ICE-X Cheat Sheet
What is a simulated hockey league?
A simulated hockey league, unlike the hockey pools that many of
you are used to, uses attribute ratings to produce it's own reality.
In a typical pool, what happens in real life (ie: injuries, who
drafted/signed whom, who’s ‘on the up’, etc) means
everything to the people involved.
A simulated hockey league may (or may not) start with attribute-approximations
of real-life players, but all of what transpires through a season
is a ‘fictional reality’. The degree to which a simulated
league swerves from reality differs from league to league.
In this league, we began with attribute-approximations of NHL players
and let things take their simulated course. What I mean is, the
simulator re-rated (altered the attributes of) the players at the
end of each season based on performance in ICE-X, not in the NHL.
Similarly, the simulator decides which players in your farm system
bloom into pro contributors during the course of each season. What
happens, over time, is that you have a league that has unreservedly
broken away from reality, with guys you’ve never heard of
leading the pack in scoring, or winning the ‘Norris’
trophy.
To factor a little reality back into the mix, GMs are allowed 5
NHL rerates per season. In other words, if Gaborik has a bad ICE-X
season and gets a poor re-rate by the simulator, you can always
have an NHL re-rate done on him.
However, for the most part, a simulated league brews its own reality
by using attribute ratings and such. It isn’t enough to know
hockey inside and out. You have to know the sim. You have to know
what your team needs based on how the sim works. Certain types of
players will prefer playing with other types, and you must discover
your own ‘style’ of team-building. Yes, there are many
ways of doing this. I, for example, like young teams, and I like
my top two lines to be packed with guys who can pass (high PA).
I find that passing generates shots on goal. I like my third line
to be packed with DF (defensive-minded players).
This is what I do, generally. But I’ve seen championship
teams built around speed, or aggression, or anything a real-life
championship team might be built around.
The point is, you have complete control over how you build your
team. You can hire and fire coaches, draft whoever you want, trade
whoever you want, dress whoever you want, scratch whoever you want,
alter your farm coaching strategies to develop the types of players
you want, alter your lines however you want, change forward player
positions (ie: C, LW, RW) to whatever you want, waive whoever you
want, claim from waivers whoever you want, sign whatever available
FA you want, change the ticket prices in your stadium (and build
more stadium seats) whenever you want, etc.
This is what it means to play in a fantasy Hockey League.
What the Player Ratings mean
Each player has 13 attribute ratings: Intensity, Speed, Strength,
Endurance, Durability, Discipline, Skating, Passing, Puck Control,
Defense, Scoring, Experience and Leadership. These ratings affect
how a player performs in the sim, and how he performs in certain
'simulated' situations (such as on the power play, under playoff
pressure, etc).
Condition:
This is the players' physical health. A player with a condition
score of 98 or 97 is fatigued, and therefore more prone to injury.
When you see an entry like this: 49:3M, it means the player has
a condition score of 49 and it will take approximately 3 months
for him to be in game shape.
IT: Intensity.
Intensity represents the players' work ethic on the ice. Players
with high intensity increase the scoring chances of their line
mates by creating havoc on the ice. High intensity also produces
more minor penalties.
SP: Speed.
The relative skating speed of the player. Fast skaters are able
to take advantage of turnovers and therefore increase the offensive
output of their line mates. For goalies, it is more a measure
of reflexes than skating speed.
ST: Strength.
Players with high strength scores are more likely to tip pucks
past opposing goalies, and are more apt to win battles in the
corners (on both ends).
EN: Endurance.
The higher the endurance, the more minutes the player can play
in a game without becoming fatigued. When a player becomes fatigued,
his performance will drop and his condition score will lower.
DU: Durability.
The physical 'toughness' of the player. Unlike strength, this
statistic reflects how injury prone the player is. A player with
low DU is more likely to get injured.
DI: Discipline.
The lower the discipline, the more likely the player will take
penalties (major and minor). However, low discipline also boosts
your teams' intimidation factor.
SK: Skating.
How well the player skates. Unlike speed, this reflects the players'
agility on the ice and his ability to avoid being checked.
PA: Passing.
How well the player passes the puck. Players with high passing
(obviously) increase your teams' number of scoring chances by
creating plays.
PC: Puck Control.
This represents the players' ability to retain the puck in high
traffic areas, or when checked.
DF: Defense.
How well a player positions himself without the puck. Players
with high DF decrease the offensive output of the opposing team.
SC: Scoring.
How proficient the player is at scoring goals.
EX: Experience.
Players with experience have a 'calming effect' on their line
mates in tight games. Highly experienced players are extremely
desirable in the playoffs.
LD: Leadership.
Leaders also have a 'calming effect' over their line mates in
tight games. Good leaders effect everyone on their team, not just
their line mates.
OR: Players'
overall offensive rating.
DR: Players'
overall defensive rating.
League Rules
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All trades are subject
to approval by a trade committee.
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All GM's are given a
resonable amount of time to answer trade requests. If
the request is not answered, he/she may be fined or ejected
from the league at the Board of Governors' discretion.
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In the event that you
decide to make a web page for your team, you will be awarded
one of two things, based on your preference: (1)
$5,000,000 will go to your team, or (2) You will be given the
opportunity to randomize a rookie player and name him whatever
you wish (within reason :)).
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If you choose
the 'active trades' option on the trade page, any of your players'
individual statistics may be augmented (20% chance) higher or
lower (50% chance for each) by a number of points. The number
of augmentation points are determined randomly. Mathematically,
the program works like this: Check each stat (20%) for the possibility
of augmentation. Determine the number of augmentation points
(1-10).
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Re-rates: There
are two types of re-rates in ICE. You may ask for an NHL
re-rate on any 5 players in between seasons. Re-rates
will be based on NHL performance. Furthermore, all players are
re-rated based on their performance by the simulator (such re-rates
are usually not harsh, but could be over multiple seasons if
the player is not performing). NHL rerates can be used
to counter detrimental ICE performances.
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Free Agency: There
are two types of free agents: Restricted and Unrestricted.
A restricted
free agent is a player whose rights are owned by a certain
team, whether he has a contract with that team or not.
If that player signs a contract with another team, then the
team who owns his rights is entitled to compensation.
For all intents and purposes, this transaction is similar to
a trade, albeit a forced one with the players' best interests
in mind (the players' agent determines which team to do
business with, not the team holding his rights). Both
teams must agree to what constitutes 'fair compensation', and
the team holding the players' rights always has the option to
match an offer. If the teams involved cannot agree on 'fair compensation' (three rejected offers, or 72 hours-- whichever happens first), then the matter will be resolved by the BOG. The BOG will follow the compensatory guidelines below to the letter. As is the case in the NHL, ALL DRAFTPICKS PAID AS COMPENSATION MUST BELONG TO THE OFFERING TEAM, AND THEY MUST BE SUCCESSIVE PICKS. That means if you sign an RFA for $3,000,000, you MUST already be in possession of your 1st rounders for the next three drafts .
If you are not in possession of the necessary assets and your RFA offer escalates to the BOG, your offer will be considered illegal and the BOG may fine you (proceeds going to the team holding the rights). Going after an RFA is very dangerous business and should only be attempted after much deliberation. Going after more than one per simulation (therefore not knowing where you stand with your assets) is stupid, generally very annoying, and will likely be punished.
Salary
Compensation Guidelines
Under $551,076 None
$551,076 - $757,729 1 3rd Round Choice
$757,730 - $895,498 1 2nd Round Choice
$895,499 - $1,102,152 1 1st Round Choice
$1,102,153 - $1,377,689 1 1st & 1 3rd Round Choices
$1,377,690 - $1,653,227 1 1st & 1 2nd Round Choices
$1,653,228 - $1,928,765 2 1st Round Choices
$1,928,766 - $2,342,071 2 1st & 1 2nd Round Choices
$2,342,072 - three 1st Round Choices
Each Additional $1,377,689 One additional 1st round choice (5
max)
An unrestricted
free agent is a player without contract and ownership.
He essentially can sign and play with whatever team he/she wishes.
Any player thirty (30) years of age or older automatically becomes
an unrestricted free agent when his current contract expires.
Unrestricted free agents can differ in what sorts of things
they are looking for in a contract. If the UFA's
statistics have declined over the last two years (if no ICE
stats are available, then NHL stats will be used), he will be
motivated by money over a long-term contract ( i.e.: $2,000,000
over 3 years is greater than $4,000,000 over one year).
A UFA whose statistics have stayed similar or increased over
the last two years will be motivated by money over a short-term
contract (i.e. 4,000,000 over one year is greater than $2,000,000
over three).
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Free Agency.
Players who clear waivers (ie: do not have their contracts picked
up by another team) automatically become UFA's. Players who
become UFA's in this manner are generally cheaper to sign.
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Salary Caps:
$45,000,000 pro roster only. If a team exceeds the cap, we will
know immediately. I’ve written scripts on the webserver
that notify me as soon as this happens. Teams who exceed the
cap have 48 hours to get under it, otherwise we will step in
and make the necessary adjustments for you. Since it is your
responsibility to remain under the cap, I will not listen to
any sort of appeal on this matter. If you go over the cap, and
you receive an email stating you have 48 hours to get under
the cap, and you do not fix the problem within 48 hours, someone
(either myself, Charles, or the assistant Commish) will fix
it for you. If you don’t like how we fix it, that’s
your problem.
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Player
Stadiums: GM's may set their ticket prices or
increase the number of seats in their stadiums. An NHL
stadium may have up to 22,000 seats.
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Awards and Voting:
Teams will receive cash as follows:
| Hart Memorial Trophy |
$800,000 |
| Norris Trophy |
$500,000 |
| Lady Byng Trophy |
$300,000 |
| Vezina Trophy |
$600,000 |
| Calder Trophy |
$400,000 |
| Selke Trophy |
$400,000 |
| Art Ross Trophy |
$800,000 |
| Maurice Richard Trophy |
$500,000 |
| Conn Smyth Trophy |
$700,000 |
Additionally, teams will receive the following cash awards at
the end of the season.
| President's Trophy |
$1,000,000 |
| Playoff Conference Champions |
$1,000,000 |
| Stanley Cup Winners |
$2,000,000 |
| GM of the YEAR |
$2,000,000 |
The Draft
Offseason is a time for
signing free agents and retiring players who can no longer contribute
to the league. Additionally, it's also a time for scouts to travel
around the world and find those players who are ripping it up
elsewhere. It costs $200,000 to 'scout' a player in the XOHL.
Essentially, if you chose to scout a player, you will receive
that players' game attributes (ie: IT, SK, etc, etc). Email me
whenever you want to scout a player.
First round draftpicks
come to your ICEX team (ie: leave the XOHL) immideately. Second
round draft picks arrive when they turn 21, OR when they play
their first NHL game. Third round draft picks arrive when they
turn 23, OR (again) when they play their first NHL game.
It is every GM's
responsibility to keep track of their draftpicks. If
you see that one of your prospects belongs with your ICE-X team,
let me know and I will promote him.
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