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League Rules

General Rules

--> 1 Division with 6 teams making the playoffs
--> Free agency will be open after the first sim or after game 1
--> 82 game regular season
--> Playoffs - - (First round best of 7, Round 2 best of 7 and Championship best of 7 with a free way series best of 5)
--> Contracts and keepers are negotiable right now as we enter our first season.
--> Remember, players can play multiple positions. 1) PG can also play SG. 2) SG can also play PG or SF. 3) SF can also play SG or PF. 4) PF can also play SF or C. 5) C can also play PF.

ROSTERS

--> Each team will draft 12 players making up their franchise
--> 10 active players with 2 N/A or bench players who can become active as long as you move 1 down to N/A
--> Injuries will be a max of 5 games and play with a 15% decline if active.
--> Don't forget to set your FG shares
--> Days off will be after game 10, 15, 30, 40, 55, 65, 70

Starting Roster:You must start the following positions...
PG, SG, SF, PF,C

Bench will consist of 7 players any position.

MY TEAM PAGE, WAVES, STRATEGY...

--> You need to create Waves for your lineups, look at the rules below to help you create waves for each quarter.
--> Defensive assignments - there is an option in your my team page where you can set defensive assignments on players from other teams.
--> My team page - Edit strategy, this is a feature to help you with pace of play, double team opposing star player and what to do with foul trouble.
--> Don't forget about shot share, this is a feature to help with who should be taking shots on your team.

Wave List
Waves determine your sub rotation. You'll always have at least one wave, which is your starting lineup. Remember to create waves so your subs get into the game. (We highly recommend starting with the "CPU Create" button above so you don't have to build it all from scratch.) When players go past their real-life minutes-per-game they lose 20% of all stats. See FAQs below for more info.

(Note, if you need to make a quick sub across ALL your waves, please go to the Swap Players page. This is helpful if you had an injury or recently made a change to your starting lineup.)

Genre 1 (Season 2-6)

-->This 5 season Genre will consist of players from the 2017-2021 era

Keepers, Rosters, Draft and Trades

--> Each team will be allowed to keep 3 players from their roster after each season.
--> All keepers have a max ownership of 2 seasons.
--> Keepers once designated cannot be involved in trades they will become free agents at the end of their keeper tag life.
Season 1 - - Free Agent Draft
Season 2 - - 1st Year Keeper tag (Tag label - Keeper 1)
Season 3 - - 2nd Year Keeper tag (Tag label - Keeper 2)
Season 4 - - Keeper tag 1 or 2 and any 2 year keepers will be sent to free agent draft pool
Season 5 - - Keeper tag 1 or 2 and any 2 year keepers will be sent to free agent draft pool

--> Rosters will stay the same at 12 per with 10 active
--> Trades each team will only be allowed a maximum of 3 trades per season
--> Draft will consist of a snake style draft in season 1 random draw with NFL type draft to follow consecutive seasons with last place in the league to first place each season.
--> Cost - - 3 per with at total of 15 per five seasons

FAQs
What if I don't create any waves? That means your starters would play all 48 minutes. You don't want that because your starters will be playing with reduced stats at the end of the game! If creating waves is daunting, start with the "CPU Create" button above and tweak from there.
Why do my waves come in at different times each game? Subs will enter during dead-ball situations, so if you're finding your subs come in too late, you should set your wave to enter the game earlier, with the understanding it will often come in later than the set time.
Is there a penalty for consecutive minutes played? No, the penalty only kicks in when the player surpasses his real-life minutes-per-game. The idea here is to encourage you to use the players as they were used in real life.
What if a player is in foul trouble? Will he enter the game when his wave comes in? No. Your foul trouble settings on the Edit Strategy page override waves. Starters will return to the game once they are not in foul trouble based on your settings. Bench players who are removed for foul trouble will only return once their next wave comes in.
How long do conditional waves stay on the court? Conditional waves will stay on the court (and not be replaced by future waves) until the condition is no longer met, or the wave has been on the court for at least six minutes.
What about OT? If your last wave is the lineup you want for OT, you don't have to create a new wave for OT. Otherwise, you can create a wave for OT.

SIM INFORMATION


The game uses player's real-life "Per 36-minutes" stats to determine the likelihood of any given event occuring during a possession, such as a steal, block or turnover. Field goals and three-pointers are determined based on real-life FG percentages (with offensive win-share and defensive win-share based on BasketballReference.com also contributing to the sim results). Players' attributes are not part of the equation. In other words, it doesn't matter how tall a player was, how fast he was, what style he played with. Only his stats matter.

The playground aspect of the game means players with high OWS (offensive win share) can sometimes score a little better from the field, because they won't ever take free throws. Big men sometimes shoot worse from the field than expected, because they are going up against the best defensive centers in the game.

Players will attempt baskets with the same frequency they did in real life, relative to the other players on the court. This helps prevent someone using a player with a high field goal percentage and having them make an unrealistic amount of attempts. Keep in mind, when you have a lineup of all-time greats, every player took a lot of attempts, which means field-goal distribution will be fairly even across your lineup (unless you purposely draft a lineup with one superstar and a bunch of complementary teammates - in that scenario, it's more likely your star will get the majority of attempts.) Managers have some discretion over the share of field goals each player gets.

Because this game was built quickly and meant to mimick a 5-on-5 "street ball" scenario, there is no fatigue, substitutions or game clock. First team to score 80 wins. Players will still get fouled based on real-life stats, but there are no free throws.


Some leagues use fictional player progression. To learn more about how players progress, check the Player Potential page.

League Settings

Year Range of Stats1990 - 1995
Roster Size12
Min Active Players8
Max Active Players12
Keepers (3 keepers)
Change Stats Allowed
Free Agency
Drops
No-Drop List
Injuries (5 games max)
Player Training
User Sims

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