Extra Cash for Teams*
Benchwarmer Baseball will provide an additional 3 million dollars
in cash to teams over the course of the 2006 season. Each team
will continue to receive 2 million Benchwarmer Bucks just before
Week 1. The new distribution will not mess up strategies or
"bail out" teams with low cash balances. Instead, each team
will receive an extra distribution of 1 million BW Bucks during the
last transaction weeks in May, June, and July.
Financial Penalties and Compensation*
Benchwarmer Baseball reserves the right to fine teams in
Benchwarmer Bucks for actions not in the interest or spirit of the
game. In addition BWB may set up, in advance, team penalties
for rules infractions, such as roster problems or missing deadlines.
At this time, there is no intention to use either of these options,
but simply to code it into the rules.
More likely, however, the league may provide teams with financial
compensation in certain situations. From time to time, the
league office will make mistakes and, if caught soon enough, will
reverse the mistake. However, it may occur that too many
subsequent actions have taken place for reversals to be handled
easily or without disrupting other teams (for example, a mistake in
transaction order that is not caught until many later selections are
affected). In that case, the league may provide Benchwarmer
Bucks back to the team in an effort to provide a good-faith effort
at compensation.
Transaction Order*
Current Process
- Team with the lowest winning percentage at the end of the previous week
- Team with the lowest place standing in its division at the end of the previous week
- Team the most games behind the leader of its division at the end of the
previous week
- Team the fewest games ahead of the team directly
behind it in the division standings*
- Team the most games behind the team directly in
front of it in the division standings*
- Team with the worse head-to-head record (2-way
ties only)
- Team with the most money remaining at the end of the previous week
- Coin flip (Commissioner's team always loses coin flip)
New Process in 2006
- Team with the lowest winning percentage at the end of the previous week
- Team with the lowest place standing in its division at the end of the previous week
- Team the most games behind the leader of its division at the end of the
previous week
- Team the fewest games ahead of the team directly
behind it in the division standings*
- Team the most games behind the team directly in
front of it in the division standings*
- Team with the worse head-to-head record (2-way
ties only)
- NEW - Team with the worse division record. (Only when
the teams are in the same division).
- NEW - Team with the worse conference record (Only when the
teams are in the same conference).
- NEW - Team with the worse record in the last 10 games.
- Team with the most money remaining at the end of the previous week
- Coin flip (Commissioner's team always loses coin flip)
* Note: If tied with another team, the value of this is "0"
Basically, we're trying to reduce the use of cash balances to
figure out the transaction order.
As a point of clarification (this is the way it's always been
done), if more than two teams are tied, as we go down the list and
are able to pull out a team as the first team to pick, we then go
back to the beginning to see about the other teams. For
example, if we need to go to Conference record to pull out the first
team among a three-way tie, then it's still possible for
head-to-head records to determine the remaining two teams'
positions.
Transaction Order for New Leagues - First 2 Weeks*
In returning leagues, for the first two weeks of the season,
teams pick in the same order as they did for the Redistribution
Draft, based on their finish in the previous season. For new
leagues, there is no such history, so teams will pick in order of
total team salary, using it as a basic mark of initial team
strength. This will be reordered between Weeks 1 and 2.
Note: in a clarification from 2005, now that there are off-season
rebates for player cuts that new teams might already have conducted,
this is based on total team salary, not total cash available.
(There's a slight distinction)
Injured Reserve*
Through the years, I've often been asked about having a disabled
list. Well, we don't call it that, but that's essentially what
the "Taxi Squad" is (borrowing terminology from the NFL though
that's probably 20 years old and they don't call it that anymore).
But it's actually better than a disabled list, because you don't
have to be hurt to be put on it.
Anyway, beginning in 2006, we add a new roster designation -
Injured Reserve (IR). And, like the taxi squad, the player
does not have to be injured to be put on it. However, again
borrowing from the NFL, when you put a player on IR, he is done for
the season.
Beginning with Week One transactions (in this year, at least, it
will not be available during Spring Training), you may place one
player on IR. There is no cost associated with this move, and
once you do that, his roster spot becomes open for another player -
so, in a sense, the maximum roster size goes from 40 to 41.
But, the only option you have for that player the rest of the season
is to keep him on IR or cut him. He cannot be placed back on
your active roster - including for the playoffs.
If the player is cut and goes back into the free agent pool, and
another team signs him, he can be made active - we're not going to
track it that far. I'm still deciding if a player can be
traded while on IR and if he can become active on the new team...
This change allows you to hang on to a player who suffers a
season-ending injury early in the season and maintain some roster
flexibility with your taxi squad positions. Keep in mind, one
of the "benefits" of cutting a player in this situation,
particularly early in the season, is to get a pro-rated salary
rebate. Putting a player on IR will not do that for you.
In 2006, this will be limited to one player, as the rule is
in kind of an experimental phase. BWB still likes to
see teams have to make some difficult choices on rosters which from
time to time puts some premium players back into the free agent pool
(where another team might be in a better position to hold on to an
injured player and build for the future). If you already have
a player on IR, and want to put another player there, you're going
to have to decide to cut one of them.
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