
Welcome to the Next Generation of Fantasy Baseball.
Frequently Asked Questions (FAQs)
2. What
are the league size options for public leagues?
3. Can
we set up divisions for larger leagues?
4. How
do divisional formats affect the schedule?
5. Is
it possible to play AL or NL only leagues?
7. Do
the league creators, or "commissioners", have any "special" powers?
8. I
would like to take over a "orphan" team from last season. How can I do this?
10. Can
you change your stadium's dimensions after the FAB?
11. Why
do we build a stadium?
12. Can
you see your opponents' stadium designs before the FAB?
The Basics of the Free Agency Blitz (FAB)
1. How
long is the Free Agency Blitz ("FAB")?.
2. What
is the goal of the FAB?
5. What
do I need to do before my league's FAB starts?
6. How
does the FAB process work?
7. What
does it mean if I sign a player for more than one year?
8. How
do players become "On the Market?"
10. How
long do I have to negotiate with a player?
11. Can
I bid on a player after he is On the Market?
12. At
what point are free agents acquired in the FAB?
13. Am
I obligated to acquire a minimum number of free agents each wave?
2. When
I add outfielder to my queues they keep showing up in the OF1 queue. What is happening?
4. How
and when can I change an offer to a player before the FAB starts?
6. Can
I place a player in a different position queue from which he plays in real
life?
1. How
do I know if a player is a good hitter in a particular batting order spot?
2. Why
do I have a player in my First Offer Queue that is greyed out? What does this mean?
6. Does
every "On the Market" player appear green on at least one team's Team
Planner?
9. What
is the formula behind a player's contract demands?
10. Is
there a formula behind whether I get a "red zero" on my First Offer to a player?
11. How
many times are we allowed to change our offer to a player?
13. The
contract demand settings seem to be set really high ... or am I cheap?
18. If
two owners issue the same bid for a player, how does the system decide who gets
the player?
22. How
do I find out my GM Rating?
23. How
low can my GM Rating go and how does it affect my offers to players?
24. Do
I have to rescind offers for players that I'm out of the running for?
25. What
is the effect on my GM Rating if I do rescind an offer to a player?
27. Does
my GM Rating go up when I successfully sign free agents?
33. Can
I make trades during the FAB to free up cash and balance my team positionally?
36. Can
I make trades during the FAB to free up cash and even out my roster?
37. Why
can't I get to some of the other sections of the site?
1. How
do park factors affect hitters and pitchers, respectively?
2. How
do Park Factors affect switch hitters?.
3. How
does the regular season baseball linescore work for weekly scoring?
4. What
stats other than errors are used to consider defensive capabilities of players?
5. How
many games will my team play per week and how are they scored?
6. If
an owner drops his team at the end of a season will the league continue?
7. Do
I get a full $100 million to acquire free agents in next season's FAB as well?
8. How
long can I sign free agents for during the regular season?
9. If
a player goes unsigned during FAB, will his minimum acceptable contract demand
decrease?
10. Is
an IBB (intentional walk) a BB (walk) as well (i.e. does an IBB count as 2
FPs)?
11. For
an RBI Sac Fly, are there 2 FPs scored?
12. Do
2Bs, 3Bs, & HRs also get the point for H since they are hits as well?
13. What
does HO, NH and PG stand for this the pitchers stats?
15. Can
a player lose eligibility at a position during a season?
18. Is
there a way that I can change my pitching rotation and line-up during the week?
1. What
if my computer is behind a corporate web monitor (like "NetNanny")?
2. I
see to have some problems running Safari on Mac with certain pages?
Once you register and pay for your team you can create a
private league for you and your friends.
The commissioner can then go to the League editor on the My Account à Leagues page, select to
use the League Classifieds and advertise the open league spots to the
gamedayritual publi
There are 8-team and 12-team public leagues
available with various playoff and divisional formats.
Yes, during the league setup for private leagues you will
have the option to have 1, 2 or 3 divisions based on whether they divide your
league size evenly. In a 3 division league
a wild-card system is used to decide the 4th playoff team (if playoff format is
chosen).
The divisions are for
standings and playoffs purposes only. They do not affect the schedule.
No. In this year's
version of the FAB you cannot do this.
Yes, you can select your start date and select from a set of
start times that are pre-optimized based on league size and time zones. This is done through the League editor on the
My Account à Leagues page
For new leagues, they do
not. The only "special" power that they have is to determine what
time the FAB starts and invite owner to fill up the league. For returning leagues they has
several special roles including the ability to expand and contract the league,
remove owners, allow firesales, et
An orphan team is a team
from last season in which its previous owner did not return and the league's
commissioner has determined that it needs a new owner. You can acquire an orphan team in the signup
system by selecting "Acquire a Returning Team" and following the instructions.
Yes. You can provide them with the LeagueID and password and they can join the league and set
up their team for free.
No, however before the FAB
next season you can make some modification to your stadium. We don't want any team to get hamstrung by
decisions they made way back in Feb/Mar 2006.
The stadium will have adjustment effects (i.e. park effects)
on some of your player's stats throughout your weekly games. For
example, if you build a park like Coors (at altitude) you will have a
bonus in most offensive categories (as will your opponent),
if you build a park like Fenway you will have a boost
in doubles for righties (banging the ball off the
green monster). This is outlined
in detail in the User's Guide and Manual.
Yes. If an opponent has saved a stadium it will be
listed as one of the preset stadiums.
The full, normal speed FAB will take your league about 6
days to complete (somewhat analogous to your common online
"slow-live-draft"). There are
also 11-day (slow) and 1-day (turbo) versions.
The 11-day and 6-day versions have players signing every 10 minutes
during a wave's signing period (the difference being the 11-day FAB has a 48
hour On the Market period versus a 24 hour period for the 6-day version). The 1-day FAB have
players signing every 2 minutes during signing periods in each wave.
Your goal in the FAB is to accumulate a team of 22-28
players that will represent the core of your fantasy team during the regular
season. You will actually have both a
25-man and 40-man roster available to you during the regular season so even
after the FAB you will be wheeling, dealing and prospect-drafting to
fill up your team.
The best way to summarize things: pretend that you are a
real-MLB GM and field manager. How would you build your team? All righties? All fleet-footed? You
also should think about the effects of your stadium design!
These elements and others all affect your scoring and
head-to-head match-ups during the season.
In the FAB itself you have $100 million, 50 contract years
and 3 "no trade clauses" in which to spend. With that you will
likely acquire about 22-28 players and you will want to have a little cash and
years left over to pick up guys off free agency or trades during the
season.
The FAB is essentially an auction process where you offer
contracts to players, they provide you feedback on your offers, and you decide
whether to make another offer or offers. It is a dynamic process as you,
and other teams, make offers to players until they select the best one and
sign. Throughout this process you will be receiving feedback on how good
your offer is, how other bids are shaping up, how many more offers the player
will accept from you, etc.
For public leagues, the FAB
starts no less than 48 hours after the league is filled. Generally a public league's FAB will start in
the morning PST. You will receive an
email the moment the league is full telling you when the FAB is about to start.
For private leagues, the
league creator decides the start date of the FAB. It can be any day prior to the start of the
regular season and the creator can select from a list of appropriate time slots
for when the FAB starts.
At first when you log in it may seem that the FAB is imposing
and complicated. This is normal. In fact, it's hard to fully
understand what is happening in a FAB or the information that the
interface is telling you until the FAB actually starts. Having
said, you should log in and play around with the interface and get
your player preferences set up before your league's FAB actually starts.
It is very important that you log in before the FAB starts to do a little
set up or the system will start making bids on your behalf.
You are going to want to add players to your First Offer
Queue (see the big warning that it is currently empty?). Follow the
various instructions on the page on how to do this. One point: if the guy
does not have a checkmark beside his name, he is NOT in your First Offer
Queue! Add about 15-20 players in various positions. You can queue
more than one player per position if you wish --- you can also sign more than
one if your "max to sign" for that position
is above "1".
The FAB works in "waves", each FAB has 5 waves,
each a total of 24 hours long (in the 6-day version). In each wave there
are a total of exactly 60 players (for a 12 team league) that are "On the
Market" and can be offered contracts. At the end of the wave all of
these players will be signed and a new set of 60 players are simultaneously
added for a second wave. That is, each time a player signs a new player
comes on the market. This way there is always an active market of 60
players to negotiate with.
This is a "dynasty league", meaning if you sign a
guy for two years, you've got him next season too!
You decide this as a league. You take turns making
"First Offers" to players until you each have made 5 First Offers to
5 unique players. This first offer is essentially like announcing to the
press that you are offering a certain player a contract and them
subsequently responding "I am now on the market". Your league
will be making, in turns, a First Offer to a new player every ten minutes
for 10 hours at the beginning of each wave. So, your team, if
it is in a 12 team league, will be making a First Offer to a player every two
hours.
All you need to do is "queue" players that you
would like to introduce On the Market. This is called the "First
Offer Queue". When it is your turn to make a First Offer and put a
player On the Market, the system will take the top player in your First
Offer Queue and make him the offer that you have prescribed. Just a
couple of notes:
After a player has been On the Market for 48 hours he will
take his best offer and sign with that team. So, you have 48 hours from
the time that a player is made a First Offer (and thereby put on the market) to
negotiate a contract.
Yes. Just click on
the "Show Un-Queued Players On the Market"
box in your team planner and he will appear. Then click on the [+] button and
make him an offer. The longer you wait to do this the more of a possibility
there is that it will have a detrimental effect on your GM Rating. You can also bid on him through the On the
Market page by pressing [+] beside his name to add him to your position queues
and then subsequently submitting a bid.
A free agent will sign exactly 48 hours after he is injected
On the Market. The moment that he signs
(actually, 5 minutes later) a team injects a new player via their First Offer
Queue. There is actually a rolling 8-14
hour period (depending on your league size) that players will be signing and
new players will be entering the market.
This way you know who to make First Offers to in the next
wave based on who you acquired in the previous wave.
This is a good time to come online for a bit to see how
things are playing out in your bids and "tweak" your First Offers
No, you are not obliged to acquire any number of free agents
at all.
When you have searched for a player in the database and wish
to add him to a queue you need to select the queue that you wish to add him in
the drop down box beside the checkbox before pressing "Add". In this case
you are allowed to put RP in SP queues so it is defaulting to SP1 unless you
select the correct queue prior to pressing "Add".
Fixing this is easy. Click on the SP1 queue (where is
says SP1 in the green box on the ball diamond). This will bring up the
SP1 queue as active. You can then use the MOVE drop down menu to move a
specific player to a different SP or RP queue.
Same issue and solution as above.
If another team puts a player On the Market by making a
First Offer, you can still bid in him anytime regardless if you had him
queued. Having said this, if you have that player in your First Offer
Queue (i.e. he has a checkmark beside his name) then when another team injects
him, you will instantly make an offer on him as well. This is why it is
important to have a decent bid set up for all the players you have in your
First Offer Queue, regardless if they are near the top of the list.
You change your proposed bid for a player at any time up to
the moment that he is comes "On the Market".
Make sure that you don't low ball him off the start too much: you can annoy him
and he may decide to not continue negotiating with you if he received other,
much better offers off the bat.
If your FOQ runs empty, it will invoke your preferences in
the AutoBid system and make a First Offer on your
behalf. The system will NOT revert to
unchecked players in your queues to issue First Offers (those players are there
to "monitor" only).
You can "move" a player to any position queue you wish BUT
during the season he cannot play that position unless he had 15 games played at
that position in either 2004 or 2005. You
can see a player's position eligibility by calling up his player card (click on
his name in the Team Planner)
All players, when you add them to a queue, will default to
their primary position queue.
No. If another team
puts a player On the Market by making a First Offer, you can still bid in him
anytime regardless if you had him queued.
Having said this, if you have that player in your First Offer Queue
(i.e. he has a checkmark beside his name) then when other team injects him, you
will instantly make an offer on him as well.
This is why it is important to have a decent bid set up for all the
players you have in your First Offer Queue, regardless if they are near the top
of the list.
In the player database view you can select "BO+" (as well as
various other stat types) in the "Stats:" drop down menu. This will show the extra fantasy point the
player received last season based on each spot in the batting order that he
could have hit.
That player is greyed as you have other player(s) ahead of
him in that positional queue in the Team Planner AND you have "Max to Pursue"
set in that queue to too low of value. This means that if the greyed
player moves to the top of your First Offer Queue he will not be injected. In addition, if another team places him On
the Market you will not automatically bid on him.
If you want the system to bid on multiple players in the
same position queue at the same time then you will need to set your Max to Pursue
in that queue to a higher number. Be careful though. this is a safety
mechanism to prevent you from accidentally offering contracts to too many
players at the same position at the same time.
An alternative is: if the player(s) in that position queue
that are above the player that is greyed out are not yet On the Market, you can
move them below the currently greyed (ineligible) player by moving them down in
your First Offer Queue (in the First Offer Queue page).
This means that you tendered an offer significantly lower
than another team (or teams) in your league had queued for that player and he
considers further negotiations with your team as a waste of time. Specifically: the red means that you have a
poor offer relative to the highest offer that was tendered to that
player. The zero represents the number of additional offers the player
will hear from you. We call this,
affectionately, as the BRZ (big red zero).
The game is designed to thwart the eBay-style last minute
mark-up frenzy, so, if you really want a given player you should come in with a
bid that is at or very near what you would be willing to sign that player for -
or risk your negotiations being cut short.
This status can change, however unlikely, by the leading
team rescinding their offer or your GM Rating improving
throughout the negotiation period. This
is rare but possible.
You can, but if you do your bidding history on that player
is lost as well. This means that if you
wish to see your losing bid next to the winning bid for a player on the League
Progress page, the info that you even bid on him will not be there if you
deleted him off your Team Planner.
You only get feedback from players you have offers on. It is possible to have a GM Rating so low
that you don't get any feedback but you will get the same level of feedback
from all players (you have offers on) at a given time.
No, there it not necessarily one team per league that is
getting green feedback per each player on the market. Consider the event that two teams are tied
(or close to tied) with the best bid on a player. They would both be getting
yellow feedback with no other teams getting green feedback.
Yes. In fact, this is
important to do if you are running out of, or have run out of, salary cap
space, contract years or no-trade clause to offer. This can be done by going to the Auto-Bid
page and selecting "AutoBid puts player who is best
fit for your team* On the Market". That
is, select the option that does not tender an offer.
No. Currently, if you
rescind this player you will have a reduction in your GM Rating.
None aside from the fact that he will not accept anything
less than his appointed "Min Bid". It is
the market (i.e. the offers by other teams in your league) that dictates how
much a player is going to sign for.
This is a bit of a "black box" formula. It should be noted that, in an average league,
25-35% of First Offers made to players will be considered "uninteresting" by
the player. This is an average based on
the dynamics created by of one or more teams often bidding quite high for a
player right off the bat, putting those 25-35% of
offers out of contention early.
Before the player is On the Market you can change the offer
as many times as you wish. Once he is on
the market you can change your offer only as many times as is indicated in the
small box beside his name (0, 1 or 2).
This depends on the perceived relative quality of your First Offer.
Mouse over players in the mini-queues in your team planner
page - if you have a bid on them you can get Insider Info. The higher your GM Rating, the more detailed
the information will be.
As for "contract
demands", there are no real settings per se. If you get a BRZ (big red zero), that means
that someone else in your league has gone with a high offer to a player to blow
you out of the water at the start. When
the players start signing you'll be able to see who beat you and at what
ridiculous offer... You'll feel better then.
Also, keep in mind that
older players "consider" contract duration more heavily than younger
players. As such, if you ever really
want a player that is aged: make sure the offer is for a high amount or give
him an extra contract year for security.
In this situation, given
the player's young age and relative early success in his career, he felt that
he would be better off taking the short contract at a little less money per
year than the longer one. Essentially he
feels that both offers are a little low and given that he would like to re-enter
the free agent market next season to try his luck again.
If both offers were higher
in value but still for one and two years respectively, he likely would have
taken the longer term deal (assuming both teams had the same GM Rating)
some dimensions) but you will start with a brand new $100
million payroll the next season.
Sorry, he will sit on your
roster for the duration of his contract and will continue to collect a
salary. You can, however, release him
and only be on the hook for 50% of his remaining salary (just like if you
waived any other player).
At the moment of signing
the system checks all offers on the table for a player (whether they are
leading or not) and determines whether each team has the resources to pay. If
the system finds that a team does not have the resources to fulfill the offer
and it will be automatically rescinded. This will have a significant
negative effect on your GM Rating.
It does not matter if you
have the highest offer in this event and as such when you are running low on
cash or years or no-trade clauses it is important that you don't have any
single offers set up that extend you beyond these limits.
The limit is in place for
owners that are not at their PCs all the time and therefore want the system to
prevent them from acquiring too many players at any one position. If you anticipate that you will be at your PC
regularly you can increase these values if you wish.
The tie goes to the team
with the higher GM Rating. If that is tied, it goes to the team that bid on
that player first.
A NT-clause can be worth between
10% and 30% in additional perceived value based on contract length. For large deals this can be very significant.
This is generally true
except for the case where the annual offers in question are significantly
higher than his min bid value (and thus, his expectations). This particular player figures that going
back to the free agent market next season isn't going produce the type offer
that he just got offered long term. As such, the big difference between his
expectations and the salary that he was being offered trumped the fact that he
is young and does not want to be "tied down".
If nobody can
afford the offers they have made to the player in question, at the moment of
signing they will both be auto-rescinded by the system. Given that the player will then have no legitimate
offers on the table at time of signing he re-enter the "idle" free
agent market and will have to be re-injected into the Market by anther
team. The player will no longer accept
offers from either team and both teams' GM Ratings are
going to take a hit.
It is in the top right-hand
corner of the Tools panel during the FAB.
You start with a 50 rating.
The lowest that your GM
Rating can go is 0 and the highest is 100 (you started at 50). We don't want to divulge too much regarding
exactly the effect of this (to avoid manipulation) but we will offer the
following example: if one team with a GM
Rating of 50 comes in with an offer on a player at $5.0M/2Y, you would lose if
you offered $5.5M/2Y but win with $6.0M/2Y on the same player. This
assumes an average player (the guy is in his early 30s, the offers are about
twice his "min bid" value and he weighs contract size and duration pretty
evenly).
The player will get around
to rejecting you when he signs.
Rescinding at this point on those guys that you think you are out of the
running for (i.e. red zero) will hurt your GM Rating. Keep in mind that other teams may also be
forced to pull out and you can find yourself escalating into contention again,
even without bidding.
If you are still in active
negotiations with a player then the effect on your GM Rating is quite high
(negative). Essentially you are
negotiating with a player only to arbitrarily decide to pull out of
negotiations. This is not perceived
well.
If, however, you have made
an offer and now the player is responding with a red zero (i.e. will no longer
actively negotiate with you) then the effect on your GM Rating
of rescinding the offer is much less.
Be sure before you rescind
an offer that you understand the effect it will have on your reputation with
the players and resulting GM Rating. It
is recommended that you try to rescind contracts only when it is necessary and
the ramifications are fully understood.
Yes. This is to prevent owners from just sitting
on the sidelines and not allowing a market to develop for a player.
No, it would not. GM Rating only goes up when you make your
first offer to a player. GM Rating is
awarded on good intentions, not necessarily good results. It is the
"market regulator" concept --- keeping owners from trying
(effectively) to manipulate the mechanics and logic of the FAB.
No, you will not
lose any GM points in this case. Once that you have made a good First
Offer to a player you can continue to negotiate at any time without fear of
losing an GM Rating points with respect to that player.
Losing points
can only happen if your start negotiations with a player late,
lower an offer or rescind an offer. Losing in a bidding war for a player
will never lower your GM Rating in unto itself.
No, if you
reduce or recind the offer, regardless of the
"position" that your offer ranks, you will see a reduction in your GM
Rating. The reason for this is that it is very common for the leading
bidder to reduce or rescind their offer, thereby putting another bidder in the
top bid position.
In most cases
no. GM Rating is only reduced if the
"perceived value" of the offer has been reduced in the eyes of the player. This is different for every player based on
age and minimum bid but in the majority of cases (i.e. except very young
players) such a modification will not lower your GM Rating.
Late bids (i.e.
in the last half of a player's availability On the Market) will have a negative
effect on your GM Rating. The later the bid, the stronger the effect. This is to prevent GMs from "sitting on the
sidelines" and not participating in the development of a market for a player.
If you do not
use your entire payroll during the FAB (which would be a bad idea anyways), you
have it available for additional manoeuvring room during the regular season in
trades and signings (in addition to the $10M you are provided after the FAB).
If you still have not used it all up by the end of the season (which is very
common) it is lost (i.e. the profit goes towards upgrades to the owner's
suite!). In seriousness, there will be a provision that allows you to use
a bit of that cash to renovate your stadium (i.e. make some minor modifications
to
Yes. You can do this through the Front Office
Section.
You are not obligated to
have any specific minimum number of players on either of your rosters and you
are not forced to reserve any cash or contract years. If you elect to
only have 25 players and use all of your contract years (and salary cap) on
those 25, then that is OK. You simply will not have the resources to fill
up the remaining 15 on your 40-man roster until you make a trade or waive a
player. The system only prevents you from going "over" your cap
limits.
In fact, it you want to
spend all of your contract years and salary cap room on 15 players, you could
do that. (We wouldn't recommend that though).
No. During the regular season the only limitation
financially is that you do not exceed $110 million spent. During the FAB you are only allowed to commit
a total of 50 contract years but during the regular season this limitation is
lifted. This way you can freely trade
for players with longer contracts as well as sign prospects to multi-year
deals.
You will be limited to 50
total committed contract years once again at the end of next-season's FAB as
well.
Yes. You can do this through the Front Office
Section.
During the FAB the only
sections applicable to the FAB and the pre-season are accessible. As time approaches the start of the regular
season additional areas of the site will be opened to allow you to manipulate
your team and personal settings.
This is best explained via
example:
If a park has a
1.10 factor on 2Bs for right handed hitters then every 2B that a right handed
hitter gets will be increased in value by 10%.
There are also pitcher specific factors that are handed independent. For
example, if a park has a 1.05 factor on Rs then every
R that is given by a pitcher is increased in value by 10%.
This will result in fractions of fantasy points that are accumulated and added
up towards a team's score.
The effect on switch hitters in a particular Park is a
factor that is set between the effect on lefties and the effect on righties. Where on
the scale between
those two effects is based on the ratio of lefty pitching versus righty pitching your opponent fields that week.
For example, if your opponent sends out mostly right handed
pitchers against you, your switch hitter will be left-hitting most of the
week. As such, he will have park effects
pretty close to the regular lefty hitter park effects.
The nine inning linescore will
develop over the week as your players accumulate games played. Your team will likely be entering the 7th
inning going into the weekend and games on Sunday are generally always part of
the 8th and the 9th innings. If is
"games played" by players on you and your opponent's teams that drives the game
through the innings (so that if you opponent had a bunch of players playing on Monday,
and you did not, it does not inappropriately show that they are in the lead).
The linescore is based on fantasy
points accumulated by your team's MLB players versus fantasy points accumulated
by your opponent's MLB players throughout the week (with strategy
adjustments). There are considerations
for if the points came from pitching or hitting (i.e. if you pitchers play well
in a week and your opponent's hitters don't, you can likely expect a
shutout). Fantasy points are always the
basis for winning and losing though, the linescore is
simply an interesting presentation of the events of the week.
The only stat used for defence is errors, and it is a simple
-1 Fantasy Points (FPs) right now. Yes,
yes, we know, a key divergence from real baseball, but as many stats
folks agree there is still not a good way to quantify defensive
capabilities. We didn't want to manipulate some obscure stat to more
closely involve defence so, except for errors, we left it out (at least for
this season).
There is one game that your team plays each week, Monday to
Sunday. As a result you will have about 50+ player games played, 4
or 5 pitching starts and a handful of relief appearances contributing to your
week's fantasy points totals. Our experience is that in a week you
will rack up 250-400 FPs per week for your team,
after strategy adjustments.
If an owner quits there are several alternatives (a good
question given the "dynasty" element of this game). First,
there will be a mechanism in place for external folks to "buy" the orphaned
team. Second, if no owner can be found, it can be decided by the league
to do one of two things: (a) if there are an EVEN number of teams departing the
league and this does not result in less than 8 teams left in the league, all the players on those departing teams become free
agents for the next FAB.
You will have $100 million and 50 contract years minus
existing contract commitments (i.e. players that you signed to multi-year deals
this season) to acquire your team.
Free agents acquired during the regular season can only be
signed to one year contracts. Prospects
acquired in the summer prospect draft are exempted from this limit.
The annual min bid value will not change per se but the cost
of paying that salary will erode as the season progresses, prorated to the
amount of season remaining. (for example, at the
half-way point of the season the cost to acquire a player will be 50% of if you
got him at the beginning of the season). Basically players are paid on a weekly
basis.
To be more specific, if you can't afford a player at the beginning of the
season you may be able to later on as you won't have to pay him his full year's
salary.
No, an IBB does not count as a BB. There is no
double-count here.
Yes, when a player has an RBI Sac Fly there are two points
scored. The way that we see it, an RBI sac fly is virtually the same
value as an RBI single and as such are both scored 2 FPs.
Yes, this is correct. Therefore a HR will gross 4 fantasy points.
Holds, No Hitters and Perfect Games.
No. Since crazy things can happen during spring training,
etc. and we profess to have no crystal ball, a player must accumulate 15 games
at his new position to be eligible at that position.
No, a player cannot lose position eligibility during the
season.
Yes, you can always move a player to another eligible
position.
The backup player will hit in the exact same position as the
injured player.
In the current version, any changes that you make during the
week will take effect for the following week's game. Having said that you
can set back-up players for each position and a spot-starter for missed pitching
starts to provide for injuries during the week.
No.
No, there is no limit during the regular season. You are capped at 50 years for the FAB but
can exceed that number via trades, free agents (which you can only sign for one
year) and prospect signings during the season.
Next year, during the FAB, you will be capped at 50 years again and this
will be inclusive of players still under contract from the previous year.
Normally pages should take
about 3-5 seconds to load or refresh depending on your connection speed.
If you are in a corporate environment that has some brands of
"net-monitoring" proxy servers you may experience page
refreshes that take up to 15 seconds. It is very rare but if you
experience this please report it to us --- we do have
solutions.
We are still working to
establishing full compatibility with Mac's Safari browser but in the meantime
if you are having issues we suggest using Mozilla's Firefox browser for Mac.