Strat-O-Matic Internet Basketball Association

SOMIBA Constitution

(last updated 2001)


 
SOMIBA #2
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

 

 

 
***This constitution is in the process of being updated with the 2002 new rules and
   and any changes that may occur with the new windows version.
 
I.      ORGANIZATION OF THE LEAGUE
 
A.      The Strat-O-Matic Internet Basketball Association (SOMIBA) consists 
of 24 teams from a pool of all 1999-2000 NBA players.
B.      Each league member should have a reliable Internet e-mail account, 
should check for messages every few days during the season and pre-
season and every day or two near deadlines, and must have the time 
and the desire (and a computer) to create all gameplans for away 
games and play all home games in the scheduled time frames.
C.      In addition to the teams owned by live coaches, the league will 
consist of a number of unowned teams (hereafter referred to as dummy 
teams) which do not actually play games.  Dummy teams simply serve as 
a holding tank for unowned players in the league so that the live 
teams will not be too all-star laden and so that new league members 
will have a reasonable pool of talent from which they may draft new 
teams.
        1.      The number of dummy teams is determined by subtracting the number 
of owners in the league from 24.
        2.      The dummy teams are added to by Draft-O-Matic during the 
rookie/free-agent draft and redrafted each year during the expansion 
draft.
        3.      Players un-owned either by live owners or dummy teams will be 
placed in the free-agent pool.
D.      Divisions.
        1.      The league will consist of a number of divisions determined just 
prior to the season.
        2.      Dummy teams are not put in divisions.
        3.      Divisions are randomly re-determined before every new season, with 
the following exception:  league members who are likely to play at 
least a few or their matchups face-to-face will be placed, if 
possible, in the same division and an attempt will be made to put new 
teams in separate divisions (unless they want to be in the same 
division for face-to-face play).  If a local grouping of members 
exists which does not allow for an approximately equal number of 
teams in each division, then not all of these teams will be assigned 
to the same division.  The teams that are not assigned to that 
division will be randomly determined.
E.      There are several league officers which as a group form the Executive 
Committee.
        1.      The duties of the Executive Committee include assisting the 
Commissioner with:
               a.      Supervising all league play in general,
               b.      Providing final authority on rules interpretation,
               c.      Conducting the draft,
               d.      Creating and distributing the schedule,
               e.      Creating, distributing, and maintaining the rosters,
f. Keeping and distributing league statistics and standings, and
g. Judging the validity of trades.
        2.      The Commissioner each year will choose the Executive Committee.
F.      Retention of players from year to year:
        1.      Live teams may retain up to but not more than 10 of their 16 
players; the cut deadline for this is a few days before the 
rookie/free-agent draft.
        2.      All players not retained are put into the free-agent pool for the 
subsequent rookie/free-agent draft.
        3.      Each year a week-or-so before the rookie/free-agent draft an 
expansion draft will be held for new league members.  If there are no 
new league members for that year then only dummy teams will 
participate in the expansion draft.
        4.      Only players who played in the NBA the previous year are eligible 
to be drafted in any draft.  Players who did not play in the NBA the 
previous year may, however, be kept on a roster if already there.
        5.      There are no free-agent pickups except for the rookie/free-agent 
draft unless deemed necessary by the Executive Committee for a 
particular case.  Before the season begins each live team must make 
certain that they have enough players with games and minutes 
available at each position to cover the entire season – the 
Commissioner will assist with the calculation of what’s needed and 
will make recommendations as appropriate.  In addition, any trades 
made after the season begins must take into account seasonal games 
and minutes required.  If any coach exceeds or violates minutes 
and/or games limits then he or she will be subject to penalties 
including, but not limited to, reduction of minutes and/or games 
eligible for players the following year.
G.      Each member of the league will choose a city/area and nickname for 
his team.  Coaches are not limited to actual NBA cities or nicknames 
when naming their teams; however, team names must be approved by the 
Commissioner and must be appropriate to good taste.
H.      Each coach is expected to send gameplans to opposing coaches, play 
games, and send game results to opposing coaches and to the 
Commissioner on or before the schedule times.  There are 
approximately 10 away games and 10 away games in each quarter of the 
season and each quarter lasts approximately 5 weeks.
I.      If any player violates deadlines repeatedly, the Executive Committee 
may impose additional penalties including expulsion from the league.  
In any case, the Executive Committee will try to do this case-by-case 
in a fair and impartial manner with advice from the league as a 
whole.  Cheating and other unethical activities will not at all be 
tolerated.
 
J.      A coach is considered to have failed to fulfill the requirements of 
being in the league if he or she:
        a.      Does not send a legal gameplan by the deadline; or
        b.      Does not play and send to the Commissioner a home game result by 
the deadline (the only exception to this is if the coach sends before 
the deadline to the Commissioner a home gameplan for the game to be 
autoplayed); or
        
        Each occurrence of the above counts equally, though if absolutely no-
one, including the Commissioner, is (by their own definition) 
inconvenienced then there is no occurrence.  A coach with "too many" 
occurrences will probably not be invited back into the league the 
following year.  Each case will be handled on an individual basis by 
the Executive Committee, heavily depending upon the pre-occurrence 
communication level of the league member regarding the occurrences in 
question.  The goal here is for zero occurrences to minimize 
inconvenience to the rest of the league.  While it's no fun to take a 
hard line against slightly flaky coaches, it's less fun for the rest 
of us to put up with the trouble of making extra gameplans and 
wondering about the league as a whole.
 
        Of course we all have "real" lives (yuck) which may sometimes 
supersede our league commitments.  Please have the courtesy to 
communicate with the Commissioner regarding any situations which may 
interfere with your league commitments.  Failure to communicate 
beforehand will not be looked on favorably regarding league 
membership in future years.  If something comes up please as soon as 
possible simply e-mail or phone the Commissioner (or better yet the 
entire league) what league commitments you will not be able to 
fulfill and when you will be available for further communication.  
For example, "Hey everyone, I just found out that I'm going out of 
town for a week and won't be able to play games xxxxxxx [list of 
unplayed games] by the coming deadline; I'll be back on 12/16 but 
until then I'll be out of e-mail range."  Situations can be handled 
much more easily if we know about them beforehand with a 
communication like that.
 
        The Commissioner will provide a home phone number (925-280-9360) with 
voice mail at which he can be reached within less than a day.  It is 
the responsibility of the sending coach to make sure that the 
Commissioner receives whatever is needed as the Commissioner will 
respond to all substantive e-mails with “received” or “not received” 
as appropriate.
 
K.      At any time any player may ask for and will receive free and open 
advice from the Commissioner (and most any other league member) on 
any SOMIBA-related issue including how to read this Constitution(!).
 
 
II. DRAFT
 
A.      Expansion draft.
        1.      When new teams are added to the league before each new season 
(after the new SOM team disk), an expansion draft will be conducted 
by the Commissioner live in an Internet chatroom. 
        2.      All of the players in the pool of dummy teams will be released to 
the expansion pool before the expansion draft.
        3.      The number of dummy teams will be set at 24 minus the number of 
current live coaches (including all new coaches).
        4.      The new live coaches will draft their teams from the above-
mentioned expansion pool.
        5.      They will draft against the dummy teams, who will draft by Draft-O-
Matic.
        6.      The draft will proceed with live coaches drafting in serpentine 
format and dummies drafting at the end of every round.  For example, 
if there are 4 new teams and 6 dummy teams, the 4 new teams will each 
draft one player, the 6 dummy teams will each draft one player, the 4 
new teams will each draft another player (in reverse order of the 
first round), the dummy teams will each draft another player, and so 
on.
        7.      If there is only one new league member then one of the dummy teams 
will be considered as a live team (and not as a dummy team) for 
purposes of the expansion draft order.  This dummy team will, 
however, still be drafted by Draft-O-Matic.  In this way the one new 
league member will only have a 50% chance of getting the first pick 
of the expansion draft (the one dummy team may get the first pick).
        8.      There will be 10 rounds; each team will draft 10 players.  The 
remaining un-drafted players will go into the rookie/free-agent pool.
B.      Rookie/free-agent draft.
        1.      The yearly rookie/free-agent draft will begin on the Saturday just 
before the beginning of the NBA season.  A few days before the 
rookie/free-agent each team will cut their roster down to 10 (or 
fewer) players, with all cut players eligible in the rookie/free-
agent draft.
        2.      New and returning league members and each dummy team will 
participate.  Each team will draft a number of players necessary to 
fill their team up to the roster limit of 16.  After the draft there 
will be a brief opportunity to pick up still un-drafted players -– 
each coach desiring this option after the draft will send to the 
Commissioner a list of desired players with a list of cuts (“if I get 
player Smith then I’ll cut player Johnson”) and the Commissioner will 
hold a supplemental draft a day or two after then end of the 
rookie/free-agent draft.
        3.      The first few rounds of the draft will be live in an Internet 
chatroom while the rest of the draft will be via e-mail over the span 
of a few days.  Coaches who will be unavailable during significant 
sections of the draft should e-mail the Commissioner a list of draft 
choices.
        4.      The draft order will follow these rules and procedures:
        a.      The order of the top three picks in the first round will be 
determined by lottery, as in the NBA and for the same reasons.  The 
lottery will be executed as follows:
        1)      In the following, the returning coach with the worst record 
from the previous year is labeled W.  The returning coach with 
the 2nd to worst record is labeled 2W.  The returning coach with 
the 3rd to worst record is labeled 3W.  A returning coach who 
made the playoffs last year may not participate in this lottery.  
This lottery which may be performed any time after the end of 
the previous regular season does not become official until the 
pre-season before the draft when coaches have made a declaration 
that they will be returning.
        2)      A six-sided die will be rolled by the Commissioner.  The 
following rolls will dictate the following draft orders to be 
placed in the grid in 5a below:
        (1)     W, 2W, 3W
        (2)     W, 2W, 3W
        (3)     W, 3W, 2W
        (4)     2W, W, 3W
        (5)     2W, 3W, W
        (6)     3W, W, 2W  
        b.      Tie-breakers for draft picks will be determined by coin toss.  
However, if a tie-breaker was used for playoff positioning then 
that same tie-breaker result will apply for draft choice 
positioning – in other words, the team determined by tie-breaker to 
be a higher seed will get the lower draft pick in the first round.  
Teams with the same record will alternate drafting position in 
even-numbered rounds.
        c.      New league members will be placed in the draft order after the 
teams that did not make the playoffs and before the teams that made 
the playoffs, in reverse order of the way they drafted in the first 
round of the expansion draft.
        d.      The SOMIBA champion from the previous year will draft last while 
the SOMIBA runner-up will draft second-to-last of returning teams.
        e.      Dummy team picks will be interspersed in each round with live 
team picks as follows (there are 24 picks in every round) where D 
is a dummy team pick and # is a live team pick.  There may be cases 
where a coach owns the draft pick of a team from last year which is 
not returning in the current year, in this case the draft pick is 
placed as if that team were returning (so that the round with that 
draft pick in it will have one more “team” for the purposes of the 
chart below); similarly, there may be rounds where there are fewer 
“teams” in the chart below than teams in the league.
        1)      For 8 teams:  #8, D, D,  #7, D, D, D, #6, D, D, #5, D, D, #4, 
D, D, #3, D, D, D, #2, D, D, #1
        2)      For 9 teams:  #9, D, D, #8, D, D, #7, D, D, #6, D, #5, D, D, 
#4, D, D, #3, D, D, #2, D, D, #1
        3)      For 10 teams:  #10, D, D, #9, D, #8, D, D, #7, D, #6, D, D, 
#5, D, #4, D, D, #3, D, #2, D, D, #1
        4)      For 11 teams:  #11, D, #10, D, #9, D, D, #8, D, #7, D, #6, D, 
D, #5, D, #4, D, #3, D, D, #2, D, #1
        5)      For 12 teams:   #12, D, #11, D, #10, D, #9, D, #8, D, #7, D, 
D, #6, D, #5, D, #4, D, #3, D, #2, D, #1
        6)      For 13 teams:  #13, D, #12, D, #11, D, #10, D, #9, D, #8, D, 
#7, #6, D, #5, D, #4, D, #3, D, #2, D, #1
        7)      For 14 teams:  #14, D, #13, D, #12, D, #11, #10, D, #9, D, #8, 
#7, D, #6, D, #5, #4, D, #3, D, #2, D, #1
        8)      For 15 teams:  #15, D, #14, #13, D, #12, D, #11, #10, D, #9, 
#8, D, #7, D, #6, #5, D, #4, #3, D, #2, D, #1
        9)      For 16 teams:  #16, D, #15, #14, D, #13, #12, D, #11, #10, D, 
#9, #8, D, #7, #6, D, #5, #4, D, #3, #2, D, #1
        10)     For 17 teams:  #17, #16, D, #15, #14, D, #13, #12, D, #11, 
#10, #9, D, #8, #7, D, #6, #5, D, #4, #3, D, #2, #1
        11)     For 18 teams:  #18, #17, #16, D, #15, #14, #13, D, #12, #11, 
D, #10, #9, D, #8, #7, D, #6, #5, #4, D, #3, #2, #1
        12)     For 19 teams:  #19, #18, #17, D, #16, #15, #14, D, #13, #12, 
#11, #10, D, #9, #8, #7, D, #6, #5, #4,D, #3, #2, #1
        13)     For 20 teams:  #20, #19, #18, #17, D, #16, #15, #14, #13, D, 
#12, #11, #10, #9, D, #8, #7, #6, #5, D, #4, #3, #2, #1
        14)     For 21 teams:  #21, #20, #19, #18, #17, D, #16, #15, #14, 
#13, #12, #11, D, #10, #9, #8, #7, #6, D, #5, #4, #3, #2, #1
        15)     For 22 teams:  #22, #21, #20, #19, #18, #17, #16, D, #15, 
#14, #13, #12, #11, #10, #9, #8, D, #7, #6, #5, #4, #3, #2, #1
        16)     For 23 teams:  #23, #22, #21, #20, #19, #18, #17, #16, #15, 
#14, #13, #12, D, #11, #10, #9, #8, #7, #6, #5, #4, #3, #2, #1
 
 
III. ROSTERS
 
A.      For any one game, teams must have no more than 12 players set as 
eligible and no less than 4 players set as ineligible.
B.      Injuries will not be used, though a player is limited to his actual 
number of NBA minutes (adjusted 5% upward) and games played during 
the season.  See the roster file for eligible player games and 
minutes.  If the Executive Committee has further limited a player’s 
games or minutes this will be indicated on the roster file.
C.      Trading:
        1.      Trading is allowed with the following restrictions:
        a.      All coaches involved in a trade must send an e-mail to the 
Commissioner stating the exact terms of the trade, with no 
conditions withheld or secret.
        b.      When considering a trade proposal it is in each coach’s best 
interests to seek advice from other league members regarding the 
deal.  A coach who fails to do this is more-likely-than-not doing 
his team and possibly the league a disservice.
        c.      Trades may only consist of exact and spelled-out combinations of 
players and draft choices.  No money or unspecified exchanges for 
trade value may take place.  Only draft choices of the next 
occurring rookie/free-agent draft are eligible to be traded.
        d.      Trades will be reviewed as detailed later in this Constitution
        e.      Trading may only occur between the official announced beginning 
of the pre-season (just after Strat-O-Matic releases its new team 
disk) and a few days before the beginning of the regular season AND 
during the two-or-so days of each of the season's first two session 
breaks.  No pre-season trade becomes official until all parties 
involved in the trade are committed to playing in the league for 
the current season.  Trades may be "agreed to" at any other time; 
however, if one of the players in a trade suffers a serious injury 
(for example) before the trade is allowed to be made or if a 
player’s card is not nearly as good as it was expected to be it is 
unreasonable to believe that the coach receiving that player will 
still want to make the trade.
 
 
IV.  PLAY
 
A.      Logistics:
        1.      A league timetable of due dates and deadlines will be provided by 
the Commissioner.
        a.      The regular season will consist of 82 games, 41 at home and 41 
away and will be split into 4 sessions with approximately 10 home 
and 10 away games per session.
        b.      Each session will last approximately five or six weeks.
        c.      For each game the home coach will either receive from the away 
coach a gameplan for the game or the game will be played face-to-
face if desired by both coaches.  After a coach has finished 
creating each away gameplan for a particular quarter of the season 
that coach should then zip up those gameplans into one file and e-
mail that file to the Commissioner before the gameplan deadline.  
For ease most coaches will choose to send this zipped file to the 
entire league instead of sending each individual gameplan to each 
coach and this is perfectly acceptable.  If a coach has not 
received a particular gameplan for a home game then that coach may 
e-mail the Commissioner requesting the gameplan; if the 
Commmissioner has not received that gameplan then he will e-mail 
the away team requesting that gameplan and if still not received 
after another day or two the Commissioner will create a gameplan 
for the away coach and send it to the home coach; the away coach 
will receive at least a warning for not sending gameplans in time 
and not responding to the Commissioner’s reminder e-mail.
        d.      The deadlines for sending away gameplans will be approximately 
three weeks before the deadline for sending home game results to 
the Commissioner.  If the game is scheduled for face-to-face but 
the coaches end up not getting together for the game it is the 
responsibility of the away coach to make sure the home coach and 
the Commissioner receive a gameplan in time for the game to be 
played and also the responsibility of the home coach to make sure 
the game is played.  If the home coach does end up sending to the 
Commissioner the game result file before the deadline and no-one is 
(by their own definition) inconvenienced then there is no 
occurrence of a problem.
        2.      Approximately three days before each game result deadline the 
Commissioner will e-mail the entire league with a list of game 
results he has not yet received.  If the game result (including gfl 
and prt file) is not received by the game result deadline then at the 
Commissioner’s next opportunity if the game result is still not 
received the Commissioner will use the away gameplan he has already 
received for that game and he will autoplay the game using a “default 
gameplan” (created by setting the eligible players, setting all 
defensive coach profiles to zero, and letting the computer suggest 
the lineup) for coaches who have not sent to him a gameplan for that 
game.  Please play games on time -- it’s enough effort being 
Commissioner without having to set up extra gameplans and autoplay 
extra games.
        3.      The playoffs:
        a.      The playoffs consists of half of the live teams in the league 
rounded down up to a maximum of ten teams.
        b.      The teams with the best records will make the playoffs 
regardless of division.
        c.      In the playoff seeding charts below, the team with the best 
record will be "1," the team with the second best record will be 
"2," and so on.
        d.      A tie for the final playoff spot will be resolved by a one-game 
playoff with the following tie-breakers determining the home team:
        1)      Head-to-head winning percentage.
        2)      Coin toss.
        e.      No team will be excluded from making the playoffs and no     team 
will be assured of making the playoffs due to a tie-breaker 
involving no additional game(s).  If multiple pre-playoff rounds 
are needed to resolve three or more teams:  if there is one playoff 
spot available then team 3 will play team 2 with the winner playing 
team 1 and the winner of that taking the spot; if there are two 
playoff spots available then team 1 will play team 2 with the loser 
playing team 3 and the loser of that missing out on the playoffs; 
if there are four teams then a single-elimination-type tourney will 
be held.  There will be no games played limits in pre-playoff 
games.
               f.      Playoff matchups are determined as follows:
        1)      For four teams:  1 plays 4 and 2 plays 3
        2)      For five teams:  4 plays 5, in the second round 1 plays the 
winner of 4 and 5 while 2 plays 3
        3)      For six teams:  3 plays 6 and 4 plays 5, in the second round 
1 plays the lower-ranked winner while 2 plays the higher-
ranked winner
        4)      For seven  teams:  2 plays 7, 3 plays 6, and 4 plays 5; in 
the second round 1 plays the lowest-ranked winner
        5)      For eight teams:  1 plays 8, 2 plays 7, 3 plays 6, and 4 
plays 5; in the second round the highest-ranked team remaining 
plays the lowest-ranked team remaining
        6)      For nine teams:  8 plays 9, in the second round 1 plays the 
winner of 8 and 9; otherwise, same as for eight teams
        7)      For ten teams:  7 plays 10 and 8 plays 9, in the second 
round 1 plays the lower-ranked winner in round one while 2 
plays the higher-ranked winner in round one; otherwise, same 
as for eight teams
                       g.      Ties for playoff seeding will be broken as follows:
                               1)      Head-to-head winning percentage.
                               2)      Coin toss.
        h.      The first round will consist of a best-of-five-game series.
        i.      Second through final rounds will consist of best-of-seven-game 
series.
        j.      All playoff rounds are single elimination.
        k.      Before each playoff round each participant must choose 12 
players to be on the eligible roster for the entirety of that 
playoff round.
        l.      The higher seeded team gets Home Field Advantage in games 1, 
2, and 5 in a five-game series and in games 1, 2, 5, and 7 in a 
seven-game series. All games use the “Neutral Court” setting.
        m.      The playoffs will take place as stated in the league timetable 
sent out by the Commissioner at the end of the regular season.
 
B.      Player usage
        1.      Players must be rated by SOM (that is, given minutes in the fatigue 
grid) in the 1999-00N league at a given position in order to play at 
that position.  Eligibility will be listed on the league roster.
        2.      If a player is rated at a position, even if given only one minute 
there, he may play that position as much as a coach wishes him to 
within the constraints of his playing time limitations (see below).  
The Commissioner will provide a league roster with all of the 
eligible positions and total allowed fatigue grid minutes per game 
for each player as well as the games and minutes allowed for each 
player during the season.
        3.      Point guards may not play shooting guard unless rated to do so on 
the roster.
        4.      Shooting guards may not play point guard unless rated to do so on 
the roster.
        5.      Players will be limited to the number of games that they played in 
the NBA regular season.
        6.      The games which a player must miss will be determined by the coach 
before the Commissioner distributes the actual SOMIBA schedule.
        a.      Coaches will map out which players will miss which games (by 
game number, 1-82), making sure that all other constraints (fatigue 
grid rules, for example) can be satisfied in each game.  Coaches 
should try hard to schedule their players to miss consecutive games 
so that it is much easier to play games during the season.
        b.      Coaches will then send this list to the Commissioner who will 
review for each coach the validity of the list.
        c.      After randomly creating the schedule of games the Commissioner 
will convert each team’s games missed list to day numbers and send 
the full list to the league and the web page rosters.
        d.      If a coach accidentally uses a player in a game for which that 
player was scheduled to miss then the Commissioner should be 
notified immediately to determine a course of action (usually 
simply rescheduling the missed game later in the season against the 
same opponent).
        7.      Players will be limited in SOMIBA season playing time to their 
total number of NBA regular season minutes plus 5%.  If a coach 
accidentally overuses a player then that player must miss playoff 
time on a two-for-one basis in the following way:  if a player 
averaged 24 minutes per NBA game and was overused in our regular 
season by 18 minutes then he must miss the first playoff game and may 
only play 12 minutes in an additional playoff game (this is in 
addition to games missed from rule 8 below) for a total of 36 minutes 
(which is 18 doubled); if a player is used in more regular season 
games than allowed, then that player must miss two playoff games per 
regular season game overused (missing at least the first two playoff 
games).  If a team may not thus create a fatigue grid with 3 players 
at each position then that team forfeits that game.  Purposeful 
overuse of players will not be tolerated and further penalties will 
be imposed including being kicked out of the league.  If a coach 
overuses a player and that coach’s team does not make the playoffs 
then penalties will be imposed for the following year’s regular 
season.
        8.      In the playoffs players are not limited in playing time (but are 
still limited in the fatigue grid as described below) except in the 
number of games they may play based upon the following chart:  if a 
player is eligible to play 1-14 regular season games then he may play 
in 1 game per playoff series, if a player is eligible to play 15-29 
regular season games then he may play in 2 games per playoff series, 
if a player is eligible to play in 30-40 regular season games then he 
may play in 3 games per playoff series, while a player who is 
eligible to play in 41 or more regular season games is not limited in 
this manner.
        9.      Setting the fatigue grid:  the "fatigue grid" is the grid in the 
gameplan with boxes for minutes listed at each position for each 
player.  [Contrast with the "lineup grid" which is the grid with the 
6, 4, and 2 minute periods listed for each position during the game.]
        a.      Coaches must have at least 3 players with non-zero minutes 
assigned in the fatigue grid per position for each game.  Players 
scheduled to miss the game must be set as ineligible and may not 
count towards this 3-player limit.
        b.      A player must be assigned in the fatigue grid a number of 
minutes equal to or less than the minutes per game listed for him 
on the league roster.  For example, a player rated on the roster at 
PG and SG for a total of 35 minutes per game may be assigned 4 
minutes at PG and 31 minutes at SG in the fatigue grid.  Since we 
use the “static” fatigue system there is really no need to modify 
the fatigue grid at all (except for the computer coach to determine 
fatigue and foul-trouble replacements in road games).
        10.     Maximum number of minutes a player can play in a game:
        a.      Though a player is not limited in the minutes he may play in any 
particular game, the fatigue grid rules above present various 
limits for each player.
        b.      A player may not be given minutes in any grid nor play at a 
position where he does not have minutes allocated on the league 
roster (in other words, Sabonis is never allowed to play guard!).
 
C.      Additional game rules:
        1.      All play will be done on the computer.  No board gaming with dice 
is allowed.
        2.      A player may only guard an opposing position (through the use of 
the "assign" button) if the defender is rated to play that position 
(Sabonis is never allowed to defend a guard!).  Exception:  a player 
currently playing point guard may defend the opposing shooting guard 
and a player currently playing shooting guard may defend the opposing 
point guard.  For example, a player playing SF rated by SOM at 
SG/SF/PF may defend against the opposing PF (as long as all other 
defensive matchups are also legal) but may not defend against the 
opposing PG.
        3.      Face-to-face.  Follow this sequence of events for setting strategy.  
In each of the steps below, the visiting team makes its move first, 
followed by the home team.
        a.      Select lineups.
        b.      Position offensive players (either inside or outside).
        c.      Set defensive match-ups.
        d.      Set defensive double-teaming.
        e.      Name players playing safe.
        f.      Name defensive inside block defender/intimidator.
        g.      Name type of offense (normal or fast break).
        h.      Name type of defense (normal or press).
        i.      Name style of defense (normal, close, or sag) for each player.
4. If a league member accidentally violates a rule during a game (for 
example, accidentally setting his team for “home court advantage” 
for his home team LOS against team NYO) then he must inform the 
Commissioner who will have the Executive Committee impose a fair 
penalty (for example, when NYO is next the home team against LOS 
“home court advantage” should be used).
 
D.      Option Settings in the game:
        1.      The Option Settings screens will appear after you start a league 
basketball game.  You must set to "manual" the game you want to play.
        2.      Select these settings on the following options:
               a.      On the Start Play screen
                       1) Which Days = Current Day Only
                       2) Summary Files = Save Summary Files
                       3) Home Court Advantage = Neutral Court
                       4) Rules = Current Rules
               b.      On the Update Preferences screen
                       1) Save Game Files
                       2) No Injuries
                       3) Visiting Team = Computer Coach (unless playing face-to-face)
                       4) Home Team = Human Coach
               c.      On the Autorest screen
1) Static Fatigue
2) No Autorest
 
E.      Setting up computer coach profiles and gameplans:
        1.      From the Main Menu select Basketball Game.
        2.      From the Basketball Game Menu select Program Computer Coach and 
select the 199-00I league.
        3.      Set Defensive Profile.  You should select the specific opponent you 
are to be playing on this road game because this defensive profile 
will be included in the gameplan sent to him and will be imported 
into his system.
        a.      Select your opponent for the game.
        b.      Follow the instructions on the screen and in the manual for 
these settings.  Contact the Commissioner or another league member 
for assistance if desired.
        4.      Select Gameplan and your team.
        5.      Edit your Gameplan -- the FATIGUE GRID screen:
        a.      GP = Actual games played.  You may not change this number.
        b.      GS and INPCT.  These numbers are mostly irrelevant to our 
league.  However, you may not modify the INPCT from 0 or 100 – a 
player with INPCT=0 may not play inside and a player with INPCT=100 
may not play outside on offense.
        c.      STLSHT = The Steal Shoot percentage which tells the computer 
coach how often this player is to take a fastbreak shot off a steal 
rating.
        d.      BLK = This number is irrelevant to our league except that YOU 
MUST ENTER ZERO BLK MINUTES FOR A PLAYER WHO HAS ZERO MINUTES 
ASSIGNED IN THE FATIGUE GRID or else the game will not run at all 
(this is a bug in the sombk program).
        e.      PG, SG, SF, PF, C = These fields list the fatigue minutes to be 
played at each position. A player may not be gridded at a position 
for which he is not rated on the league roster. In each game at 
least 3 PLAYERS MUST BE ASSIGNED FATIGUE GRID MINUTES AT EACH 
POSITION.  There is little reason to modify these numbers now that 
we use the “static” fatigue system.
        f.      For the remaining fields on this screen, refer to the SOM manual 
or ask the Commissioner for assistance.
        6.      Edit your Gameplan -- the LINEUP GRID screen:  you may set the 
lineup grid however you like with the restriction that a player may 
not be gridded at a position for which he is not rated on the league 
roster.  For example, a player listed on the league roster at 
SG/SF/PF may never play or be gridded to play PG or C though he may 
be lineup gridded to play any amount of time at any of his eligible 
positions.  Keep in mind that any player gridded for more than 12 
consecutive minutes in any half will probably fatigue and be replaced 
by the computer coach during that time.
        7.      Exporting a gameplan file to another coach:
        a.      First, determine what day on the schedule the game is to be 
played:
        1)      From the Main Menu select Basketball Game, League Game.
        2)      Select the 1999-00I league.
        3)      Page ahead using N for next day until you come to the game in 
question.  If you look at the top of the listing of games for 
that day it gives the schedule-related day number.
        4)      Write this number down.
        b.      From the Main Menu select Basketball Game.
        c.      From the Basketball Game Menu select Program Computer Coach.
        d.      Select the 1999-00I league and your team.
        e.      See above for instructions on creating the defensive profile and 
your gameplan.  Make certain that you set as “ineligible” those 
players who are scheduled to miss the game – this is the easiest 
thing to make a mistake on and it’s a pain in the butt for everyone 
(including the Commissioner) to correct this mistake – so DOUBLE-
CHECK your gameplan versus the days missed list on the roster.
        f.      Once you have set the defensive profile and the gameplan as you 
want (within league rules), from the screen with the lineup grid 
choose Export Gameplan.
        g.      Insert a formatted diskette in drive A:.
        h.      When prompted for a filename, name the file according to these 
conventions:
        1)      filename = AAAHHHnn
        2)      AAA represents the 3 character symbol for the away team
        3)      HHH represents the 3 character symbol for the home team
        4)      nn represents the two digit number for the day on the schedule 
(see a above).  For example, if you are team LOS, the team you 
are sending the gameplan to is NYO, and the game is scheduled 
for day 34 then type LOSNYO34.
        i.      The gameplan will be exported to the diskette.
        j.      Completely exit the game to DOS (for DOS or Windows assistance 
please contact the Commissioner or another league member); the 
simple version of the rest of this section is to e-mail the 
gameplan to the opposing coach and keep a copy of the gameplan in 
case the recipient didn’t receive it; alternatively, even easier 
than this is to finish creating your gameplans for the current 
quarter of the season, zip them up into one single file, and send 
that file to the entire league and do not delete that zip file.
        k.      From the DOS prompt at C:\SOMBK> type the command
        GPEXPORT AAA HHH nn (where AAA, HHH, and nn are defined above) and 
hit <Enter>.  For example, if you are team LOS, the team you are 
sending the gameplan to is NYO, and the game is scheduled for day 
34 then type GPEXPORT LOS NYO 34.
        l.      The computer will then move the gameplan from the diskette into 
the \SOMBK\LEAGUES\SOMIBA\TRANSFER directory which the coach will 
use for all uploads and downloads of files.
        m.      Compose an e-mail message to the opposing coach.
        n.      Attach the gameplan file to the message
        1)      it will have a name of the format AAAHHHnn.GPL
        2)      it will be in the directory \SOMBK\LEAGUES\SOMIBA\TRANSFER
        3)      attach it as a binary file
        4)      do not attach multiple files to a single e-mail
8.      Importing gameplan files from other coaches:
        a.      When you receive the e-mail message that has the opposing team's 
gameplan attached to it, save the attached file (it should have a 
name with the format AAAHHHnn.GPL) in the \SOMBK\LEAGUES\SOMIBA\
        TRANSFER directory.  Also, LET THE OTHER COACH KNOW THAT YOU 
RECEIVED HIS GAMEPLAN by an e-mail message “I received the 
gameplan.”
        b.      Exit your mail program and go to DOS.
        c.      Get to a DOS prompt C:\SOMBK>.
        d.      Insert a formatted diskette in drive A:.
        e.      Type GPIMPORT AAA HHH nn (for example GPIMPORT LOS NYO 34) and 
hit <Enter>; alternatively, you may simply copy the gameplan onto 
the diskette.
        f.      The opposing coach's gameplan will be moved onto the diskette.
        g.      Go into the SOM Basketball game.
        1)      From the Main Menu select Basketball Game, League game.
        2)      Select the 1999-00I league.
        3)      Find the game in question, using page ahead or jump.
        4)      Change the game from Hold to Manual.
        5)      Start the game.
        6)      From the Lineup screen of the opposing team, choose Import 
gameplan.
        7)      When prompted for a filename, click on the asterisk to list 
the files on the diskette.  The appropriate gameplan file will 
be named with the convention AAAHHHnn.GPL (with AAA, HHH, and nn 
defined previously).
        8)      Select the appropriate gameplan file.  It will be imported 
into your system.
9) Click on Continue to begin the game. If once you get to the 
first strategy screen just before the game begins you notice 
that the opposing coach has set a player who was scheduled to 
miss the game as “eligible” then quit the game (right-click the 
mouse at this point to abort the beginning of the game) and ask 
the coach to send to you a legal gameplan –- also notify the 
Commissioner of the error in the gameplan
10) You may shoot 3-pointers, call timeouts, etc. as desired 
during the game.  However, you may only play the press defense 
when you are not ahead by 10 or more points in the game (if you 
are ahead by 10 and still pressing then you must press F1 and 
call timeout to stop the press defense) and you may not play 
press defense for more than 12 minutes in any one game.
        9.             Exporting game results to the opposing coach and to the 
Commissioner:
        a.      On the Process Game Files menu there is a selection entitled 
Export Game File.  Do not use this as it is not necessary.
        b.      Once the game is complete MAKE SURE THAT YOU WRITE THE BOXSCORE 
TO A PRT FILE (this is an option listed after every game) AND WRITE 
DOWN THE FILENAME (something like 990i0001.PRT).
        c.      Completely exit the game to DOS; for the simple version of the 
rest of this section create a zip file of the appropriate name (for 
example, LOSNYO34.ZIP) which contains all three of the 990i0001 
files which includes the 990i0001.GFL, 990i0001.PRT, and 
990i0001.SUM files and send this zip file to the Commissioner and 
to your opponent.
        d.      Get to a DOS prompt C:\SOMBK>.
        e.      You will use the SNDRESLT.BAT program to prepare your zip file 
to send to the opposing coach:
        1)      Type SNDRESLT gamefilename zipfilename (do not include file 
extensions) and hit <enter>
        2)      The 2 parameters:
        a)      gamefilename is the name given by SOM to the boxscore prt 
file (see b. above) -- for example, 990i0001.
        B)      zipfilename of the outgoing zipfile:  The naming convention 
for the outgoing zipfile is AAAHHHnn:
        i.             AAA = the 3 character symbol for away team and
        ii.     HHH = the 3 character symbol for home team
        iii.    nn = day number in schedule
                       3)      For example, SNDRESLT 990i0001 LOSNYO34
        f.      The game file, the game summary file, and the box score file 
will be compressed into a zip file, given the name you entered into 
the zipfilename, and moved into the \SOMBK\LEAGUES\SOMIBA\TRANSFER 
directory.
        g.      Compose an e-mail message to the opposing coach AND TO THE 
COMMISSIONER.  If you do not receive acknowledgment from the 
Commissioner that he received the file, assume that he did not 
receive the file -- resend the game result.
        h.      Attach the game result file to the message:
        1)      it will have a name of the format AAAHHHnn.ZIP in the 
\SOMBK\LEAGUES\SOMIBA\TRANSFER directory
        2)      attach it as a binary file
        3)      do not attach multiple files to a single e-mail.
        10.     Importing game results from opposing coach after an away game 
(while this step is not really necessary since the Commissioner keeps 
official records of game results, it may help you stay within minutes 
limits of your players):
        a.      When you receive the e-mail message that has the opposing team's 
game result files attached to it, save the attached file (it should 
have a name with the format AAAHHHnn.ZIP) in the \SOMBK\LEAGUES\
        SOMIBA\TRANSFER directory
        b.      Exit your mail program and go to DOS; for the simple version of 
the rest of this section unzip the file and copy the 990i0001.GFL 
file to diskette and Import Game File on that gfl file.
        c.      Get to a DOS prompt C:\SOMBK>.
        d.      Insert a formatted diskette in drive A:.
        e.      You will be using the program RECRESLT.BAT to prepare for 
loading the game file into your game system.  Type
        RECRESLT AAA HHH nn (for example, RECRESLT LOS NYO 34) and hit 
<Enter>.
        f.      The game result files will be moved to the appropriate 
\SOMBK\LEAGUES\SOMIBA\9899AWAY\AAA directory for that opposing team 
(there are eighteen directories under 9899AWAY, one for each team) 
and will be copied onto the diskette in drive A:.
        g.      Go into the SOM Basketball game:
        1)      From the Main Menu select Statistical Functions.
        2)      From the Statistical Functions Menu select Process Game Files.
        3)      From the Process Game Files menu select Import Game File.
        4)      When prompted for a filename, click on the asterisk to get a 
list of files on the diskette.
        5)      Select the appropriate game file (with the extension .GFL)
        6)      The game result will be imported into your system.
        h.      At the end of each session of the season the Commissioner will 
send to each coach a league update containing game results for all 
games to date.  In addition, the Commissioner will keep the web 
page up-to-date with current stats and game results.
        11.     Backing up league files (not a necessary step):
        a.      This is a program which may be executed every time the 
Commissioner sends the coach a league update at the beginning of 
each session.
        b.      Get to a DOS prompt C:\SOMBK>.
        c.      Type BKUPLEAG and hit <Enter>.
        d.      The league files, roster files, and league schedule will be 
zipped and stored in the \SOMBK\LEAGUES\SOMIBA\BKUP9899\LEAGFILS 
directory.
        12.     Backing up game files (not a necessary step):
        a.      This is a program that may be executed after every few games 
played.
        b.      Get to a DOS prompt C:\SOMBK>.
        c.      Type BKUPGAME and hit <Enter>.
        d.      The game files, game summary files, and box score files will be 
zipped and stored in the \SOMBK\LEAGUES\SOMIBA\BKUP9899\GAMEFILS 
directory.
        13.     Cleaning up after sending the gameplan file (not a necessary 
step but an extremely helpful one):
        a.      When you receive the e-mail message that your opponent has 
received the gameplan file you sent him, it is time to run a 
cleanup program.
        b.      Exit your mail program and go to DOS.
        c.      Get to a DOS prompt C:\SOMBK>.
        d.      You will be using the program GPSENT.BAT to cleanup after a 
gameplan file send.  Type GPSENT AAA HHH nn (for example,
        GPSENT LOS NYO 34) and hit <Enter>.
        e.      After execution of this batch program, a backup of the gameplan 
file you sent can be found in the SOMBK\LEAGUES\SOMIBA 
\TRANSFER\TRANSBAK directory as well as in the AWAY9899 directory 
associated with that particular team.
        14.     Cleaning up after sending the game result file (not a necessary 
step but an extremely helpful one):
        a.      When you receive the e-mail message that the Commissioner has 
received the game results file you sent him, it is time to run a 
cleanup program.
        b.      Exit your mail program and go to DOS.
        c.      Get to a DOS prompt C:\SOMBK>.
        d.      You will be using the program GAMESENT.BAT to cleanup after a 
game results file send.  Type GAMESENT AAA HHH nn (for example, 
GAMESENT LOS NYO 34) and hit <Enter>.
        e.  After execution of this batch program, a backup of the game 
results file you sent can be found in the \SOMBK\LEAGUES\SOMIBA
        \TRANSFER\TRANSBAK directory as well as in the AWAY9899 directory 
associated with that particular team.
 
F.      Known bugs in the SOM computer basketball game:
        1.      If any player's gameplan fatigue grid minutes are set to zero and 
you click on Set Eligible Players from within the pre-league-game 
Lineup screen, you receive a "floating point, divide by zero" error 
message and are kicked out to DOS.  The solution is just don’t do 
this.  You may instead look at your team's eligible players in the 
Program Computer Coach section (editing your gameplan) and determine 
the visiting team's eligible players once the game has started by 
looking at the players listed on bench.  If once you get to the first 
strategy screen just before the game begins you notice that the 
opposing coach has set a player scheduled to miss the game as 
eligible then quit the game (right-click the mouse at this point to 
abort the beginning of the game) and ask the coach to send to you a 
legal gameplan –- also notify the Commissioner of the error in the 
gameplan.
        2.      If a player is assigned more than zero BLK minutes within the 
fatigue grid but is assigned zero playing minutes at all positions in 
the fatigue grid then when you try to begin the game

 

 

 
Hosted by www.Geocities.ws

1