Rules & Regulations

1. League Requirements
1a. GM Involvement
1b. Trades
1c. Articles
1d. Message Board
1e. Financial Responsibility
1f. Behavior

2. Rosters

3. Contract Issues (Mid-Season RFA's)
3a. Contract issues (Mid-Season UFA's)

4. Free Agency
4a. Unrestriced Free Agents (UFA)
4b. Restriced Free Agents (RFA)
4c. Qualfying Offers
4d. Contract Lengths
4e. Performance Bonuses
4f. Signing Bonuses
4g. No Trade Clause
4h. Player Agents

5. Releasing Players

6. Waiver System

7. Two-way Contracts

8. Entry Draft
a. Prospect Activation


9. Arenas

10. NHA Awards

11. Retirements

12. Waiver Draft

13. Expansion Draft
13b. Expansion Draft Duration

14, Contraction Draft

15. Coaches

16. Team Captains

17. Player Position Changes

18. Rerates

19. Player Attributes
19a. Intensity (IT)
19b. Speed (SP)
19c. Strength (ST)
19d. Endurance (EN)
19e. Durability (DU)
19f. Discipline (DI)
19g. Skating (SK)
19h. Passing (PA)
19i. Puck Control (PC)
19j. Defense (DF)
19k. Scoring (SC)
19l. Experience (EX)
19m. Leadership (LD)

20. Team Name/Logo Change

21. Salary Arbitration

22. All-Star Game

23. Loop Holes

1. League Requirements
*** A valid email address is required, along with either windows messenger or MSN messenger.
*** GM Editor (v. 1.2 or v. 1.5) along with Winzip or WinRaR in order to extract league files.
*** No Passwords are necessary when sending in lines.

1a. GM Involvement
General Managers are not expected to spend thier lives around the NHA. However, I would like to see some time spent each and every week on the league. This involves being online, sending in lines, taking part in message board discussions, etc... Each and every General Manager will be expected to answer their email in a timely fashion. It does not take much time to reply to your fellow GM's questions and trade proposals, so please get back to each GM's as soon as possible.

1b. Trades
I do not expect GM's to make trades on a daily basis, or make trades simply for the sake of making one. I would expect that each and every GM in the league make a trade only if it serves the purposes of thier team (ie: making run for playoffs, salary cap concerns, building for future etc..). All trades will be subject to review upon submission. I ask that in any trades you try and be as balanced as possible, since it would not be healthy for the league if some teams are decimated for the benefit of others. When a trade is made, both teams must submit the deal in the "message board". I ask that both first and last names be inputed for players involved, and yes money can be involved in any deals. For the most part, I don't suspect any problems. Just keep in mind that if a trade is terribly lopsided, it will be reviewed and possibly rejected. Also note that teams may trade any combination of players, prospects, draft picks, or cash. The maximum amount of cash that teams may send to another team is any single trade is 5 million dollars.

1c. Articles
Any General Manager who submits an articles for the website will recieve a financial reward for doing so.
Team based article: $50,000 deposit in your team coffers
League based article: $75,000 deposit in your team coffers
Other: additional funds will be deposited depending on how extensive the article is
Each team will be capped at $500,000 per season for this type of revenue

1d. Message Board
I expect every GM to check the message board on a regular basis and to participate in message board discussions, as the board is the backbone of our league. Many important announcements, polls and discussions will be taking place on the board as well as future rule changes, trade block players, etc..

1e. Financial Responsibility
The NHA will have a salary cap of 60 million dollars and a salary floor of 35 million for the 20010-2011 season. I expect each and every team to be within these amounts. Seriously injured players will not count against your cap, but be sure to be under the cap once those injured players return to game action. Any team that exceeds the salary cap will have his top player suspended until the team once again is below the cap. All teams are also expected to stay on the positive side of the fiscal (money) side of the game. Once a team starts to go near negative figures he/she will be given a warning to fix the problem. If a team continues to slide, then I may be forced to replace that GM.

1f. Behavior
I expect everyone to treat one another with a great deal of respect. I do not want to hear of any petty squabbles between GM's and expect and disagreements to be handled in private. Any personal attacks on fellow GM's will be dealt with in team fines and possibly the dismissal of the GM depending on the severity of the attack. I would however, encourage each of you to bash the teams of fellow GM's within the boundaries of respect of course.......Remember, we're here to have fun, and part of the enjoyment of the league is poking fun at other teams players.

2. Rosters
* The minimum amount of players on the pro roster is 20 (2G, 6D, 4RW, 4LW, 4C).
** The farm team has no minimum or maximum amount as of right now.
*** 20 players must be dressed for each game even if 1 or 2 players are double shifting.
**** Each and every GM is expected to ice the best possible line-up they can. I would hate to see GM's scratching their best players just in order to drop in the standings or help another team rise in the standings. This is to keep the integrity of the league at the very highest and allow us to succeed for years to come.
***** No player with a 72ov rating may be placed on the farm team. This is in order to prevent teams from sending players to the farm club simply for Salary cap reasons.
****** Players playing out of position will not perform to their full ability, so try to avoid this.
******* Any GM who wishes a player be moved to another position must send me an email stating the change and some proof that they can indeed play that position.
******** Finally, do not put any passwords in the GM editor when sending in lines.

3. Contract Issues (Mid-Season RFA's)
I will be allowing GM's the ability to sign their potential RFA's to contract extension during the regular season. However, players that will enter in to negotiations with your team during the regular season may ask for more money, length, signing bonus then they might ask for at seasons end. In order to extend a RFA's contract, e must meet the following criteria:
* Player has 1 year left on his current deal.
* Player is 28 years of age or less.
* Player is not at the league maximum of $8 million per season.
* Trade deadline has not passed
.
* The maximum length any player can be signed for is 4 years.

3a. Contract Issues (Mid-Season UFA's)
As per discussions with fellow General Managers, each team will be given a "Franchise Tag"" which they can use to enter in to negotiations with one of their potential UFA's. The Following rules will apply.
* Each team may only use their "Franchise Tag" every other season. (if you use the tag in year one, you CANNOT use the tag in year two.)
** If you do not use the Franchise Tag in year one or two, that is your discretion. However, GM's will not be allowed to accrue tags. So, in other words if you do not use the Franchise Tag in years one or two, then you will still only have one Franchise Tag available in years three and four.
*** Franchise Tags can be applyed to any player who is in the last year of their contract.
***** GM's may NOT trade their Franchise Tags to other teams in the league.
****** Most importantly, the applyed Franchise Tag only gives GM's the right to negotiate before the player becomes a UFA. The Franchise Tag does not guarantee that the player will sign with your club. The simple fact is that in some cases the player and the team may be so far apart in money, length or bonus that they will not come to an agreement
******* A team that CANNOT successfully come to an agreement with a player that they have applyed a Franchise Tag to will not lose that tag. They can then take the "Franchise Tag" and apply it to another player.

4. Free Agency
The Free Agency period will start during the off season after the player ratings have been adjusted. There will obviously be an unkown amount of players whose contracts have expired and will need to be resigned by their respective teams or other teams.

4a. Unrestriced Free Agents (UFA)
A Player becomes a UFA when he is 29 years of age and zero years remaining on his contract. When a UFA is available to be signed, he may accept offers from any team to a maximum of $8 million per season. One thing all GM's should be aware of is that money will not be the only determining factor for a UFA to sign with your club. Other factors will play an important factor such as contract length, what role you have for the player on your roster, if the team is a contender or rebuilding, etc...I do not want to see this become a money driven league where players are signed to teams simply because they are given outrageous contracts that don't make sense. All I can say is think carefully, when trying to sign UFA's and give good reasons why that player should sign with your team.

4b. Restricted Free Agents (RFA)
Restricted Free Agents are those players 28 years and under who have zero years left on their contract. These players are still the property of the team that they are on until the age of 29. In order to protect the youth on all teams, we will not have any RFA offer sheets in this league, which basically means that other teams in the league will not have the right to take your RFA's away from you. The only way a youth player can leave a squad is via trade or if their contract is bought out at which time they automatically become a UFA.

4c. Qualifying Offers
All RFA must recieve a qualifying offer from their team in order to remain the property of that team, otherwise they become a UFA. Qualifying offers must be at least the same amount that the player was paid in the previous season. So if a player was making $500,000 the In the 2003-2004 season, he must recieve a qualifying offer of $500,000 for the 2004-2005 season if you are to retain that players rights, otherwise the player will become unrestriced.

4d. Contract Lengths
The mimimum contract term is one year while the maximum contract term a player can be signed to is 4 years.

4e. Performance Bonuses
The NHA will not have any performance based contracts for the simple fact that they are much to difficult to keep track of.

4f. Signing Bonuses
Teams may offer signing bonuses when making contract offers to both UFA's and RFA's. The Maximum amount to offer when determining the signing bonus is 1/2 the total contract amount. If a player is offered 2 million dollars per season for 3 years (2,000,000 x 3 = 6,000,000) the maximum amount of the signing bonus would be 3 million dollars (6,000,000 / 2 = 3,000,000)

4g. No Trade Clause
Both Player agents will have the ability to negotiate a No Trade Clause for their clients which will last for the duration of the contract. This basically means that any player that has a No Trade Clause attached to him cannot be traded away to another team. Once his contract expires, the No Trade Clause is no longer in effect.

4h. Player Agents
* (Team to be named) will be the Player Agent for all RFA's in the Canadian Conference. This means that all salary negotiations for RFA players in the Canadian Conference must go through (Team to be named) in order to be signed.
* (Team to be named) will be the Player Agent for all RFA's in the American Conference. This means that all salary negotiations for RFA players in the American Conference must go through (Team to be named) in order to be signed.
* All UFA negotiations will be handled by the commish of the league and therefore all UFA signings and salary decisions will be handled by the commish.

5. Releasing Players
Each team may if they with release (a.k.a buyout) players from their organization. The cost of doing this is 1/2 of the players total contract. For instance if you have a player that is earning $2,000,000 over 4 years, and you decide to let him go, then the cost to your team will be $4,000,000 (2,000,000 x 4 = 8,000,000/2 = 4,000,000). An adjustment will be made with regards to how many games have gone by in that particular season. Also, a team that releases a player may not attempt to resign them, so be very careful which players you want to let go.

6. Waiver System
Any player who has played 20 games or more during the regular season will be required to pass waivers it sent to farm team Once a player is set on waivers, they remain there for 48 hours before moving down to the owner's farm team. During that 48 hours, any team with cap space may pick them up by emailing me. If more then one team claims the player, then the team with the fewest points will get him.
Players age 24 years or younger will not have to pass through waivers.

7. Two-way Contracts
Any Player who plays 42 games with the pro roster will automatically recieve their full salary even if they are demoted to the farm team. Note, that players who play less then 42 games on the pro roster will only recieve 10% of their salary.

8. Entry Draft
The NHA Entry Draft will generally take place two weeks after the playoffs are complete and will consist of 5 rounds. I will always post a list of draft eligible players weeks before the draft takes place. However, teams can always pre-scout players using such websites as the Internet Hockey Database and Hockey's Future.

8a. Prospect Activaion
Prospects will automatically be created for the season in which they play their first game in the NHL. In other wods, if a prospect plays his first NHL game during the 2005-2006 NHL season, he will automatically be created in our league for that season. All teams still hold the right to activate a prospect at any time prior to when they will automatically be created. This gives GM's some control over when they can bring their prospects to the league. Initial sources to determine the prospects stats will be such sites as the Hockey's Future website, faceoff.com website, or Internet Hockey Database website along with any potential ratings that I already have on the prospect. All prospects will be signed to a 3 year deal with the following salaries.

DRAFT ROUND
SALARY
Players drafted in Round one
$900,000 per season
Players drafted in Round two
$675,000 per season
Players drafted in Round three, four, five
$500,000 per season

 

 

 

 

9. Arenas
NHA Arenas consist of 5 levels that can all be upgraded. Individual seats can be purchased for each level at the following prices:

Level one (lower bowl) $3,000 per seat
Level two (middle bowl) $2,500 per seat
Level three (upper bowl) $2,000 per seat
Level four (nose bleeds) $1,500 per seat
Level five (luxury boxes) $11,000 per seat

Each arena is also subject to a seating level cap as follows:

Level one (lower bowl) no more then 8000 seats
Level two (middle bowl) no more then 6000 seats
Level three (upper bowl) no more then 2500 seats
Level four (nose bleeds) no more then 4400 seats
Level five (luxury boxes) no more then 1100 seats

10. NHA Awards

NAME OF TROPHY DESCRIPTION / REWARD
Stanley Cup This trophy is awarded to the leagues post season champions.
Reward - $1,000,000
President's Trophy This trophy is awarded to the team with the highest winning percentage
at the end of the regular season.
Reward - $700,000
Clarence S. Campbell
Trophy
This trophy is awarded to the team which advances to the Stanley Cup Finals as the winner of the Canadian Conference Championship.
Reward - $600,000
Prince of Wales Trophy This trophy is awarded to the team which advances to the Stanley Cup Finals as the winner of the American Conference Championship.
Reward - $600,000
Hart Memorial Trophy This trophy is awarded to the player viewed to be the most valuable to his team during the regular season.The winner is selected by the National Hockey Association GM's.
Reward - $500,000
Art Ross Trophy This trophy is awarded to the player who leads the league in scoring at the end of the regular season.
Reward - $400,000
Maurice Richard Trophy This trophy is awarded to the player who leads the league in goals at the end of the regular season.
Reward - $400,000
Conn Smyth Trophy This trophy is awarded to the player judged to be most valuable to his team in the playoffs. The winner is selected by the National Hockey Association Commissioner.
Reward - $500,000
James Norris Memorial Trophy This trophy is awarded to the defenseman judged to be the best player at his position. The winner is selected by the National Hockey Association GM's
Reward - $400,000
Vezina Trophy This trophy is awarded to the goalie judged to be the most outstanding player at his position. The winner is selected by the National Hockey Association GM's
Reward - $400,000
Calder Memorial Trophy This trophy is awarded to the player judged as most proficient in his first year of competition in the NHA. The winner is selected by the National Hockey Association GM's
Reward - $400,000
Frank J. Selke Trophy This trophy is awarded to the forward who best excels in the defensive aspects of the game. The winner is selected by the National Hockey Association GM's
Reward - $400,000
William M. Jennings Trophy This trophy is awarded to the goalkeeper(s) having played a minimum of 25 games for the team with the fewest goals scored against it.
Reward - $400,000
All Star Game MVP Award This medallion is awarded to the player selected as the best player during the All Star game.
Reward - $350,000
Memorial Cup This trophy is awarded to the Farm team who holds the most points at the end of the regular season.
Reward - $300,000
Alexander E. Karpenko Memorial Award This trophy is awarded to the player who leads the farm league in points at the end of the regular season.
Reward - $200,000
GM of the Year Award This trophy is awarded to the General Manager who is voted as being the most outstanding during that season. Criteria include participation, coaching, team performance, interesting ideas and/or concepts for league.
Reward - $750,000

11. Retirements
Player retirements will be based on when players retired from the National Hockey League. When a player retires from the NHL he will then be removed from the NHA at the end of that season. For instance, Brett Hull retired in September of 2005, so the 2005-2006 season would be Brett Hull's last in the NHA. Also, any player who leaves the NHL for three years without returning will also become retired from the league. Quite a few players leave the NHL in favor of playing over in Europe which must eventually have an effect on this league.

12. Waiver Draft
No decision has yet been made on waiver draft's and whether or not teams will need to protect players before the start of each season. More to follow on this rule.

13. Expansion Draft
If the league seems to be prosperous and the current GM's give their approval, then the NHA will expand in teams. All franchise will be given at least a months notice before a new team is added to the league. For draft purposes, each team will be required to submit a "protection list" at least two weeks prior to the expansion draft. Once GM's have sent in your "protection list", GM's will not be allowed to trade again until after the draft is complete.

13b. Expansion Draft Duration
All expansion teams will draft 16 players each from our current rosters (number subject to change) and then sign their remaining players from the "unassigned players" list. Expansion teams will only be allowed to sign a maximum of 40 players although most expansion teams will probably opt not to sign this many players

14. Contraction Draft
If ever a team is not prosperous for four straight seasons, then the commish and the rest of the league may decide to consider the team for contraction. Much like an entry draft, the lowest point total team from the previous season will select a player first in each round while the team with the most points in the previous season will select last in each round.

15. Coaches
Every team is the league has the ability to fire and hire thier coach at any point during the season as long as they replace that coach with another. Each GM will be responsible for the remainder of the coaches salary for that season. Coaches will also be added to the league from time to time as well as retire from the league. Normally, a coach will retire when they are not employed with a team for three straight seasons, or when they reach the age of 65.

16. Team Captains
Each team is allowed to name a Captain and two Alternates. The Captain will recieve a +5 increase to his leadership rating, and Alternates will recieve a +3 increase to leadership ratings. Important to note that if these players are traded then their stats will return to normal.

17. Player Position Changes
GM's who choose to change a players position may do so by contacting me and asking for the change. Positional changes allowed are C, RW, and LW. and in special cases D. In order to make a positional change for a player, GM's must provide a "link" which prooves that the player can indeed play a different position. Such links could be Player Forcaster, TSN, Sportsnet.ca, etc... Also of not is the fact that GM's may play a player out of his default position in the league when submitting your lines, however the FHL program will not play that player to his full ability which could hurt their performance.

18. Rerates
Player ratings will be adjusted on an annual basis after the NHA entry draft has taken place, and before free agency begins. The league will be basing player rerates solely on NHL performance. All ratings will be based on how the player performed in the previous year of the NHL. In other words, if a player had a really good season in the NHL 2004-2005 then his rating will most likely improve for the 2005-2006 season in the NHA

19. Player Attributes
Player attributes are all those stats that go in to making up a characters profile. The higher the rating in each catagory, the better that the player is in that particular aspect of the game and thus the higher the overall rating of the player. Generally, any player with an OV rating greater then 80 is viewed as a superstar.

19a. Intensity (IT)
Often discussed in two separate skills. Goalies use intensity in a different form than skaters. For Skaters, the attribute applies to hits & checking. One could use toughness as an application as well. Players like Darcy Tucker & Scott Stevens are intense NHL players that usually have high IT ratings in the sim. The Sim gives high marks for intensity and often, skilled, less intense players can get penalized in overall rating due to less intensity. All teams need some players with intensity, but too many is just as bad as too few?..Goalies are measured differently. Intensity for a goalie is how in tune he is to a game. Often, how alert he is to the slightest nuances of what is happening around him and his ability to anticipate ahead of time. Think of goalies that have a knack for finding the puck through screens as an indicator of how IT can help a goalie. Curtis Joseph is often a player who gets a very high IT rating in the simulator. IT would be on the top 5 attributes for determining a quality goaltending and when the goalie skill stats are equal, this can be the difference maker. Lastly, for skaters, IT is usually determined by the HITs statistic, whereas for goalies, it is a subjective stat.

19b. Speed (SP)
Speed is the first skill stat for goalies and skaters. It is often called a subjective stat. There is no NHL statistic in which it can be measured. Although the simulator seems to favour the super highly rated Speed players who are 80 & above. Anything above 60 is considered the NHL average or better skater. Speed is one of the Big Three for goalie skill stats. It pertains to how fast they can react for saves in both movement and glove/stick saves.

19c. Strength (ST)
Strength could be a misnomer because it is really measured by the overall size of a player. And while size & strength are really two different things, it's the best measurement of statistics available. Since its nearly impossible to quantify strength without finding access to benchpress records of NHL players, it would have to be subjective and subject to all sort of misinterpretations of reality. By using size, you have a good example of a solid stat. Reading scouting reports you see the word "size" mentioned often, they are less concerned with strength and rightfully so. A larger sized individual will wear down even a player of small stature and strength. Size does matter in the NHL and it is reflected by the ST stat in the simulator. The sim gives high marks for ST and it is a stats that will effect skater ratings extensively. If you get a highly rated player without small size, you know he is a skill monster. For goalies, ST can be a difference maker when the skill stats and IT are all equal.

19d. Endurance (EN)
Endurance is an interesting stat. It seems to be less influential to the OV rating than you might imagine. Endurance is based on the average Ice Time per game a player receives in the NHL. It is far more important for Defencemen than forwards. Your #1 Defenseman must have high Endurance and it is suggested that at least two of your defensemen have endurance rating of 85 or above. The 99 rating for endurance equals 30 minutes of ice time for defensemen and 25 minutes per game for forwards. Every 15 seconds less than that lowers the rating one point. It?s pretty easy to protect players with low endurance and is really only a factor to your key defenseman and top special teams players.

19e. Durability (DU)
Durability is a stat that hardly effects overall in any form. Durability is more of an odds of injury than any other description I can think of. Low DU is possible to go though an entire season uninjured as well as 99DU player getting injured. With DU there is no sure thing, only that your odds of injury increase as DU decreases. The one fact about DU is that a player is likely heal quicker the higher his durability & endurance. DU is usually acquired by prorating the player?s number of games played divided by 82 and applying a similar decrease to the DU number from 99. Leagues & ratings that use a player?s historical durability rather than based on just last year are far more accurate ratings.

19f. Discipline (DI)
Discipline is a player?s likelihood to end up in the box plain & simple. DI effects the OV rating in a minimal amount. The one thing that has always plagued me about DI ? does it effect a player?s penchant for being out of position. Oddly enough players who historically make mistakes ? defensemen who pinch at bad times, etc seemed to be saddled with lower DI than ones who possess uncanny hockey sense. If you were to try and quantify hockey sense in the simulator, it seems logical that DI would be part of the equation. Most rating use the PIM as a guide for arriving at a players DI giving credence for using it this more as a guideline for penalties, than mistakes.

19g. Skating (SK)
Skating works hand & hand with Speed in that it is a subjective skill statistic. Skating refers to a player?s agility. The ability to turn quickly, deke and make other moves in tight places. It takes quite a few points in SK to effect the overall statistic in a skater, but for a goalie, its paramount. Moving side to side and the agility to go down, get up, etc while making saves. Skating is one of the top 3 skill stats for goalies.

19h. Passing (PA)
Passing is most important in evaluation to the centres. It stands to reason that players with high PA are going to rack up assists. Defensemen tend to be very effective when high PA is in concert with high DEF. All your power play defensemen should possess good to high PA numbers. PA is devised from the amount of assists produced by the player in the NHL with a different scale for defensemen & forwards.

19i. Puck Control (PC)
Puck control affects OV rating across the board as much as single attribute in my estimation. PC is huge in wingers, who need the ability to effectively move in traffic. For defensemen you can drop all other skill stats to your hearts content, but if there is a high PC rating, the OV will only drop so far. For goalies, this is a huge statistic. PC refers to the ability to control rebounds; right there is all you need to know about how important it is to goalies ? the last of the big 3 skill stats for goalies. PC is a subjective attribute.

19j. Defense (DF)
Defensive awareness is most prevalent for defensemen. It effects their ratings tremendously. DEF is useful for forwards you use on the PK & Checking lines. Centres with high DEF are especially effective, since their responsibility & positioning on the ice are of greater importance than a winger is. DEF is basically a subjective stat, some leagues have tried to use +/- as a resource, but since that is more reflective of a team atmosphere, and I advise great caution when applying DEF to Plus/Minus. The attribute has an average effect for forwards.

19k. Scoring (SC)
Surprise! This has to do with ability to put the puck in the net, but you knew that already. The stat is devised from the goals scored stat produced by the player in the NHL. The scale for defensemen and forwards are different in regarding SC. This is a huge stat for forwards as you can imagine and it takes good defensemen and turns them into great ones.

19l. Experience (EX)
Experience is based on the number of games a player has played with giving some extra weight to the playoff experience. It has a limited effect on the OV rating. Experience also has limited effect of on how well teams can break out of slumps or avoid getting in to them in the first place.

19m. Leadership (LD)
Leadership is basically subjective and player ratings seem to be in line with common knowledge about a player?s ability to provide leadership. Most of the captains of NHL teams have very high leadership ratings. The effect on the OV rating is limited. But when the sim option of Experience & Leadership is turned on, these players provide a higher level of play, especially in key games and playoffs.

20. Team Mame/Logo Change
General Managers may change the teams name and logo at any point during the off season. You will be asked to supply a logo (preferably in .gif format). There may come a point however, that name and logo changes will no longer be accepted, especially if GM's abuse this privilege by changing the name an logo of their team every season.

21. Salary Arbitration
Although not a bad idea in theory, the National Hockey Association will NOT have any form of arbitration at this time. The problem with arbitration is that it gives GM's the ability to offer players ridiculous sums of money, and then at a later date bring the player to arbitration in order to fix the mistake. GM's must be held accountable for the contracts they hand out.

22. All-Star Game
The All-Star game will take place at about the midpoint of the regular season. GM's will have the opportunity to vote on the starting five players (C, D, LW, RW, G) for both the American and Canadian Conferences based on the performance of those players up to that point. The rest of the game roster will be filled out by the commish in order to try and ensure that every team is represented in the game. Every starter in the All-Star game will recieve $200,000 for their respective team with the remaining players recieving $50,000. The coaches who hold the best record in each conference will also be the coaches of the All-Star game and recieve $100,000 for their respective hockey clubs.

23. Loop Holes
Any loop holes or rules that are not covered should be brought to the attention of the commish as soon as possible. Any General Manager found to be using a loop hole to their advantage that is placing the rest of the league at a disadvantage may be removed from the league.