OFFICIAL NAISU RULES v 5.0 [0.1] Credits NAISU is based loosely on the EEFL Rules v15.1 by Dale R. Johnson, Jr. EEFL is ajudicated by Prune Wickart, and is in turn based on Jeremy Billones' UEFL, which is in turn based on Alan Parr's original United. Any resemblance between these rules and the original United game comes as a major shock to me. These rules are (c) 1999-2001 by PJ Killian. [0.2] History (by PJ) NAISU has gone through a lot of changes and several incarnations. The first NAISU game was a hand-moderated thing run for fun with a small group of managers. The first season's regular-season champ was the Chattanooga Choo-Choos, managed by NAISU legend Matt Langdon, but that famous "Freight Train" squad was upset in the playoffs by the mysterious "Paul" and his St. Louis Skorpions. The second season of NAISU was rockier--expansion and the ravages of cross-country moves and college coursework took their toll on my ability to run the game, and season two shuddered to a premature halt with Chattanooga having already clinched the championship. After a brief flirtation with an outdoor version, some original NAISU squads, along with some newbies, went back to NAISU's roots with a smaller game. Unfortunately, it ran afoul of some of the same problems, and it died halfway into its first season, with me swearing on a stack of bibles that I'd never run another soccer PBeM (play by e-mail) game again so long as I lived. I lied. I originally was just helping one of the original NAISU managers set up his own game, but he decided that the software that I developed wasn't right for him, and rather than let all that effort go to waste...well, let's just say the old stand-bys were willing to give it another shot, and NAISU as we know it was born. Season 1 went down to the final day, with James Poppe (who had previously established his rep as the league's premier trash-talker and predatory trader) and his FC Quebec pipping the irrepressable Chattanooga at the finish line. The Roanoke White Stars, under rookie manager Marcus Sparks, denied the Choo-Choos a consolation Cup in a thrilling two-legged final. There was no mistake in season 2 however, as the 'Choos re-established their dominance with a 19-1 record--a mark which may never be rivaled--and won the flag without breaking a sweat. FC Quebec won a pair of Cups to prevent Chattanooga from sweeping the awards. Season 3 was more of the same. Chattanooga again romped, with a rebuilding FC Quebec and the White Stars unable to mount a credible challenge to the Tennessee club's dominance. Mid-table club Monterey Bay Diablos, managed by Davy Jones, surprised everyone by winning the Cup over the favored Chicago Blues, a newly promoted team that had a very credible run in the top flight. Season 4, tragically, prematurely ended in chaos, confusion and a lot of ugly recriminations. The legendary clubs in Chattanooga, Quebec and Roanoke all left the league, leaving newcomer Matt Harrison and Waukegan Wednesday FC (who had torn up the lower flights, going undefeated in two straight seasons in the Newbie and Satellite divisions) and the rising Chicago Blues to pick up the pieces and make a run at the title. The Cup final was a casualty of the season being cut short, with two Satellite divsion clubs--the LA Zhents and the last-place Tampa Bay Tornado, who had employed the novel strategy of blowing off the League campaign in favor of the Cup--vying for the hardware. Season 5 is about to begin with a new (smaller) league, a new outlook, and a new comissioner, the baton having been passed to Will McDuff, who will hopefully guide NAISU after this re-launch for many seasons to come. [1.0] Definition of a Club Each player (hereafter referred to as a "manager") is the sole authority over his club. A club consists of at least 12 players. Clubs are defined by several characteristics, as given below: [1.01] Club Name This is the name by which the club is known within the game. It can be an American-style city name and nickname combination (e.g. "Detroit Tigers," "Boston Bruins") or it can be a European-style club name (e.g. "Manchester United," "Aston Villa"), or pretty much anything else that does not violate the standards of good taste and is reasonably short. [1.011] Franchise Shifts For the sake of coherence and the sanity of continuing players, if you take over a team that has been abandoned (see 7.21 below) by a manager in mid-season, you must wait until the end of that present season to rename the club and/or move it to a different city. [1.02] Home City This must be a major city in the United States or Canada. The location of your club may determine your divisional placement, so it's important that you represent a real city that can be found on a map. [1.03] Club Colors Two different colors, please. (And no fair being a snot and picking Infrared and Ultraviolet.) These don't affect anything in the game, but they do change the way your team's name appears on the home page. Pick colors you like. [1.04] Home Arena This can be a real-life building, or one that you make up. Again, this can be anything you want within the usual standards. Do keep in mind that this is indoor and not outdoor soccer when naming your arena, however! [1.05] Short Name Each club is assigned a three-letter abbreviation (TLA) by the Comissioner, which is used in official correspondence, the schedule, and match reports. [1.06] Miscellaneous Elements Managers with the requisite artistic abilities are encouraged to create a logo/emblem for their club, or a club website, or a uniform design, or anything else that helps to bring their clubs to life. Club-related art that is of a reasonable size (the ideal is 100 x 100 pixels and less than 30K) and is in .gif or .jpg format will be uploaded to the league website when time permits. If you need free webspace, Geocities, Tripod, FortuneCity, and any number of other organizations are more than happy to give it to you. [1.1] Club Statistics Some figures specific to the individual club are tracked by the game program. Often, these figures are tremendously important, so follow them closely! [1.11] League Points Each league (regular-season) match played counts towards teams' League Points (LP) total. The team with the most points at season's end wins the coveted President's Trophy. Each regular-season win is worth three LP. Each draw is worth one LP. Each loss is worth zero LP. After each session, a table for each division listing the teams in order from best to worst is circulated. [1.12] Goals Scored, Goals Allowed Each goal scored and goal allowed in regular-season match is counted. The goal differential is a tie-breaker for teams' table position. [1.13] Bank Each team has a certain amount of cash on hand. This figure changes after each match, with the difference of the team's total revenue and the team's expenses being added to the bank account. For more details, see the Club Management And Finances section. [1.14] Interest If a team has incurred a debt (see the Club Management And Finances) in the preseason, this figure lists the amount of money which must be paid every match to the club's creditors. [1.2] One League, Three Championships (Club Honors) For the first four seasons of NAISU's existance, the NAISU Grand Champion was the team with the best regular-season record. The relaunch has reduced the number of teams, and now the winner of the post-season playoffs is the overall champion. But don't let that distract you from contending for the two other championships! [1.21] Killian Cup (Grand Championship) Formerly, the championship was determined by who finished first in the old Elite Division. As of Season 5, the winner of the Killian Cup playoffs is the overall winner. The division winner with the better LP total is the top seed, the division winner with the lesser LP total is the second seed, and the two best non-division winners ranked by LP total are seeds numbers 3 and 4. The first round of the playoffs is a seven-game series. The winners advance to the Killian Cup finals, also a seven game series. In all series, the matches are played using a 2-2-1-1-1 system, that is, two games at the home of the higher-seeded team, then two games at the lower seeded team, followed by three games alternating hosts. Killian Cup games which end in a draw are settled with a shootout. The Grand Championship Roll of Honor: Season Club Manager 1 FC Quebec James Poppe 2 Chattanooga Choo-Choos Matt Langdon 3 Chattanooga Choo-Choos Matt Langdon 4 Waukegan Wednesday FC Matt Harrison [1.22] President's Trophy This is a new honor for season 5 and is awarded to the team with the best overall League Point total at the end of the regular season. [1.23] The Comissioner's Open Cup The winner of this award is the winner of a randomly drawn single-elimination tournament held concurrently with the regular season. All Commissioner's Cup matches except the final are two-legged cup ties decided by aggregate goals. If the clubs involved are even on aggregate, the club with the higher number of away goals advances. If that is still a draw, penalty kicks determine the winner. The Commissioner's Cup final is held at a neutral site, and is determined by a shootout if the match is a draw. The Comissioner's (Open) Cup Roll of Honor: Season Club Manager 1 Roanoke White Stars Marcus Sparks 2 FC Quebec James Poppe 3 Monterey Bay Diablos Davy Jones 4 not completed [1.24] Fair Play Award This award is given to the team whose players accumulated the fewest discipline points and fouls over the course of the season. (For the purposes of reckoning this award, a discipline point counts as five fouls.) In the event of a tie for this award, it is awarded to the team with more League Points. The Fair Play Award Roll of Honor: Season Club Manager 1 Chattanooga Choo-Choos Matt Langdon 2 Chattanooga Choo-Choos Matt Langdon 3 FC Quebec James Poppe 4 not awarded [1.25] The Double Winning the Killian Cup and the Comissioner's Cup in the same season is a special feat called "doing the Double." No one has managed to pull off this amazing task in NAISU history--will you be the first? Winning the two cups combined with the President's Trophy is called "the Treble." Combine a Treble with a Fair Play award and prepare to be bodily assumed into heaven. :) [1.3] Individual Honors Nominations for these awards are announced near the end of the season and the winners are determined by a vote of all managers. Ben Yoskovitz Trophy: Awarded to the outstanding manager of the year. Golden Pen: Awarded to the manager whose press releases contribute most to the atmosphere of the league. Golden Ball: Awarded to the oustanding player of the year. Golden Boot: Awarded to the league's leading scorer. Golden Shinguard: Awarded to the league's leading defender. Golden Glove: Awarded to the league's leading goalkeeper. Lady Taie Trophy: Awarded to the player who embodies excellence and gentlemanly play. [2.0] Attributes and Statistics It is important to note the difference between attributes and statistics. Attributes only occasionally change under certain defined circumstances and determine how your player performs under match conditions. Statistics measure performances (such as goals). The most important distinction is that attributes are secret--you are never required to reveal a player's attributes against your will--while statistics are public knowledge. [2.1] Attributes The following attributes define a player for game purposes: [2.11] Uniform Number Each player on your team must be given a unique uniform number, which must be a whole number between 1 and 40. You use this number when making lineups and trades. [2.12] Name Each player has a unique first and last name. Names are assigned by the FIRST manager to hire that particular player. Please keep the names short, in good taste, and relatively "neutral"--that is, don't give them a name that is appropriate to your team but not to anyone else's. Also, please make an effort to make your player's name appropriate to his nationality. (If you don't know the language spoken in a given country, ask the commisioner.) [2.13] Nationality Each player has a nationality. The most important thing about nationality is that you can never have a lineup with more than four international players in it. ("International" is defined for the purposes of this game as anything besides American (USA) and Canadian (CAN).) You are permitted to have more than four internationals on your roster, if you like, but no more than four can play in any one game. [2.14] Shooting This represents the player's knack for shooting accurately. Players with low "shooting" numbers will find many of their goal attempts bouncing off the woodwork or flying into the seats. It is rated on a scale of 1 to 20. [2.15] Ball Control This is a "composite" characteristic which represents the player's pace, intelligence, passing ability and ability to work well as a part of a team. Teams with lots of players having high marks in this ability will generate more shots. It is rated on a scale of 1 to 20. [2.16] Marking This characteristic represents the ability of the player to contribute to a defensive team effort. Teams with lots of players with this ability will stifle their opponent's offense. It is rated on a scale of 1 to 20. [2.17] Reaction This characteristic represents the ability of the player to respond to sudden changes in the opponent's offense. Additionally, it is a measure of the player's raw speed. Players with high "reaction" numbers will block a higher percentage of shots than those without high numbers. It is rated on a scale of 1 to 20. [2.18] Goalkeeping This represents how good of a goalkeeper the player is. (Duh.) It is rated on the now-familiar 1 to 20 scale. [2.19] Side Preference Players at some positions (see below) are assigned to patrol one particular half of the field. Some players (listed as "L") prefer the left half of the field, some (listed as "R") prefer the right half, and some (listed as "LR") are equally skilled at both ends. [2.110] Endurance Players begin every season with an Endurance Level of 10. Every match, a player's Endurance level goes down by the percentage of the match played divided by ten plus the number of Hard Play Factors (see below) used by that player. Every player gains 4 points on his endurance level after every match, whether he played or not. If a player's Endurance level at the start of a match is below 0, that player will not be able to effectively participate in the match, and will in fact hurt his club by being on the pitch. [2.111] Age A player's "age" characteristic is not directly related to his chronological age. Rather, it is an abstract number representing how far along he is in his career. This number ranges from 0 to 7.0. Most rookies entering the league through the entry draft are Age 0, though the occasional experienced player will also enter the draft. Players gain in age .2 to 1.2 points a year at season's end, as determined by the throw of two dice, with two exceptions: players whose age is 0 automatically go up to 1.0 at the end of their first season, and players whose age is above 7 automatically retire. When a player's whole number age changes (e.g. 2.8 to 3.2, but not 2.2 to 2.6), his attributes may go up or down by up to three points. Young players (ages 0-2) improve in abilities, while older players (ages 4-6) go down. This is the procedure for attribute changes: for each ability of a player, a random number between 1 and 20 is generated. For a young player on his way up, the ability in question rises by one point for each of the random numbers which is equal to or greater than the original ability score. For an older player losing his skills, the reverse is true--each random number equal to or less than the ability score lowers the ability by 1. Note that players must have played at least 6 matches in the outfield or 4 matches in goal to be eligible for improvement. If any of a player's attributes ever drops to 0 or below, the player automatically retires. [2.112] Contract Length This figure indicates how many seasons remain on the player's current contract. "1" means that the player will be a free agent after the current season. [2.113] Wage This figure indicates how much money your club is obligated to pay every match, whether the player participates in the match or not. [2.114] Out This characteristic indicates how many matches the player is currently suspended for, if any. [2.115] Form This is a HIDDEN characteristic of each player which fluctuates from game to game. The form attribute is added to all of the player's other attributes before the start of the game. This attribute changes automatically after the end of a game. However, players who don't participate in a game can only lose form. This is why you don't want to keep players stewing on your bench--when you bring them into the game, they'll be of (shall we say) limited use. Rotate your players and deal off players you can't use! [2.2] Statistics The following statistics are tracked by the game program: * Games played. * Shots taken. * Goals. * Assists. When a player's pass leads directly to a goal, the passer is credited with an assist. * Points. This is simply the number of goals scored by the player plus the number of assists scored by the player and is a measure of the player's overall contribution to the offense. * Stops. When a player makes an outstanding defensive play to prevent a potential goal, he is credited with a "stop." * Plus/Minus. Like the hockey statistic, this increases by one each time a player's team scores while he's on the pitch, and decreases by one each time the opposing team scores. It is a pretty good measure of the player's contribution to the team defense. * Discipline Points (DP). Every time a player recieves a yellow card in a match, four DP are added to his total. Every red card is worth 10 DP. Every ten DPs a player recieves are met with increasingly harsh suspensions, as follows: 10 DP..........one match suspension 20 DP..........three match suspension 30 DP..........six match suspension 40 DP..........suspended for the remainder of the season * Fouls. This counts the number of fouls committed by the player over the course of the season. Fouls don't carry any particular consequences for your team, apart from tipping off opponents about how hard your team plays, and hurting your chances for the Fair Play Award. * Goals Conceded. (For GKs) * Goals Agaist Average. (For GKs) * Wins, Losses and Draws. (For GKs) * Save Percentage. (For GKs) [3.0] Hard Play For each match, a manager may elect to use 1-3 Hard Play Factors (HPF) on a given player. HPFs improve the performance of a player at the cost of an increased chance of booking or injury, and additional expenditure of Endurance. [3.01] Booking Determination The percentage chance of a player being booked (shown a yellow card) in a given match is equal to the number of HPFs used on that player plus one squared. In other words, the percentage chances are as follows: 0 HPF................1% 1 HPF................4% 2 HPF................9% 3 HPF................16% [3.1] Discipline The NAISU Discipline Board meets after every session. Players whose DP total has risen above the next threshold (as given in Section 2.2 of the rules) are suspended by the Board, and the suspensions are announced by e-mail. [3.2] Injuries Injuries occur randomly, but they happen more frequently to players who play hard. Injuries vary in severity. Injuries are generally random, but players with higher Age attributes tend to get more severe injuries. Injured players lose Endurance points, which can be anything from a minor annoyance to a total disaster effectively ending the player's season. [3.21] Injured Reserve If a player is severly injured (END drops below -20 due to injury) you can place him on injured reserve. You are not responsible for paying players on IR, and you retain their rights. However, you can only place one player on IR per season, and that player is ineligible to play for the rest of the year. [4.0] Lineups You must submit one lineup for each match in an upcoming session. Since there are three matches in a typical session, you will usually be submitting three lineups. Lineups are read by a computer program, and therefore must be in a certain format to work. Fortunately, this format is easy to learn. [4.1] Player Positions Each club has six players on the pitch at a time--the goalkeeper and five other players collectively referred to as outfielders. Each club fields two "lines" of outfielders in a match. All of the players on a line play together and all are substituted in and out at the same time. Unlike outdoor soccer, NAISU has unlimited substitution. The goalkeeper plays the entire match and is not substituted. The positions played are as follows: [4.11] Left Defenseman, Right Defensman These players' primary responsibility is to mark opposing forwards and prevent goals. Because of this, they need high values for marking and reaction. Though they occasionally shoot and pass the ball, ball control and shooting are less important for these players. Right-sided players who play left defenseman do so at a disadvantage, and vice versa. [4.12] Midfielder Midfielders are the primary playmakers for their teams--they will more often than anyone else be responsible for getting the ball forward to the strikers. In addition to their passing responsibilities, midfielders must function as a third forward on offense and a third defenseman on defense. Because of this, midfielders are often well-rounded players with good abilities in ball control, shooting, marking and reaction. [4.13] Left Striker, Right Striker These players are the scorers, the finishers, the primary offensive weapons. The lion's share of the shots on your team are taken by strikers, so the most important element in a striker's game is shooting ability. Since they are integral parts of the offense, ball control is also important. Marking and reaction are not especially critical for these players, however. [4.14] Goalkeeper Goalkeepers are the last line of defense between a shot and a goal. Since their game is so radically different from the outfielders', goalkeepers' abilities are rated on their own scale. Thus, only the goalkeeping attribute is important for a keeper. However, good keepers are hard to find and pricey, so be sure to keep them safe! [4.2] Submitting a lineup For each match in a session, you must submit a lineup. A lineup consists of a number of elements, each of which must be on its own line of text. A lineup consists of the following: * Your teams' short name (Three-letter abbreviation) * The uniform numbers of the players on the first line, one per line of text, in the following order: LD, RD, MF, LS, RS. After each players' uniform number, type a comma, then the number of HPFs that player will use. * The uniform numbers of the players on the second line, formatted identically to the first line. * The uniform number of the goalkeeper. * The percentage of the match (divided by ten) that your first line will be playing. In other words, if the first line was playing 10% of the match, you would type "1" on this line. If the first line was playing 50% of the match, you would type "5". This must be a number between 1 and 9. [4.21] Sample lineup The following is a set of sample orders for a session. Obviously, the details will be different, but your orders should look pretty much like this: To: godot22@earthlink.net From: yourname@domain.com Subject: NAISU: ABC Lineup For Session C ABC 4,0 12,0 18,0 17,0 13,2 3,1 2,1 9,0 15,0 16,0 1 6 ABC 4,0 2,0 9,0 15,0 13,2 3,1 8,0 18,0 16,0 17,0 6 3 ABC 4,1 12,0 18,0 17,0 13,2 3,1 2,1 9,0 15,1 16,0 1 7 Notes to Comissioner: It's risky, but I really need to win all three matches! [5.0] Finances Keeping your club's financial house in order is a vital element of the game. Fortunately, you don't have to deal with all of the minutae of financial management, but your team is on a limited budget (this is indoor soccer after all), and an inability to meet payroll is potentially catastrophic. [5.1] Revenue After every match, each club recieves revenue. Every team recieves a guaranteed $50,000 per match. Additionally, a pool of money consisting of $2 per spectator is divided, with 2/3 of the money going to the home club and 1/3 going to the away club. Then, the total wages for the club (each player's "wage" figure added together) is subtracted from the revenue, and the difference is listed in the match report as "profit." The profit (or loss, if this figure is negative) is added (or subtracted) from your team's bank account. The only current use for money is buying free agents in the Auction, paying per-match wages and buying out the contracts of released players. After each Comissioner's Cup match, each team is paid $70000. This is the only source of revenue available apart from Honors bonuses. [5.2] Wages and Contracts Each player has a "wage" figure associated with him, which is derived from the player's atttibutes. That figure is the amount your team must pay him after every game, whether he participates in the game or not. As you can see, a large roster will get quite expensive very fast! Players also have a figure for contract length--this is how many seasons remain on their current contract. If you attempt to cut a player with time remaining on his contract, you must buy him out, with a few minor exceptions (see below). [5.21] Buyouts When a player is cut or when he retires, if there are seasons remaining on his contract, the club must buy out his contract. The formula for the buyout price is (5*number of years remaining on the contract)*weekly wage. This can get very costly if several of your players retire in one off-season, so beware of signing veterans to long-term contracts. [5.22] Bankruptcy (Going Into Debt During the Season) If your club's bank account should dip below zero at any point during the season, you are given until the next session to come up with the shortfall, after which point you are considered to have gone into bankruptcy and the league temporarily takes over the front-office operation of your club. The players on your club with the five highest wages are auctioned off to the other clubs in the league using the off-season free agent auction procedures given in section 6.3 of the rules. 75% of the revenue from these sales is given to the club, and 25% is kept as a fee by the recievers. If this amount is sufficent to bring your club out of debt, control of the club is returned to you. Otherwise, players continue to be auctioned off until your team is in the black. [5.23] Going Into Debt in the Offseason When clubs go into debt before the start of a season (only) they are eligible for bailout loans. A team which has taken out a bailout loan must pay interest equal to 10% of the principal before every match that season. This interest is subtracted directly from the team's revenue. [5.24] Salary Cap The salary cap is $60000, which means that AT NO POINT are you allowed to have your teams' total per-match payroll be over $60000. If your payroll exceeds $60000 during the season, you must pay a fine equal to your team's payroll to the league office for every game in which you exceed the cap. This continues until you reduce your payroll below $60000 or your team goes into bankruptcy, at which point the procedures outlined in 5.22 begin immediately. [5.3] Trades/Transfers In theory, "trades" refer to exchanges of players for other players, while "transfers" refer to exchanges of players for money, but since players, money, and draft picks, or any combination of those elements, can be traded for any other combination of those elements, the distinction is not a particularly vital one, so "trade" and "transfer" are used interchangably in these rules. As a rule, trades can be conducted at any time, subject to the following conditions: Trades must be confirmed by both (all) sides via e-mail to the comissioner within a 48 hour period. (That is to say, 48 hours after the first team sends the trade announcement, all the other parties to the trade must have sent in their information.) From each team, the comissioner will need the name and old uniform numbers of the players leaving the team, and the name and the new uniform numbers of the players being added to the team. It is important to keep track of which player is which number for lineup purposes. Any trade e-mail which does not list identical terms or which does not list legal uniform numbers for acquired players will be rejected. In order to use the players acquired in a trade in an upcoming session or cup match, both parties must have sent the comissioner the terms of the trade 48 hours before the session deadline. (This is Saturday night at 10 PM for Cup matches, Tuesday night at 10 PM for League sessions.) Managers are free to make trades after the deadline for a given session, but the players involved are considered to be "in transit" and unable to participate in the next match(es) for EITHER club. There is a trade deadline which falls on 10:59 PM Pacific Time the night before the fifth regular-season session is played. After the trade deadline, rosters are frozen--no players can be added to or subtracted from any team between the deadline and the end of the Killian Cup. All trades must go into effect immediately--that is, managers cannot make trades for "future considerations," and the trade is effective from the moment it is confirmed by both parties. You cannot trade draft choices beyond those for the draft at the end of the current season. Short-term loans of players are not permitted. Managers cannot trade a player back to his former team, unless 1) Two sessions have been played since the original trade, or 2) The season has ended since the original trade, or 3) Both managers have sucessfully appealed to the comissioner to waive this rule. Any "loan" arrangement is unenforcable--a manager is never obligated to return a player who they have acquired in a trade. Players are not obligated to reveal the attributes of players involved in a trade during negotiations, though if they are asked and agree to do so, they are not permitted to lie about them. If the comissioner recieves complaints about players violating this policy, sanctions may be enforced, up to and including removal from the game. [5.31] Collusion The Comissioner has the sole right to disallow trades which seem to excessively favor one or another club in the interest of maintaining competitive balance. Usually a written explanation of the deal is sufficent to allow a trade to go through, but if a pattern of suspicious trades emerges, sanctions may be applied against one or both teams. [5.32] A Sample Trade You have a lot of flexibility in how you word trade agreements, provided you follow the rules above and agree to identical terms. A sample of a format that will make the Commissioner happy is: Kansas City and Miami have agreed to a trade Kansas City gets: Preki (#21) $50K Miami gets: Brandon Prideaux (#12) The second-round pick Kansas City previously acquired from Los Angeles [5.4] Waiver Wire Players not on the roster of any team at the beginning of the season and players cut by teams in mid-season are placed on the Waiver Wire. You can attempt to sign players from the Waiver Wire at any time up to the trade deadline. (This rule may, at the Comissioner's discretion, be waived in order to allow a team that's been hurt badly by injuries or suspensions to field a team.) If your team is the only one attempting to sign a given player before the roster deadline for the next session or Comissioner's Cup match, that player is added to your roster. [5.41] Waiver Wire Priority List If, however, more than one team attempts to sign a player from the Waiver Wire, the Comissioner consults the Priority List. At the start of Season 5, the Priority List will be in the same order as the first round order for the North American draft. When more than one team attempts to sign a player from the Waiver Wire, the player signs with the team who is higher on the Priority List. Regardless of how many teams attempt to sign a player, any team which signs a player from the Waiver Wire moves to the bottom of the Priority List. [5.5] Signing and Developing Youth Players Each club now has a farm team which can supply its parent club with up to three youth players per season. The cost of signing a youth player depends on the side of the field he prefers: R: $10K L: $40K RL: $50K Youth players start out with a rating of 1 in shooting, ball control, marking, reaction, and goalkeeping, an age rating of 0, and a 2 year contract for $800/match. After a youth player plays his 200th minute in the outfield, you may add a total of five points to his S, B, M or R attributes in any configuration you choose. After he plays his fourth match as a goalkeeper, his GK rating goes up to 4. These seasoning bonuses are only available during a youth player's FIRST season--if you fail to play a youth player 200 minutes or 4 matches in goal during his first season, they've lost the chance to be improved in that manner. [5.6] Signing and Developing International Youth Players Instead of signing players from the farm team, clubs can elect to go overseas to find young talent. The cost of signing an international youth player is slightly higher than corresponding domestic players due to scouting expenses, and again depends on the players' preferred side of the pitch: R: $15K L: $50K RL: $65K International youth players can represent any country except USA or CAN and can either start out with a rating of one in every attribute except GK and a GK attribute of 3, or can start with a GK rating of one and a total of six points allocated to S, B, M or R in any configuration you choose. Seasoning bonuses are in addition to the starting values and are subject to the same qualifications as given in 5.5, with one exception: An international GK's skill goes up to 6 instead of 4 upon seasoning. [5.7] Seasoning Bonus Obligation The seasoning bonus does not automatically apply to players. It is the obligation of managers to inform the comissioner of when a player has crossed the seasoning threshold. [6.0] The Off-Season The three "phases" that occur after the end of the League Cup are collectively referred to as the Off-Season. The phases are always executed in the following order: 1) College Draft 2) Aging/Free Agent Declarations 3) Free Agent Auction. [6.1] College Draft The order of selections in the College Draft is as follows: all teams who did not make the playoffs are put into a weighted lottery. The team with the worst overall record has as many chances to win the top pick as there are teams in the lottery, and the non-playoff team with the best overall record has one chance. EXAMPLE: Team A finished 7-13, Team B finished 6-14, Team C finished 3-17 and Team D finished 0-20. Their chances of winning the first pick are: Team D 4/10 or 40%, Team C 3/10 or 30%, Team B 2/10 or 20% and Team A 1/10 or 10%. There are two rounds to the College Draft, and each team selects with the same pick in both rounds, unless it has traded the rights to that pick earlier in the season. During the draft, teams select one at a time from a specially created pool of young players, and by doing so claim the rights to that player for three seasons. [6.2] Aging/Free Agent Declarations During this phase, players are aged and feel the effects therof as given in section 2.111 of the rules. All players whose contracts expire at this point become free agents, though the clubs may limit this process by using the "Franchise" or "Transitional" tags on a player, as described below. [6.21] Franchise Player Prior to the Free Agent Auction, a club has the option of declaring an out-of-contract player to be that club's FRANCHISE PLAYER. When this declaration is made, the player is REQUIRED to re-sign with his present club at his requested wage level plus $1000. A club may only have one designated Franchise player at a time, and the designation lasts for the length of the contract or until the team pays $100,000 to lift it. [6.211] Trading a Franchise Player Franchise players have veto power over any trade. In other words, franchise players must approve any trade which sends them to a different club. Players agree to trades on a random basis, based on the Franchise players cannot be traded to a team who currently have a designated Franchise player unless their tag is lifted. Either team involved in the swap can pay the removal fee. The chances that a Franchise player will agree to a trade are as follows: Player's Age 0-1.9 | 2-4.9 | 5-7 % Chance of Trade to Lesser Team 30% | 20% | 10% % Chance of Trade to Better/Equal Team 50% | 35% | 20% [6.22] Transitional Player A team may designate up to two Transitional Players. When a player is declared to be Transitional, he is released to the Free Agent Pool as normal, but his original club has the right to match any signing bonus offered to that player, and if they do, they retain that player. This right is seperate from the club's alloted ten auction bids per round. Transitional players are designated as such for the length of their contracts, or until the team pays $50,000 to lift it. [6.221] Trading a Transitional Player Transitional players may be freely traded, provided that the destination team has fewer than two transitional players already. If they already have their alloted 2, either team must pay the removal fee for the trade to go through. [6.3] Free Agent Auction * The free agent pool is made up of: 1) all of the players who declared free agency during the previous phase 2) all players from the College Draft Pool who were not selected in the College Draft 3) new players created by the program to inject a little "fresh blood" into the league. * In each round of the Auction, you can submit up to 10 bids. This can be 10 bids on one player, 1 bid each on 10 players, or some combination of the two. The minimum bid is $1000 (hereafter referred to as $1K) and the maximum bid is your team's cash on hand. Teams in debt cannot bid on players in the first round, and can only offer developmental contracts (see below) in each subsequent round. All bids are expressed in thousands of dollars. All bids not expressed in thousands of dollars will be rounded down, i.e. a bid of $1999 is considered identical to a bid of $1000. * In each round, the club offering the highest bid on a player wins that player's contract. The signing bonus given to the player is always equal to the *lowest bid made by the winning club which is higher than any other club's highest bid*. In other words, if you submitted bids of $50K, $60K and $70K for a given player, and the highest bid by another team was $55K, you would pay a signing bonus of $60K, not $70K. It is thus in your best financial interest to submit multiple bids on a player who you feel several teams will want to sign. * Bids MUST be submitted in the following format: * Players with lower lot numbers before higher lot numbers * Lower bids on the same player before higher bids on that player. Bids NOT submitted in this format may be deleted at the discretion of the Comissioner. For example: 1. $10K 15. $11K 21. $8K 21. $15K 21. $45K 24. $5K 29. $1K 34. $7K 41. $9K 41. $13K Means that you are bidding $10000 on player 1, $11000 on player 15, $8000 on player 21, then if someone bids higher than $8000, you will bid $15000, then if someone bids higher than $15000, you will bid $45000, etc. * For Rounds 2 and 3, you will have the option of signing players to developmental contracts. Players signed to these contracts require no signing bonus and can be cut before the first games of the season without paying a settlement fee. Just list your bid for these players as you did in the first round, only with no signing bonus. For example: 13. $0K * Clubs in debt MAY sign players to developmental contracts. [7.0] League Administration [7.1] League Structure and Schedule For Season 5, NAISU has two geographical conferences with four teams in each. A team plays the other three teams in their conference four times each and the four teams in the other conference twice each, for a total of 20 games in the regular season. The playoffs are seven game series for the top four teams in the league, as outlined in 1.21. [7.2] Deadlines and NMR (No Moves Recieved) Unless otherwise noted, the deadline to turn in your lineups for league sessions is every Friday at 10 PM Pacific time and the deadline for Comissioner's Open Cup matches is every Tuesday at 10 PM Pacific time. For everyone's sake, it's important to adhere to deadlines. Please let the Comissioner know in advance if you will be out of town or otherwise unable to submit weekly lineups. If you will be gone a long time, please consider appointing a caretaker manager as described below. If you miss a deadline without making advance arrangements with the Comissioner, your club is considered NMR. Your team is run with the same orders as last session--except in the case of suspended players, who are replaced with a random player from your roster. [7.21] Abandoment Any manager who misses two straight deadlines or three deadlines throughout the course of the season is subject (at the Comissioner's discretion) to removal from the game for having abandoned his club, and a manager from the waiting list (if any are available) is assigned to take over. [7.22] Caretaker Managers If you will be gone for an extended period (more than, say, three weeks), submitting lineups in advance becomes less feasable and you should consider appointing a caretaker manager. This can either be a friend you trust to not screw things up (the arrangements for which you can make on your own) or it can be a manager from the waiting list, if one is available, in which case you should set down explicit instructions for what that manager can and cannot do in your absence--e.g., the caretaker can be allowed to play whatever lineups he chooses but not trade players. [7.3] Press Managers are strongly encouraged to use the NAISU mailing list to send press releases to the league. This is a great opportunity to show off your writing skills (or lack thereof) and flesh out the game. In addition, there is a bribe involved. Writing press increases your team's popularity, which in turn increases attendance at your matches. [7.4] Role of the Comissioner The Comissioner is the final arbiter of the game. All decisions of the comissioner are final, and your recourse if unhappy is to leave the game. We'll be happy to refund your entry fee. :) These rules should be considered "experimental" and are subject to change at any time without prior notice. Any decision made by the Comissioner supersedes anything given in these rules.