NFBA
CONSTITUTION
AND
MORE DETAILED EXPLANATION OF NFBA RULES,
SOME
LESS IMPORTANT RULES, AND
LEAGUE-DETAILS-THAT-ARE-INCLUDED-JUST-TO-BE-SURE-THEY-ARE-WRITTEN-DOWN
=====================================================================
Exceptional
rules/notes for this season (2021 real life) and last year as well (2020 real
life) (Due to Covid)
1) we had to
prorate the number of gms played for all players- these changes are noted in the
excel roster sheet.
2) we
changed the playoff eligibility requirements- see next note:
Section 1- TO BE UPDATED for 2020-21 season
The
number of games a player can play in the playoffs is equal to his NBA games
played divided by 8.5 (with normal rounding) in the shortened 2019-20
season. So a player who played between 47 and 55 NBA games will be eligible for
6 games (47-55 NBA games = 5.52- 6.47 NFBA playoff series games) of the 7
games in an NFBA playoff series.
a player who played + NBA games is
eligible to play all 7 games.
a
player who played between and 55 NBA
games will be eligible for 6 games
a
player who played between and 46 NBA
games will be eligible for 5 games
a
player who played between and 38 NBA
games will be eligible for 4 games
a
player who played between and 29 NBA
games will be eligible for 3 games
a
player who played between and NBA games will be eligible for 2 games
a player who played between and NBA
games will be eligible for 1 game
REGULAR NFBA
RULES:
PRE-GAME
RULES
A team must
dress 13 players if 13 healthy players are available. If a player is healthy
but not to be used, dress the player, but do not schedule him to play In the
team’s game plan. If someone was not scheduled to play in the game, but was put
in by the computer on its own for just a few minutes, notify me and the game
will not count against the number of games the player can play.
Games are
played on a Neutral Court (no home court advantage) with Current Rules, No
Injuries, No Auto-Rest, No Fatigue, Save Game Files and [save] Box Score
Always. Emphasize Individual Defense is NOT to be checked. “Do Not Use Auto
3-pointers” is NOT to be checked. Also: NO fastbreak at coach's option. NO
putback at coach's option. NO emphasize switch shot differences. NO use board
game cards. NO use board game rebounding.
Power moves
can be used.
A game must
be played as a league game, selecting it from the league’s schedule in the
computer. Send the box score pasted into an email message (not as an
attachment) to the entire NFBA via Googlegroups, and add the .gfl as an
attachment.
Name the box
score using the NFBA’s convention: for example, PRP@WW3
(visiting team @ home team, day number).
PLAYER
POSITIONING
The NFBA
strives to play players at the same positions they mostly play in the NBA. A
major reason: The Strat computer game provides only one rebound rating for each
player. When forwards Larry Bird and Dominique Wilkins were rated by Strat for
time at shooting guard, they should n ot have been allowed to play at guard for
more than a few minutes in any Strat league. Bird, for example, averaged 11
rebounds a game in the NBA playing at forward, often defending power forwards
close to the basket. But, with Strat’s single rebound rating, Bird would still
average 11 rebounds a game in Strat no matter where he played — even if he was
played at guard. To get 11 rebounds a game from the guard spot, by a player who
actually was an NBA forward, is both unrealistic and unfair.
Strat’s
single rebound rating provides realistic results only if the player is played
at the same position where he earned the rebound rating in the NBA.
As a guide
to player usage, the Strat computer game provides a breakdown of each player’s
expected minutes at a position. Accordingly, the NFBA uses these minute ratings
as a guideline for player usage. We do, however, still allow flexibility in the
use of players at their secondary positions, as every player is allowed to play
more—in most cases at least 33% more—than his rated minutes at his secondary
positions.
In general:
1) Players
may play their entire game offensively at their main NBA position (i.e., where
they are rated for the most minutes). Players can play at an “off” position for
their minute rating there +10 (if rated for 10+ minutes there) or +5 (if
not).
For
simplicity, skip reading this section and use our EXCEL SHEET ROSTERS SHEET that
tells you how many minutes players can play at each position.
Examples: A
player who is rated for 15 minutes at an “off” position can play up to 25
minutes there, while a player who is rated for 8 minutes at an “off” position
can play up to 13 minutes there.
If the difference between a player's main
position and an off position is within 4 minutes (for example, if a player is
rated to play 18 minutes at SG and 14 minutes at SF), he can play all of his
time at either position.
Strat’s
players will perform realistically if they are used as intended, and keeping
their time at their “off” positions proportional to their minute ratings there
helps to accomplish that.
2) Time limits
apply only to offensive positioning,
not defensive. A player may defend any
position he is rated at, for any length of time.
3) A player
has to be rated at a position in order to play there defensively. However, in
accordance with board game rules, a
player rated as a guard can defend either guard position.
4) Those who
are rated for 1 minute at a position (“emergency use only”) cannot play
that position on offense unless all other alternatives have fouled out.
The maximum
minutes a player can play at any position offensively is shown in a spreadsheet
distributed by the league. (The numbers are for regulation-length games; if a
game goes to overtime, just be sure each player has rested his required
minutes.)
2016 rules addendum. The goal of
the following (2) rule changes is to make it easier to make lineups and play
the games. These 2 changes will be on a trial basis for the 2016-17 season.
1) Players
at SG/SF will be allowed to be used interchangeably (ie they can play all of
their maximum minutes at either position) as long as they are rated 2+ minutes
at both the SG and the SF position. These players, now termed “Swing/Wing”
positions will be allowed to do this as the NBA does not distinguish too much
in the way of differences between the two.
2) Players
at PF/C will be allowed to be used interchangeably (ie they can play all of
their maximum minutes at either position) as long as they are rated 2+ minutes
at both the PF and the C position. These players, now termed “BIG MEN” will be
allowed to do this as the NBA has been using more lineups featuring a PF
playing at Centre and our analysis of strat’s minutes from last year shows that
most “true centres” will not be given more than 1 minute at the PF position.
Please note
that this will also be reflected in the spreadsheet.
SHOT
ATTEMPTS ALLOWED
The NFBA has
shot limits for players. These shot limits keep the number of 40- and 50-point
games by star players down to a more realistic level than occurs in other Strat
leagues. Even with shot limits, the NFBA’s top 10 scorers tend to average more
points than the top scorers in the NBA.
In other
words, the shot limits can be understood as controlling the number of extreme
scoring games, not the total scoring of players during a season.
Players are
limited as to the number of offensive attempts they can have in the first half
and in the game. A pass cannot be voluntarily directed to a player who
has reached his shot limit.
Of course,
these players still will take the shots that come their way in the normal
course of the game. The rule simply states that optional passes cannot
be directed to them once they’ve reached their limit.
Also, if
there is only one rated (1+) shooter in the game, a pass to ANY player MUST
always go to someone else. (Offenses must have some diversity, you can’t go
to the same player time and time and time again).
The limits
are rough approximations based on the player's shooting frequency rating. The
following are the number of shot attempts (treating 2 FTA as equal to 1 FGA)
that players are allowed in a game:
Rating Attempts
-------- ------------
0 18
1 22
2
26
3 30
[The limits
start at 18 and increase by 4 for each rating].
In the first
half, a player is limited to HALF of the attempts he is allowed in the game.
Thus a
1-rated
shooter, who will be out of shots for the game after he has attempted 22 shots,
will be out of shots for the first half after he has attempted 11 shots
(counting two FTA as equal to one FGA).
If the only
players eligible to receive a pass are all over their limit, the pass must be
directed to the player who is least over his limit.
All limits
on shot attempts are removed in the final 2 minutes of a game and throughout
overtime.
If a computer coach exceeds shot limits for a
player, the human coach may exceed them, too.
THREE-POINTERS
The NFBA
regulates the number of 3-pointers that are taken to approximate the real-life
3-point attempts of players. Players who took a lot of 3’s in the NBA, but shot
a poor percentage, will have to take 3’s in the NFBA, just as they did in the
NBA -- even though their coach would prefer that they don’t. Conversely,
players who made a high percentage of 3’s, but seldom shot them, will not be
able to take a high number of 3’s.
We are currently
NOT using the ALWAYS ALLOW THREE POINTERS OUTSIDE option as it is not recommended
for draft leagues like ours.
Automatic
3's
------------------
Anytime the only options for a shot are a
3-pointer or an outside shot (including an open outside), the coach must choose
which shot is taken by clicking “Let Computer Suggest.”
This rule
ensures that 3-pointers are still taken by players who took a lot of 3’s in the
NBA but hit a low percentage of them.
Optional 3's
----------------
Players who
averaged 1 or more three-point attempts per NBA game are allowed to take a
certain number of optional 3-point shots anytime the coach chooses. The number
of “optionals” players may attempt is their real-life average attempts per
game. The number is shown on the rosters. (Note: For
"real-life average attempts", we use the number shown by Strat under
the player’s Ratings.)
Normally,
players cannot take an optional 3 unless they are named on our rosters
as eligible for them. The permitted optionals can be taken at any time, even on
open shots.
However, any
player on either team can take optional 3's without limit in the final 2 minutes
of a game or in overtime.
FASTBREAKING
As per
Strat, all teams must fastbreak between 16 minutes and 36 minutes.
(Reason: In
Strat, all teams -- and their players -- are rated to be in a fastbreak offense
for at least 1/3 of the game. 16 minutes is one-third of the game. In Strat,
the average fastbreak time for an NBA team is about 28 minutes a game. A range
of 16 to 36 minutes enables the NFBA to approximate this average fastbreaking
time and it also makes it more likely that all players will be using their
fastbreak and halfcourt columns in a realistic mix.)
PERIMETER
PLAYERS PLAYING INSIDE
A
team can have perimeter players (PG, SG, SF) positioned inside for a maximum
of 24 minutes a game, total. If two perimeter players (say, a SG and a SF)
are both posted up at the same time, each player's posting time counts toward
the limit (so if the two are posted simultaneously for a 6-minute stretch, that
counts as 12 minutes toward the posting time limit). A team can post up a point
guard for no more than 12 of those 24 minutes.
(Reason:
Guards and small forwards who post up tend to be rated for no more than 10 to
20 percent of their time in the post. This translates to between 3 to 8 minutes
a game inside for most starters. Having a max of 24 minutes is more than enough
for nearly all players, and it keeps the posting of perimeter players to a more
realistic level.)
While we
won't put in an explicit rule requiring this, coaches are asked to position
either a PF or a C inside most of the game when playing against a computer
coach. This is a sportsmanship request. (The computer can be induced to
overreact and have no block man when it is faced with two big men playing
outside.)
PRESSING
1) Teams may
press for up to 15 minutes in a game.
2) Pressing
must be called off if a team is up 15+ in the 4th quarter. (A sportsmanship
rule.)
BLOCK MAN
A player
MUST have an intimidation rating to be used as the block man (or "inside
defender").
Be careful not to press the "Esc" key
or “Cancel” key when viewing block-man choices. This will delete the block man
without warning.
NO HOME COURT
ADVANTAGE
All games
are played by the home team, using NEUTRAL court rules. Over the years the NFBA
has generally obtained a home winning percentage of about 50% to 53% using this
rule. That is quite acceptable for home teams.
CALLING
TIMEOUTS
Timeouts
can be called at any time they are available, even after a coach is aware of
the play that is about to take place.
REST RULES /
PLAYING TIME IN ONE GAME
The NFBA
requires each player to rest a certain number of minutes each game. It does not
use Strat’s fatigue systems -- either dynamic or static -- because fatigue has
not been properly implemented for low-minute bench players.
A player can generally play in any
regulation-length game his average NBA minutes +6. The minutes each player can
play (in a regulation-length game) are shown on the rosters.
Below are the exceptions to the
general rule of "average NBA minutes +6."
1) A player who averaged 15 to 24
minutes can play 30 minutes.
2) All D-League players and all
asterisked players (players who will not be checked for minutes played at the
end of the season) can play at least 30 minutes.
3) A player who averaged 14 minutes
or less can play up to double his minutes.
4) Every player has to rest at
least 2 minutes in a regulation-length game (in other words, the maximum
playing time in a regulation-length game is 46 minutes).
The rosters
show both the rest time for each player and the maximum minutes each player can
play in a regulation-length game. If the game goes overtime, players can exceed
the time shown.
In game 7 of a playoff series, players can play
an extra 3 minutes, provided they do not exceed 46 minutes in a
regulation-length game. This rule providing extra playing time in the decisive
game of a playoff series does not
apply to players who averaged 14 minutes or less in the NBA, as no one can play
more than twice their average time
PLAYING TIME
IN PLAYOFF SERIES
In the playoffs, the total playing time in a
series will not be checked for players who averaged 20+ minutes in the NBA. They can
play their maximum allowed time in each game.
Players who averaged under 20 minutes a game
are limited in their total playing time in the series. In a playoff series,
they can average their (average NBA playing time) + 4 minutes. (Their
total playing time allowed in the series is 7 games ´ their maximum minutes allowed per game.)
Teams that
overuse players in a playoff series will be penalized by the commissioner
depending on the severity of the overuse (forfeited games if the player was
severely overused, less severe penalties involving a draft pick if the overuse
was minor and did not impact games).
PLAYING AT
AN UNRATED POSITION
If
absolutely necessary because the position cannot be covered any other way
because of players fouling out, a player may play at a position for which he is
not rated. A point guard may play SG; a SG may play PG or SF; a SF may play
either SG or PF; a PF may play either SF or C; and a C may play PF.
Such
situations, however, should be anticipated and avoided by calling up D-League
players before the game.
ASSIGNED
INJURIES
Injuries to
major players will be assigned by each team’s coach--and announced privately to
the commissioner--before the schedule is created. These assigned injuries to
major players must be observed during the season.
“Major
players” who are assigned injuries will be all players who averaged 24 or more
min/g.
Those who
are protected on a team’s roster, but averaged fewer than 24 min/g, still must
not exceed the number of games they are eligible to play (see the number shown
on the team’s roster). Which games they miss, however, will not be assigned in
advance.
After the
3rd round of the draft, the commissioner will screen the remaining players in
the draft to determine which of them will be allowed to play with no injuries.
A player will either pass screening or not. Those who pass screening will not
be checked for either games played or minutes played at the end of the season.
In effect, they can play every game. That will help teams cover their minute
needs.
Those who do
not pass screening, however, will be checked for their games played at the end
of the year, just like roster players who averaged fewer than 24 min/g.
REGULAR
SEASON GAMES
In the
regular season, games can be played in any way -- head to head, by Netplay, or
solitaire against a computer coach sent by the visiting coach. The regular
season places a premium on ease of play, and playing against a computer coach
is an accepted, speedy way to finish games during the regular season, when
games do not count as much as during the playoffs.
PLAYOFF
GAMES
The NFBA has
two conferences: (Jabbar Conference) and (Olajuwon Conference). In a playoff
series games can be played in any format (Netplay, or solitaire against a
computer coach sent by the visiting coach). If both coaches agree, any number
of games can be Netplayed or played versus a computer coach in any series.
Except for any
game 7s:
All game 7’s are to be Netplayed or played by a neutral third party instead of
using a computer coach.
EXTRA
GAMES AND MINUTES AVAILABLE FOR NFBA TEAMS
The
NFBA has a rule that provides ample minutes for teams, while still preventing
top players from being overused.
No
checks of games played or minutes played will be made of players drafted in the
4th round or later of the current NFBA draft, provided such players have passed
advance screening by the commissioner (done before the 4th round begins). Like
D-League players, they can play at least 30 minutes a game.
The
extra playing time such exempt players get applies to
the player's main position. The players are still limited each game
in their playing time at their secondary positions.
Although not a perfect system, it does help coaches cover their
team’s game and minute needs.
OTHER NFBA DETAILS
===================
ROSTER SIZE
Each team can have up to 16 players on its roster for the season.
No in-season trading is allowed.
SEASON USAGE
1. All players are limited to the number of games played shown on the roster
sheet. The number on the roster sheet is mathematically proportional (56/82) to
their number of games played in the NBA.
2. The season playing time of all players is limited. For the season, players
can average their average NBA playing time (the average time shown for the
player in Strat) + 2 minutes. Someone shown in Strat as averaging 26 minutes a
game in the NBA can average 26+2 = 28 minutes in the NFBA. Alternatively, a
player's usage will be considered acceptable if his Usage number in the
computer manager is below 80.
Those
players drafted in the 4th round or later who are asterisked (= can play at
least 30 minutes in a game) are exempt from having their total minutes checked
at the end of the season.
(Note:
Players who don't play in all of their allowed games can exceed the +2 rule for
season usage, provided that their total minutes do not exceed the total allowed
if they had played their full number
of games. The total minutes allowed is their total allowed games multiplied by
their average playing time +2.)
(Extra
note: Sometimes the computer coach will needlessly substitute in a player who
was dressed, but not scheduled to play. We want such players to be able to play
if necessary to cover foul trouble, but we don’t want their appearances to be
burned up by a needless substitution made by the computer manager. If such a
player plays for only 1 or 2 minutes, but was not scheduled to
play, that game will not count as an appearance by the player when games
played are checked at the end of the season. For this allowance to be made, a
coach will need to draw the commissioner’s attention to the computer’s unwanted
use of the player, and furnish the game plan to prove the player was not
scheduled to play.)
PROTECTED
LISTS
Each
team must cut down a 9 protected players before the draft.
Teams
can acquire during the draft as many players as they are able to; but they can
only protect up to 16 players on their final roster, to be submitted before the
season begins.
FREE
AGENT SIGNINGS AFTER DRAFT
After the
draft, teams must cut down to 16 players. The cut players are then available
for signing as free agents. Teams submit a private list of any players they
want to the commissioner. If a player is wanted by two or more teams, the
player goes to the team that 1) has signed fewer free agents, 2) finished with
a worse won-lost record in the standings the previous year. If a team has to
cut a player to make room for a signed free agent, there is no charge for the
exchange of players. If a team simply picks up a free agent player, however,
the team is charged its 6th-round pick in next year’s draft. (If that is not
available, it will be its 5th-round pick, etc.)
PLAYER ELIGIBILITY
Note- These are also pro-rated
for the COVID Affected seasons.
The NFBA's player eligibility rules are as follows:
1) Any player who played in at least 10 NBA games and averaged at
least 10 minutes per game is eligible to play in the NFBA season. (The 10/10
rule).
2) Players who were under 10/10, but played in at least 8 NBA
games and averaged at least 8 minutes per game, will be eligible to play in the
NBA, but only if they pass advance screening by the commissioner. (The 8/8
rule).
(The purpose of this is to eliminate players who put up good
numbers in low-minute, low-game, garbage time situations: we don't want the
Dennis Nutts and Zendon Hamiltons of the NBA to play dominant roles in the
NFBA.)
In other words:
10/10 = anyone can play
8/8 = can play if pass screening
To be
drafted, a player must be eligible to play: i.e., must meet either the 10/10 or
8/8 rule.
Players who
are already on a roster can be protected, of course, even if they will not be
eligible to play during the season. Nene, Kenyon Martin, Alonzo Mourning, etc.,
are players who have been protected by teams in the past, even though they were
not able to play in the upcoming season.
TEAM
DEFENSES
Each
NFBA team uses the standard team defense card. Defensive differences between
teams are determined strictly by the defensive ratings of the players on the
court and the coach’s defensive strategy.
PREPARING A
COMPUTER COACH
Setting
Player Profiles
The only
numbers that the NFBA allows to be changed in the Player Profile are in the *N,
*S, *C, 45+ and 123+ columns at the right, the STLSHT (steal shoot) numbers,
and the numbers in the BLK (block man) column.
The *N, *S
and *C columns refer to how a player will shoot against Normal, Sag and Close
defenses. The 45+ and 123+ columns refer to how a player will shoot against
bigs and against smalls on switches. If you like, you may enter numbers in these
columns to say how the player will shoot in those situations.
The INPCT
numbers are not to be changed, nor are the minute ratings. Although players who
are rated for only 1 minute at a position are not allowed to be played there in
the NFBA except in emergencies, the 1-minute rating must remain in the grid for
the computer to be able to play that player in an emergency.
The BLK
column indicates who your block men will be. A higher number represents a
higher priority for the player being block man. In Strat, NBA teams total 48 in
the BLK column, so you are advised to have your NFBA team’s BLK numbers add up
to 48 if you want to adjust them. Some coaches rank their players by assigning
their top block man the number 48, the next preferred player 47, etc. There is
no Strat-based justification for it, but these coaches claim the method works
for them.
MISCELLANEOUS
LEAGUE DETAILS
1) Like the
NBA, the NFBA has a lottery. The NFBA’s lottery is based on the Maryland state
lottery (http://www.msla.sailorsite.net/).
The NFBA lottery, like the NBA lottery, has 1000 chances. The odds for each of
our lottery teams are the same as the odds in the NBA.
2) The NFBA
draft is held after the minute ratings are known, so teams can draft to address
any surprises in Strat’s minute ratings that may occur.
3) The NFBA has two conferences:
Jabbar Conference
(with Malone and Magic Divisions)
Olajuwon
Conference (with Jordan and Bird Divisions)
In a 24-team
NFBA, each division has 6 teams. Teams play each team within their division 4
times (4 games x 5 opponents = 20 games) and each team outside their division 2
times (2 games x 18 opponents = 36 games). Thus a 56-game schedule is played in
a 24-team league.
4)
Each round of the playoffs is a best-of-7 series, like the NBA. In general, as
in the NBA, the NFBA championship is now played in a 2-2-1-1-1 format like the
earlier playoff series are However, the home team in the 7th game (a Netplay
game) of a playoff series will be the team with the better road record (the
only difference this makes is that the home team gets the last move on the
screens in Netplay). If the road records are the
same, the team with the better overall record will be the home team.
5) In each
conference, the division winners plus the next 4 best teams (by winning
percentage) make the playoffs. The first round, or conference quarterfinals,
matches team 3 versus team 6 and team 4 versus team 5. In the conference
semifinals, the winner of the 4 versus 5 matchup plays the division winner with
the better regular season record, and the winner of the 3 versus 6 matchup
plays the division winner with the worse regular season record.
6) These are the tiebreaker rules:
For entry into the playoffs:
One-game showdown, a “play-in” game, if between two tied teams, a
round-robin tournament if among several tied teams
In the play-in game(s), players with 41 or more NBA games played
will be healthy, less than 41 will be injured. The play-in game(s) will be
played by Game 7 playoff rules. The home team will be the team with the better
road record.
For seeding among teams already in the
playoffs:
1) Wins in head-to-head (Netplay or face-to-face) games against
tied opponent
2) Road record
3) Point differential
4) Coin toss
For a bye
in the 1st round of the playoffs:
1) Division winner?
2) Road record
3) One-game playoff (head to head, or game plan vs. game plan on
neutral court; players eligible for at least half of the games = can play)
7) If a team
overuses a player (either in games or minutes), it will be penalized.
For each
game a player is overused, the team's 2nd-round pick will drop 10 spots, and
the number of extra games the player played in will be considered to be losses
when working out the team’s record for playoff purposes.
For each
player whose minutes are overused, the team's 2nd-round pick will drop to the
3rd round. (Remember, though, that a player will not be considered overused
minute-wise unless his average playing time is more than 2 minutes over his NBA
average, and his Usage in the Computer Manager is shown as over 80.)
If the
team's 2nd-round pick has already been traded, the penalty will take effect the
following season.
The severity
of the penalty may be adjusted at the commissioner’s discretion if the extent
of the violation is severe (for example, overplaying a player by an average of
5 minutes per game warrants a more severe penalty than just overusing a player
by a small amount.)
For
extensive violation of our player positioning rule, a team will forfeit its
1st-round pick (next year’s 1st if this year’s 1st-round pick has been traded).
8) At each
deadline, teams that have
not played all of their required games will have the missing
games autoplayed by the league -- the commissioner
(Harley) Teams that have forced the league to resort to autoplay will be
penalized on their second offense by having their 3rd-round pick dropped back
to the 4th round. On the third offense, their 2nd-round pick will also be
pushed back a round. The fourth offense, their 1st-round pick also goes
back a round. On a fifth offense, ALL of the above picks get pushed back yet
another round. So the team's 1st-round pick becomes a 3rd-round pick, it's
2nd-round pick becomes a 4th-round pick, etc.
If any of
these picks have been traded, the penalty regarding that pick will take effect
the next season.
By
"deadlines", we mean both game
reporting deadlines and computer-coach
deadlines for road games. If a computer coach from the opposing coach has not
been posted on the game plans web site by the deadline, notify the other coach
and cc me. If the other coach has still not posted the computer coach after 2
days, notify me on the 3rd day. That coach will be deemed to have missed the
deadline.
If a coach
leaves the league for any reason, any penalties imposed on his team will be
cancelled when a new coach takes over.
9) The
number of games a player can play in the playoffs is one-tenth of his NBA games
played (with normal rounding). So a player who played between 55 and 64 NBA
games will be eligible for 6 games (55-64 NBA games = 5.5 - 6.4 NFBA playoff
series games) of the 7 games in an NFBA playoff series.
a player who
played 65+ NBA games is eligible to play all 7 games.
a player who
played between 55 and 64 NBA games will be eligible for 6 games
a player who
played between 45 and 54 NBA games will be eligible for 5 games
a player who
played between 35 and 44 NBA games will be eligible for 4 games
a player who
played between 25 and 34 NBA games will be eligible for 3 games
a player who
played between 15 and 24 NBA games will be eligible for 2 games
a player who
played between 8 and 14 NBA games will be eligible for 1 game
players playing
less than 8 games are ineligible for the NFBA playoffs.
(Reason? A
lot of games players sit out in the regular season are not true injuries that
would prevent a player from playing in a playoff game. Many times they are just
resting up sores and aches. So we discount some of their regular-season missed
games when working out injury time for the playoffs.)
10) Game
plans for each team are to be posted to that team’s game plan site at
GOOGLEgroups.
11) Once you
have a computer coach from a visiting team, you may check it to make sure it
complies with league rules, and you can even analyze it to your heart's
content, but then sit down and play the game: do not play practice games
against the computer coach you've received. No NBA coach gets to put the
opposing team through a practice scrimmage, why should an NFBA coach be allowed
to do that?
TRADING
1) Only
draft picks for the current year can be traded during the current season; once
the playoffs of a season ends, next year’s picks can also be traded.
For example,
after the 2011-12 season starts, only 2012 picks can be traded. 2013 picks
don't become available for trading until the 2011-12 season (including
playoffs) has ended.
The reason is we want to make sure coaches finish the current season before
they trade away their team’s future.
2) Your
trade must be definitely spelled out: no vague "and future
considerations".
3) Anyone you trade away must stay away for at
least one year, unless the return of the player in a trade is approved by
the commissioner. In other words, trades must be "real" -- no players
to be loaned out temporarily in a "wink wink trade", and then
returned, just for tanking purposes, to meet roster cut-down purposes, etc.
4) Trades
can be made at any time. After the season has started, however, any trade that
is made during the season does not take effect until next season. The NFBA is
considering allowing in-season trading, but that decision has not been made
yet.
5) Trades
can only be made involving players or draft picks. You cannot trade a player for, say, a case of beer.
6) Make sure
you make a real trade offer that, if accepted, will be a deal. After an offer
is made, and accepted by the other party, the deal is done. That is Trading
101. Don't negotiate a deal, then announce that you actually want to wait and
see if a better offer comes in. That is playing with another coach and not
sincere trading – which could be called, Making Enemies 101. If a deal is
contingent on something else happening, make that known up front, so a coach
won't waste his time on a trade offer that is not really an offer.
7). No trading between two teams owned by the same GM is allowed. No three way trades involving 2 of such teams is allowed either.
F
* * * * * *
* * *
Instructions
Section
RESTORING A LEAGUE FILE, PREPARING GAME PLANS, DEFENSIVE PROFILES, ETC.,
Restoring a
league file:
Download
the league update .BBK file that Harley sends you. Place it somewhere on
your computer where you can easily find it, preferably somewhere in your SOMBKW
file. Open Stratomatic. Select a League in your Leagues Menu, Go to the
Leagues pull down menu, click on Restore League, find the league update that
Tony sent, click Open, make sure "restore league without def
profiles" is selected and all directories are checked, click
OK. It should read "restore of 2014-15H complete", click
OK. Done. You should have the new NFBA file in your Leagues file.
Creating a gpl (gameplan) in the computer manager.
Select
your team, click computer manager, select ineligible and eligible players,
under player profiles, don't touch the 1st 3 columns, under Stlsht indicate the
% of the time you want a player to take a FB shot after a steal, under Blk
indicate the primary shot blockers by assigning them a number. Strat does not
say how this works. Some people assign a number of 48 to the player they most
want to be block man, 47 to their next choice, 46 to their third choice, etc.
In Strat’s computer managers for NBA teams, however, the Blk numbers always add
up to 48. The top choice might be 30, the second choice 10, the third choice 8.
Choose whichever method you want, but remember that a higher number will make
the player block man more often. The next 5 columns are the amount of mins each
player is rated to play at each position. You must not change these minute
ratings: they are to stay as a permanent record of how many minutes at each
position the player is rated to play. Under Computer Coach Instructions, lay
out the playing grid for that game: place players where and when you want them
in the game, choose fastbreak or halfcourt offense, choose who you want positioned
inside on offense by double clicking the Inside cell and choosing the
player(s). If you only want 1 player inside or no players inside, click
cancel and the players will read 0. Once you have everything the way you
want it, click OK.
Setting a
Defensive Profile:
Select the
opposing team you want to defend. Under the Team pull down menu, select
Defensive Profile. DT stands for double-team. There are detailed
instructions at the bottom. Type in the numbers according to how you want
to defend them. Click Save. When you restore league, be sure to
click restore league without def profiles. Then the restore won't screw
up your defensive profiles.
Exporting
.gpl files:
Once you've
set your Computer manager and your def profiles for the game you want to
export, under the team pull-down, select Export Game Plan. Name the file
for the game to be played, like DMD@WW43 or BrB@MM22
(use this format so the records are easier for Rich and Tony to
read). Save the file somewhere easy to find. Choose the team that
your playing for a defensive profile. Click OK. It should read
export complete. Attach this file to an email and send to Rich,
Tony, and the coach of the opposing team. Subject of email should
indicate the teams and game number.
Importing
gpl files:
Once
someone sends you a gpl file, download it to an easy to find place on your
computer, under the Game pull-down select New Scheduled, find the game that the
gpl file indicates and select it, change the status from Hold to Manual, Click
"Play to day", make sure visiting team is computer and home team
is human. Select your 12 players for this game, when you get to the
visiting team profile, click import, find your gpl file from that coach, click
OK. The gpl automatically loads the players and preferences for the
visiting team and you should be ready to go.
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