The Millennium Strat-O-Matic
Baseball League Constitution (3/21/2008)
The MSL is a play by CM Strat-O-Matic baseball league using
all super advanced rules except injuries.
The current CDROM version of the game is required. Settings are to be set on the following;
maximum rules (Improve statistical accuracy, bunt for base hit, more base
running decisions, improve base running realism, and doubles/triples option)
and we will not use the pitch count option.
Although it is a play by CM league, netplay is encouraged and mandatory
for the playoffs.
The MSL is divided into four divisions, Koufax, Killebrew,
Brock, and Aaron Divisions. The Commissioner makes assignments. A 162 game schedule is played. Divisional play consists of 18 games with
each divisional team (nine home and nine road games). Interdivisional play consists of six games with each non-divisional
team (three home and three road games). The league office divides the season
into blocks of games. Computer Manager Instructions and pitching rotations must
be submitted to the League Office prior to the start of each block (see
Instructions).
Whenever there are rule changes, the Commissioner may ask
for opinions. When a majority favors a
rule change, it will be enacted by the Commissioner. The Commissioner may implement minor rule changes that will
improve League operations. The
Commissioner has final authority in all disputes (except as indicated under
Trades). However, if there is a dispute
between the Commissioner and a league member, or divisions within the League
Office, then an impartial owner acceptable to both sides may mediate the issue.
A valid email address and all other information deemed
necessary by the commissioner will be required from each league member in order
to participate in the MSL.
Inaugural
Season
We will begin our activities with the 2000 season, which
means that the 2000 season disc up to present time will be required in order to
participate in the Millennium Strat-O-Matic League. In our first season, the roster creation will be a little
particular; each of the managers will be randomly placed in a draft order and
the following steps will then occur:
1. Each manager will
select one MLB team as per the draft order. All players from un-selected teams
will go in the player draft.
2. Each manager will
select eight (8) players from their selected teams; all players not selected
will go in the player draft.
3. The player draft
begins via email using the reverse order of the team selection mentioned in
step 1.
4. Each manager
drafts until they fill their 35 man roster; ballparks are in the draft and can
be selected in any round instead of a player.
Each team has a home ballpark. A ballpark may only be used
by one team. A manager cannot design his own ballpark. The choice of the ballpark will have a
direct result on the designated hitter availability; if an American league park
is selected then the team will have a DH no matter which division the team will
be in our league.
A team may elect to change its ballpark from year to year
provided his current ballpark has changed by more than + or – 5 from the
previous seasons #’s in both the lefty and righty homerun chances, or if a mgr.
still would like to change his ballpark then a 6th round draft pick
is forfeited for the new ballpark. Any
new mgr. coming into the league always has the option of changing the existing
ballpark to one that is not occupied by another team. Switching ballparks
may only be completed during the off season and before the current season’s
draft. To
maintain an even balance of AL and NL ballparks, the league requires a minimum
of 8 AL and 8 NL ballparks used.
Therefore, a manager may not select a park that would put the total
count of AL or NL ballparks used under the required minimum.
Each team will have a maximum of 35 players on its
roster. A team must drop a man (or men)
if a trade causes them to have more than 35 players on their roster. Only 25 players may be active for any
series. The active players may change
for any series. Each team must have at
least two players for each position.
Pitching rotations carry over from series-to-series, block-to-block and
into the playoffs. Relievers, however, are considered rested at the beginning
of every series. For the availability
of the DH (See BALLPARKS)
Players are limited to 110% of their actual plate
appearances (defined as AB + walks on their card) or innings pitched. (Plate
appearances is defined as at-bats plus walks= Total plate appearances). Penalties are assessed for over usage (See
PENALTIES). Pitchers who are rated with
an * may start on three days rest between starts, all others must have four
days rest. Pitchers rated as either
starters or relievers may play only one role during each series. No player may play a position not listed on
his card except for outfielders who may play other outfield positions as
provided for in the Strat-O-Matic rules.
If a player is issued two cards, the manager chooses only one card for
the entire season, being limited the PA or IP for that one card. If Strat-O-Matic issues a single combined
card for a player, only that card will be used.
Prior to the draft all teams must cut their rosters to 18 players. Teams may choose to protect a “non-carded” player
for a future season’s use. This will count as one player
towards their 18 player protected list and their 35 player roster.
With the exception of the
first round (see Draft Lottery), draft positions are determined by winning pct
in reverse order. Non-playoff teams
draft in positions one through twelve. The
first round playoff losers draft in positions thirteen though sixteen. Second round losers will draft in positions
seventeen and eighteen. The World
Series loser will draft nineteenth, and the World Series winner will draft
twentieth. The following tiebreakers
will be used when teams tie for a draft position:
1. Best head to head record amongst tied teams. The team with the best
head to head record will get the higher (earlier) draft pick.
2. Best head to head runs scored amongst tied teams. The team with
the best runs scored record will get the higher (earlier) draft
pick.
3. Coin Flip
Each team will draft until
it has 35 players. Once a team has 35
players it will no longer draft. Draft
spots that have been forfeited due to penalty or expanded pre-draft rosters
will be passed over.
An
NBA-style draft lottery will be used to determine the first 2 picks
(for the first round only). Each team will get the following number of
chances out of 1000:
1st worst: 250 chances (#'s 000 to
249)
2nd worst: 200 chances (#'s 250 to
449)
3rd worst: 155 chances (#'s 450 to
604)
4th worst: 120 chances (#'s 605 to
724)
5th
worst: 90 chances (#'s 725 to 814)
6th worst: 65 chances (#'s 815 to
879)
7th worst: 45 chances (#'s 880 to
924)
8th worst: 30 chances (#'s 925 to
954)
9th worst: 20 chances (#'s 955 to
974)
10th worst: 12 chances (#'s 975 to
986)
11th worst: 8 chances (#'s 987 to
994)
12th worst: 5 chances (#'s 995 to
999)
The
Pennsylvania Daily 3 lottery on subsequent nights will be used on a
pre-determined date to decide who gets the #1 and #2 picks. If the second pick
yields the same result (the team with the #1 pick is not eligible to get the #2
pick), then the next night’s lottery will be used. The remaining 10 teams will draft in reverse order of
record. So the team with the poorest
record can do no worst than pick third in the first round.
Trades involving players and or draft picks are
permitted. Players to be named trades
are not permitted. Draft picks that are
traded may only involve the upcoming (i.e. “one year in the future”)
season. Trades that are made during the
season are effective at the start of the next block. All trades must be reported to the League Office by both parties
and approved by the commissioner before the trade is official. The commissioner has the authority to block
a trade (or request that the trade be restructured) if, in his opinion, the
trade is too unbalanced or not in the best interest of the league.
Traded players are limited to their remaining PA’s or IP’s
(see PLAYER USAGE). If a trade results
in a lineup change, the teams involved must send amended instructions to
upcoming opponents and the League Office.
Amended instructions must be received prior to the start of the next
block. Failure to do so will be
considered tardiness (see PENALTIES) and may void a trade.
The Trading Deadline for “In
Season” trades is Block 7. Therefore,
once Block 7 has been completed, no more trades (which includes either players
and/or draft picks) will be allowed. (Only
waiver moves will be allowed for the rest of the season.)
Each team may make up to five waiver moves per
season. Any carded player that is not
on a current roster may be picked up on waivers. For each player picked up, a team must cut a player, if that is
required to remain at 35 players.
Waiver moves are granted on a first come, first serve basis. If a waiver move results in a lineup change,
the team involved must follow the same procedures as with trades. Waiver moves are effective for the next
block.
Each team will provide computer instructions and pitching
rotations for all home games to the league office. These instructions should be in the form of a Computer Manager exported
from the CDROM game and sent to the Commissioner (unless instructed to send
directly to the other league managers).
Detailed lineup instructions may be included within the instructions;
however, during game substitutions other than emphasizing defensive subs are
not permitted. A visiting manager
should be able to set the lineups and pitcher then not have to worry about his
opposition. Super Hal may be utilized in your computer manager instructions.
Instructions and rotations are due to the League Office
prior to the start of each block based on deadlines announced by the
Commissioner. If the Commissioner does
not receive instructions and a rotation from any team, he may provide them for
the tardy team. Such instructions and
rotations will be valid for all home games played during that block unless a
manager emails the league with updated instructions. Failure to submit
instructions in a timely manner will result in penalties (see PENALTIES). The Commissioner will send instructions and
rotations to each team prior to the start of each block in the form of a league
disk. Should significant roster
turnover warrant it, a league disk will be emailed each block. Instruction changes will be asked for each
block. However, the lack of a response
will be taken to mean no changes are necessary.
Each team is responsible for playing its away games on time
and insuring that proper game results files (“exports”) stats have been
maintained in addition to box scores.
Each team must submit the following to the commissioner prior to the
established deadlines: one ZIP file containing all the export files and all box
scores for the given block of games.
Each team should only have one ZIP file per block and this ZIP file
should be named after the team name (e.g. "Cardinals4.zip" or
"STL4.zip").
The commissioner will send a “reminder email” toward the end
of a segment if a coach’s game results have not been received yet. If the commissioner does not receive all
stats by the set deadline, the commissioner will play the games using the
computer managers provided for that segment.
In the event an owner leaves the league and a suitable
replacement cannot be found, the Commissioner will auto play the team’s away
games. It is expected that any such team will not be allowed trades or waiver
moves unless usage issues rise up. The
Commissioner will actively seek replacement managers. Should a team be managerless at playoff time, the Commissioner
reserves the right to revoke that team’s playoff privileges or to appoint a
designated manager to play those teams games.
In the event an owner leaves the
league and a suitable replacement cannot be found, the Commissioner will auto
play the team’s away games
At the end of each season, returning coaches are offered the
opportunity to switch teams and take over an "open franchise" per the
following guidelines:
- The coach with the longest service in the league has the
first opportunity to switch teams
- A coach may not switch to the open team if the coach made
a trade with the team during the previous season
- A coach may not
switch to the open team if the coach’s original team does not own two picks within
the first three rounds of the upcoming draft
- A coach may not switch teams in two consecutive
seasons; any coach who switches teams "goes to the back of the
line" (i.e. priority) for any future switches. Switching teams is
intended as an infrequent option for returning coaches.
The four (4) division champions and the next four (4)
highest ranked teams (based on winning pct) will qualify for the playoffs. The eight (8) playoff teams will be seeded
as follows: the four division leaders will be ranked by winning pct from
highest to lowest and will be the 1-4 seeds.
The remaining four teams will be seeded according to winning pct as the
fifth thru eighth seeds. . The seeding of teams will be the following:
Provided both teams would qualify for the playoffs, tie-breakers
for a Divisional Title are 1st solved by head to head record, 2nd
by head to head runs scored and 3rd by coin flip. Same scenario occurs if seeds 1 thru 8 have
any ties in winning pct. A tie-breaking game will only be required to determine
the final playoff spot (i.e. #8 seed) or to determine a Division Title if the
“losing team” would not qualify to be a #5-#8 seed. All playoff series will be best of seven game series with the
higher ranked team being the home team in games one, two, six and seven. Each playoff manager must play their games
via netplay in the timeframe provided for by the Commissioner (generally 2
weeks per round). If for any reason a
playoff team cannot support the netplay function then, with the approval of the
commissioner, the series can be played by one team while the other relays his
team’s strategies through instant messenger or by phone conversation. If the playoff series cannot be completed in
the time frame set down by the league office, the league office will then play the
series using the proxy set of computer mgr. instructions that each team has
sent in prior to the beginning of the playoffs.
Playoff rosters are frozen with the same 25 players
throughout the entire playoffs. Players must be on the
team's roster by the trading deadline (i.e. end of Block 7) to be eligible for
the playoffs. A proxy set of computer mgr. instructions along
with a pitching rotation must be sent into the league office prior to the start
of the playoffs. These will only be
used in the event a series cannot be played within the time frame set down by
the league office in completing the series.
PITCHERS
1
In the
first round, pitching rotations carry over from the regular season.
2
Pitchers
rated with an * require three days rest between starts, all others four days
rest. Pitchers without an * are limited
to 10% of their actual IP on their card(s) in each series.
3
Pitchers
who start and relieve may do both; however, they may not pitch in the game
before or after they start.
4
Starters
may be used in relief.
PLAYERS
1
Players
with more than 500 PA's have unlimited use in the playoffs. Players with less than 500 PA's are limited
to 10% of their PA's per series.
Finally, let's
remember this is a "fun league" - I know the usages can get a little bit complicated to keep track
of. Just do your best to try to follow the usage rules and be respectful
of your opposing manager who is trying to do the same.
The playoff schedule for each series will be the
following: two games (hosted by higher
seed), travel day, three games (hosted by lower seed), travel day and two games
(hosted by higher seed). Also, one rest
day will be inserted between each playoff round’s games. Therefore, a “starter with an asterisk”
could start in games 1, 4 and 7 in the first playoff series, but would only be
able to start in games 3 and 6 in the following playoff series.
Tardiness is defined as the failure in meeting the following
deadlines: dues, pre-draft roster,
instructions (CM’s), results and stats.
Tardiness is not penalized as such but a manager will be subject to
replacement by the commissioner if deadlines are continually missed.
Overuse penalties are based on a team’s total overuse. Since overuse negatively affects all
league members, the penalties are severe.
Overusage is defined as a batter
exceeding the allowed 110% plate appearances (AB+BB) on their card by 20 (with
plate appearances 100 or higher) or by 10 (with plate appearances less than
100).
Overusage is defined as a pitcher
exceeding the allowed 110% innings pitched on their card by 10 (with innings
pitched 50 or higher) or by 5 (with innings pitched less than 50).
Overusage will be penalized based on
the following chart and the overused players will be lost for the remainder of
the season and the playoffs. However,
the commissioner reserves the right to impose more severe penalties
on a team if they have egregiously manipulated a loophole in league rules or ignored
warnings from the commissioner regarding Overusage.
1 player overused – lose 5th round pick
2 players overused – lose 5th
& 6th round pick
3 players overused – lose 4th
round pick and lose home field advantage in playoffs (if applicable)
4 players overused – lose 4th
and 5th round picks and lose home field advantage in playoffs
5 players overused – lose 3rd
and 6th round picks and forfeit place in playoffs
6 players overused – lose 3rd
and 4th round picks and forfeit place in playoffs
7 players overused – lose 2nd
and 5th round picks and forfeit place in playoffs
8 or more players overused - lose 1st
and 4th round picks and forfeit place in playoffs
Severe over usage of an individual
player will also be penalized by the Commissioner. Severe over usage is defined as a batter exceeding their allowed
PA’s or a pitcher exceeding their allowed IP by 5%. Penalties for these infractions will be based upon the severity
of the offense. Factors such as extent
of overuse, affect on playoff races, and understanding of those penalties also
received for over usage based on the scale indicated above.
In Conclusion: Over usage penalties
will be reviewed and accessed by the discretion of the commissioner. Factors
going into his decisions on penalties can include when it occurred, what effect
it had on the outcome of the game as well as the season, playoff races, the
race for # 1 pick etc. The value of the player (s) involved in the over usage
is very important also. Penalties can
range from a league warning(s) to forfeiture of games, loss of draft picks, players
being limited in their usage in the playoffs or eliminated from the playoffs
all together, team(s) being disqualified for the playoffs and up to and
including expulsion from the league. The Commissioner reserves the right to
appoint a committee to review all the infractions if he deems necessary. The
committee will consist of no less than 3 league members and not more than
5. Their decisions on the penalties
will be deemed final by the commissioner.