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.

----------------------------------------------------
Head-To-Head Details / Game Play Notes
THE SCHEDULE
Lottery Draft / Keeper League / Trades / Expansion
----------------------------------------------------

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 14 teams: [(14 X $20.00 = $280.00) + (7 x $2.00 x 22 = $308.00) = $588.00] Presidents Trophy: $88.00 Playoff Champions: $300 for 1st, $150 for 2nd and $50 for 3rd
Scoring Type: Head-To-Head
Max Teams: 16 (Current 14)
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, 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 14 teams - this will be adjusted based on final number of participants)

The 14 teams will be split into 3 divisions, and it will be based on the standings the previous year (though will be randomly selected in Year One of this new format - unless we get all 14 current members join; then it will be based on average rank history). We will have 1 division of 4, and 2 divisions of 5. 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.

Division A will face their own division 4 times in the season (12 games) and everyone else once (10 games). In a year with only 21 weeks, they will not face one divisional team.

Division B a C will face their own division 3 times (12 games) and everyone else once (9 games) + 1 cross division rank showdown (based on previous years standings): 1vs1, 2vs2, 3v3, 4v4, 5vs5.

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 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.
(14 X $20.00 = $280.00) + (7 x $2.00 x 22 = $308.00) = $588.00

We will have a 'Presidents Trophy' where the top team PRE-Playoffs gets $88.00

The Playoff Champion gets $300.00, runner up gets $150.00, and 3rd gets $50.

SEASON GAME PLAY: SCHEDULE

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The teams in these documents are only placeholders atm. We have many scenarios that could unfold. They are currently based on the overall rank history of the Dub. Below I have listed a 14 and 12 team scenario. I have an example of a 16 team schedule as well, but I wont include that at the moment.

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. The scheds are based on 22 week years atm.
 
hockey, nhl, fantasy hockey, wasting time hockey league, hockey stats, keepers, yahoo hockey, games

12-Team Schedule:
With a 12 team format, we have 3 divisions of 4. You face your own division 4 times, and everyone else once. With the final two weeks we have some random variable games. We'll start the year facing the last team you faced in the year before, pre playoffs in. We'll follow that facing your opposing Draft Position Team (Draft 1 vs Draft 12, Draft 2 vs 11, 3 vs 10, etc)
 
hockey, nhl, fantasy hockey, wasting time hockey league, hockey stats, keepers, yahoo hockey, games

16-Team Schedule:
This is the ultimate format. You face your own division 3 times, and everyone else once. In a 22 week year, every team will face a divisional 'rival': 1vs4, 2vs3 at the start of the year. Below is a 21 week year.
 
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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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 bottom 8 seeded teams 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, 12th - 3, etc. The order of the draft will then be selected in descending order with the first ball picked being the 8th pick in the following years draft. The 2nd ball picked will be the 7th 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 6 teams from last year, they will fill places 9-14 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 2nd 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 will be honored but all new will be 2). 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.

EXPANSION RULES

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We may need an expansion draft of some sort if we go with 16 teams at any point in the future, which is the ultimate way to go. We can make it work with anything less than that though, provided we have even teams, but we'd have to adjust the schedule - this will be handled by the commish, if necessary.

REGARDING QUITTERS:
Any quitting GMs in any year will have to wait no less than 3 full seasons before being allowed to join again. This is important to note as we do not want any 'bad' team from taking a year off and then trying to take advantage of the expansion rules listed below.

If we do need to expand, here's the rules (and we will need to expand in pairs if we do)

For Keepers:
- Current teams get to protect 8 players from their team.
- New GMs A and B play rock paper scissors 2 out of 3 to determine who picks players first (if not possible, then a random draw).
- One by one they select 8 players from the rosters of the current teams. Each team cannot select more than one player from any one team.
- Current teams then select their final 2 keepers from their roster.
- One by one the 2 new GMs select their final 2 keepers from the roster of the originals.

For Draft:
The 2 new teams will be awarded 9th and 10th picks in the draft. Team who selected a keeper player first, gets 10th pick. Second selector gets 9th.

For Division:
Both teams will be added to Division D for their first season


Should this expansion possibility become a reality, all rules surrounding schedule and divisions could be slightly adjusted to handle the influx.

Monday, April 10, 2017

2016-17 CHAMPION

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There are no surprises here as the best team on the ice was clearly defined almost before it began. That doesn't take anything away from FIGJAM though, who successfully built an incredible team that has dominated the number one position all season long. When it was all said and done, he now holds his 3rd Dub Championship - the only GM to accomplish that in our beloved league. Quite an amazing feat, and he deserves many congratulations for that.

2nd place was a bigger battle all year with several teams jockeying for the bridesmaid title. In the end, Roly Snipes pulled into to the spot in the final weeks and didn't move when he did.

3rd goes to Moose On The Loose who battled for that spot to the very last day, beating out Untrust in the final hour.

CONGRATS EVERYONE

Sunday, March 5, 2017

The Dub 2.0

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This format is best realized with 16 teams, and it is possible that Dub 2.0 will contain that many in the future should I decide to expand. For now, for the purposes of this post, I am going with the fantasy that 14 'Dubbers' stick with this. The divisions and schedule can and will be adjusted based on the number of GMs we end up with.

I will note that if I do not get 8 teams, I will not be continuing in any way. 8 for me is barely enough for the league I envision, but I will grow it from there if we can get a starting point.

Also note that should we get any less than 10 current members of the WTHL, we will be starting fresh; a complete wipe of keepers, contracts, and draft picks. We will have a snake lottery draft, with random determination of order. 10 or more current members, and we continue with everything as is, with regards to history.

And now, here is DUB 2.0. Digest it over the next few weeks, maybe months. We will talk.


THE DRAFT 

This will remain basically the same, though with no pre-lottery - just 8 out of the 14 teams - and it will be based on the post playoff standings.


THE KEEPERS

There will be a slight change here. Instead of a 3 year contract, we will be reducing it to 2 years. If we continue with the history we have now, all current contracts will keep the 3 year commitments, but all new ones will be 2 years.


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 14 teams - an example of 16 can be found here)

The 14 teams will be split into 3 divisions, and it will be based on the standings the previous year (though will be randomly selected in Year One of this new format - unless we get all 14 current members join; then it will be based on average rank history). We will have 1 division of 4, and 2 divisions of 5. 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

Likely going with the following division names:

C: Porters Pals
B: The ZZZambonies
A: Pussy Pounders


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.

Division A will face their own division 4 times in the season (12 games) and everyone else once (10 games). In a year with only 21 weeks, they will not face one non division team, randomly selected

Division B a C will face their own division 3 times (12 games) and everyone else once (9 games) + 1 cross division rank showdown (based on previous years standings): 1vs1, 2vs2, 3v3, 4v4, 5vs5.

BTW: You can view an example of a 16 team schedule here. 14 will be trickier, but similar.


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.


SEASON GAME PLAY NOTES

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. And this is is an absolute must (please see the tanking provisions below for more).

Regarding Tanking:
Tanking provisions are a necessary beast I've learned, and there is nothing really built into the system for it. Here's how we're going to handle it here:

- Goalies absolutely must play 3 games a week. Just losing the week - all goalie stats are lost if minimum is not met BTW - wont be the only punishment, as it could be what's desired if doing some cheeky tanking.

- 50% or more of players must play every night. Purposefully benching most players any night in effort to try and lose a week easily wont be tolerated.

Should either of the above be broken, you will lose 2 moves on first infraction, 2 moves plus a randomly selected draft pick of your worst 5 on your second infraction, and 5 moves plus your top draft pick on your 3rd. Infractions carry over 2 seasons.

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 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.
(14 X $20.00 = $280.00) + (7 x $2.00 x 22 = $308.00) = $588.00

We will have a 'Presidents Trophy' where the top team PRE-Playoffs gets $88.00

The Playoff Champion gets $350.00, and runner up gets $150.00


THE EXPANSION POSSIBILITY

We may need an expansion draft of some sort if we go with 16 teams - or if we only get 8 - which is the ultimate way to go. We can make it work with anything less than that though, provided we have even teams, but we have to adjust the schedule that was outlined above. This will be handled by the commish, if necessary.

If we do need to expand, here's the rules (and we will need to expand in pairs if we do)

For Keepers:
- Current teams get to protect 8 players from their team.
- New GMs A and B play rock paper scissors 2 out of 3 to determine who picks players first (if not possible, then a random draw).
- One by one they select 8 players from the rosters of the current teams. Each team cannot select more than one player from any one team.
- Current teams then select their final 2 keepers from their roster.
- One by one the 2 new GMs select their final 2 keepers from the roster of the originals.

For Draft:
The 2 new teams will be awarded 1st and 2nd seed in the lottery. Team who selected a keeper player first, gets 2nd seed. Second selector gets top seed.

Should this expansion possibility become a reality, all above could be slightly adjusted to handle the influx.


THE CONCLUSION

Most of the above details can be adjusted in future years via the same democratic methods we employed in the past. For the first year, this is what we'll go with though. It is totally uncertain what exactly the makeup of Dub 2.0 will be, but this is the shell in which we will build upon. I'm extremely excited for this evolution