2021 Constitution


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.

 

No comments:

Post a Comment