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NEWS & ACTUALITY
9/6/2010
New Logo revealed on Facebook!
 
As you probably already know, we are about to reveal a brand new exterior interface for our site.

We took that opportunity to also change our primary logo. Its the well-known sports logo artist Chad B. Stilson who did the work.

You can see our new logo on our Facebook fan page. Feel free to leave your comments!
Read all news
 
PROMOTIONS & INFORMATIONS

TESTIMONY
Websimhockey experience is unique, nowhere else Monsieur and Madame everyone can engage in business as managing director with as much realism and ease. This facility offered by the server and the site can play the general manager, even with a packed itinerary.

Development and constant improvement of the simulator keeps the portion realism and grow up.

Rafael Turcotte
GM Edmonton (LNHS) and GM San Diego (LHVQ)

EVENTS

info center

liste des sections (cliquer pour s'y rendre directement)

Section 1- General

Section 16- Finance (General)
Section 2- Subscription Section 17- Finance (Assets)
Section 3- League Section 18- Finance (Incomes)
Section 4- Season Section 19- Finances (Expenses)
Section 5- Cities Draft Section 20- Finances (Depts)
Section 6- Players Draft Section 21- Players Contracts
Section 7- Universal Draft Section 22- Payroll
Section 8- Entry Draft
Section 23- Lineup
Section 9- Players Attributes Section 24- Waivers
Section 10- Players Attributes Evolution Section 25-Trades
Section 11- Cities Attributes
Section 26- Retirement
Section 12- Coaches signing Section 27- Points of participation
Section 13- Coaches Attributes
Section 28- Simulator
Section 14 - Teams AttributesSection 29- Customizable rules
Section 30- Prospects

Section 1- General

1.1-WebSimHockey is a 100% Web-based multi-player hockey simulator.

1.2-You play the role of a virtuel hockey team General Manager.

1.3-You manage the various aspects of your team (drafts, trades, lineups, coach strategies, negociation and contracts signings, arena construction, tickets, beer, hot dog and parking cost, and many more). A proper management of your team and its finances will assure you success.

1.4-WebSimHockey allows the General Managers and the Leagues Commissioners to use only the Web as a platform to do all their required tasks. Each decision has an immediate impact and is updated automatically. There is no software to install or files to be transfered. Its quick, simple, and easy to access.

1.5-The rules of WebSimHockey are largely inspired from the National Hockey League (NHL), even though some of them may vary.

1.6-WebSimHockey's main objective is to share the pleasure of managing a Hockey team with other General Managers. Every General Manager is required to treat his pairs with respect. Of course, every GM wants to win the big honours, but only one will raise the Cup.

Do you have what it takes? Will you take the proper decisions and use the right strategies to lead your team to the Cup?

1.7- WebSimHockey is constantly evolving. New features are being added regularly. Your suggestions will contribute to make it even better.

1.8- WebSimHockey management has an absolute right over each and every league and will make the final decisions on league disputes.

 

Section 2-subscription

2.1-Steps to follow when subscribing to a league:

2.1.1-Each GM must fill the subscription form.

2.1.2- An active GM who wishes to participage in another league must click on the "Already subscribed" link.

2.1.3-Choose your Subscription Type: New GM or Replacement GM.

2.1.4-Choose the League Type: Public or Private (password required).

2.1.5-Select the box if you wish to be a League Commissioner.

2.1.6-As soon as your Subscription is complete, you will be redirected to the subscription payement page.

2.1.7- If you have selected a public league, you will be automatically transfered to the "Paid" League that has the most GMs, as soon as we have received your payment.

2.1.8- If you haven't paid your subscription immediately, you will be placed in an "Unpaid" league temporarily, until we receive your payment. After 15 days in an "Unpaid" league, you will be automatically deleted from our records.

2.1.9- If you have selected a Private League, your account will never be deleted even if we don't receive your payment, unless the Commissioner of that league asks us. You still have to pay your subscription to participate in a private league.

2.2- Subscription Fees :

2.2.1- The Subscription fees are 19.95$ per season.

2.2.2 ? If you are replacing a departed GM in an existing league, the subscription is free for the first season.

2.2.3- If a GM is leaving a league, we use our list of replacement GMs to replace him.

2.3- Season activities:

2.3.1- A season includes the off-season, the regular season and the playoffs.

2.4- Payment :

2.4.1- The quickest way to pay your subscription is through the Paypal Service. Paypal accepts credit card payments and you do not need a Paypal account to proceed.

Paypal garantees a secure payment and that the transaction informations will remain under their control and is subject to their privacy policy.

2.4.2- Payments by checks are also accepted. Make the check to Web Sim Sports Inc. and make sure to inclure your full League Name. :

Guillaume Quirion
3520 Carré Cameron
Québec (Québec)
G1P 1X9

2.4.3- The League Commissioner can make a single payment for the whole League and save valuable money. In that case, please contact us at leagues@websimhockey.com .

2.4.4- Do not send money by mail.

2.5- Prices & Gifts:

2.5.1- The winner of the Cup and the GM with the most participation points get a free subscription or a promotional item.

 

Section 3-LEAGUE

3.1- A Commissioner is designated for each league.

3.2- The Commissioner will select some league options, schedule drafts and also be the communicating with the WebSimHockey team if needed. He will make sure the League is running smoothly.

3.3- A league is made of 24 GMs.

3.4- The Commissioner creates 2 conferences and 4 divisions.

3.5- A season has 82 games (6 games against division rivals, 4 against other division teams within the same conference, and 1 to 4 games against teams from the other conference).

3.6- The best 8 teams in each conference qualify for the Playoffs.

3.7- The Division Champions automatically get the first two ranks of each conference.

3.8- Each rounds in the playoffs are 4 of 7 series.

 

Section 4 - Season

4.1- Activties sequence during a season:

4.1.1- Cities Draft (1st season only)

4.1.2- Players Draft [Universal (1st season) Entry (following seasons)]

4.1.3- Coach's signings.

4.1.4- Type 2 Free Agent sSignings (Restricted).

4.1.5- Type 3 Free Agents Signings (Unrestricted).

4.1.6- Arena Improvements (add more seats).

4.1.7- Investments.

4.1.8- Regular Season.

4.1.9- Playoffs.


 

Section 5- CITIES DRAFT

5.1- The Commissioner determines the selection order, which is generated randomly by the Simulator.

5.2- The Cities Attributes will mainly influence the financial aspect of the game.

5.3- The installation cost of a franchise in a City varies between 30 and 85 millions, depending on the City's attributes.

5.5.4- The cost of the franchise is loaned at a 10% annual interest rate.

5.5- At their turn, the GMs select their City directly on our Website.

 

Section 6- PLAYERS DRAFT

6.1- There are two types of players draft: The universal draft, which happens only the first year and all the players are available and the entry drafts the following seasons to select the rookies and undrafted players.

6.2- In both cases, the GMs will select the players at their turn on the Website. When a GM has made its selection, the player is automatically removed from the available players and is added to the team who selected him. An email is sent to the next GM to make his selection.

6.3- Drafting Methods :

6.3.1- Each GM selects a player on the Website when it is their turn, at their convenience. That type of draft may be long if the GMs take a few days before making a selection.

6.3.2- The Commissioner organizes a live draft event. All the GMs are asked to be on the Website at the same time for a certain amount of time, and make their selection when its their turn, and have a limited time to do so. That draft method is the fastest but requires most of the GMs to be available at the same time.

6.3.3- The Commissioner schedules a drafting schedule. Each GM has a limited time to make their selection. This draft method is fairly fast and does not require the GMs to be present at the same time on the Website. They will still need to be there when its time to make their selection.

6.4- If a GM knows he will not be there when its his turn to make a selection, he can program a list of players based on criterias, or create his own list manually.

6.5- If a GM is away when its his turn to select and that his time has run out, the Simulator will select the best player available. It will not be possible to change that selection afterwards.

6.6- There are more available players in the draft than players selected. The non-selected players will be available to all teams at the end of the draft. They will be signed as free agents.

 

Section 7- UNIVERSAL DRAFT

7.1- the Universal Draft is made of 26 rounds and 624 players to be drafted.

7.2- The Universal Draft works with reversed rounds system: Round 1: 1st to 24th, Round 2: 24th to 1st, Round 3: 1st to 24th, etc.

7.3- The selection order of the 1st round of the Universal Draft is the opposite of the Cities Draft. The GM who selected his City last will have the 1st pick overall in the Universal Draft.

7.4- You have to select a minimum of 2 goaltenders, 6 defensemens and 12 forwards. We strongly suggest that you draft substitute players at each position in order to have some depth when injuries come.

7.4- At the end of the Universal Draft, you will need to determine who stays with the Pro Club (minimum 20) and who will go to the farm club. This decision is crucial because it affects the waivers rules and your payroll.
 

Section 8- ENTRY DRAFT

8.1- There is a 2 rounds Entry Draft at the beginning of each season after the first one is completed. The avalaible players are mostly rookies and players who were not in your league the season before.

8.2- The Entry Draft uses a standard round system (Round 1: 1st to 24th, Round 2: 1st to 24th).
8.3- The draft order is determined by the reversed standings of the previous season, except for the teams who were excluded from the playoffs.

8.4- Among the 8 teams that were excluded from the playoffs, there is a lottery to determine the order of the first 8 positions.

8.5- The lottery does not affect the 2nd round.

8.6- The probabilities of the lottery are: (24th: 22.22%, 23rd: 19.44%, 22nd: 16.67%, 21st: 13.89%, 20th: 11.11%, 19th: 8.33%, 18th: 5.56% and 17th: 2.78%.

8.7- A team cannot loose more than one rank in this lottery.

8.8- The qualified players to the Entry Draft must have played a minimum of 15 games in the last NHL season (5 games for goaltenders and 15 for all the other players).

8.8.1- New players that have never been imported in WebSimHockey must have played a minimum of 40 games in the last NHL season(15 games for goaltenders and 40 for all the other players).

8.9- In the event that your league does an Entry Draft without enough players available, fictional players can be created.
 

Section 9- players attributes

9.0- The starting attributes of the players are based on the last NHL season.

9.1- Position :

9.1.1- A forward can play Center or Wings, but will be less efficient on most of the plays if he doesn't play his natural position. (about 5% penalty on these attributes only : ST, IT, SP, FI, HS, FO, PA, SHO, DEF). This is only applicable at even strengh.

9.1.2 - A player is not penalized if he plays left or right, wether he is left-handed or right-handed.

9.1.3 - A forward can play at the point on the powerplay only if he has 85+ HS (hockey sense) and 85+ PA (passing) or SHO (shooting). Because he doesn't play at his natural position, he will be less efficient on most of the plays (about 5% penalty on these attributes : ST, IT, SP, FI, FO, PA, SHO, 15% on HS and 25% on DEF attribute). A team is allowed only one forward at the point for his entire lineup.

9.2- Condition :

9.2.1- The player's condition is directly proportionnal to his efficiency in the overall plays.

9.2.2- A player cannot play a game if his condition is below 80. A substitute goaltender can play with a condition below 80.

9.2.3- The Condition attribute (CD) is not calculated in the Average (AVG) of a player.

9.3- Durability :

9.3.1- A player has more chances to be injured if his durability is low.

9.3.2- A player has a better overall condition throughout a season if his durability is high.

9.4- Stamina (Weariness) :

9.4.1- A player gets tired on the ice and recovers when on the bench or when the game has stopped.

9.4.2- A tired player will be less efficient in the overall plays (Except on faceoffs).

9.4.3- Players that are less tired playing on the same line will get more ice time.

9.4.4- A player will get less tired and will recover faster if he has a high Stamina.

9.5- Discipline :

9.5.1- Decreases the change to get a penalty.

9.6- Strength :

9.6.1- Increases the effectiveness of the following plays: Fighting, Dumping, Shooting (the farther the shot, the more important the strentgh is), Clearing, Fight for the puck, Block a shot (goalies), Body check.

9.7- Intensity :

9.7.1- Increases the effectiveness of the following plays: Fighting, Take possession of the puck, Carry the puck, Fight for the puck, Intercepting, Block a shot (goalies), Body Check, Stealing, Poking.

9.8- Speed :

9.8.1- Increases the effectiveness of the following plays: Fighting, Take possession of the puck, Carry the puck, Deking and shooting, Intercepting, Block a shot (goalies), Body Check, Stealing, Poking.

9.9- Finesse

9.9.1- Increases the effectiveness of the following plays: Fighting, Take possession of the puck, Carry the puck, Passing, Shooting (the closer the shot, the more important finesse is), Deking and shooting, Dumping, Clearing, Intercepting, Block a shot (goalies), Stealing, Poking.

9.10- Hockey Sense :

9.10.1- Increases the effectiveness of all the plays.

9.10.2- A successful play increases the advantage (effectiveness of the next play by a player of your team).

9.11- Faceoff :

9.11.1- Increases the effectiveness of the play Win a faceoff.

9.11.2- Winning a faceoff increases the advantage (effectiveness of the next play by a player of your team).

9.11.3- The Faceoff attribute is only calculated in the average of the Centers, although the wingers also have a value for that attribute.

9.12- Passing :

9.12.1- Increases the effectiveness of the play Passing.

9.13- Shooting (forwards and defensemens), Shot Block (goalies) :

9.13.1- Increases the effectiveness of the following plays: Shooting, Deking and shooting, Dumping and Clearing.

9.13.2- Increases the effectiveness of the play Block Shot (goalies).

9.14- Defense :

9.14.1- Increases the effectiveness of the following plays: Intercepting, Block Shot (forwards and defensemens), Body Check, Stealing and Poking.

9.14.2- The Defense attribute is not calculate in the goalies average (AVG).

9.15- Leader :

9.15.1- Increases the momentum (effectiveness of all the plays attempted by all the players of your team for the duration of the game).

9.15.2- The total of Leader points of the players of both teams are compared at the beginning of each game, using the following chart:

LD [0;69] = 0 pt
LD [70;79] = 5 pts
LD [80;89] = 15 pts
LD [90;100] = 20 pts

9.16.1- Increases the effectiveness of all the plays attempted by the player.

9.16.2- A successful play increases the advantage. (effectiveness of the next play attempted by a player of your team)

9.17- Potential :

9.17.1- Average that a player can reach at the age of 30 if he develops normally (without investment). The closest to 30 years old the player is, the more accurate the potential will be.

9.17.2- The Potential attribute is not calculated in the players average, because it does not influence any of the plays attempted. It is only being used to give an approximation of the future value of a player.

9.17.3- The potential is recalculated after each evolution of the players attributes (twice per season). It varies if the new average of the attributes has not progressed within the normal development.

9.17.4- Investing in player development (+), faster inscrease of the durability of young players (+), the maximum 100 obtained on an attribute (-) and the decimals in the average (+/-) are all unforseen factors in the normal development of a player that can influence the Potential, positively or negatively.

9.17.5- The Potential is calculated by adding the actual rounded average to the total of future increase of the average until the player reaches 30 years old. The projection of the normal variation of the average at each evolution of the players depends only of the player's age by using the following chart:

19 to 24  = +1 Average per evolution
25 to 29 = +0,5 Average per evolution
30 to 34 = -0,5 Average per evolution
35 to 39 = -1 Average per evolution
40 and plus = -2 Average per evolution

9.18- Average :

9.18.1- Overall rounded average of the players attributes.

9.18.2- Each attribute is considered equally in the average calculation.

9.18.3- The Faceoff (FO) attribute is calculate for the center players only.

9.18.3- The Defense (DEF) attribute is not calculated in the goalies average.

9.19- Fighting :

9.19.1- The players who can fight have a Fighting attribute that varies from 1 to 5. The higher the attribute, the bigger the chances that the player will fight.

9.19.2- A winning fight increases the momentum (effectiveness of all the plays attempted by all the players of your team for the duration of the game).
 

Section 10- players attributes evolution

10.1- With WebSim evoluation mode, attributes of players are reviewed twice a year (mid-season or after the simulation of the 82nd day of the regular season, and at the end of the season).

10.1.1- The simulator calculates the evolution of a player considering the following factors: age, investment in the development of players randomly (Exception : Experience and Leadership attribute change with the number of season/playoff games played by the attribution of the capatin/assistant)

10.1.2- The players evolution does not take into account the statistics of the player in the NHL or in the WebSimHockey season.

10.2- With the NHL evolution mode, attributes of professional and junior players are reviewed once a year (end of season).

10.2.2- In this mode, the evolution of players takes into account only the statistics of the NHL.

 

Section 11- cities attributes

11.1- Country :

11.1.1- In the United States, the television broadcasting revenues, Aux États-Unis, les revenus des réseaux de télévision, the primary and secondary sponsors are higher.

11.1.2- In Canada, there is more chance to have a game broadcasted on television and the popularity attribute is usually higher.

11.2- Population : ne des caractéristiques de la ville (1 M11.2.1- Increases the revenues of the primary and secondary sponsors.

11.2.2- Draws more attendance.

11.2.3- Increases the chances to bring a television network.

11.3- Popularity :

11.3.1- Increases the revenues of the primary and secondary sponsors.

11.3.2- Draws more attendance.

11.3.3- Increases the chances to bring a television network.

11.3.4- Increases the revenues for luxury suite.

11.4- Economy :

11.4.1- Increases the revenues of the primary and secondary sponsors.

11.4.2- Draws more attendance.

11.4.3- Increases the revenues for luxury suite.

11.5- Taxes : la dernière saison de la LNH.

11.5.1- Increases the team's expenses.

11.5.2- Decreases the coachs interest to sign a contract in that city.

11.5.3- Decreases the free agent players (Type 3) interest to play in that city.

11.6- Average :

11.6.1- Overall average of the attributes of the city (each attributes has the same value in the calculation of the average).

11.7- Cost of purchase:

11.7.1- The cost of purchase of a city is based on the average of its attributes (1M$ per average point).

11.8- Climate :

11.8.1- Draws less attendance.

11.8.2- Increases the coachs interest to sign a contract in that city.

11.8.3- Increases the free agent players (Type 3) interest to play in that city.

11.8.4- The Climate attribute is not calculated in the averge because of its positive and negative effects.

 

Section 12- COACHeS SIGNING

12.0- The starting attributes of the coaches are based on the statistics of the last NHL season.

12.1- There is no draft for the coaches.

12.2- For the first year, every GMs make an offer (annual salary and number of years) to all the coaches and then sort them by priority order (1 to 24).

12.3- The maximum duration of a coach contrat is 3 years.

12.4- The maximum salary to a coach with priority #1 is 1.5M$ and decreases by 50,000$ per priority.

12.5- The salary offered must be a multiple of 10,000$.

12.6- The Simulator evaluates the offers for all the coaches and signs a contract with the team that has the best condition for each coach.

12.7- The evaluation of the offers takes into account the following elements: annual salary, duration of the contract, climate, prestige, tax rate, loyaty and investment in negociations.

12.8- During the off-season, the teams without a coach will follow the same procedures to sign a new coach.

12.9-  A team can fire its coach at any time, but will also have to buyout the contract of the fired coach, under the following conditions:

- 50% of the salary for the reminder of the current season.

- 25% of the salary that he would've earned for the remaining years of the contract.
 

Section 13- coaches attributes

13.1- Defensive Strategy:

13.1.1- You distribute the Strategy points among the different defensive plays in order to increase the number of time that the players will attempt those plays. (Maximum 20 points per play).

13.2- Offensive Strategy :

13.2.1- You distribute the Strategy points among the different offensive plays to increase the number of times that the players will attempt those plays. (Maximum 20 points per play).

13.3- Practice :

13.3.1- You distribute the Practice Points to increase the effectiveness of a play during the next game (Maximum 20 pts per play).

13.4- Preparation / Motivation :

13.4.1- Increases the Momentum (effectiveness of all the plays attempted by all the players of your team for the duration of the game).

13.5- Power Play:


13.5.1- Increases the advantage (effectiveness of the next play attempted by a player of your team) if the team is in Power Play.

14.6- Penalty Kill :

13.6.1- Increases the advantage (effectiveness of the next play attempted by a player of your team) if your team is in Penalty Kill.

13.7- Even Strength :

13.7.1- Increases the advantage (effectiveness of the next play attempted by a player of your team) if your team plays Even Strength.
 

Section 14- TEAMS ATTRIBUTES

14.1- Prestige :

14.1.1- Increases the revenues of the primary sponsors.

14.1.2- Increases the revenues of luxury suites.

14.1.3- Increases the chances to bring a television network.

14.1.4- Increases the value of the offers made to the unrestricted free agents (type 3) and coaches.

14.2- Loyalty :

14.2.1- The Loyalty applies to the players and coaches that were with your team at the end of a season.

14.2.2- Increases the offers value to the unrestricted free agents (Type 3) and to the coaches.

14.3- Number of Superstars (80 & 89 AVG) and Legends (90+ AVG):

14.3.1- Increases the revenues of the primary sponsors.

14.3.2- Increases the revenues of luxury suites.

14.3.3- Increases the chances to bring a television network. 

14.3.4- Draws more attendance.
 

Section 15- teams attributes evolution

15.1- Prestige : 16.2.9- Aréna (bières) 15.1.1- Each team starts with a prestige value of 0.

15.1.2- The prestige value can increase or decrese at the end of the season, depending on your results:

15.1.2.1- Win the Cup : +1

15.1.2.2- Participating to the Final: +1

15.1.2.3- Participating to the Semi-Finals: +1

15.1.2.4- Participating to the Quarter-Finals: +1

15.1.2.5- Participating to the playoffs: +1

15.1.2.6- Regular season Champion: +1

15.1.2.7- Conference Champion: +1

15.1.2.8- Division Champion: +1

15.1.2.9- Last team in League Standings (Pts): -1

15.1.2.10- Last team in Division Standings(Pts): -1 (except if the team has a playoff spot)

15.1.2.11- No Playoffs participation: -1

15.1.3- The prestige points are CUMULATIVE. Ex 1: Winning the cup is equivalent to 5 prestige points. Ex 2: Finishing last in general standings is equivalent to -3 prestige points (-1 last of league, -1 last of division, -1 no playoffs participation)

15.1.4- Prestige points

15.1.4- Only prestige points from the last 5 seasons will count. This means that a team can have maximum 40 prestige points (5 times cup winner during the last 5 years & 5 times being the regular season Champion). At worst, a team will have -15 prestige points (5 times last in general standings).

15.2- Each+1 prestige point increasemost of your revenus by 1% (ie. : 12 prestige points = +12% on most of your revenus and -8 prestige = -8% on msot of your revenus).

 

Section 16- finances (general)

16.1- You will purchase two main assets before the start of your first season:

16.1.1- Installation of the franchise in a market (city).

16.1.2- Build an arena.

16.1.3- Each year, you will have the opportunity to increase the number of seats in your arena.

16.2- How to generate revenues: <16.2.1- Television network

16.2.2- Primary sponsors

16.2.3- Secondary sponsors

16.2.4- Various rewards

16.2.5- Brand products

16.2.6- Arena (attendance)

16.2.7- Arena (luxury suites)

16.2.8- arena (parking)

16.2.9- Arena (beer)

16.2.10- Arena (hot-dog)

16.2.11- Trades

16.3- How to accumulate expenses:

16.3.1- Salaries (players and coaches)

16.3.2- Salaries (administrative personnel)

16.3.3- Investments (arena and team)

16.3.4- Arena Maintenance

16.3.5- Trades

16.3.6- Contracts buy-outs

16.3.7- Royalties to the league

16.3.8- Punitive Taxes (salary cap overrun)

16.3.9- Interests on dept

16.3.10- Taxes

16.4- When your revenues are higher than your expenses, you generate a Profit.

16.4- When your expences are higher than your revenues, you generate a Deficit.

16.5- The dept is the sum of your accumulated profits and deficits.

 

Section 17- finances (assets)

17.1- The costs of your assets (city, arena), are not calculated in the yearly results (profit or deficit) but are included in the team's dept.

17.2- The assets are purchased or modified before each season.

17.3- The assets and an approximate cost:

17.3.1 Buying a market (city):

17.3.1.1- The value of a city varies between 30 and 85 millions, depending on their attributes.

17.3.2- Building an arena:

17.3.2.1- Basic costs (10 millions).

17.3.2.2- Number of GOLD seats (5 000$ per seat, minimum 500 seats, maximum 2 500 seats)
17.3.2.3- Number of SILVER seats ( 2500$ per seat, minimum 1000 seats; maximum 5000 seats).
17.3.2.4- Number of BRONZE seats (1000$ per seat, minimum 10000 seats; maximum 15000 seats).

17.3.2.5- Number of luxury suites (200,000$ per suite; minimum 0 suite, maximum 50 suites).

17.3.2.1- The estimated cost of an arena varies between 25 and 60 millions.

17.3.3- Arena modifications:

17.3.3.1- The estimated modification cost of an arena varies between 0 and 35 millions, depening on how many seats and suite are added.

17.4- The total assets value varies from 55 and 145 millions.

***Caution: The purhase and modification of your assets will increase your dept.
 

Section 18- finances (revenuEs)

18.1- Network television

18.1.1- Before the start of the regular season, the Simulator calculates the value of all the regular season games on network television:

18.1.1.1- Receiving team's investment in Press Box (arena).

18.1.1.2- Investment in market development.

18.1.1.3- Number of superstars (AVG 80 to 89), and Legends (AVG 90+) and Futur Legends (90 PO +) of all teams.

18.1.1.4- Population of the receiving team

18.1.1.5- Popularity of the receiving team.

18.1.1.6- General standing rank of the past season.

18.1.1.7- Number of playoffs round of the past season.

18.1.2- Then, the Simulator attributes the games on the different network televisions, using those Granting Rules.

18.1.3- The revenues are added at the signing of the contract (before the start of regular season).ntract (before the start of regular season).

18.1.4- Below, you will find a table showing how the network television works:

Network Television

Revenues per game (receiving)

Number of games (league)

Maximum games per team

Broadcasting country

Granting rule

Specialized network

1 000 000 $

50

5

Canada & United States

50 best valuable games

American National Television

750 000 $

150

10

United States

150 best valuable USA remaining  games

Canadian National Television

500 000 $

100

15

Canada

100 best valuable CAN remaining  games

American Regional Television

400 000 $

200

15

United States

200 best valuable USA remaining  games

Canadian Regional Television

350 000 $

100

20

Canada

100 best valuable CAN remaining  games

American Local Television

250 000 $**

X

X

United States

X best valuable USA remaining  games

Canadian Local Television

250 000 $**

X

X

Canada

X best valuable CAN remaining  games

*The revenus per game are increased/decreased by 1% for each prestige points of the home team.
**The local revenus per game = (1 + Prestige/100 + (Economy-50)/100) * 250 000$

18.1.5- The yearly estimated revenues of broadcasted games varies between 7 and 25 millions.

18.2- Primary Sponsor

18.2.1- Each team has one primary sponsor and each primary sponsor is associated to a single team only.

18.2.2- Before each new season, the Simulator calculates the value of the teams for the primary sponsors, using the following criterias:

18.2.2.1- Population

18.2.2.2- Economy

18.2.2.3- Country

18.2.2.4- Popularity

18.2.2.5- Investment in market development.

18.2.2.6- Prestige

18.2.2.7- Number of superstars (80+ AVG) and legends (90+ AVG)

18.2.3- Each team is attributed a primary sponsor depending on the results of the calculation (1st = best primary sponsor)

18.2.4- The revenues are added before the start of the regular season.

18.2.5- Below, you will find the various primary sponsors and their value:

Sponsor

Yearly Revenues

Clothing

          2 000 000$

Sports Accessories

          2 250 000$

Crafting Material Distributor

          2 500 000$

Appliances

          2 750 000$

Electronic

          3 000 000$

Drugstores

          3 250 000$

Drinks

          3 500 000$

Alimentation

          3 750 000$

Fast Food

          4 000 000$

Metals

          4 250 000$

Oil

          4 500 000$

Aeronautical and Aerospace

          4 750 000$

Automobile

          5 000 000$

Microprocessors

          5 250 000$

Softwares

          5 500 000$

Computers

          5 750 000$

Telecommunication

          6 000 000$

Internet

          6 250 000$

Television

          6 500 000$

Entertainment

          6 750 000$

Insurances

          7 000 000$

Financial Services

          7 250 000$

Bank

          7 500 000$

Large Retail Stores

          7 750 000$

18.2.6- The estimated yearly revenues for a primary sponsor vary between 2 and 7.75 millions.

18.3- Secondary Sponsors

18.3.1- The Simulator calculates the overall value of the secondary sponsors using the following criterias:

18.3.1.1- Population

18.3.1.2- Economy

18.3.1.3- Popularity

18.3.1.4- Investment in market development

18.3.1.5- Investment in marketing & advertising

18.3.1.6- Country

18.3.2- The revenues for secondary sponsors are added before the start of the regular season.

18.3.3- The estimated yearly revenues for secondary sponsors vary between 4 and 10 millions.

18.4- Promotional Items

18.4.1- The Simulator calculates the sales total for promotional items using the following criterias:

18.4.1.1- Population

18.4.1.2- Economy

18.4.1.3- Popularity

18.4.1.4- Investment in market development

18.4.1.5- Investment in marketing & advertising.

18.4.1.6- Country

18.4.1.7- Prestige

18.4.1.8- Number of superstars (80+ AVG) and legends (90+ AVG)

18.4.2- The revenues for promotional items are added before the start of the regular season.

18.4.3- The estimated yearly revenues for promotional items vary between 2.5 and 5.5 millions.

18.5- Marketing

18.5.1- Below, you will find a table showing how the Marketing items are attributed.

New Promotional Item

Revenues

Maximum number per league

Maximum number per team

Minimal requirements

New Jersey

2 500 000$

2

1

$1.750M Marketing & Sponsors

Clothing

2 000 000 $

5

1

$1.250M Marketing & Sponsors

DVD

1 500 000$

10

1

$1.0M Marketing & Sponsors

Team Magazine

1 000 000$

15

1

$0.750M Marketing & Sponsors

Bobble Head

750 000$

20

1

$0.5M Marketing & Sponsors

Team Calendar

500 000$

20

1

$0.250M Marketing & Sponsors

18.5.2- The assignment of new marketing products is done randomly in proportion of the marketing investment and between teams that meet the minimal requirements.

18.5.3- The revenues for new marketing products are added before the regular season.

18.5.4- The estimated yearly revenues for new marketing products vary between 0 and 8.25 millions.

18.6- Arena (attendance)

18.6.1- The simulator calculates assistance during home games depending on:

18.6.1.1- Ticket cost*

18.6.1.2- Parking cost*

18.6.1.3- Hot-dog cost*

18.6.1.4- Beer cost*

18.6.1.5- Population

18.6.1.6- Economy*

18.6.1.7- Popularity

18.6.1.8- Investment in market development

18.6.1.9- Investment in sound & image (arena)

18.6.1.10- Investment in marketing and advertising

18.6.1.11- Both teams Prestige attribute

18.6.1.12- Number of Legends (90+ AVG) of both teams

18.6.1.13- Number of Superstars (Between 80 and 89 AVG) of both teams

18.6.1.14- Playoff games (+-20% extra per playoff round)

18.6.1.15- Climate (-)

* Varies differently depending on the seats type (Gold, Silver and Bronze)

18.6.2- The attendance revenues are added after each home game.

18.6.3- You can modify the cost of your tickets at any time: Gold (Between 50$ and 200$), Silver (between 30$ and 100$) Bronze (between 20$ and 60$).

18.6.4- The yearly revenues for attendance vary between 10 and 40 millions in regular season and 0 to 20 millions in playoffs.

18.7- Arena (luxury suites)

18.7.1- The simulator calculates the value of the luxury suites at the beginning of the regular season using the following criterias:

18.7.1.1- Number of luxury suites

18.7.1.2- Investment in market development

18.7.1.3- Investment in marketing & advertising.

18.7.1.4- Popularity

18.7.1.5- Economy

18.7.1.6- Prestige

18.7.1.7- Number of superstars (between 80 and 89 AVG) and legends (90+ AVG)

18.7.2- The revenues for luxury suites are added before the regular season.

18.7.3- The estimated yearly revenues of luxury suites vary between 0 to 10 millions.

18.8- Arena (parking)

18.8.1- The Simulator calculates the parking revenues during home games using the following criterias:

18.8.1.1- Number of spectators par seat type (Gold, Silver and Bronze)*

18.8.1.2- Parking Cost

* The proportion of spectators using a car varies depending on the seat type (Gold++, Silver+ and Bronze)

18.8.2- The parking revenues are added at the end of each home game.

18.8.3- At any time, you can modify the parking cost (Between 5 and 20$).

18.8.4- The estimated yearly revenues for parking vary between 0.75 and 3 millions during the regular season and between 0 and 0.75 millions in playoffs.

18.9- Arena (beers)

18.9.1- The Simulator calculates the beers revenues during home games using the following criterias:

18.9.1.1- Number of spectators par seat type (Gold, Silver and Bronze)*

18.9.1.2- Beer cost

* The proportion of spectators buying beers varies depending on the seat type (Gold++, Silver+ and Bronze)

18.9.2- The beer revenues are added at the end of each home game.

18.9.3- At any time, you can modify the beer cost. (Between 1$ and 10$).

18.9.4- The estimated yearly revenues for beers vary between 0.5 and 5 millions during the regular season and between 0 and 1.5 millions in the playoffs.

18.10- Arena (hot-dog)

18.10.1- The Simulator calculates the hot dogs revenues during home games using the following criterias:

18.10.1.1- Total attendance

18.10.1.2- Hot dog cost

18.10.2- The hot dogs revenues are added at the end of each home game.

18.10.3- At any time, you can modify the hot dog cost (between 1 and 5$).

18.10.4- The estimated yearly revenues for hot dogs vary between 0.5 and 5 millions during the regular season and between 0 and 1.5 millions in the playoffs.

18.10- Trades

18.10.1- A team can receive money in a trade.

 

Section 19- finance (expenses)

19.1- Salaries (players and coaches) :

19.1.1- The salary expenses for players and coaches are added after each regular season game.

19.1.2- The estimated yearly expenses in salary for players and coaches varies between 25 and 57 millions.

19.3- Investment (team and arena)

19.3.1- Each investment must be done before the start of the regular season.

19.3.2- Each investment level costs 250,000$.

19.3.3- You can purchase a maximum of 10 investment levels.

19.3.4- You will find below the different types of investments that are available:

19.3.4.1- Sound & Image (arena):

19.3.4.1.1- Draws more attendace.

19.3.4.2- Press box (arena):

19.3.4.2.1- Increases the chance to get network television (must respect the minimal requirements for larger networks)

19.3.4.3- Marketing :

19.3.4.3.1- Increases the secondary sponsors revenues

19.3.4.3.2- Increases the luxury boxes revenues.

19.3.4.3.3- Draws more attendance

19.3.4.3.4- Increases the promotional items revenues.

19.3.4.3.5- Opens the possibility of getting new marketing products

19.3.4.4- Market Development:

19.3.4.4.1- Increases the primary sponsors revenues

19.3.4.4.2- Increases the secondary sponsors revenues

19.3.4.4.3- Increases the luxury boxes revenues

19.3.4.4.4- Draws more attendance

19.3.4.4.5- Increases the promotional items revenues

19.3.4.5- Physical Fitness Room:

19.3.4.5.1- Increases the condition (CD) recovery (80+ condition)

19.3.4.6- Medical Facilities :

19.3.4.6.1- Increases the condition (CD) recovery (80- condition)

19.3.4.7- Players Development :

19.3.4.7.1- Increases the chance of getting better attributes during the player evolutions.

19.3.4.8- Travels :

19.3.4.8.1- Decreases the loss of momentum due to road games.

19.3.4.9- Negociations :

19.3.4.9.1- Increases the offers value to players (Type 2 and 3) and coaches

19.3.5- The estimated yearly expenses for investments (team and arena) vary between 0 and 17 millions.


19.3.5.1- The annual investment espenses are limited to 15M during season 1

19.3.5.2- The annual investment expenses are limited by your debt rank in the league from season 2. The team with the lowest debt may invest up to 17M. Each debt rank limits your maximum investment amount by 250k. The team with the highest debt will therefore only invest 11.250M.

19.4- Maintenance (arena)

19.4.1- The Simulator calculates the arena maintenance expenses using the following criterias:

19.4.1.1- Basic cost (1 million, annually)

19.4.1.2- Number of seats (500$ per seat, annually)

19.4.1.3- Number of silver seats (250$ per seat, annually)

19.4.1.4- Number of bronze seats (100$ per seat, annually)

19.4.1.5-Number of luxury suites (20,000$ per suite, annually)

19.4.2- The arena maintenance expenses are added before the regular season.

19.4.3- The estimated yearly expenses for arena maintenance vary between 2.5 and 5.125 millions.

19.5- Trades

19.5.1- A team can give money in a trade.

19.5.2- The money given in a trade is not added to the team's payroll.

19.6- Contract Buy-out

19.6.1- A team can buy-out a player's or coach's contract.

19.6.2- The buy-out contract value is not added to the team's payroll.

19.6.3- See Section 21.8 for cost information on contract buy-out.

19.6.4- A team that buys out a player's contract cannot hire that player within the same year.

19.7- Punitive Tax

19.7.1- A punitive tax is added to a team that has a payroll beyond the salary cap (55 millions*).

19.7.2- The punitive tax is equal to 1$ (virtual) per dollar over the salary cap.

19.7.3- The Simulator calculates the value of the punitive tax, if it applies, at the end of the season with the total team payroll that has been spent by the team and adds the expense at that moment.

Per example, a team payroll of 57 millions will cost 2 millions in punitive tax.

19.7.4-  The estimated yearly expenses for a punitive taxes vary between 0 and 5 millions.

19.8- Dept Interest

19.8.1- The Simulator calculates and adds the dept interests expenses before the regular season, depending on the dept of the team at that moment.

19.8.1.1- For the 1st year, the interest is calculated on the amount of the initial loan, which includes the city purchase cost and minimal arena construction cost (25 millions).

19.8.1.2- For the following years, the interest of the current year is calculated on the final dept of the previous year.

19.8.2- The basic interest rate is 10%

19.8.3- The estimated yearly expenses for the dept interest vary between 5.5 and 14.5 millions for the first years and then varies depending on the indeptedness rate.

19.9- Income tax

19.9.1- The Simulator calculates the income tax expenses at the end of the year depending on the profit for that year.

City

% Tax

City

% Tax

Nashville

8.30%

San Francisco

10.30%

Memphis

8.30%

San Jose

10.30%

Birmingham

8.70%

San Diego

10.30%

Miami

9.20%

Riverside

10.30%

Tampa

9.20%

Sacramento

10.30%

Orlando

9.20%

Indianapolis

10.30%

Jacksonville

9.20%

Baltimore

10.30%

Dallas

9.30%

Louisville

10.30%

Houston

9.30%

New Orleans

10.40%

Austin

9.30%

Hartford

10.50%

San Antonio

9.30%

Bridgeport

10.50%

St-Louis

9.40%

Minneapolis

10.70%

Kansas City

9.40%

Salt Lake City

10.90%

Oklahoma City

9.40%

Columbus

11.00%

Denver

9.50%

Cincinnati

11.00%

Las Vegas

9.50%

Cleveland

11.00%

Portland

9.60%

Toronto

11.20%

Philadelphia

9.70%

Ottawa

11.20%

Pittsburgh

9.70%

Hamilton

11.20%

Virginia Beach

9.70%

Milwaukee

11.40%

Richmond

9.70%

Providence

11.40%

Chicago

9.80%

New York

12.00%

Boston

9.80%

Buffalo

12.00%

Atlanta

9.80%

Rochester

12.00%

Calgary

10.00%

Washington

12.00%

Edmonton

10.00%

Vancouver

14.70%

Seattle

10.00%

Winnipeg

17.40%

Charlotte

10.00%

Montreal

20.00%

Detroit

10.10%

Québec

20.00%

Phoenix

10.20%

 

 

Los Angeles

10.30%

 

 


19.9.2- The estimated yearly expenses for income taxes vary between 0 (if no profit) to X millions (depending on profits).
 

Section 20- Finance (debt)

20.1- It is allowed to have a negative cash balance during the season and end it with a deficit.

20.2- If a team ends the season with a negative cash balance, it will automatically loan that amount. That amount is added to the team's debt.

20.3- If a team ends the season with a positive cash balance, it will automatically reimburse that amount. This amount decreases the team's dept.

20.4- A team pays interest at the beginning of each year on the final dept amount of the previous year at a 10% rate.

 

Section 21- players contracts

21.1- General

21.1.1- The minimum player salary is 450,000$.

21.1.2- The maximum player salary is 9,000,000$.

21.1.3- The players in the farm clubs salary count for 10%.

21.2- Entry Draft

21.2.1- The players eligible to the Entry Draft are the new players who were not yet available for a league. It can be rookies (mostly) but also veterans.

21.2.2- The player's contracts (year and salary) are based on the NHL contracts.

21.3- Rookies

21.3.1- To be considered a rookie, a player has to be less than 25 years old and who never played more than 41 games in a WebSimHockey season.

21.4- Free Agents

21.4.1- Below, the attributes of each free agent type:

Player Type

Age

Maximum years on a contract

No free agency (Type 1)

24 years and less

Set depending of AVG

Restricted free agents (Type 2)

25 to 29 years old

3 years + 1yr option (player or team)

Unrestricted free agents (Type 3)

30+ years old

3 year + 1yr option (player or team)

21.4.2- A player becomes a free agent when their contract has ended (at the end of the year if there is 1 year left to a contract).

Example: A 29 years old player that has 1 year left under contract will be unrestricted free agent (Type 3) at the end of the season.

21.5- Players with no free agency (Type 1)

21.5.1-  A Type 1 player will automatically sign with the same team at the end of his contract, with a 25% salary raise, for a number of years that varies depending on his Average (AVG):

Average

Number of years

0 to 69

4

70 to 75

3

76 to 79

2

80+

1

21.6- Restricted Free Agents (Type 2)

21.6.1- A Type 2 free agent can sign a contract for a maximum of 3 years.

21.6.2- The offer must be a multiple of 10,000$.

21.6.3- You can make an exclusive offer to your Type 2 players.

21.6.3.1- First, you have a chance to sign your Type 2 players before any other team during the "Type 2 Free Agents Signature (your team only)" step.

21.6.3.2- Second, If your offer is considered insufficient, all the other teams will have the opportunity to make an offer on that player during the "Type 2 Free Agents Signature" step

21.6.3.2.1- During the "Type 2 Free Agents Signature" step, you must make an offer to your type 2 players in order to keep your rights to accept compensations or to match the offer. However, making an offer also force you to accept salary arbitration if it happens.

21.6.4- The evaluation of the offers will take the following criterias into account::

21.6.4.1- Annual salary offered

21.6.4.2- Duration of contract

21.6.4.3- Option year (player or team)

21.6.4.4- Maximum average (AVG) that can be reached during the contract.

21.6.4.5- Player status (Legend: 90+ AVG, Superstar : between 80 and 89 AVG, Star: between 75 and 79 AVG, Established: betwee 70 and 75 AVG).

21.6.4.6- Possibility that the player won't benefit his unrestricted free agent status at 30 years old.

21.6.4.7- Investment in negociations

21.6.4.8- Climate

21.6.4.9- Prestige

21.6.4.10- Income tax rate

21.6.4.11- Loyalty

21.6.5- Here are the possible scenarios during the "Type 2 Free Agents Signature" step:

21.6.5.1- If the better offer comes from the player's team and is superior to the minimum acceptable salary for that player, the player signs with the team at the conditions offered (salary, years, option).

21.6.5.2- If the better offer comes from the player's team and is inferior to the minimum acceptable salary for that player, the player signs with the team but the salary is determined by the arbitrator at +0 to +30%, randomly, of the minimum acceptable salary.

21.6.5.3- If the better offer comes from another team and is superior to the minimum acceptable salary for that player and the team that owns the rights decides to accept the compensations(his must must have made an offer to have these rights); the player signs with the new team at the conditions offered (salary, years, option). If the player's team didn't make an offer, the player will sign with the team who have made the best offer and his old team won't get any compensations.

21.6.5.4- If the better offer comes from another team and is superior to the minimum acceptable salary for that player and the team that owns the rights decides to match the offer(his must must have made an offer to have these rights); the player signs with his original team at the conditions offered (salary, years, option). If the player's team didn't make an offer, the player will sign with the team who have made the best offer and his old team won't have the opportunity to match the offer.

21.6.5.5- If the better offer comes from another team and is inferior to the minimum acceptable salary for that player and the team that owns the rights decides to accept the compensations(his must must have made an offer to have these rights); the player signs with the new team at the conditions offered (salary, years, option). If the player's team didn't make an offer, the player will sign with the team who have made the best offer and his old team won't get any compensations.

21.6.5.6- If the better offer comes from another team and is inferior to the minimum acceptable salary for that player and the team that owns the rights decides to match the offer(his must must have made an offer to have these rights); the player signs with his original team at the conditions offered (salary, years, option). If the player's team didn't make an offer, the player will sign with the team who have made the best offer and his old team won't have the opportunity to match the offer.

21.6.5.7- If a player does not receive an offer, he automatically becomes an unrestricted free agent and is available to sign by all teams.

21.6.6- A GM cannot offer a contract to a restricted free agent (type 2) that belongs to another team unless he possesses all the required compensations.

21.6.6.1- All compensations must be for the next year draft only.

21.6.7- Si a team decides to let a player go, it will be eligible to a compensation.

21.6.7.1- Below, the compensation table for restricted free agents.

Potential

Compensation draft pick for the next entry draft

Compensation amount ($)

85+

2 first and
1 second round

20 000 000$

80 to 84

1 first and
2 second round

10 000 000$

75 to 79

1 first and
1 second round

  5 000 000$

70 to 74

1 second round

  2 500 000$

65 to 69

1 second round

  1 500 000$

60 to 64

1 second round

  1 000 000$

60-

-

     500 000$

21.7- Unrestricted free agents (Type 3)

21.7.1- The maximum offer for a player is 9,000,000$.

21.7.2- An unrestricted free agent can sign a contract for a maximum of 3 years + 1 option year (team or player).

21.7.3- The offer must be a multiple of 10,000$.

21.7.4- The offer must be higher than the minimum acceptable salary for that player.

21.7.5- The player signs with the team that offers the best conditions.

21.7.6- You have 1 opportunity to sign your unrestricted free agents before they are available to all teams.

21.7.7- The offer evaluation will take into account the following criterias:

21.7.7.1- Annual salary offered

21.7.7.2- Duration of contract

21.7.7.5- Player status (Legend 90+ AVG, Superstar between 80 and 89 AVG, Star between 75 and 79 AVG and Established between 70 and 74 AVG).

21.7.7.6- Investment in negociations

21.7.7.7- Climate

21.7.7.8- Prestige

21.7.7.9- Income tax rate

21.7.7.10- Loyalty

21.7.8- No-trade Clause: A player signed during the Unrestricted free agents (Type 3) round of signature opened to all teams must be kept in your team during the first year of his contract. The player cannot be traded, although the player can be sent to waivers.

21.7.9- Player's option year

21.7.9.1- At the end of a player's contract, the player's agent (simulator) decides if the player uses his option year or if he will test the unrestricted free agent market.

21.7.9.2- If the option is being used, the player stays with the teams for one more year at the same conditions.

21.7.9.3- A player's option offered in a contract is a plus-value for the agent.

21.7.10- Team's option year

21.7.10.1- At the end of a player's contract, you (the GM), will decide if you keep the player for an additionnal year or if the player will test the unrestricted free agent market.

21.7.10.2- If the option is being used, the player stays with the team for one more year at the same conditions.

21.7.10.3- A team's option offered in a contract is considered a downside by the agent.

21.7.11- A player without contract will remain available to all teams during the season. You can sign the unsigned free agents at any time during the season, using the same rules applicables to unrestricted free agents.

21.8- Buy-out Contract

21.8.1- You can buyout a player's contract at any time.

21.8.2- The buyout cost of a contract is 50% of the reminder of the salary until de end of the season PLUS 50% of the player's salary for the remaining years of the contract, including the option years.

21.8.3- A player whose contract has been bought out automatically becomes an unrestricted free agent (Type 3).

 

Section 22- team payroll

22.1.1- The team payroll is the value for all professionnal players salaries (scratched or not).

22.1.2- The coach's salary is not included in the team payroll.

22.1.3- Injured players (Durability < 80) are not included in the team payroll.

22.2- Salary Cap:

22.2.1- The salary cap is 55 Millions.

22.2.2- A team that is over the salary cap during the season will pay a punitive tax (1$ per dollar above the cap) at the end of th22.2.3- Since the team payroll expenses are added to the Balance Sheet after each regular season game (1/82 of the team payroll), it is the actual money spent on the payroll during the season that counts for the punitive tax calculation.

At the end of the season, in the Balance Sheet, we use the amount found under Professionnal Players Salary.

That means that you could be over the salary cap during the season but still not pay a punitive tax at the end of the season, if the total for the season is lower than the salary cap.

22.2.4- Below, the table for punitive tax penalties for teams above the salary cap at the end of the season.

Amount above teh Cap Penalty
0 to 5 Millions 1$ for each $ above the Cap
5 Millions and more* 1$ for each $ above the cap
AND
Unable to save the Pro/Farm

* The Commissioner can add penalties if a team is above the salary cap for more than 5M$, during the season. It is stronly suggested that these penalties are approved by the league's GMs.

22.2.5- The salary cap does not apply during the off-season.

22.3- There is no minimum amount required to spend on the salary cap.
 

Section 23- lineup

23.1- The GMs must save their lineup directly on the Web.

23.2- The lineups are updated instantly on the Website.

23.3- You can change your lineup in seconds just before a simulation.

23.4- If your lineup is invalid (injuries, suspension, etc,), the Simulator will fix it for you.

23.5- Your lineup is made of exactly 20 professional players.

23.6- Your lineup must be made of exactly 12 forwards, 6 defensemens and 2 goaltenders.

23.7- Overall, your professional team (lineup + scratch) can have a maximum of 25 players (maximum 5 scratch players).

23.7.1- In playoffs, your professional team (lineup + scratch) can have a maximum of 30 players (maximum 10 scratch players).

23.7.2- In playoffs, all players moving from farm team to pro team will return to the pro team at the beginning of the Post-Season step. See Rule 24.8 for waiving system during playoffs.
23.7.3 In playoffs, all players moving from pro team to farm team will return to the farm team at the beginning of the Post-Season step.

23.8- Overall,  your professional team (lineup + scratch) and farm team must have a minimum of 22 players.

23.9- Overall, your professional team (lineup + scratch) and farm team can have a maximum of 40 players.

23.10- At the end of the universal draft, you must determine who will be your starting professional and farm team. This is an important decision because of the rules applicable to the waivers and your team payroll.
 

Section 24- waivers

24.1- A player can be sent to the waivers if he is sent to the farm team and is in one of those two situations:

24.1.1- Is at least 25 years old.

24.1.2- If he has played 10 or more games with the professional team.

24.2- A claimed player from the waivers is automatically sent to the professional team.

24.3- When a player is sent to waivers, he is available to all teams and will sign on the second simulation after he was waivered, if he has received an offer.

24.4- After 2 simulations, an unclaimed player will join the farm team.

24.5- Of all interested teams, the player will sign with the team that has less standing points after the second simulation.

24.6- For the first 10 simulations of the first season, the teams priority order for waivered players is determined on the number of players above 80 OV that each team has. If both teams have the same number of players above 80OV, the simulator will use the number of players above 75OV instead. If the equality persits, the player chooses one city randomly.

24.7- For all the seasons except the first one, the previous year's standing is being used for 10 simulations to determine the teams priority.

24.8-In playoffs, all players can move from pro to farm team and from farm to pro team. There is no waivers effective during playoffs. Players will return to where they were at the beginning of the playoffs once the league is in Post-Season step.
 

Section 25- trades

25.1- The Trade Deadline is on the 120th day of the calendar (about 66% of the season).

25.2- A trade can be made of the following elements:

25.2.1- Players

25.2.2- Draft Picks

25.2.3- Money

25.3- A future consideration cannot be included in a trade.

25.4- For a trade to be accepted, a GM must submit an offer and the other GM must accept it.

25.5- If the trade is not considered as being fair by the Simulator, the Commissioner must manually approve or reject the trade.

25.6- Once a trade is completed, the Simulator automatically updates all the elements included in the trade for both teams.
 

Section 26- RETIREMENT

26.1- 26.1- No matter how many years are left on his contract, a player retires during the off-season when one of the following conditions has been met:

Age

Average

40+ years old

Less than 70

35+ years old

Less than 65

30+ years old

Less than 60

 

Section 27- Points of participation

27.1-  The GMs accumulate points of participations when they:

Read an article

+1

Evaluate an article

+1

Contribution to the articles (daily budget spent)

+2

Writing an article

+5

Non-responded trade offer (per day)

-1

Invalid lineup (auto lineup)

-2

 

Section 28- simulator

28.1- Offensive, Defensive and Neutral Zone Plays

28.1.1- Below, you will find the offensives plays that can be attempted during a game and the attributes that influence their success:

28.1.1.2- Passing: Hockey sense (10%), Experience (15%), Fatigue (10%), Finesse (15%), Passing (50%)

28.1.1.3- Carry the puck : Hockey sense (10%), Experience (15%), Fatigue (15%), Intensity (5%), Speed (35%), Finesse (20%)

28.1.1.4- Shoot from the slot : Hockey sense (10%), Experience (15%), Fatigue (10%), Strength (10%), Shooting (40%), Finesse (15%)

28.1.1.5- Shoot from the point : Hockey sense (10%), Experience (15%), Fatigue (10%), Strength (20%), Shooting (40%), Finesse (5%)

28.1.1.6- Shoot from the sides : Hockey sense (10%), Experience (15%), Fatigue (10%), Strength (15%), Shooting (40%), Finesse (10%)

28.1.1.7- Shoot from behind the net : Hockey sense (10%), Experience (15%), Fatigue (10%), Strength (5%), Shooting (40%), Finesse (20%)

28.1.1.8- Shoot (other) : Hockey sense (10%), Experience (15%), Fatigue (10%), Strength (25%), Shooting (40%)

28.1.1.9- Deke and shoot : Hockey sense (10%), Experience (15%), Fatigue (15%), Speed (20%), Shooting (15%), Finesse (25%)

28.1.1.10- Dumping : Hockey sense (10%), Experience (15%), Fatigue (5%), Strength (5%), Shooting (40%), Finesse (25%)

28.1.1.11- Clearing : Hockey sense (10%), Experience (15%), Fatigue (5%), Strength (25%), Shooting (40%), Finesse (5%)

28.1.2- Below, you will find the defensive plays that can be attempted during a game and the attributes that influence their success:

28.1.2.1- Intercepting : Hockey sense (10%), Experience (15%), Fatigue (10%), Intensity (5%), Speed (15%), Finesse (25%), Defense (20%)

28.1.2.2- Shot block (goaltenders) : Hockey sense (10%), Experience (15%), Fatigue (5%), Strength (5%), Intensity (5%), Speed (15%), Finesse (10%), Shot block * (35%)
*For a goalie, Shooting attribute = Shot block attribute

28.1.2.3- Shot block (forwards and defensemens) : Hockey sense (10%), Experience (15%), Fatigue (5%), Intensity (10%), Finesse (5%), Defense (55%)

28.1.2.4- Body Check : Hockey sense (10%), Experience (15%), Fatigue (15%), Strength (25), Intensity (20%), Speed (5%), Defense (10%)

28.1.2.5- Stealing : Hockey sense (10%), Experience (15%), Fatigue (10%), Intensity (5%), Speed (20%), Finesse (20%), Defense (20%)

28.1.2.6- Poking : Hockey sense (10%), Experience (15%), Fatigue (5%), Intensity (5%), Speed (10%), Finesse (10%), Defense (45%)

28.1.3- Below, you will find the neutral zone plays that can be attempted during a game and the attributes that influence their success:

28.1.3.1- Faceoff : Hockey sense (10%), Experience (15%), Faceoff (75%)

28.1.3.2- Fight : Hockey sense (10%), Experience (15%), Fatigue (20%), Intensity (20%), Strength (35%)

28.1.3.3- Take possesion of the puck : Hockey sense (10%), Experience (15%), Fatigue (20%), Intensity (15%), Speed (40%)

28.2- Momentum

28.2.1- The Momentum points increase the success rate of all the attempted plays during a game.

28.2.2- Below, the elements that influence the Momentum during a game (long term):

28.2.2.1- Receiving team(+)

28.2.2.2- Leader attributes (+)

28.2.2.3- Winning sequence  (+) or loosing sequence (-)

28.2.2.4- Goals during a game (+)

28.2.2.5- Important saves during a game (+)

28.2.2.6- Winning fights during a game (+)

28.2.2.7- Body checks during a game (+)

28.2.2.8- Time-outs (+)

28.2.2.9- End of period (- if leading and + if behind the momentum)

28.2.2.10- Coach's Preparation and motivation attributes (+)

28.2.2.11- Trades with important players (75+ AVG) (-)

28.2.2.12- Travels (-)

28.2.2.13- Travels investment (+)

28.2.2.14- Recent coach change (+)

28.3- Advantage

28.3.1- The advantage points increase the success rate of the next attempted play.

28.3.2- Below, the elements that influence the Advantage during a game (short term)

28.3.2.1- Win a faceoff (+)

28.3.2.2- Successful pass (+)

28.3.2.3- Successful interception (+)

28.3.2.4- Successful puck stealing (+)

28.3.2.5- Successful body check (+)

28.3.2.6- Successful puck dumping (-)

28.3.2.7- Successful puck clearing (-)

28.3.2.8- Power plays (+)

28.3.2.9- Remove the goaltender (+)

28.3.2.10- Complete a play with a good hockey sense attribute (+)

28.3.2.11- Complete a play with a good experience attribute (+)

28.3.2.12- Coach's Power Play attribute (+)

28.3.2.13- Coach's Penalty Kil attribute (+)

28.3.2.14- Coach's Even Strength attribute (+)

28.4- Line change

28.4.1- The Simulator determines when there is a line change depending on the time spent on the ice and the game situation (faceoff, dumping or clearing).

28.4.2- The Simulator determines who gets on the ice depending on the game situation (Even strength, power play, penalty kill), the lines number and the players fatigue.

28.4.2.1- If a player gets injured during the game, the Simulator replaces the injured player with the best player in the better condition at the same position, if possible.

28.5- Penalties

28.5.1- Before each play, the Simulator calculates the possibility that each player has a penalty depening on his position, his Discipline attribute and the team in control of the puck.

28.5.2- When there is a penalty, the Simulator selects a penalty type and an appropriate number of minutes.

28.6- Injuries

28.6.1- Before each play, the Simulator calculates the possibility that each player on the ice has an injury, depending on his position, his Durability attributes and the Roughness penalties that happened recently.

28.6.2- When there is an injury, the Simulator selects an injury type and decreases the Condition of the player.

28.7- Fights

28.7.1- Before each playthe simulator calculates the probability that there is a fight based on the number of fighter on the ice at the same time.

28.7.2- The simulator determines the winner of the fight depending on the strength of each fighter and chance. In cas of a draw, no winner is determined.

28.7.2.1- The fighting attributes are his Condition, Fatigue, Intensity and Strength at the time of the fight.

Section 29- Customizable Rules

29.1- Each league has the freedom to customize more than 15 rules. When WebSimhockey adds new options to the system, this is done using customizable rules so it does not disturb leagues that are under way and they can enable them whenever they like.

29.2 Customizable rules :

R1 - Salary Cap (Can be modified before each season only)

R2 - Block the simulation when a team is above the salary cap (amount above the cap is configurable)

R2.1 - Block the simulation when a team is above the salary cap of X $

R3 - Suspend the best player (except for the goalie) of a team who would block the simulation because of rule R2*. Activating this rule will void the simulation from being block weither the rule R2 is active or not. Only one player per team can be suspended at the same time. Note: If the rule R2 is non active, the maximum allowed above the cap without a suspension is 5M$.

*The simulator suspends a player before the game and before the automatic lineup. If a team has an invalid lineup and the simulator brings a player from the farm team to fix the situation and that causes the team to be over the maximum cap allowance, no player will be suspended for that game. The team will need to resolve the situation before the next game unless the rule will then apply.

R3.1 - Suspend the player for

R3.2 - Auto buyout contract after more than X suspensions. If a team has more player's suspensions than the allowed limit (configurable R3.2.1), the player with the highest salary (excluding goalies) will have his contract automatically rebought by the team. Note: The team must have over 25 players excluding waivers.

R4 - Force the simulator to bring a player from the farm club to the pro team if necessary when there is an invalid lineup and the simulation is blocked.

R5 - Activate the Trade Committee. The committee of 5 GM (1 per division + commissioner) will be responsible for accepting or refusing trades. If this rule is not active, the trade committee will be made of the Commissioner only.

R6 - Activate the Revenues Sharing. The revenues sharing redistributes money from the teams that have revenues above the league average to the team that have revenues below the league average. The percentage of those revenues is customizable.

R7 - Forbid to send a player to waivers that was signed during the Type 3 Free Agents (unrestricted) signature, for the whole year following the signature

R8 - Forbit to send a player to waivers right after signing that player from the waivers for a customizable number of days.

R9 - Limit financial liberty for teams who have a dept superior to a customizable amount.

R10 - Waivers type:

  • Simple: A player will be waived if he is sent to the farm team and has 25 years old and more or has 10 GP and more in a season. The rule applies only from step Season of season 1.

  • Advanced : A player will be waived if he is sent to the farm club and has a contract type "With Waiving". The type of contract is not defined at the time of signing. This means that the type of contract may change when atributes change. This means that the contract type could switch from "With Waiving" to "Without Waiving"t. If this happens while the player is in the farm team, he may remain there without being subject to waivers. However, when he will join the pro team, he will no longer be able to return to the farm teaml without going through waivers. This rule is always valid including steps before season 1.

R11 - Prohibition of signing a player whose salary would have the effect of having a payroll higher than a certain amount above the salary cap. This rule is valid only for signing free agents/wavers and the step of Players Contract Signature (Type 3) open to all teams.

R12 - 2-Ways Contract. Activate the 2-Ways Contract. If the contract salary is higher than the amount defined in R12.1, the team must pay the total amount of the contract even if the player is in the farm team.

R13 - Prohibited Trades

  • All trades allowed
  • Trade prohibited between GMs using the same IP address if one of them has been placed under league control during the season.
  • Trade prohibited between GMs using the same IP address.

R14 - Do not allow a trade if X players or more have been traded by one of the team during the last Y days. (Valid only during "Season")

R15 - Allow to draft Prospects

R15.1 - When do Prospects should get their attributes* ?

  • Anytime
  • Anytime except in the playoffs
  • Before the start of the season or after the playoffs only
*Regardless of the chosen option, no Prospect will ever receive its attributes during the players draft

Section 30 - Prospects

30.0- The Prospect module allows to draft (if the league allows it) players without attribute but who have already been drafted in the NHL in the first 2 rounds during the last 2 years

30.1- A Prospect is a player without any attribute

30.2-The position of the player may change as long as he doesn't get his official attributes

30.3- Age of a Prospect is set when he receives his attributes only

30.4- Prospects are players who have been drafted in the first 2 rounds over the last 2 seasons in the NHL

30.5- To draft a Prospect, rule R15 must be activated (see Section 29 - Customizable rules)

30.6- If rule R15 is activated, you can draft 2 Prospects maximum per draft

30.7- Read R15.1 to know when attributes are set

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