Not Another Sim Hockey League Rulebook

Rules as of August 4, 2019

If you are interested in joining, please email the commissioner to express your interest. Include your name and your past FHL experience as well as what team you'd like if there is more than one opening. Once you are approved, register on the forums (your account will need to be verified by a forum admin) and post a brief introduction.

Table of Contents

1. ABOUT THE LEAGUE

1.1 BRIEF HISTORY
1.2 COMMISSIONER
1.3 SIMULATION

2. FHLSIM LEGEND

2.1 PLAYER RATINGS
2.2 PLAYER ROSTER
2.3 TEAM SCORING

3. REGULAR SEASON

3.1 OUTLINE
3.2 SIM SETTING
3.3 SCHEDULE
3.4 TRADE DEADLINE

4. PLAYOFFS

4.1 FORMAT
4.2 SEEDING

5. ROSTERS

5.1 REQUIREMENTS
5.2 INJURIES & SUSPENSIONS
5.3 WAIVERS

6. GM DUTIES

6.1 DEFINITION
6.2 CAPTAINS
6.3 LINES
6.4 POSITION CHANGES
6.5 TRADING
6.6 TRAINING CAMPS

7. FINANCES

7.1 EARNING MONEY
7.2 SPENDING MONEY
7.3 SALARY CAP
7.4 PLAYER BUYOUTS

8. RE-SIGNINGS AND FREE AGENCY

8.1 CONTRACT INFORMATION
8.2 UNASSIGNED PLAYERS
8.3 RE-SIGNINGS
8.4 JUNIOR LEAGUE & PROSPECTS
8.5 FREE AGENCY
8.6 RFA COMPENSATION CHART

9. OFF-SEASON

9.1 RE-RATES & RE-RATE APPEALS
9.2 RETIREMENTS
9.3 AWARDS
9.4 ENTRY DRAFT


1. ABOUT THE LEAGUE

1.1 BRIEF HISTORY

The NASHL began with a team 26-team selection draft in March 2018.  The inaugural season, set in the 1997-98 season, began June 4, 2018.

1.2 COMMISSIONER

The league commissioner is James Sylvestre.

1.3 SIMULATOR

The league utilizes FHLSim software.

2. FHLSIM LEGEND

2.1 PLAYER RATINGS

Short

Attribute

Description

IT:

Intensity

This is the player's ability to play at his peak level every shift on the ice.

SP:

Speed

This is the player's skating speed, which is both acceleration and raw speed.

ST:

Strength

This rating affects the player's ability to work in the corners, in front of the net, etc.

EN:

Endurance

The endurance rating allows players to take more and longer shifts during the game.

DU:

Durability

The durability rating is directly proportional to how often a player will come out of a game unhurt.

DI:

Discipline

A player with a low discipline rating takes more penalties and is more likely to fight when combined with Intensity.

SK:

Skating

This rating affects the player's to balance and move in all four directions.

PA:

Passing

The passing rating represents how good the player is at moving the puck or setting players up in scoring position.

PC:

Puck Control

A high puck control rating means the player is more likely to shoot and less likely to give the puck away.

DF:

Defence

A high defensive rating affects a players' ability to break up passes, rushes and cover offensive players.

SC:

Scoring

This is the players' ability to put the puck in the net and also to create scoring opportunities without the puck.

EX:

Experience

Experienced players tend to be more consistent from one game to the next, and tend to be more effective in close games.

LD:

Leadership

Players demonstrating leadership tend to make the whole team more consistent from game to game and shift to shift.

OV:

Overall

OV is a composite of the other ratings shown above. The weighting of these ratings is different for offensive players, defensive players and goaltenders, recognizing their important roles on the team and the relative value provided.


2.2 PLAYER ROSTER

Short

Description

CD:

Condition.
Determines the current health of the player in %. OK means 100%.

IJ:

Injury status of player

DD:

Day to day injury

1W:

1-2 week injury

3W:

2-4 week injury

1M:

4-6 week injury

3M:

2-4 month injury

IN:

Injured Indefinitely

S#:

Suspended for # games

HD:

Handedness

IT:

Intensity

SP:

Speed

ST:

Strength

EN:

Endurance

DU:

Durability

DI:

Discipline

SK:

Skating

PA:

Passing

PC:

Puck Control

DF:

Defence

SC:

Scoring

EX:

Experience

LD:

Leadership

OV:

Overall


2.3 TEAM SCORING

Short

Description

GP:

Games Played

G:

Goals

A:

Assists

P:

Points

+/-:

Plus Minus

PIM:

Penalty Minutes

PP:

Power Play goals

SH:

Short Hand goals

GW:

Game Winning Goals

GT:

Game Tying Goals

S:

Shots

PCTG:

Shooting Percentage

GS:

Goal Scoring Streak (in games)

PS:

Point Scoring Streak (in games)


3. REGULAR SEASON

3.1 OUTLINE

The regular season consists of 82 games per team. A team will play each team in its division at least 6 times, and all remaining teams at least 2 times. There are two conferences each with two divisions. The top 8 teams from each conference make the playoffs, with division leaders being the top seeds.

3.2 SIM SETTING

3.3 SCHEDULE

The regular season consists of 82 games per team. A team will play each team in its division a minimum of 4 times; each team in the other division in the same conference a minimum of 4 times; and each team in the other conference a minimum of 2 times.

A regulation win is worth 3 points, whereas in the North American model it is worth 2 points (all other point scoring is the same: 2 for overtime win, 1 for overtime loss or tie, 0 for regulation loss).

3.4 TRADE DEADLINE

The Trade Deadline takes place once 80% of the season has been completed. It is marked on the shedule, and an official time is posted mid-season.

4. PLAYOFFS

4.1 FORMAT

Eastern Conference vs Western Conference

4.2 SEEDING

Eight teams in each conference qualify for the playoffs each season. The teams with the most points in each division qualify for seeds 1-2 in their respective conferences, with the team with more points earning the top seed. Seeds 3-8 in each conference are determined by which of the remaining teams earned the most points in the regular season.

5. ROSTERS

5.1 REQUIREMENTS

Your team will consist of a minimum of 20 players and maximum of 25 on your pro roster. The rest of your players can be sent to your farm team with a maximum of 30 farm players. Each team must have at least 5 centers, 5 left wings, 5 right wings, 8 defenders, 3 netminders.

5.2 INJURIES & SUSPENSIONS

During the course of the seasons, there is a chance that your players will be injured or suspended during a game. An injury could range from one day to the entire season, while a suspension could range from one game to five games. See 2.2 PLAYER ROSTER for a brief description of how to see these.

5.3 WAIVERS

Players over the age of 26 who have played at least 10 games must clear waivers in order to be assigned to the minors. Players stay on waivers for 48 hours from the time they are placed, during which any team can claim them. You can only make one waiver claim at a time; to do so, email the commissioner with:

Player's Name:
Team you are GM of:

If more than one team places a claim for the same player, the team that is lowest in the standings has priority.

6. GM DUTIES

6.1 DEFINITION

These are the responsibilities you accept upon joining the league as a general manager. Failure to comply could result in fines, player suspensions, or dismissal.

6.2 CAPTAINS

Each team must appoint a captain and two alternate captains. The captain receives a permanent +5 EX/LD boost while the alternates each receive a permanent +3 EX/LD boost. If you trade any of your captains after naming them and subsequently name a new one, the new one is not eligible for the EX/LD boost until the next off-season.

As long as a player remains captain of the same team, he is eligible for Captain Points each off-season. These points can be distributed however you like. A second year captain receives (1) point; a third year captain receives (2) points; and a captain serving three or more years receives (3) points each off-season.

6.3 LINES

Lines may be submitted via either the tradional GM Editor or the Online GM Editor. Both can be found on the main page.

Proper lines include 18 skaters and 2 goaltenders dressed for each game; you can choose to dress 6-8 defensemen. You cannot double shift more than 2 skaters, and a player being double shifted must have one of those shifts on the 3rd or 4th line. A player can not have 0 minutes of ice time in a game.

Goaltenders are capped at 4200 minutes, which is equivalent to 70 games. Once a goaltender reaches this point, he will be suspended for the remainder of the regular season.

6.4 POSITION CHANGES

You can request to change a player's position by emailing the commissioner with your request. If you have just acquired a player, wait for them to show up on your roster before making the request otherwise it will be missed.

You must provide proof in the form of a player profile listing the player's position(s) from one of the following websites (ordered by commissioner's preference):
- HockeyReference
- EliteProspects
- HockeyDB
- TSN
- Forecaster

A player that is eligible for both a forward position and defense can only move between forward and defense once per season.

6.5 TRADING

A trade occurs when two (or more) GMs agree to swap assets. Assets include players, draft picks, and cash only. Nothing else is considered a tradeable asset at this time. When all sides have come to agreement on the trade, post it in the appropriate section of the forums. Once you agree on a trade either officially (posting it) or unofficially (via PM, email, etc.), you can not back out of it unless all parties agree to do so.

A player acquired at the deadline may be considered a rental under certain conditions. The advantage of a rental player is his salary will be reduced to reflect your team's remaining games (divide his salary by 82, then multiply the result by your team's number of games remaining).

To qualify as a rental, the following coniditions must be met:
- he has 1 year left on his contract or is retiring
- you must post in the trade that he is to be a rental
- you must post in the trade the breakdown of his new salary

If you acquire a player as a rental, you can not re-sign him. If the player is not retiring, he will become an unrestricted free agent. You may bid on the player in free agency.

6.6 TRAINING CAMPS

Teams can send up to 6 pro/farm players age 25 and under to any camp. Each camp may only be used once, and junior league players are not eligible. Unless otherwise specified, players can only be sent to one camp at a time. These camps are used for both off-season and mid-season.

Teams can use up to two (2) camps of cost $1,000,000; one (1) camp of cost $1,500,000; and up to three (3) camps of cost $2,000,000.

NOTE: FREE points may be distributed however the GM would like, unless specified otherwise.

Changes to "ALL PLAYERS" camps: these camps may be used on players of any age, and can also be combined with other camps. The cost of sending a player to multiple camps increases an additional $1,000,000 per camp after the first to a maximum of three total camps. The additional cost is on top of the camp's regular cost, so sending a player to two camps would cost the total of both camp prices plus $1,000,000. In the same way, sending a player to three camps would cost the total of all three camp prices plus $2,000,000.

ALL PLAYERS - $1,000,000 EACH (max. two (2))
Disciplinary Camp: DI (15)
Ironman Camp: EN (6), DU (6), FREE (3; to be used on EN/DU)
Poise Camp: EX (6), LD (6), FREE (3; to be used on EX/LD)

FORWARDS AND DEFENCEMEN - $1,500,000 EACH (max. one (1))
Enforcer: IT (4), ST (4), DI (-5)
Speed Skating: SP (3), SK (3)
Two-way: SP (1), SK (1), PA (1), PC (1), DF (1), SC (1)
Weight Lifting: ST (6)

(max. three (3) combined for the below camps)
FORWARDS ONLY - $2,000,000 EACH
Dangler: SK (1), PC (2), FREE (2; can not be used on SC)
Defensive Specialist: SP (1), SK (1), DF (3)
Playmaker: PA (2), PC (1), FREE (2; can not be used on SC)
Power Forward: IT (2), ST (2), SC (2)
Sniper: SP (1), PC (2), SC (2)

DEFENCEMEN ONLY - $2,000,000 EACH
PP QB "passer": SK (2), PA (2), FREE (2; can not be used on PC/SC/DF)
PP QB "shooter": PC (2), SC (2), FREE (2; can not be used on SK/PA/DF)
Shutdown Camp: IT (1), ST (1), DF (2), FREE (1; to be used on IT or ST)

GOALTENDERS ONLY - $2,000,000 EACH
Intensity Camp: IT (2), SK (2), FREE (2)
Puck Handling Camp: PA (3), PC (2), FREE (2)
Reflex Camp: SP (2), ST (2), FREE (2)

7. FINANCES

7.1 EARNING MONEY

Home game revenues: based on ticket prices and number of star (80ov+) players in the game. Ticket prices may be changed at any time simply by sending a request via email to the commissioner with the new price.

Revenue sharing: each playoff team retains 20% of their playoff revenue; the remaining 80% is distributed equally among the 26 teams.

Awards: beginning Season 2, $250,000 will be awarded to the winner of each award.

Articles: valid articles are paid $1,500,000 each (max. 12 per team per season). There is no minimum word count, but if it looks like you put little to no work in, the article will not be eligible for cash. Any article must include a picture to be considered valid. Articles are paid out at the start of each off-season.

Lines: each set of lines is paid $100,000 (max. equal to the total regular season + playoff games your team plays). Lines are paid out at the start of each off-season.

7.2 SPENDING MONEY

Training Camps: unfortunately they are not free. See 6.6 TRAINING CAMPS for more information.

Arena Upgrades: During the off-season, each team may renovate to expand their current arena capacity. The improvements are a minimum of 250 seats and a maximum of 2,000 seats each season.

A larger arena can only be purchased when the current one has reached its maximum capacity. When purchasing a new arena, classes can not be skipped (ex. a team with an arena of 18,000 seats must purchase a Class 2 arena). New arenas can not have seats added in the same off-season in which the arena was purchased.

Arena Class
Initial Cost
Initial Capacity
Max. Capacity
Upgrade Cost
1
-
13,000 seats
18,000 seats
$2,000/seat
2
-
18,001 seats
20,000 seats
$3,500/seat
3
$25,000,000
20,001 seats
22,000 seats
$5,000/seat
4
$50,000,000
22,001 seats
24,000 seats
$7,500/seat
5
$75,000,000
24,001 seats
26,000 seats
$10,000/seat

 

7.3 SALARY CAP

There is a hard salary cap with a floor that is always $16 million lower than the ceiling. You can not at any time go over the ceiling, and only within a week of the trade deadline can you go below the floor.

Failure to abide by the salary cap will result in suspension of your team's top player until the issue is fixed.

Player salaries are capped at 20% of the cap ceiling. The minimum player salary will be 1% of the cap ceiling. Additionally, the maximum farm salary will be 3.5% of the cap ceiling. Refer to 8.1 CONTRACT INFORMATION.

Salary Cap Ceiling: $ 36,000,000
Salary Cap Floor: $ 20,000,000


7.4 PLAYER BUYOUTS

To buy out a player, email the commissioner saying who you want to buy out. A player age 26 and under will cost 1/3 of his remaining contract; a player age 27 and over will cost 2/3 of his remaining contract. This amount will be subtracted from your team's finances and the player will become a free agent.

Note: if you do not have the cash to pay the buy out price, you can not buy the player out.

A player who has been bought out can not sign a new contract with the team that bought him out until one off-season after the upcoming off-season (e.g. a player bought out in Season 1 can not sign a new contract with the team that bought him out until the off-season after Season 2).

8. SIGNINGS AND FREE AGENCY

8.1 CONTRACT INFORMATION

Maximum Player Salary: $ 7,200,000
Minimum Player Salary: $ 360,000
Maximum Farm Salary: $ 1,260,000
Maximum Contract Length: 5 years
Minimum Contract Length: 1 year

8.2 UNASSIGNED PLAYERS

Any time during the regular season, you may make an offer to a player on the unassigned list. You may do so by posting in the designated section of the forums, using the specified format. Once 24 hours have passed and no other team has outbid you, the player will sign.

Topic Title
"Player Name"

Topic Text
"Team name"
"Contract offered"

8.3 RE-SIGNINGS

When a player's contract expires he can become an Unrestricted Free Agent (UFA) or a Restricted Free Agent (RFA). Players age 27 and older are considered UFAs. You can only re-sign one of your UFAs. Players under the age of 27 during the season are considered RFAs. You can sign an unlimited number of RFAs as long as you do not exceed the salary cap or the roster limit. New contracts are negotiated with your assigned player agent.

In lieu of a contract, you can make a qualifying offer (QO) to any of your RFAs. A team retains the rights to a qualified player, even if that player makes it to free agency where he can sign an offer sheet with any other team. If the player signs an offer sheet, his current team has 24 hours to either: match the offer and keep the player under the conditions of the offer sheet, or accept compensation in the form of cash and draft picks. See 8.6 RFA COMPENSATION CHART for more details.

Any RFA who has not been tendered a QO and makes it to Free Agency automatically becomes a UFA; his current team will not receive compensation if he signs elsewhere.
Offers may be sent to the player agents at any time after they says the re-signing period is open. You must abide by their rules when re-signing players.

8.4 JUNIOR LEAGUE & PROSPECTS

The 12-team junior league is home to your prospects as well as draft eligibile players. If you notice one of your prospects is already playing in the NASHL, or is on the Unassigned list, email the commissioner in order to have the prospect deleted.

The maximum age for the junior league is 21 (for the inaugural season, all prospects are eligible for the junior league regardless of age). Once a player turns 21, if he has not been drafted he will not re-enter the draft and will automatically become a UFA.

During the off-season you have the opportunity to create a number of your prospects (remove them from the junior league and add them to your pro/farm team). You can do so by negotiating an Entry Level Contract (ELC - defined below) with your assigned player agent. If a prospect turns 21 and you do not sign him to an ELC before the start of the Entry Draft, he will re-enter the draft. A team that drafts the player has until the beginning of free agency to sign him to an ELC. If the player is not signed to an ELC or is not drafted, he enters free agency as a UFA.

Entry Level Contract (ELC): a 3 year contract with a salary that can range from the league minimum of $350,000 to not more than $925,000.

8.5 FREE AGENCY

RULES APPLICABLE TO ALL ROUNDS OF BIDDING
If the individual running free agency also GMs a team, he sends his offers to the commissioner before the bidding period begins in order to maintain the integrity of the process.

Any player signed in free agency can not be traded until the rental period opens (typically the week before the trade deadline).

salary cap: you must stay under the salary cap ceiling when making offers (exceptions can be made for minor issues)

signing bonuses: not to be offered

winning bid: yearly salary **RFAs may choose to accept the qualifying offer if it is the best offer**

contracts: teams may offer 1-5 years with a salary ranging from $350,000 to $7,000,000. Refer to 8.1 CONTRACT INFORMATION.

If an RFA from another team accepts an offer sheet you have made, the player's team has 24 hours to either match the offer or accept compensation. The team paying compensation for an RFA player gives up their own team's picks (NHL style). If they do not have proper compensation, their team is fined $5,000,000 and all free agent bids are revoked. If the player's team does not have the cap space to match the offer, they automatically accept the compensation. Refer to 8.6 RFA COMPENSATION CHART.

SYSTEM
There are three rounds of silent bidding.

ROUND ONE
- 72 hours of silent bidding;
- Teams can send offers for any free agent;
- Maximum of six (6) offers per team;
- Players will sign the highest offer received.

ROUND TWO
- 72 hours of silent bidding;
- Teams can send offers for any free agent that was not signed in round one;
- Maximum of six (6) offers per team;
- Players who had no offers in round one will sign the highest offer received;
- Players will sign the highest offer received.

ROUND THREE (if necessary)
- 36 hours of silent bidding;
- Any teams tied for the highest offer on a player will be asked to submit their best offer for that player;
- Players will sign the highest offer received.

OFFER FORMAT
EMAIL TITLE: Team Offers (ex LA Kings FA Offers)
Player Name 1
Contract offered 1

Player Name 2
Contract offered 2

etc. (limit 6)

8.6 RFA COMPENSATION CHART

Salary
Compensation
$350,000 - $750,000 1 Years Salary
$750,001 - $1,250,000 3rd Round Pick & 1 Years Salary
$1,250,001 - $1,850,000 2nd Round Pick & 1 Years Salary
$1,850,001 - $2,750,000 (1) 1st Round Pick & (1) 3rd Round Pick &
1 Years Salary
$2,750,001 - $3,500,000 (1) 1st Round Pick & (1) 2nd Round Pick & (1) 3rd Round Pick & 1 Years Salary
$3,500,001 - $4,550,000 (2) 1st Round Pick & (1) 2nd Round Pick & (1) 3rd Round Pick & 1 Years Salary
$4,550,001 - $7,000,000 (4) 1st Round Picks & 1 Years Salary

9. OFF-SEASON

9.1 RE-RATES & RE-RATE APPEALS

Player re-rates occur after the playoffs. Players are re-rated by the sim based on how they perform in the season (theoretically, at least).

Because the sim can be random, each team has the opportunity to appeal the re-rates of 4 of their players as long as that player was under the age of 36 during the season. A player who turns 36 in the off-season is eligible for an appeal as he was 35 during the season.

These are restore appeals, meaning they only restore previous ratings. You can not request an increase in ratings. However, any increases to EN, DU, DI, EX and LD will be kept.

To appeal for a rerate, send an email to the commissioner with the players':
- names
- previous ratings
- new ratings

9.2 RETIREMENTS

We use the FHLStuff program to determine retirements, and they are posted roughly around the 20-game mark. Players aged 35 and older are eligible for retirement.

9.3 AWARDS

At the end of each season, the year's awards are posted. For some awards (such as GM of the Year) the winner will be voted on by all GMs.

9.4 ENTRY DRAFT

There is a 3 round entry draft each season. All players in the junior league who are either under the age of 21 and undrafted or are age 21 and over and have not signed an ELC with the team that drafted them are eligble for the draft.

NOTE: any drafted player that is age 21 and over will have to sign an ELC after the draft and before Free Agency otherwise they will become a UFA. See 8.3 JUNIOR LEAGUE & PROSPECTS for more info on signing an ELC.

The order of the top 10 picks is determined by reverse order of standings (all teams outside the playoffs). The remaining draft order is determined by playoff performances. Based on regular season points: picks 11-18 go to the first 8 teams eliminated; picks 19-22 go to those eliminated in the second round; picks 23-24 go to those eliminated in the conference finals; pick 25 goes to the losing team of the finals; pick 26 goes to the league champion.

The top 10 picks are entered into a lottery for the top choice with the following odds:

26th overall 31.1%
25th overall 19.3%
24th overall 14.8%
23rd overall 11.0%
22nd overall 7.9%
21st overall 5.5%
20th overall 3.9%
19th overall 2.8%
18th overall 2.5%
17th overall 1.2%