DIAMONDMIND
ULTIMATE PROJECTION LEAGUE (DUPL)
I. PREAMBLE.
The purpose of the DUPL is to use Diamond-Mind=s yearly projection disks
to create a season simulation of unsurpassed versatility, flexibility, and
creativity, in a draft-league format. The chief, unique feature of the league
is that owners will operate a major league and affiliated AAA franchise
simultaneously, farming and promoting players in keeping with realistic
limitations in the practice while looking after the interests of both franchises.
In addition, the use of Diamond Mind=s projection disks insures that players
will perform realistically, within projected norms, no matter how much,
or how little they are used. It is a continuous ownership league, and there
is no membership fee.
Members of the league
are required to own the latest version of the Diamond Mind baseball game
and a registered copy of the yearly projection disk. The yearly season
disk will be created using the second edition of each year=s projection
disk, released in late March/early April each year. .
II. FRANCHISES
The franchise names will correspond to real-life franchises. This is not
just to facilitate the initial player dispersement, but will also ensure
continuity within the league in the event of ownership change. Player
dispersement will be conducted loosely in alignment with real life franchises
and their AAA affiliates, with a fixed number of existing players on the
real life roster of the franchise eligible to be protected within the
organization (see below). For example, the major league franchise Anaheim
Angels will be linked to their AAA affiliate Edmonton Trappers, and both
teams will be managed by the same general manager. The use of franchise
names will also ensure continuity within the league in the event of ownership
change.
III. USAGE LIMITATIONS
In the DUPL, there are no upper usage limitations. The player records
on the Diamond Mind projection disk are normalized for an entire seasons
play, so there is no danger of encountering the statistical Aanomalies@
that frequently arise from short-term performance. (It is frequently these
anomalies-the left-hand batter with a .500 average against left-hand pitching,
the .700 hitter in 10 at bats, the pitcher who doesn't allow a run-which
necessitate upper usage limitations in leagues using real-life stats).
On the projection disk, players projected to be used as starters are displayed
using stats prorated for a whole season. Players projected to be on the
bench or to spend time in the minors are displayed using stats for a shorter
period of time. However, the player event tables have been determined
in such a way that these Ashorter-period@ players will perform realistically
if they are used across a whole season. Pitchers will also perform realistically
whether they are used in starting or relief, because the continuous-play
reporting of the league will invoke the controlling factors of fatigue
and injury, insuring that no player is used more than he can handle. League
members are referred to Tom Tippett's documentation on the projection
disk and on the Diamond Mind website for further explanation.
IV. POSITION LIMITATIONS
To be used as a catcher, a player must have a rating at catcher. Infielders
must have infield ratings and can play anywhere in the infield with the
game-imposed penalty. Outfielders must have outfield ratings and can play
anywhere in the outfield with the game-imposed penalty. Pitchers may either
start or relieve, at manager discretion.
V. ROSTER MANAGEMENT
While few rules attend usage, there are firm rules applied to the management
of rosters.
a) MAJOR-LEAGUE FRANCHISE
At no time will the number of players on the major-league franchise total
more than 25. This number must include at least 2 rated shortstops and
2 rated catchers. In the event of injury to a member of the major league
franchise, that player may be put on the disabled list and another player
brought up from AAA to take his place on the active roster (the disabled
player remains on the major league roster).
b) AAA FRANCHISE AFFILIATE
Each major league franchise will have an affiliated AAA franchise, with
the name of that franchise corresponding to the name of the affiliated
AAA franchise of the real life major league club. The AAA team must have
a full complement of players, including 2 rated shortstops and 2 rated
catchers, because it must be capable of performing also as a team. It
will include all members of an organization that are not on the 25-man
roster of the major league team. At the start of the season, no player
with a listed age 32 or older may appear on the AAA franchise. However,
such players may be demoted to the AAA club provided they clear waivers
(see section d, "waivers," below). Each AAA affiliate will play
in a park whose effects mirror those of the parent club, but which bears
the name of the real life AAA park. [NOTE: since the AAA teams will likely
be comprised primarily of players with lower projected batting averages
and pitchers with higher projected e.r.a.s, the level of competition at
AAA will equalize these stats, with players hitting and pitchers pitching
much better on the AAA level than projected for MLB play, because of the
strength of competition. Thus, another built in feature of the DMB projection
disk is exploited.]
c) MOVEMENT BETWEEN
AFFILIATES
In principle, general managers may move players freely between their major
league and AAA affiliates. However, a limit is placed on the number of
times a player may be demoted during the course of a single season, so
as to prevent abuse of the minor-league pipe-line (constant refreshing
of tired arms, creating an expanded, rotating roster of more than 25 players,
etc). Players aged 31 or younger may be demoted no more than 3 times in
a season, after which they are declared "out of options" and
must be maintained on the major league roster or clear waivers before
they can be moved to the AAA team. Movement between affiliates must be
reported to the league office, where the transactions will be made on
the league disk. They will also be tracked.
Players aged 32 or
older are automatically already "out of options" and must clear
waivers any time they are demoted to AAA. For younger players, the number
of times they may be shuttled back and forth is more than is the case
in real life, but accounts for the practices of internet leagues in a
way that is fair and flexible. The age limit was indeed arrived at arbitrarily,
but is meant to discourage people from using older, ineffective, and or
retired/injured veterans to fill out the minor league roster. In real
life, such players are usually either released or must clear waivers and
accept demotion.
AAA rosters will generally have more than 25 players on them. However,
no more than 25 players may be active for any series. Players may be inactivated
and activated freely between series, and their promotion/demotion will
not be tracked, unless they move between the AAA and major league rosters.
d) WAIVERS
Any player "on waivers" or in the free agent draft pool may
be claimed by any club once the season has started, , with priority given
to the club with the worst record among those teams making a claim at
the time. Players claimed off waivers may be signed either to a minor-league
or a major-league contract, at the discretion of the claiming team, and,
as there is no upper limit on the number of players who can be on the
AAA team roster, there is always risk of player loss whenever the waiver
option is used.
e) TRADES BETWEEN
FRANCHISES
f) Trades may be freely made between franchises, with both trading parties
required to report to the league office before the trade is made official.
These transactions will NOT necessarily reflect transactions in real-life
baseball, because once the DUPL begins play, transactions will be made
at the discretion of general managers within the DUPL. However, teams
are always encouraged to examine real-life trades to see if in fact they
are trades they would like to make themselves. The league office reserves
the right to veto or suggest revision of any trade that appears like a
"dumping" situation or seems not in the best interests of the
league; in most such cases it will suffice if the trading parties can
provide a convincing written justification for the transaction.
g) The one exception to this independence will occur in the event of league
expansion, where existing players on the real-life franchise of the new
team(s) at the time expansion takes place will be available to those teams,
according to the rules mapped out below.
h) TRADE DEADLINE: Deadline for all trades is August 1 on the league schedule
for either league.
VI. LEAGUE SETTINGS
a) DH Rule-only in
American League, but in both AAA leagues.
b) Bullpen Rule-no warm-up
c) Injury Rule-random
d) Weather Effects-yes
VII. PARK EFFECTS
Major league teams
will of course use the park effects and era ratings of their real-life
teams/stadiums. In lieu of accurate DMB-compatible park ratings for AAA
clubs, the AAA affiliate of each major league club will use the stadium,
era, and effects of its parent club. If DMB-compatible park ratings for
the AAA clubs become available, managers may adopt these at their discretion,
or if the league as a whole approves, by the league as a whole.
VIII. ALL-STAR GAMES
AND POST-SEASON
a) ALL-STAR GAME At
a point in early July on the schedule of both the major leagues and AAA
leagues, regular season play will play an all-star game, with the Major
League National and American leagues squaring off, the IL and PCL on the
AAA level. Eligibility will be determined by actual performance in the
league, not by projected performance. To be eligible for the all-star
game, a batter must have appeared in 2/3 of his team's games in league
play. A starting pitcher must have made at least 13 starts, and a reliever
must have made at least 25 relief appearances.
b) POST-SEASON---AAA
In accordance with current AAA practice, the AAA regular season ends on
September 1 (disk schedule). In the International League, the champions
of the Noth, South, and West divisions qualify for the post-season, as
does the 2nd place team with the best record, as the wild card. This team
will play the 1st place team with the best record. The other two 1st place
teams play, with the stronger finisher holding home advantage. In the
Pacific Coast League, the champions of the East, North, Central, and South
divisions each qualify, with home team advantage determined by overall
finish. Depending on the initial dispensation of teams, some redistribution
within the league structure may be necessary; in any case, 4 teams will
qualify for the post-season. Players on the major league roster as of
the August 1 trade deadline are ineligible for the AAA post-season.
c) SEPTEMBER CALL-UPS
Upon conclusion of the AAA season, on September 1 on the disk schedule,
major league franchises may "call up" as many as (but not more
than) 10 players from the AAA team, which may then be used freely for
the remainder of the major league season. Teams involved in the AAA post-season
must wait until their own post-season run is over before these call-ups
can be made.
d) POST-SEASON PLAYING LIMITATIONS---MAJOR LEAGUES
e) In order to be eligible for the post-season roster, a player must be
on the parent club prior to September 1. No player acquired off waivers
after September 1 or called up may be eligible for the post-season. Post-season
rosters will be limited to 25 players, including a rated backup at any
positions. Since fatigue effects will be used, there will be no usage
limits during any post-season series.
f) POST-SEASON---MINOR
LEAGUES
g) In order to be eligible for the post-season roster, a player must be
on the AAA affiliate roster prior to September 1. No player acquired off
waivers after September 1 (end of season) will be on the roster. The minor
league post-season will take place concurrently with the final month of
the major league season, with games played in real time. Games will be
played head-to-head, either by direct internet connection (ie Netmeeting)
or via chat, ICQ, or telephone. If head-to-head meeting cannot be arranged,
games will be played on the commissioner's computer with manager profiles
sent in by the competing managers. If head-to-head play cannot be arranged
and one of the competing managers is the commissioner, a deputized league
member will run the sim on his own computer. All usage rules for the AAA
post-season will be the same as those employed for the major league post-season.
Although normally AAA rosters will contain more than 25 players, only
25 may be active at any time, as in the regular season.
IX. INITIAL DRAFT.
a. Inaugural Player
Distribution.
A complete inaugural draft of two full teams for every manager in the
league would be an enormous and tiresome undertaking (some 60-70 rounds).
Therefore, teams will begin the inaugural season with the full roster
of a selected major league club. Members will be able to choose clubs
on a first-come, first-served basis. However, to create some initial parity,
there will be two distribution drafts, to be conducted as follows. Remember
that trading may also occur freely.
b. Non-claimed teams draft: The DUPL will start out with 24 organizations.*
Therefore, 6 teams will not be represented at first. To bring players
from these teams into the league, their full rosters will be made available
in a rotational draft. As each team's projection roster has 50-60 listed
players, 2-3 players will be added from these teams to each existing organization.
With 6 teams to redistribute, 12 rounds are projected.
[*if there is sufficient
interest, the DUPL may start out with 26 organizations; if it starts out
with 24 organizations, 26 will be the chosen number for the first expansion].
c. Redistribution
Draft: Each team will protect 10 players from their current real-life
roster as presented on the Diamond Mind Projection Disk B (NOT including
any players drafted in the non-claimed-teams draft)
d. After protection
lists are announced, a draft will be held of all non-protected players,
lasting 10 rounds. As players are chosen, they will shift to their new
team's roster and be considered as "protected." Teams may have
to draft some of their own players, in order to protect them, and care
must be taken to ensure that a desirable, complete pitching staff and
position coverage is maintained. When all 10 rounds are completed, each
team will protect 5 further players and a "minor league" draft
of 5 rounds will then ensue. At this point the redistribution draft will
conclude, with up to 15 new players on each team's roster. Only the organizations
of member teams may be used in the redistribution draft.
e. Expansion is a
possibility for the future. When teams are added to the league, a modified
version of the redistribution draft will take place, with the effect of
"shuffling" the league out to embrace the new teams. Each expansion
team will select 10 members of their real-life organization from existing
teams REGARDLESS OF WHO OWNS THEM. At that point, each team in the league
will protect 10 players, 10 rounds of unprotected players will be drafted,
leaving each expansion team with 20 players. Then each expansion team
will select 5 players from their real-life organization REGARDLESS OF
WHO OWNS THEM. At this point, all incumbent teams will protect an additional
10 players, leaving each with 30 protected players. All unprotected players
who are part of the expansion team's roster will then be shifted onto
the expansion team, regardless of who owns these players.
X. YEARLY DRAFT
a. Any position player
who does not log 100 or more at bats in the majors and AAA combined will
be released as a free agent at the end of the season. Use=retention.
b. Any pitcher who
does not log 30 or more innings at the majors and AAA combined will be
released as a free agent at the end of the season. Use=retention.
c. No team may protect
more than 40 players on its combined major league and minor league rosters.
d. The entry draft
pool will consist of any free agents carried over from the previous season,
underused players, players not on teams' 40-man rosters, plus any players
who appear for the first time on the next year's disk.
e. The draft will
last for no more than 12 rounds. Undrafted players will remain in the
free agent pool, but may be signed during the season. No more than 5 players
may be signed from the free agent pool by any team during the course of
the season.
XI. PLAYING/REPORTING
PROCEDURES
a. SEASON SCHEDULE.
The Major League roster of each organization will play a schedule of 162
games, with all games played directly from the schedule. The schedules
for the two levels of organization in the DUPL The AAA roster will play
a schedule of 144 games, all of which will be against teams in its own
league. Generally, each general manager will coach one major league and
one minor league series per week, with the length of each series ranging
from 4-6 games.
b. COMPUTER MANAGER PROFILE. All managers must create detailed manager
profiles for their teams. This profile must include at least one lineup
vs. Left-hand pitching and one vs. Right-handed pitching, detailed depth
charts for each lineup (with at least one active backup listed for each
position), a rotation of at least 4 starting pitchers, and appropriate
relievers. No more than 25 players may be active for any series, with
the exception of any games played after September 1 on the season disk,
when all players are eligible to play. Managers must file updated profiles
with the league office before the next file goes out in order to ensure
that it is used in subsequent road games. Written instructions from a
visiting manager take precedence over the automatic loading of lineups,
and are confined to lists of starting pitchers and indications of which
lineups to load. Instructions are not permitted for situations after the
game has begun, because, except in the event of head-to-head play, the
visiting team will be under control of the computer manager.
c. BEGINNING GAME SETTINGS. The pre-game settings should be the following:
Generate Boxscore: YES, Boxscore format: EXPANDED, Generate Scoresheet:
YES, Output directed to FILE. This will cause a complete, searchable record
of the game automatically to be generated in a format that can be read
within the game module. The format of these files is Gm[L][S][G], where
L is the code number for league, S for series number, G for game number
within the series. These files can be analyzed by such shareware software
as BASE for seeking out special game performances (pitcher game-scores,
3-hit games, multi-hit games, etc). Expanded boxscores are preferred over
news boxes, because they provide fielding information not contained on
the news scores and because they are more easily searchable by software
such as BASE.exe.
d. LOADING LINEUPS. Managers will load lineups with both teams in human
mode, to allow for the loading of starting pitchers and following of written
instructions. In the absence of lineup instructions, the hosting manager
will select "C" on the lineup screen, causing the computer to
load lineups. This option is also to be used in the event of an injury
or inactivation of a player listed in the lineup. Once the field screen
is displayed, the hosting manager must then turn on the computer manager
for the visiting manager (unless the game is played head-to-head, of course).
e. SAVING GAMES. After the game is finished, the hosting manager will
select update results, which will save the game. The game does not have
to be specially named, nor is this recommended, as the game module will
automatically save an appropriate file as described above.
f. EXPORTING AND REPORTING GAMES. When all games in a play period are
completed, the reporting manager must go to the export results page and
export series results for ALL TEAMS in the play period, including the
hosting team as well as any and all visiting teams. Then, the reporting
manager must zip up the files generated in this process (5 per team: CstatsXX.exp,
GsummXX.exp, InjXX.exp, StatsXX.exp, TeamXX.exp, where "XX"
is the code number of the team). This zip file must also include the Gm...
format boxscore/scoresheet records for each game played in the play period,
and it must be sent to the commissioner's office for processing by the
announced deadline.
XII. THE HONOR SYSTEM
Honesty is the backbone
of any healthy internet league. Cheating will not be tolerated , and anybody
caught doing so will be immediately expelled from the league. While it
is very difficult to "prove" cheating except in cases where
there is an obvious conflict between reported stats and reported boxes,
accusations will be taken very seriously and monitored. Fairness will
also be observed under all circumstances. If anyone feels the need to
replay a game already begun, don't. This is only a hobby, and as there
is no reward in the end other than pride, the honor system must be relied
upon..
XIII.CONFLICT RESOLUTION
Although one always
tries to relate in leagues such as this one in a friendly, professional,
and courteous manner, conflicts sometimes arise. It is also inevitable
that differences in style and personality may cause communication problems.
In the rare event that conflicts do arise, every attempt will be made
to resolve the conflict peacefully with fairness to all parties and the
good of the league in mind.
XIV. PLAY BALL
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