2006 OFFICIAL JHML RULES
Last modification: March 13, 2006
In the JHML, all Strat-O-Matic (SOM) rules, as described in the 1998
Strat-O-Matic Baseball Board Game Instructions will be used unless
otherwise
altered in these Official JHML Rules. In addition, official
Strat-O-Matic
rule changes released each year after 1998 by the company will also be
used.
However, the official JHML Rules take precedence over rules in the
SOM Board Game Instructions.
I. GAME RULES
A. Cards Used
The JHML will use cards from the Regular set, Additional set, and
Interleague cards that meet the following threshholds as determined by
the AB or IP printed on the card:
- Hitters with at least 100 atbats, and
- Pitchers with at least 30 innings pitched.
- An interleague card for a player takes precedence (and is the
only card used for a player) over cards for the same player in the
Regular set and/or Additional set provided the AB or IP threshhold is
reached.
All players under both of these two
threshholds will be considered uncarded for that season.
If a player has a hitting and a pitching card, each respective card
can be used only if it meets the minimum threshhold defined above. If
the pitching card meets the threshhold and the hitting card does not,
only the pitching card can be used. If the player then bats, use the
hitting designation found on the pitcher's card. Conversely, if the
hitting card meets the threshhold and the pitching card does not, only
the hitting card can be used. If the player then pitches, use the
generic pitching card found in the Strat rules.
B. Injuries:
JHML Injury Chart
20-sided Die Roll Days Injured
1-2 OK
3-4 REM
5-8 1
9-13 2
14 3 (2 for an iron hitter)
15-16 4 (2 for an iron hitter)
17 5 (2 for an iron hitter, 4 for an iron pitcher)
18 6 (2 for an iron hitter, 4 for an iron pitcher)
19 7 (2 for an iron hitter, 4 for an iron pitcher)
20 9 (2 for an iron hitter, 4 for an iron pitcher)
- A batter that has at least 600 at bats and walks combined, or
played in at least 155 Major League games shall be injured for a
maximum of two days
each injury. (For this season, no
players who played in 155+ MLB games had fewer than 600 PAs)
- A pitcher that is "starred" shall be injured for a maximum of 4
days each injury. A pitcher will miss the number of days equal to the
required rest days followed by the days of injury and cannot bat, run,
or field for the duration of the injury days or rest days.
- When a player is injured, his team has three options:
- Keep the player on the active roster and not use him for the
duration of the injury
- Send him to the minors after the current series under the
restrictions of
Paragraph L: Minor Leagues - Rule 8: three series rule.
- Place him on the 9 day disabled list
Disabled List rules- Only injured players can be
placed on the disabled list
- A player may be placed on the disabled list immediately
after the game in which he is hurt, and his team may recall any player
to replace him (even if the player to be recalled has not been down
three full series).
- The injured player must stay on the DL until at least 9
days have elapsed after the day of injury (which can be less than 9
games).
- He may be activated any time after the 9 days have
elapsed
- Any player may be sent to the minors when the injured
player is activated (even if the player to be sent down has not been up
three full series).
- The DL may be used retroactively. A player may be placed
on the DL any number of days after his injury occurred, but he is only
required to remain there until 9 days have elapsed from the day of
injury.
Example: FP Santangelo is injured on day 12. He remains on his
team's active roster until day 15, and then is placed on the DL.
In this case, Santangelo is eligible to be activated after day 21,
even though he spent only 6 days on the DL, since day 21 is 9 days
after the date of his injury.
- A player may be placed on the DL on any game day or off
day during the season.
- Players currently on the DL may be traded but a trade
does not negate any time left that must be spent on the DL.
- The Designated Hitter (DH) spot in the lineup will always check
the pitcher for an injury if a 6-12 is rolled, regardless if the batter
is the DH, a pinch hitter, or a pitcher.
C. Playing Time:
- A ratio of (JHML season length in games X 1.1)/162 will be used
to
determine the number of AB or IP for a player for the season. The
result
may be rounded and will be based on the AB or IP printed on the card.
- For a 102 game season, the ratio is 0.6926
- For a 103 game season (needed for 1 tiebreaker game), the
ratio is 0.6994
- If a player exceeds the number of IP or ABs for the season
allotted to him, all games played from that point on with the player in
excess are forfeited. Stats from the forfeited game(s) will be used.
- A manager that overuses a player is
subject to penalties to be enforced during the next JHML season.
The DIC and his puppets will penalize a similar player (could be the
same player) the following year the number of ABs/IPs that were
overused against the owner who overused the player(s).
- The DIC and his puppets will
announce which
forfeited games will be replayed, if any. Each replayed game will be
replayed using AB, IP limits, pitcher's rest
and player injury status as it existed before the game was originally
played. Games will only be
replayed until all forfeited games are replayed or the results of
any unplayed games are deemed irrelevant by the DIC.
- A pitcher can exceed his allotted innings by 0.1 if his final
batter hits into a double play to cause the excess. The analogy for a
triple play is an exercise left to the reader.
D. Cut-Off Rule
- The offensive manager can select any number of trailing runners
to advance and the defensive manager can throw to any base.
- On a play at the plate, if the 20-sided roll results in the last
number in the safe range or the first number in the out range, then
roll the 20-sider again, and refer to this table to determine if the
runner is safe or out.
Rule 13.65, CATCHER BLOCKING THE PLATE
Catcher's Rating Safe Range Out Range
1 1-2 3-20
2 1-6 7-20
3 1-10 11-20
4 1-14 15-20
5 1-18 19-20
E. Robbing Home Run Rule
Whenever there is a Homerun/Flyout split, the outfielder's defensive
ability may be challenged. If the last number in the homerun range or
the first number in the flyout range is rolled, the outfielder's
ability will be checked with another roll of the 20-sider. Refer to
this table to determine which outfielder has a chance for the catch. (Note: if the weather effects
indicate a ballpark homerun of 0 or 20, this is not a homerun/out split
so no robbing/tipping can occur on that day.)
Rule 14.5, OUTFIELDER ROBBING/TIPPING A HOMERUN (Who to check)
Batter Bats Last number in HR Range First number in Flyout range
left-handed Rightfielder Centerfielder
right-handed Leftfielder Centerfielder
For instance, if the safe range is 1-14 and you roll a 14 or 15 on the
20-sider, then you must roll the 20-sider again and refer to this table
to
determine the outcome:
Rule 14.5, OUTFIELDER ROBBING/TIPPING A HOMERUN
Outfielder's Rating Safe Range Out Range
1 1-3 4-20
2 1-7 8-20
3 1-11 12-20
4 1-15 16-20
5 1-19 20
If the height of the wall (at the point where the fielder would try to
make the catch) exceeds 10 feet, then ignore this ridiculous rule
completely. The height of the wall that is being referred to is the
height in Left-Center Field for a right-handed batter or Right-Center
Field for a left-handed batter.
Here is a list of current stadiums where the wall is greater than 10
feet. Those in bold are in use during the current JHML season.
Boston (LCF)
Chi-NL (LCF & RCF)
Detroit (RCF)
Florida (LCF)
Houston (LCF & RCF)
Minnesota (RCF)
Oakland (LCF & RCF)
Philadelphia (LCF)
San Francisco (LCF & RCF)
F. Balk/Passed Ball Attempt
The JHML does not use Strat Rule 29.1.C.
Instead, when rolling for a batter, and the 20-sided die results in a
2, use the result of the 6-sided die from the initial roll to determine
if a balk or passed ball chance is in effect.
G. Corners In
- gb 1b(x) or gb 3b(x)
- Refer to the Infield In section of the Fielding Chart to get
the result in all baserunning situations
- gb 1b(a+) or gb 3b(a+) - This is not a single **
which
can only occur when the entire infield is in. Refer to situation 3.
- gb 1b(a,b, or c) or gb 3b(a,b, or c)
- Third base is occupied
- Refer to the Infield In chart to get the result
- Third base is not occupied
- Refer to the Infield Back chart to determine the result
H. Pinch Hitting
- An offensive manager cannot Pinch Hit after a play has been put
on if the baserunning situation has not changed. (i.e., going for the
lead, Sac, Hit & Run). (Example: the offense pinch hits and
then tries to go for the lead but fails. The offense cannot pinch
hit in this situation.)
- If the baserunning situation changes
after a
pinch hitter has
been announced, the pinch hitter CAN BE removed for a pinch hitter.
(Example: The offense pinch hits and a PB, WP, Balk, SB, or CS
occurs. Since the baserunning situation has changed since the pinch
hitter was announced, the pinch hitter can be removed for another pinch
hitter)
- The JHML removes the second paragraph of Strat Rule 10.1.
Therefore, a manager CAN voluntarily remove his last player eligible to
play a position.
I. Pinch Running
A baserunner can be removed for a pinch runner only in these
circumstances:
- The baserunner is eligible to try to get a lead.
- The baserunner has not attempted to get the lead for the base he
occupies and therefore would be eligible to try for the lead but cannot
because his path is blocked as the subsequent base(s) is/are occupied.
- The baserunner is a dash (-/-) stealer.
- The baserunner reached base but was injured in doing so.
Example for #1: The bases are empty and Jamie Quirk walks. Quirk can be removed
for a pinchrunner as long as he has not tried to get a jump
from first base.
Example for #2: With a man on first, Jamie Quirk walks. Quirk cannot try to get
a jump as 2nd base is occupied. Quirk can be removed for a
pinchrunner in this situation.
A baserunner who has tried to get a jump and failed cannot be removed
for a pinchrunner while he occupies the same base.
J. Playing out of position
A player may play out of position only if no substitute is available or
if the only viable substitute is currently occupying the DH spot.
In this case, a player may play out of position under the following
rules:
When a player is playing a infield or outfield position that is not
rated on his card
- All GBA, GBB, GBC, FLYA, FLYB, FLYB?, and FLYC to that fielder
are treated as X-checks.
- In this situation, the player is a 5eMAX with any other requisite
adjustments for holding, playing in, etc.
- The JHML does not use the "Outfield Adjustment Chart" on HTPSOMB
p. 15. Therefore, always treat outfielders playing out of position as a
5eMax with a +5 arm.
If a player not rated at catcher catches at any time
- Catcher has a +5 arm, T1-20, pb-20
- pitcher-catcher net hold is always +5, adjusted per SOM rules
when the runner is held.
- The pitcher is automatically considered fatigued. The pitcher is
no longer considered fatigued if a player who is rated as a catcher
later
comes in to catch, unless he has become fatigued due to normal SOM
relief
pitcher fatigue rules.
K. Stealing
- The "default" for runners on first (i.e., what occurs if the
defensive manager does not inform the offensive manager otherwise) is
to hold all "starred" (*) runners.
- The default for all non-starred runners on first and all runners
on second is not to hold.
- Baserunners with a steal rating may always attempt to steal
second base on their second steal number. This is true regardless of
whether the runner has failed to get the good lead; a wild pitch, balk,
or passed ball check has been made; or any other game situation has
occurred.
- Double steals
- A dash (-/-) stealer may not take part in a double steal.
- The player stealing second will have an automatic lead in a
double steal.
- When a double steal is attempted, the defensive manager has
the choice of throwing to 2nd or 3rd. If the defensive manager attempts
to
throw to 2nd, the player stealing third can try to steal home by using
the
attempt to steal home chart (he will have an automatic lead.)
L. Pitching
The following rules apply to pitchers:
- A player must be rated as
a starting pitcher AND be fully rested to be
eligible to start any JHML game. This is not a new rule but wasnt
explicitly said before. A reliever-only cannot start a game.
- A player must have at least 4 pro rated innings remaining to
start a JHML game.
- Rules 1 and 2 require a
team to start a batter if no eligible starting pitcher is
available. This is also not a new rule but wasnt explicitly
stated previously.
- Starting pitchers are simultaneously announced by the opposing
manager after weather for the game is
determined.
- Define a baserunner as a player who reaches base on a hit or a
walk (not HBP and intentional walk).
All pitchers become fatigued when one of the following occurs:
- pitcher allows 3 baserunners in any inning after the
pitcher's "dot" is in effect.
- pitcher allows 4 baserunners in 2 consecutive innings in
which the first inning is the dot inning or later.
In addition, a relief pitcher can become fatigued if the following
occurs
- reliever allows 3 baserunners in any 3-out period after the
dot is
in effect.
The 3-out period may span across 2 innings.
- Relief pitchers who
are tired because they pitched recently will enter
the game tired. A pitcher who
started a game recently is not eligible to start or relieve until fully
rested. Use the Realistic Usage chart to determine when a
starter can make his next appearance based on length of his previous
start.
- Any pitcher who has a starter rating and who relieves must rest
at
least 2 days before starting. The amount of rest could be more
based on the length of the relief appearance. (See Pitching Rules 16
and 19)
- A starting pitcher must pitch a minimum of 4 innings unless the
pitcher is injured, becomes tired, or gives up 2 or more runs.
- All pitchers are limited to a maximum of 28 starts over the
course of a single 102 game season.
Being traded during the season does not change this limitation.
- The rule stating that a pitcher is fatigued if he gives up five
runs in one inning, six runs in two consecutive innings, or seven runs
in three consecutive innings only applies to the game's starting
pitchers.
- A reliever who pitches an inning or less on two consecutive days
can pitch during the next day. The pitcher is considered tired as soon
as he starts his 2nd inning of work on his 3rd consecutive day of work.
- A reliever entering a game for a 3rd consecutive day is
automatically tired for the duration of his appearance if he pitched
more than an inning in any of his two previous appearances
- A reliever entering a game for the 4th consecutive day is
automatically tired for the duration of his appearance.
- If a relief pitcher pitches more than his dot innings in a single
appearance, he is considered tired for the duration of any appearance
made
the next day.
- A reliever with a 1 dot endurance rating and a closer
rating of 4, 5, or 6 cannot enter a game before the 6th inning.
- In addition to the current reliever rules, the following days
fatigued chart will be used for relievers and supercedes the SOM rule
for reliever fatigue:
JHML Additional Reliever Rules
Innings Pitched Days Fatigued
in a Day
--------------- -------------
3.0 - 3.2 1
4.0 - 5.2 2
6.0 - 3
Example: Aaron Small is a starter(7)/relief(4). Small relieves and pitches 3 innings.
Small is fatigued for the next day even though he did not
exceed his dot inning during his previous appearance.
- In a closer situation, when a closer has reached his closer
endurance, intentional walks cannot make him fatigued. It must be a hit
or an unintentional walk (See Strat Rule 28.35.).
- After any appearance, a relief pitcher becomes fully rested only
after making no pitching appearances in any games played during the
prescribed number
of consecutive rest days. For each pitching appearance made during the
rest
period, the rest period is extended by a day.
Example, a reliever pitched 4 innings in one game. By rule, the rest
period is 2 days. If the reliever appears the next day, the pitcher is
tired for that appearance and now is fatigued the next 3 days. If the
reliever rested the first day, but pitched in the second day, he must
rest one day to take care of the original rest day, plus an additional
day because he came into the game before he was completely rested.
- Any starter-only pitcher may relieve during the regular season
under these circumstances:
- No unfatigued relievers remain in the bullpen AND
- The starter-only is fully rested from his previous appearance
AND
- The game is in extra innings OR any pitcher on his team has
been injured during the game.
- When entering the game, the pitcher is a relief(1)/closer(N)
- Use SOM fatigue rules for starters used in relief
- After the appearance, the starter must rest as per the
starter's rest chart. However, pitching rule #7 takes precedence so the
minimum amount of rest the pitcher must have before starting is 2 days.
- A batter cannot enter the game to pitch before the 7th inning
unless the batter is also the starting pitcher of that game, or all
other relief pitchers on the team are fatigued or injured.
- Reliever warm up rules
- In order to warm-up a reliever you must announce the reliever
is warming in the bullpen.
- Unless replacing an injured pitcher, a reliever must warm for
at least one batter before entering the game.
- If a reliever replaces an injured pitcher, he enters the game
warm and does not have to warm up in the bullpen.
- The bullpen can only have at most 2 pitchers warming at one
time.
- The number of batters it takes to get warm is equal to the
pitcher's relief endurance factor.
- A reliever may begin warming while you are at bat so that he
will be warm for the next inning. The period in-between innings is
equivalent to one batter worth of warming-up.
- A reliever who enters the game without having warmed-up for a
number of batters equal to his relief endurance rating is considered
fatigued
until he has faced enough batters (minus any batters who batted while
he
warmed up before entering the game) to be considered warm.
- Once a reliever is warm, he is considered warm for the
remainder of the opponent's inning and can be brought into the game
without penalty.
- A relief pitcher is assumed to be down (e.g. sitting, not
warming) after an inning in which he warms up, and becomes warm, and
doesn't come into
the game. His manager must explicitly say the reliever is staying up to
keep
the reliever up.
- If a reliever gets up in the bullpen and does not get warm
before the last batter of the inning comes to bat, the reliever will be
considered warm for the next inning and a 2nd time warming will not be
charged for the next inning as long as the manager does not sit the
reliever down. In this situation, the reliever is assumed to be
automatically staying up in the bullpen
for the next inning until
- brought into the game next inning
- sat down by the manager
- the opponent's next at bat completes.
Example: A relief(2) reliever begins to warmup with 1 out in the 6th
inning. The next 2 batters are retired. The reliever was not warm
before the last batter of the inning came to bat. The warmup counts as
one time, but the reliever
continues warming for the 7th inning as he was never warm enough to
enter
the game unfatigued in the 6th inning. The player is charged with 1
warm
in this scenario.
Example: A relief(2) reliever begins to warmup with 1 out in the 6th
inning. The next 2 batters are retired. The reliever was not warm
before the last batter of the inning came to bat. The warmup counts as
one time, but the reliever
continues warming for the 7th inning as he was never warm enough to
enter
the game unfatigued in the 6th inning. The reliever is not brought in
during
the 7th inning so he is considered to now be down. His manager warms
him
for the 8th inning. The player is charged with 2 warms in this scenario.
Example: A relief(2) reliever begins to warmup with 1 out in the 6th
inning. The next 2 batters are retired. The reliever was not warm
before the last batter of the inning came to bat. His manager
explicitly sits him after the 6th inning. While the opponent bats in
the 7th, his manager warms this reliever again. The player is charged
with 2 warms in this scenario.
- If a reliever warms 4 or more times in a game, consider him
fatigued for the duration of his appearance that day.
M. Roster Moves:
- The minors will contain the extra players over the 25 (or fewer)
man active roster.
- Before each series, a manager may send any number of players to
the minors and recall an equal number of players from the minors.
- Each series begins with the first weather roll. Once weather is
rolled, a manager is prohibited from making a non-DL player move
between majors and minors until after the series is over.
- Each move up and each move down for a player counts as 1
move(e.g., if player A is sent down that's 1, and if player B is then
recalled that's a 2nd move).
- 48 such player moves per team are permitted during the regular
season.
- Moves that do not count against the 48 move maximum
- Sending players to the minors before the start of the season
- Recalling players from the minors at the beginning of
September
- Recalling a player from the minors to replace a player placed
on the disabled list or traded away
- Sending a player to the minors when a player is activated
from the disabled list or acquired via trade and placed on the active
roster.
- If a player is sent down before the beginning of a series, his
replacement need not come up at the same time.
- Therefore, a team may have fewer than 25 active players for a
series
- Each player moved up or down must remain where sent for three
full series.
- Exception: Players "sent down" before the regular season
begins are not subject to the three-series requirement.
- Exception: Players sent down before either of the last two
series in August may be recalled on September 1 even though they have
not been down three full series.
- Exception: A player may be recalled from the minors to
replace an injured player even if the player has not been down for 3
full series.
(See Section B: Injuries Paragraph: Disabled List Rules Rule #2)
- Exception: A player may be sent to the minors when activating
a player from the disabled list even though the player being sent down
has not been up for 3 full series.
(See Section B: Injuries Paragraph: Disabled List Rules Rule #5)
- Exception: Trades - Any player may be recalled from the
minors to replace a traded player even if the player has not been down
for 3 full series. Additionally, any player may be sent to the minors
even if he has not been up for three full series if a player is
acquired via trade and placed on the active roster.
N. Designated Hitter (DH):
- If the DH is used to play the field, the pitcher will hit in
place
of the player being removed.
- The DH can only be used for the pitcher.
O. Fielding Chart Clarifications:
- On a SI2 rare play on the fielding chart, runners on 2nd and/or
3rd score before the batter overruns 1st base and is picked off.
- The SI1 rare play result found
on the 1B/2B/SS/3B X-Chart and for the pitcher on the Pitcher's
X-Chart should only be
used on a groundball to 1st or 2nd. If an SI1 RP comes up for a
grounder
to SS, 3B, or pitcher,
then consider this a single with runners advancing 1
base.
- When computing the safe chance for a runner on a DECIDE result
from the X-chart, use the fielder's adjusted range rating (per the
DECIDE rule description).
- Make the adjustment for throws from RF and LF to 3B on all plays
resulting from an F2 result on the X-chart.
- On a G1 rare play with at least
a runner on 1st, the play is
called dead due to the interference and if the inning isnt over, any
runners that may have
been on 2nd or 3rd must return to their respective bases.
P. Squeeze defense:
The squeeze defense is an extra defensive option; normal "corners in"
and "infield in" defenses, as per SOM rules, remain options for the
defensive manager.
The defensive manager may use the special squeeze defense if and only
if third base is occupied. In this situation, he must announce he is
using the
"squeeze defense," which has the following effects
- the infield is considered to be in
- the bunter's ability is reduced by an additional grade (total of
2 grade reduction)
- If the bases are loaded, reduce the bunter's ability by a total
of 3 grades.
- all results on the pitcher's card followed by a "dot" are ignored
and instead treated as a single** (as if the pitcher was fatigued).
Q. Hit and Run
A batter's H&R rating is improved when the infield is playing in,
regardless of whether the result in on the "Super Advanced Hit and Run
Chart" or the "Super Advanced Pitching Results H&R Adjustments."
R. Defensive usage
If a
player is carded at a position, he
may play that position as often or as little as his manager chooses
even though such usage may far
exceed or fail to reach his MLB usage
for that year.
II. LEAGUE STRUCTURE
The league home page can be found at this link: JHML Home Page
A. Divisional Alignment
The JHML is a 14 team league playing a 102 game season in 2
divisions with 7 teams each
TGML Division Managers
Don Acosta - Minnesota Twins
Steve Aikens - Oakland ASox
Andrew Magargle - New York(NL) Monkies
Lonnie Magargle - Houston Quirks
- Seattle Slews
Carroll Reese - Kansas City Royals
Chris Kidwell - Washington Badgers
CBML Division Managers
Craig Bergeron - Florida Marlins
Daryl Cooper - San Diego Zoo
Dennis Fitzgerald - San Francisco Giants
John Francis - New York Yankees
Bob Glaub - Atlanta Braves
Don Hanson - Baltimore Orioles
Doug Smith - Pittsburgh Pirates
B. Season schedule
- The JHML regular season consists of 102 games.
- For purposes of determining weather
- Teams play 6 series in April, July, August, and September
of the JHML season.
- Teams play 7 series in May and June of the JHML season
- The home team's current number of series played is used to
determine the appropriate month.
- Non-September games will be played with a maximum roster of 25
players.
- An owner must complete all spring and summer games before any
September games are played.
- September games will be played with a team's entire roster.
- All games played after game 102 - tiebreaker or postseason -
are played in October
- Games played deadlines
The JHML follows a schedule for completing various portions of the
season. Any team failing to meet a checkpoint by the deadline is
subject to penalties.
Teams are encouraged to play ahead if their schedule
permits.
Checkpoint Schedule.
- For 2006, Opening Day is
set as March 5
- Games may be played prior to Opening Day.
- Starting from JHML Opening Day, each team has 18 weeks to
"complete" the JHML months of April, May, and June. The 18 week
deadline is the first checkpoint, or benchmark, in the JHML season.
- Continuing on from the JHML June benchmark, teams have 6
weeks to complete each subsequent JHML month (July, August, and
September). This entails playing at least 6 series in each 6-week
period.
- "Completing" a JHML month requires that the requisite
number of series be played and that stats are entered for these games
by the checkpoint deadline.
- With March 5 as the Opening Day
for 2006, the following
deadlines are defined:
July 9 - June deadline - 20 series must be played and the stats
for these series must be entered
August 20 - July deadline - 26 series must be played and the stats
for these series must be entered
August 31 - Trading deadline - Trades for the season must be
completed before September 1
October 1 - August deadline - 32 series (84 games) must be played and the stats
for these series must be entered
November 12 - September deadline - All 38 series (102 regular season games) must
be played and corresponding stats entered.
- For every series a manager falls short of these
numbers, a team must cut an additional player when cuts are due at the
start of the next season
(maximum of 3 cuts per deadline).
- One 3 game series against every divisional opponent must be
played during the JHML month of September.
- In-division games
- Each team plays 10 games against every other team in its
own division with 5 home games and 5 away games
- The 10 games are played in two 3-game series and two 2-game
series
- You are the home team for one 3-game series and one 2-game
series against every in-division opponent.
- Out of division games
- Each team plays 6 games against every team in the other
division by
playing two 3-game series. Your team is home for one 3-game series and
away
for one 3-game series.
- For most series, the last game is played during the day and the
remainder of the games are night games. Exceptions to this rule are:
- Florida - all games in Florida during June, July, and
August are night games
- Each team has 1 day off after every fourth series played which
will count towards pitcher's rest, reliever fatigue, and player injury
time.
- The following rules cover games where one team's owner is in
Vermont and the other team's owner is in Maryland
- If both team's owners are present and playing the games
face to face, home ballpark is chosen as is normally done.
- If you reside in Maryland and send a strategy sheet north
for games against a Vermont owner, the games are played in the Vermont
team's home ballpark.
- Conversely, if you reside in Vermont and send a strategy
sheet south for games against a Maryland owner, the games are played in
the Maryland team's home ballpark
C. Draft Process:
- Before each new season, JHML teams have a number of players
"held over" from the previous season. Each player on an individual
team's roster who is
carded for the next season remains on that team's roster.
- Each player that is not carded can be kept without counting
against a team's roster limit for one season.
- If the player remains uncarded the following season, the team
must decide whether to cut him or keep the uncarded player on its
25-man cut roster.
- Each team receives the cards of new (never carded) players for
their "park" team.
- Players not carded for more than 6 years will be considered
new players.
- An owner receives players for their park that are Free Agents
and had major league rookie status at the beginning of the major league
baseball season.
- Owners cannot trade players which they don't have rights to.
This rule is for potential rookies. A JHML team takes possession of the
rookie after the rookie's major league season ends. However, the rookie
can only be traded in a deal that takes effect after the current JHML
season as long as he meets the minimum innings/atbats requirements.
- From a team's roster of holdovers and new rookies, each team
must cut to 25 players or less.
- No more cuts are allowed once the draft begins.
- After all teams have cut to 25, trades may be made between
teams so one team can have more than 25 without penalty.
- The draft will consist of no fewer than 10 rounds.
- Teams cutting below 25 players receive an extra draft pick
beyond their normal allotment for every player cut below 25 (e.g., a
team cutting to 23 would receive 2 extra picks). These picks come up
after the last scheduled round of the draft. If multiple teams cut
below 25, they pick in their inverse order of record from the previous
season, with no team getting two of these extra picks before each team
has gotten one (except due to trade).
- For the first round of the draft, a lottery will be used to
determine the order of non-playoff teams. The numbers will be allocated
as follows:
JHML Lottery for Round 1 for Non-playoff teams
D20 Roll Final Standing
that gets first pick
-------- --------------
1 7th place
2 8th place
3-4 9th place
5-6 10th place
7-9 11th place
10-12 12th place
13-16 13th place
17-20 14th place
The 20-sided die is rolled and whatever number comes up, that place
finisher gets the next pick. The die roll range of that place will be
added to the die roll range of the current worst place team still
competing for a pick.
Example: The first die roll is a 14. The 13th place team would
get the first pick in the draft. Subsequent rolls of
13-16 and 17-20 would give the 14th place finisher the
next pick. The next die roll is an 18. The 14th
place team would get the second pick. Subsequent
rolls of 10-20 would give the 12th place team the next
pick, etc.
After eight rolls, the eight draft picks will be determined. The
rolling of the 20 sided die will take place by the World Series
participants before Game 1 is played.
- Teams that made the playoffs the previous season, draft in
their inverse order of record to complete round 1.
- In all subsequent rounds, teams draft in their inverse order of
record.
- Draft pick ties
- Ties occur when two teams have the same regular season
record.
- Ties are broken by head-to-head record for the previous
season between the tied teams. The team with the best head to head
record is considered the "better" of the two teams.
- If the teams' head-to-head record is tied, a coin flip
determines who is the better team.
- If the coin flip tiebreaker is used, the better team drafts
higher in odd numbered rounds, and the worse team drafts higher in even
numbered rounds starting with round 2.
- If the tie occurs between two playoff teams, the better
team drafts lower in round 1.
- If the tie occurs between 2 non-playoff teams, the lottery
above sets the draft order for round 1.
- The better team drafts lower starting in round 2 in all
cases.
- These rules can lead to certain odd draft situations.
Example: team A could win its division but only have the sixth
best record in the league, and a worse record than team B
in the other division that failed to make the playoffs.
Suppose team B had the best record among non-playoff
teams. Team B would then draft before team A in the
first round, but in the second round and thereafter would
draft after team A because its record was better than
team A's record. "Switching" relative draft position due
to record and playoff status can occur under the current rule.
- Teams use all their draft picks even if they end up with more
than 35 players. If a team uses its draft picks, and has fewer than 35
players, the team does not get extra draft picks after the 10th round.
Example: During the 2006 season, the Florida Marlins trade Ben
Sheets to the San Francisco Giants for a 6th round draft pick. When the
2007 draft beings, Florida will have 11 draft picks and San Francisco will
have 9 draft picks. (assuming both teams cut to exactly 25 players)
- After the draft, trades may be made that would cause a team to
have more than 35 players.
- All teams must complete the draft with a minimum of 900
pro-rated innings, 5 pitchers rated as starters, and 600 (AB + BB) (as
printed on the players cards) per position (including designated
hitter).
- After the
draft, the DIC and puppets will
select 35 players
from the remaining Free Agents for a potential expansion team for the
next season. If a new owner is not found by the end of the calendar
year, the players selected on this team that are draft eligible for the
following season will be considered Free Agents for the next draft. The
35 players chosen must satisfy the innings and AB requirement that all
drafted teams are subject to.
D. Playoffs:
- Each team must report its playoff roster to the league before
playing any games in the league's month of September. If a team does
not announce its playoff roster before playing in the JHML month of
September, its playoff roster is its major league roster during its
last game played in August.
- At most two players acquired via trade after the MLB All-Star
Game may be listed on your team's playoff roster. (Note that this rule
still applies
if a playoff injury occurs. Injured players may not be replaced by
players
acquired after the MLB All-Star Game if they cause the team to exceed
the
2-player limit.)
- All postseason games are night games.
- For rest and injury purposes, consider any playoff games that
do not get played to be days off.
- Tiebreakers
- If one or more games are needed after
the regular season to settle who makes the playoffs, September rosters shall be used. All
tiebreaker games will be considered regular season games and count
towards regular season statistics. All players will have their regular
season AB and IP limits recalculated based on a (102 + number of
tiebreaker games required) game regular season. Therefore, a player
previously out of AB or IP may acquire more AB or IP for use during
tiebreaker game(s).
- A lengthy description of the various tiebreakers can be
found by clicking here.
- The top 3 teams in each division will make the playoffs.
- In each division, the teams will be seeded #1 through #3.
- In each division, the #1 seed will receive a bye.
- In each division, the #2 seed will play the #3 seed in a best
of 5 divisional playoff series as follows:
- There is a day off after game 102 (as long as no tiebreaker
game is needed).
- The higher seed hosts games 1 and 2.
- There is a day off after game 2.
- The lower seed hosts games 3 and 4.
- The higher seed hosts game 5.
- The divisional series winners will play the top seed in a best
of 7 series to determine a divisional champion.
- The format of the division championship series is as follows
- Unplayed wild card series games count as off days prior to
game 1
- There is a day off prior to games 1, 3, and 6.
- The higher seed will host games 1, 2, 6, and 7.
- The lower seed will host games 3, 4, and 5.
- The divisional champions will play in a best of 7 World Series
- Seeding for the World Series is decided as follows:
- A regular season division winner
is always
a higher seed over a regular season non-division winner no
matter the comparative W-L record or head to head record
- If 2 regular season division winners or 2 regular season
non-divison winners reach the World Series, use the following criteria
- 1. Better regular season record
- 2. Better head to head record
- 3. Coin flip
- Unplayed division championship series games count as off
days
prior to game 1
- There are 2 additional off days between the division
championship
series and the World Series.
- There is an off day prior to games 3 and 6.
- The higher seed will host games 1, 2, 6, and 7.
- The lower seed will host games 3, 4, and 5.
- Any starter without a relief rating may be used in relief
during the playoffs and is designated as a reliever(2)/closer(N)
- Rosters are fixed for the playoffs. Injury replacements may be
made between series but the change will be for the entire series.
- Playoff player limits:
- 5 game series
- Hitters: (AB on card x .05)
- Pitchers: (IP on card x .075)
- 7 game series
- Hitters: (AB on card x .07)
- Pitchers: (IP on card x .10)
- When a pitcher has used up his allotted IP, he will be
considered tired and every test of a fielder will be a single**
- A pitcher must have 4 or more pro-rated innings left to start
any JHML game.
- When a hitter has used up his allotted AB, he must be removed
from the game when it is his turn to bat.
- All playoff series will be played face-to-face. If a
non-Maryland owner cannot play the games face-to-face, he will
designate another owner, as well as an alternate, to play all games of
the series in his place.
- Days off during a series and between series shall be used for
rest and injury time.
E. Lists Required:
An owner shall have the following information available to his opponent
if requested:
- Which pitchers are or are not available for any game in a
series
- Which pitchers are tired for any game in the series
- Which players are injured for which games in the series
- Which players are suspended for which games in the series
- Which players are in the minors or on the DL at the start of
the series
- Which players are eligible to come off the DL at any time
during the series
- How many AB or IP a player has left*
* - Note that if the number is so great the player cannot realistically
run out during the series, then no exact answer is required
F. Changing Parks:
- (Obsolete) As the JHML was
established in
2003, all
managers are considered to have "moved" to their JHML park in 2003 and
are not considered as expansion teams. What this means is that no
existing JHML owner can move until the 2006 season or later.
- When eligible, a team can change to any available major league
park.
- Owners will be asked at the annual rules and cuts meeting if
they wish to move to another park based on the current year's draft
order.
- When the move is announced, the home ballpark move is
immediate.
- The team will receive rookies from the old park for one year.
- After a move, the team must stay in the chosen park for 3
years.
Exceptions:
- 1) Expansion teams must stay in their initial park for two
full seasons
- 2) Owners taking over an existing team may move in their
first year of ownership.
G. Cards on the Table:
During play, the hitter and pitcher cards must be on the playing
surface.
H. Trades:
Many of these rules are found elsewhere in the document but are also
summarized here as they all pertain to trades.
- In a JHML trade, the transfer of ownership of all commodities
involved in the trade (players, draft picks, rights to uncarded
players, etc) must take place simultaneously but do not have to take
place immediately as teams can agree on a deal to take effect after the
season.
Example: It is illegal for Oakland to trade Eric Chavez to Seattle
in the middle of the season and receive Dan Wilson after
the season has ended. Chavez and Wilson must exchange
teams immediately or after the current JHML season.
- Active players traded from one team to another may not return
to their original team in any subsequent trade between those two teams
until after the completion of the next full regular season.
Example: The Seattle Slews trade Javier Valentin to Oakland during June of the 2006
2006 JHML season. The ASox cannot trade Valentin back to the Slews until
after the completion of the 2007 JHML season.
- The deadline
for in-season trades is August
31.
- Being traded during the season does not change a starting
pitcher's limit of 28 regular season starts per 102-game season.
Example: The Florida Marlins have already played 80 games. The New York Yankees
have played only 25 games. Kerry Wood who has made 20 starts is
traded to the Yankees. Wood is limited to at most 8 starts for the
Yankees during the regular season.
- Any player may be recalled from the minors to replace a traded
player even if the player has not been down for 3 full series.
- Any player may be sent to the minors when a player is received
via trade and placed on the active roster even if the player being sent
to the minors has not been up for three full series.
- Players currently on the DL may be traded but a trade does not
negate any time left that must be spent on the DL.
- Owners cannot trade players which they don't have rights to.
This rule is for potential rookies. A JHML team takes possession of the
rookie after the rookie's major league season ends. However, the rookie
can only be traded in a deal that takes effect after the current JHML
season as long as he meets the minimum innings/atbats requirements.
- After all teams have cut to 25, trades may be made between
teams so one team can have more than 25 without penalty.
- After the draft, trades may be made that would cause a team to
have more than 35 players.
- At most two players acquired after the MLB All-Star Game and
prior to the August 31 trading deadline may be kept on a team's playoff
roster. (Note that this rule still applies if a playoff injury occurs.
Thus injured players may not be replaced by players acquired after the
MLB All-Star Game if they cause the team to exceed the 2-player limit.)
- Players may be traded from one team to another in-between
games of an ongoing series between the 2 teams, but not in the middle
of an ongoing game between the 2 teams.
- A franchise must have an
owner to complete a trade.
I. Meetings:
At the beginning of the year, two meetings will be set up to establish
the new season.
- Meeting 1: Review the rules, discuss trades, cut to 25 players.
- Meeting 2: Complete the draft. For the 2006
season,
this date is set as March 5, 2006
J. Rule Changes:
- To change an existing rule during the season requires a
unanimous vote from all league owners
- To change an existing rule at the Rules Meeting requires a 2/3
vote from all owners.
K. Ruling Body:
- The league will be overseen by the Commissioner (known in the
CBML
as the Dictator in Charge).
- The Commissioner is Daryl Cooper
- The Commissioner will be supported by two other league members
(often known as puppets) to create an Advisory Committee
- Committee members for 2006 are John
Francis and Carroll Reese.
- This Committee will rule on disputes or rule questions
- This Committee will be responsible for
coordinating/scheduling/playing Vermonters games played in Maryland
- This Committee will be responsible for
coordinating/scheduling/playing games for teams in which the owners
have resigned during a season.