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DMA Exclusive Rules

Contains all the rules that go along with playing in the DMHNL, SBHL and WHL.

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DMA Exclusive Rules

Postby rk2k3 » Sat Mar 29, 2014 9:18 am

Roster
All Teams must Dress and Play 20 players in a game throughout the entire season.

Exceptions:
1A) Injuries - If player(s) is injured and a team plays multiple games during the same sim, thereby not giving a team a chance to dress and play 20.
1B) Injuries – If a team has two players injured, these can be counted towards the 20 players above. However, if a team has more than two injured players, replacement players are needed. For example, if a team has a 20 man roster and two players are injured, 20 players are still counted. However, if a team has a 20 man roster and three players are injured, 19 players are counted. If a team has a 20 man roster and four players are injured, 18 players are counted. Therefore, call ups or extra roster players are needed to dress and play 20 players.

The above will strictly be enforced during the playoffs. If a team does not follow the above for two games during a playoff series, the team's player with the top icetime will be suspended for two games. The next infraction for the same team will result in the player with the top icetime being suspended for another game, and so on. Suspensions can carry over to the next series. Same suspensions apply during the regular season. ***Note: A team must still dress and play 20 players even with a player suspended***

Note: If the infraction above occurs during Game 7 of the Stanley Cup Finals, the game will be resimmed.

It is up to the GMs to report such violations to Wil or myself. Note that in certain circumstances, the above suspensions may be waived, very rarely.

Tips to avoid the above scenario:
1) Make sure to have enough players to play on your main roster, especially when injuries are in effect
2) For Forward and Defense Usage – Try not to select “Just Two” or “Just Three” in Tactics. Even "Overload" is discouraged
3) Besides dressing each player, make sure to slot each player on a line so they do in fact play
4) In the end, if it does not happen in the real NHL, probably not a good idea to do it. Remember, always keep the best interests of the league at heart. If you do, your all set :)

*Due credit given to Dano and the NBHL on the original creators of the penalties*
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Re: DMA Exclusive Rules

Postby rk2k3 » Sat Mar 29, 2014 9:28 am

Trading
1) 1st Rounders - Bottom 5 Overall Teams
A Bottom 5 team overall (based on points) throughout any point in a season that trades their OWN 1st rounder(s) ANY YEAR has to have said trade go through trade review before acceptance. Once posted, group of 5 GMs must look at the deal privately. If majority approves, GMs must notify a commish for final stamping. If majority does not approve, commish non-stamps the deal. Note: Only applies to a team's OWN 1sts. During offseason, last season standings will be used to determine the bottom 5. A pool of 6-7 GMs will be used per season for the review board, with the discretion of adding alternates if necessary. The goal is to change the pool of GMs every season to hopefully give everyone a chance. For the time being, GMs will be selected based on league experience, but also GMs whom can bring unique perspectives.

2) Trading Newly Signed UFA's
You cannot trade any newly signed UFA's until:

a) After January 1st for newly signed FA's that are signed for $2mil or less
b) One full year for newly signed FA's that are signed over $2mil

RFA's are not affected by this rule as you need to give up compensation to get these players.

To make sure that the league runs smoothly and to make sure that the league maintains integrity and stays fun the following rules are in place for trading.

3. Trade Approval
All trades must get a seal of approval by the league with a “stamp” post by a commish.

a). Stamp
If a deal receives a stamp then it has been officially accepted by the league. However, if GM’s disagree with the stamp they need to “reject” the trade. A minimum of 3 rejections must be posted for a trade not to happen. Once the 3 rejection minimum has been hit – the trade will remain open for 72 hours for discussion. At the end of the discussion, a majority is needed to overturn (reject) the deal.

b). Non-stamp
If a deal receives a non-stamp by a commish the deal needs to be reworked. To over turn a non-stamp the GM’s involved must have 3 other GM’s post saying they think the trade is okay. If this happens then the trade will be stamped and will remain open for discussion for 72 hours. At the end of the discussion, a majority is needed to pass the trade.

c). Before commish evaluation - rejections
If a deal has not been stamped or non-stamped, GMs may still post a rejection on the boards or privately. One rejection is needed before 24 hours expire upon both GMs accepting the deal to allow further rejections, and three rejections are needed within 72 hours upon both GMs accepting the deal to officially reject a trade.

d). Timeframes
Once a trade is made it will be closed and approved after 24 hours if they are no rejections. However, if there is a rejection posted before 24 hrs are up then the thread will remain open for a total of 72 hours from when the trade was posted in an attempt for GMs to post additional rejections. Thus, if a trade thread has three rejections before 72 hours are up then the trade is officially rejected.

A commish must then close the thread and declare it null and void. The GM’s involved in the trade are free to renegotiate only after a 48 hour “cool down” period. The GM’s involved are not allowed to trade AT ALL for 48 hours after a rejected trade.

Furthermore, if a trade thread does not have at least one rejection before 24 hours have expired, then the trade will be processed as normal.

4. Rejections
Rejections can be either made on the boards or privately and must contain proper reasoning to why the GM thinks the trade should not be allowed. If you would like to make a private rejection then an email must be sent to a commish stating the trade and the reasons why the trade should not be allowed.
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Re: DMA Exclusive Rules

Postby rk2k3 » Sat Mar 29, 2014 9:43 am

Waivers
If a GM waives a player immediately before a sim and clears waivers on the same real life day, a GM may submit a request within the next 48 hrs after the sim is completed to Vic (Panglossian@gmail.com - Habs GM) to claim said player. Player will go to the team submitting a claim lowest in the standings. The above is to prevents GMs from rifling players through waivers without giving GMs a legitimate opportunity to submit claims ingame. Therefore, it is best practice not to waive players during live sims.

Staff Signings
A GM is not permitted to demote a staff member after being signed to a higher position throughout any point in a season. If demotion occurs, GMs are to report the demotion to a commish, which will result in the release of said staff member back into the free agency pool. Exemptions may be granted in specific circumstances (i.e. coach to assistant coach) after checking with a commish.
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