/wastingtimehockeyleague
League Fee: $20.00 (Dues, but loser fees also)

- LOSER Fee: $2.00 per weekly loss is owed to the pot. If tied, that is split a buck a piece.
Prize Payout: With 12 teams: [(12 X $20.00 = $240.00) + (6 x $2.00 x 22 = $264.00) = $504.00] Presidents Trophy: $54.00 Playoff Champions: $300 for 1st, $100 for 2nd, and $50 for 3rd
Scoring Type: Head-To-Head
Max Teams: 16 (Current 12)
Roster Positions:
C, C, C, LW, LW, RW, RW, W, F, D, D, D, D, U, G, G, BN, BN, BN, BN, BN, BN, BN, IR, IR+
Stat Categories: 
G, A, P, +/-, PIM, PPP, SHP, GWG, SOG, FW, BS, H, W, L, GAA, SV%, SHO
Draft Type: Live Draft (w/ Lottery)
Post Draft Players: On Waivers (2 days)
Max Transactions: 40 per season, 2 per week

Minimum Goalie Games Per Week: 3 Games
Waiver Time: 2 Days
Max Trades: NONE: Trade Reject Time: 5 DAYS
Trade End Date: 2-3 weeks before end of season

--Head-To-Head Setup --

HEAD TO HEAD DETAILS

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THE NEW COMPETITION FORMAT

One-Win Head-To-Head Format - Daily Roster Changes

Each week, you will either WIN, LOSE, or TIE based on your week overall across all stats, instead of a win/lose/tie per category (another option within H2H). This system is better for not padding wins and losses with blowout weeks. A win is a win is a win is a win. A loss is a loss is a loss.


THE DIVISIONS
(based on 12 teams - this will be adjusted based on final number of participants each year)

The 12 teams will be split into 3 divisions of 4 teams, and it will be based on the standings the previous year (though will be based on average rank history in year one of H2H). This design is intended to push and build upon rivalries. More divisions are better as well, than say just 2, for playoff purposes.

Here's how each years divisions will be determined:

Division A = Top 4 teams after playoffs (The Final Four)
Division B = Remaining 4 playoff teams + Top Rank of those who did not make the playoffs.
Division C = Remaining 5 Teams


THE SCHEDULE

Each season is normally comprised of 22 weeks, but some years have 21. Every season has 3 weeks of playoffs no matter if 21 or 22.

Each team vs each divisional team 3 times = 9 Weeks
Each team vs each non divisional team 1 time = 8 Weeks
ONE game vs divisional rival (1v4, 2v3) = 1 Week
ONE game vs each non divisional rival (1v1, 2v2, 3v3, 4v4) = 2 Weeks
ONE game vs Year-To-Year Rival (last team faced pre-playoffs year prior) = 1 Week
ONE game vs Random Rival (determined by draw with other stipulations) = 1 Week
TOTAL of 22 Weeks

LINK: You can view the schedule here.


THE PLAYOFFS

The top team in each division will be awarded top seeds. All other teams essentially enter a wild card race with the top of those remaining being the final 5 seeds. There will be 3 weeks of playoffs - 8 teams, 4 teams, championship - in final 3 weeks of the year.f


SEASON GAME PLAY NOTES
There are some specific things about head-to-head that you should know. Be sure to check out the season game play notes found here.

SEASON GAME PLAY NOTES

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There are some changes and additions that come with this shift in focus to Head-To-Head, but many things remain the same.

Regarding Stats:
These will remain exactly as they were, including the additional inflation on point-getters - it's been a philosophy of The Dub for this long, so it will remain now.

Regarding Rosters:
These will remain exactly the same as they were.

Regarding Injury Reserve Slots:
Instead of the 2 IR slots that we have, we will have 1 IR and 1 IR+. The difference is that IR+ allows you to put DTD and OUT players in that slot. IR will still only allow actual IR players.

Regarding Transactions:
There is maximum of 2 transactions per week and a YEARLY maximum of 40. NOTE: 2 moves X 25 weeks (including playoffs) = 50 total. There will be opportunities to gain yearly transactions through the season however, and yes, the can be included in trade addons. You can only use 2 per week no matter what, however. Anything gained or lost is regarding the yearly totals.

Regarding Minimum Games:
There is no weekly or season minimums for players, but Goalies MUST play 3 games a week.

Regarding weekly awards:
I will be bringing back a weekly award of free moves. It will no longer be the mover and shaker, however, but instead the Ass-Kicker of the Week. This will be awarded to the team that has the highest points spread in a win. Each Ass-Kicker will not only gain free transaction, but also an entry into a lottery to win free entry into the following season (just the entry fee, not any losses in that season).

Regarding dues, winning, losing, and monetary bragging rights:
The entry fee of each year will be $20.00. There will also be a weekly LOSER FEE as well, whereby the loser must add $2.00 to the pot. A tie will be split, a buck a piece.

(12 X $20.00 = $240.00) + (6 x $2.00 x 22 = $264.00) = $504.00

We will have a 'Presidents Trophy' where the top team PRE-Playoffs gets $54.00

The Playoff Champion gets $300.00, runner up gets $100.00, and 3rd gets $50.

SEASON GAME PLAY: SCHEDULE

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The divisions and schedule are designed with rivalry building in mind.

12 Team - 3 Division - 2017/2018 Season

The divisions are currently based on the overall rank history of the Dub, and in all future years they will be based on the previous years standings. The Final 4 will be Division A. The remaining 4 playoff teams become Division B, and the remaining non playoff teams will be C.

Each team vs each divisional team 3 times = 9 Weeks
Each team vs each non divisional team 1 time = 8 Weeks
ONE game vs divisional rival (1v4, 2v3) = 1 Week
ONE game vs each non divisional rival (1v1, 2v2, 3v3, 4v4) = 2 Weeks
ONE game vs Year-To-Year Rival (last team faced pre-playoffs year prior) = 1 Week
ONE game vs Random Rival (determined by draw with other stipulations) = 1 Week
TOTAL of 22 Weeks

* In 21 week years, we'll not play the Random Rival week game





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FOR FUTURE USE MAYBE:

14 Team Schedule format: They are currently based on the overall rank history of the Dub, and in all future years they will be based on the previous years standings. The Final 4 will be Division A. The remaining 4 playoff teams, plus the top outside become division B, and the remaining 5 will be C.
NOTE: These may be adjusted for accuracy and best layout before the season begins.

14-Team Schedule
With a 14 Team format, we'd have 3 divisions: 2 containing 5 teams who all take on their own division 3 times; and 1 division of 4 teams who take on own division 4 times - both play every other team in others divisions once. Depending on a 21 or 22 week year, a 'make-up game' may have to be played, or not played. The schedule is based on 22 week years atm.
 
hockey, nhl, fantasy hockey, wasting time hockey league, hockey stats, keepers, yahoo hockey, games

SEASON GAME PLAY: TRADES

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The rules for trading players during the season are fairly strait forward and can be found below:
Any player can be traded for any player, whether they be a Keeper player or not. There will be NO league voting or commissioner voting for any trades during the season. What two GM's decide is a fair trade is up to them.

Off-Season Trading: (Suspended summer 2017)
Players can be traded in the off-season should any GM's wish to do so, and can include swapping draft picks for the upcoming season, but not beyond.

All trades must be finalized before the keepers are selected on September 1st. Thus, trade deadline day is the end of day September 1st of each year.

Trade Add-Ons
You can use the following trade addons to your advantage. Should you wish to process a trade with either of these scenarios, both GM's must notify the commish with the details to ensure validity.

Trading Draft Positions
Each team has the ability to trade draft picks for the following season (For example, Team C can trade a player and their 2nd round pick to Team D for a player and their 3rd round pick). For each of these types of transactions, there are a couple of guidelines:
There must be an equal number of picks exchanged. Team A cannot trade 2 picks for 1 pick, for example, as the system will not allow that.
The trading of draft picks can only be for the following season and not any season beyond that.
Picks can be Re-Traded however many times necessary.

Trading Transactions
Teams are also able to attach transactions (add/removes) to their trades (For example, team A can trade a player and 2 transactions to team B for a player). This is a handy incentive come the end of year where some teams have none left while others have plenty. It it important to note  however that you cannot trade these in the offseason.

NOTE: Neither of the above addons can occur without players being swapped as well. These are addons only and cannot be used independently. For example, one cannot trade a transaction for a draft pick (as of now).


3+ way Trades
Trades can worked out between any number of GM's, but please note these important rules:
There must be email confirmation involved all GM's involved in the trade before it's valid (mainly if it involves addons)
Once a 3+ way trade commences, it cannot stop. No GM can back out when the first trade is made. A penalty will be enforced if this happens.


Penalties
Should there ever be a dispute in any trade between GM's about the number of transactions or trade swaps (or anything) involved in any trade, all GM's involved in the trade will suffer a penalty.

The players (and/or addons) which were involved in the original trade(s) will be swapped back to the original owner. More importantly, each GM will also lose 5 transactions (for making the commish have to fuck around). If the team has no transactions left, the penalty will be a force down of 3 draft positions, swapping with the teams below them.

LOTTERY DRAFT RULES

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This will likely change depending on how many teams we have, as a note:

A lottery will take place to determine who places where in the next years draft. For this event, there will have to be at least 3 GM's present with the Commish, but it is preferable to have a majority present (if nothing else to have a party together).

Lottery Draft Rules:
The pre-lottery takes places first, involving the everyone from picks 9 to 12 (in H2H year one, but this may be eliminated when we only have 12 teams). One ball is selected with 12 having the worst change with one ball in the bag, and 9 having the best chance with 4 balls in the bag. Whoever is selected moves up to pick 9, or stays there, and will be part of the overall lottery.

The bottom 8 seeded teams - Plus the pre lottery winner at 9 - of each season will get a certain number of entries (balls) into the lottery based on their season end ranking, with the worst team receiving the fewest number of entries. For example, the team ranked 14th will get 1 entry; the 13th will get 2, 10th - 3, etc. The order of the draft will then be selected in descending order with the first ball picked being the 9th pick in the following years draft. The 2nd ball picked will be the 8th pick on down to the last ball picked being the first selection overall. The object in this situation is to NOT have your ball picked.

For the top 4 teams from last year, they will fill places 10-14 in the draft with the top seeded get 14th and last pick. The 2nd seed with get 2nd last and so on.

Live Draft
The live draft for the selections after the keepers for each season will occur in mid September of each year, normally the 3rd Sunday of September.

KEEPER LEAGUE DETAILS

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If you are looking for the KEEPER TRACKER, CLICK HERE.


Below are the rules for Keepers in our league. NOTE that we have changes in the 2017/18 season.

Keeper Player Due Date
The due date for each team to provide the Commish their Keeper Selections is the end of day September 1st and they must be provided ranked 1 through 10. The reason for a deadline is to give the commish enough time to set up the draft for all teams.

NOTE: Should any GM NOT get their keepers in by the deadline, 10 players will be randomly (by way of draw) selected from their team for them.


Keeper Players
Each team returning must select 10 Keeper players from their final roster of the previous season. Any player from any position can be selected, but when they are selected, these players will be then considered 'under contract' to this team.


The Contract
Each keeper player will be owned by a GM who drafted them for up to, and no more than, 2 full seasons (this has changed in 2017/18 - down from 3 seasons. Current 3 year contracts - and now those drafted last year not on contract yet - will be honored but all new will be 2 after this year). After their contract is up, they will become free agents and available for any team to draft that year. These end contract players will only be available for selection after the keeper player rounds are finished, typically starting in round 9(12).

- Teams/GM's are NOT required to keep the K player for the full duration of the contract. The player can be dropped at any time and made available for any team to acquire.

- If a new team does acquire this K player while on waivers, they will STILL be under the original contract on that new team.

- If the player clears waivers after being dropped, he is then released of his contract. If a team picks him up after that point, he will be not be considered under contract.

- A season or year is considered a period between draft day to draft day.


Keeper Trades
Should a team trade this under contract keeper player, the team who acquires them will assume that contract. If team A had the K player for 2 years and trades them, Team B will only be able to have this player for 1 year before they are available for drafting again.

Keepers DO NOT have to be be traded for Keepers. Any player can be traded for any player.