LGCHL Article II: Scheduling and Game Night Procedures

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  1. LG McDonald

    LG McDonald Director of Hockey Operations

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    Article II : Scheduling And Game Night Procedures
    Section One : Weekly Scheduling and Restrictions
    -- : 1.1 : Availability
    -- : 1.2 : Right to be Scheduled
    -- : 1.3 : Right to Play
    -- : 1.4 : Weekly Lines
    -- : 1.5 : Restrictions and Exemptions


    Section Two : Scheduling Process
    -- : 2.1 : Schedule
    -- : 2.2 : Game Times
    -- : 2.3 : Holiday Game Schedule


    Section Three : Game Night Procedures

    -- : 3.1 : Game Night Session Set Up
    -- : 3.2 : Game Night Timeline
    -- : 3.3 : Hosting
    -- : 3.4 : Inputting Stats
    -- : 3.4.1. Responsibility
    -- : 3.4.2 : Deadline
    -- : 3.4.3 : Inputting Options
    -- : 3.4.4 : Required Stats and Pictures
    -- : 3.4.5 : Forfeit Games Stats
    -- : 3.4.6 : Computer Stats
    -- : 3.4.7 : Lag Out Stats
    -- : 3.4.8 : Player Replaced Mid Game


    Section Four : Disconnection Procedures

    -- : 4.1 : A Player Loses Connection
    -- : 4.1.1 : Player Loses Connection Prior to the Game's Start
    -- : 4.1.2 : Player Loses Connection On the Opening Face Off
    -- : 4.1.3 : Player Loses Connection During a Game
    -- : 4.1.4 : Unable to Return
    -- : 4.2 : Goalie or Multiple Player Disconnections
    -- : 4.2.1. : Goalie Disconnections
    -- : 4.2.2 : Multiply Player Disconnections
    -- : 4.3 : Restitution Penalties
    -- : 4.4 : Coincidental Penalties
    -- : 4.5 : Restarting Process
    -- : 4.6 : Additional Information


    Section Five : Replays, Reschedules, and Forfeits
    -- : 5.1 : Replays
    -- : 5.2 : Reschedules
    -- : 5.2.1 Reschedule Restrictions
    -- : 5.3 : Forfeits
    -- : 5.3.1 : Forfeit Procedures
    -- : 5.3.2 : Forfeit Restrictions


    Section Six : Tie Breakers



    Section One : Weekly Scheduling Procedures and Restrictions

    1.1 : Availability

    • Each player is required to give his or her availability weekly (by 11:59 pm, Saturday) via the LG Mobile App or on the website in the team's locker room under the red sign up button.
    • A player must give a minimum of four games availability each week to maintain their "right to play", and "right to be scheduled". This is required so that managers have adequate options when creating the weekly schedule
    Best Practice Suggestion (Players):
    • Submit availability on the website to protect yourself from false removal requests.
    Best Practice Suggestion (Managers/Owners):
    • Encourage your Players to use the website. It is part of your responsibility to ensure your Players are educated on website rules and regulations.
    1.2 : Right to be Scheduled

    • Players must be scheduled for a minimum of three games per week. The only exception is during the playoffs in a best of seven series.
    • In situations where players submit no availability, less than four games a week availability or don't submit availability on time, the player is forfeiting their right to be scheduled. Therefore if the player is scheduled for a game they are not available for no judicial punishment will be issued to the manager in charge of scheduling.
    1.3 : Right to Play

    • Skaters can ONLY play a maximum of three games a week while on an active roster. The only exception to this rule is in the situation whereby a player is utilized as an ECU in an additional league.
    • Goalies can play a maximum of six games a week. Goalies who fail to give the required availability forfeit their right to play. Therefore if a goalie players less than the required games(three) in a week, the team's manager(s) will not face judicial punishment due to the poor availability issue.
    • If a player is called up or sent down her or she is still NOT eligible to play more than three games during that week of play.
    • If a player gives less than the required availability, the player forfeits their right to play three games a week. Therefore the team's manager will not face judicial punishment for the player not playing three games in a week.
    • Being in a forfeit (win or loss) results in one of the three games a week a player is scheduled for and technically counts as a "game played". For stat purposes, a forfeit win or loss will NOT show up on a player's skater card. Players listed in a forfeit are ineligible to be removed from the forfeit to be given an additional game. These will not show on a player's skater card.

    1.4 : Weekly Lines

    • Managers are required to submit the lines on a weekly basis. Lines are due by Sunday at 8 PM est.
    • Weekly lines that are required by the deadline are the ENTIRE allotment of games on your schedule from Sunday to Wednesday.
    1.5 : Restrictions and Exemptions
    • Roster subs (swapping one player for another) or ECU (use of an affiliate player) are ONLY options if a game is official played! All roster subs and or ECUs must be changed within said line up, at the completion of the game.
    • In the situation where a game results in a forfeit, the line up listed at the "official game time" is locked into the said game regardless of possible pending adjustments. To ensure players who were not going to make a game anyways are NOT locked into a forfeit, it is recommended that the official lineup is changed prior to the official game time.
    • A skater or goalie who is scheduled for a game that results in a forfeit is not eligible to be scheduled for a new game as well as play an additional game. Therefore in this situation, Players may end up not playing three games a week.
    • The deadline for a forfeit line up to lock is the official game time. Therefore any skaters listed in the line at the official game time, are ineligible to be subbed out, or ECU'd if the game results in a forfeit.
    • A player who is ECU'd for a game is still eligible to play three games in a single week during the SEASON.
    • A Player or goalie who submits less than the minimum required availability or gives his or her's availability LATE forfeit their ability to file complaints on their Managers for not scheduling them for games in which they were available.
    • In some situations, Managers have may not be able to schedule a Player due to the overall limited availability of the entire team.
    • Management and Owners are ineligible to submit a Player for removal who misses a game(s) that the Player did not post availability for. The only exception is the situation where a Player does not submit availability at all or the player submits less than the required four games a week availability.
    • Players or goalies who are scheduled for a game on their current roster are ineligible to be scheduled/play as an emergency call up (ECU) for their affiliate team. The only exception is in the situation where the GM who scheduled the Player releases the Player to be used as an ECU.
    • For weeks that have more than nine games a week, the team's Manager may schedule as they deem fit, within the regulations posted above. Each Player and goalie MUST still be scheduled for their three games a week, but each Player is eligible to play up to four games if necessary. Goalies in weeks with more than nine games are eligible to play a maximum of seven games.
    Section Two : Scheduling Break Down

    The LGCHL has a series of set game times and a set scheduled to ensure the community can have a consistent schedule season to season.

    2.1 : CHL Schedule

    • The CHL plays an eight week, 64 game season, which is concluded by a four-week playoff (League specific), and finally a one week Memorial Cup Event.
    2.2 : Game Times
    • Sunday 8:30, 9:30, 10:30
    • Monday 8:30 and 9:30
    • Tuesday 8:30 and 9:30
    • Wednesday 8:30 and 9:30

    All game times are in Eastern Standard Time

    2.3 : Holiday Game Schedule


    In situations where League games are scheduled on a holiday, the league will try their best to reschedule the entire league's games to avoid playing on holidays such as :

    • Christmas, Christmas Eve
    • New Years Eve, New Years Day
    • Canada Day, 4th Of July
    • Thanksgiving(Canadian and American)
    Section Three : Game Night Procedures

    On Sunday through Wednesday, there are set procedures and guidelines outlined by the League to ensure League games are completed on time, start on time, and that if any unforeseen issue occurs, it can be addressed by the Managers quickly and effectively.

    3.1 : Game Night Session Set Up

    • From the EASHL screen, the club challenge option shall be utilized.
    • Team managers are required to update the website with their official club name.
    • Each team is required to use the official pin for each game OR a modified version of the official code at the home teams request.

    3.2 : Game Night Timeline

    • Official game time in the CHL is considered 8:30 PM - 9:30 PM - 10:30 PM
    • Both teams have a total of ten minutes to gather their players and begin the club challenge search.
    • Any team who does NOT have a complete six players searching at or prior to ten minutes past official game time are eligible to have a forfeit declared against them.
    • Any team that is late, and their opponent allows the game to begin past the ten minute mark past official game time are required to take a 5-3 penalty to start the game.
    • Late is considered not having six players in the dressing room searching for the game at or prior to ten minutes to official game time.
    3.3 : Hosting
    • The home team has the ability IF they want to modify the official LG code for their schedule games.
    • Modifying the official code is DEEMED AS SETTING ONE OR TWO LETTERS TO A CAPITAL LETTER! The official code needs to be used!
    • This will allow the home team the ability to ensure they are searching first which should ensure the desire game server is selected for their game.
    • The home team managers are responsible to contact the away team managers within a reasonable amount of time to inform the away team of what the new code is for the scheduled game.
    • This is completely optional. If the home team DOES NOT wish to use this system, the official PIN code SHALL be used.

    3.4 : Inputting Stats

    LG has introduced the full automatic stats API.

    Please be sure to reference the post above to be able to fully utilize the Stats API.

    3.4.1. Responsibility


    The team managers are responsible for ensuring the stats are entered on time. Stats are considered "late" if not entered within 48 hours AFTER the game's completed.

    3.4.2 : Deadline

    Stats are considered "late" if not entered within 24 hours AFTER the game's completed.

    3.4.3 : Inputting Options

    All game stats SHALL be entered using the API

    3.4.4 : Required Stats and Pictures (OCR)

    • The OCR is not functional anymore
    3.4.5 : Forfeit Games Stats
    • Use the "forfeit" button locked in the API for forfeit games.
    3.4.6 : Computer Stats
    • In any situation where a CPU Player scores a goal(s), that goal(s) is to be added to the game stats.
    3.4.7 : Lag Out Stats
    • In the situation where a lag out occurs, resulting in a game being restarted, both teams are required to gather all six of the required stat pictures from above. The team that wins will then be the team required to upload all the photos from the game or utilize the API system.
    3.4.8 : Player Replaced Mid Game
    • In the situation where a player lags out and can not return to the game, the ECU MUST be listed in the same game at the same position.
    • DO NOT ROSTER SUB a roster player who lags out mid-game(or lags out anytime after the opening face-off) with another roster player!

    Section Four : Disconnection Procedure

    4.1 : A Player Loses Connection


    This section outlines what is to occur when a single Player loses connection during a game, or prior to a game starting.

    4.1.1 : Player Loses Connection Prior to the Game's Start

    • If a Player loses connection before the game starts, that Player is given a maximum of ten minutes to reconnect and join the game session. During that allotted time, the team who had the Player lag out has the option to replace that Player with an ECU.
    • If that decision is made, the Player who lost connection is ineligible to return for play. The game will count as a game played/scheduled for the original roster Player as well as an ECU game for the replacement Player.
    Recommended Best Practice :
    • Follow the process outlined for addition time in Section 3.3
    4.1.2 : Player Loses Connection On the Opening Face-Off
    • If any Player drops prior to or during the first face-off of a game, the game is to be stopped and all Players are to back out of the game. The game will then be restarted. There is no penalty for either team.
    Recommended Best Practice :
    • Restart the game asap so that the game can start as close to on time as possible.
    4.1.3 : Player Loses Connection During a Game
    • If any single skater loses connection after the opening faceoff of a game, that team will play without that Player until the next intermission. The team will be charged with a lag-out penalty. This penalty restitution must be applied immediately upon re-start.
    • The Player who lost connection must take the lag-out penalty, not a Player the team chooses.
    • If a Player loses connection during an intermission, the game is to be restarted right away. A lag-out penalty is to be applied upon the game resuming.
    • The team is given a maximum of ten minutes to get the original player back into the game. Failure to do so results in a forfeit. The ten minutes starts from the time the game is stopped.
    Recommended Best Practice :
    • This is where having an ECU on call can be helpful. If your player can not return, it can result in a forfeit. Therefore the best option is always to have an ECU ready to fill in
    4.1.4 : Unable to Return
    • If for any reason a Player is unable to connect in order to finish a game, that Player must be replaced with an ECU, not another roster Player. The game will register as both a game played the Player who lost connection, as well as the ECU replacement. All stats are to be recorded for both players. The player who lost connection is to be marked down as "DNS" in the stats.
    • The team is given a maximum of ten minutes to find an ECU to replace the player who cannot return. Failure to do so results in a forfeit. The ten minutes starts from the time the game is stopped.
    • Reference Section 3.5.7 in regards to correct procedures for stat input in situations where players lag out and do not return.
    4.2 : Goalie or Multiple Player Disconnections

    This section outlines what is to occur in situations where a goalie or multiple players lag out at the same time.

    4.2.1. : Goalie Disconnections

    • If the goaltender for either team loses connection, the game SHOULD END immediately due to how the game is programmed. If the game does NOT end immediately after the goalie lags out, the game will continue up until the next whistle! All plays up until the next whistle will count. Once the play stops, the game is to be paused, stat pictures are to be taken, and all Players are to leave the game.
    • Upon restart, both teams are to proceed to their ends of the ice and wait until the clock reaches the time in which the game is to resume. Once the time is reached, the team whose goaltender lost connection is to take a delay of game penalty by having the goaltender skate into the restricted area with the puck, any other necessary penalties are to be applied, then the game is to resume.
    Recommended Best Practice
    • Remind your players that game continues until the next whistle. Any back outs before the next whistle will result in additional lag out penalties to be taken.
    4.2.2 : Multiply Player Disconnections
    • If any combination of two Players or more lose connection during the game after the puck is dropped to start a period, the game is to be played out until the next whistle. All plays up until the next whistle will count. Once the play stops, the game is to be paused, pictures are to be taken, and all Players are to leave the game. If an equal number of players on each team lose connection, their lag-out penalties cancel out. If 2+ players lag out on only one team, those players must all take lag-out penalties upon re-start.
    4.3 : Restitution Penalties
    • Restitution penalties are taken once a game restarts after a disconnection. In order to take the penalty quickly and effectively, the team required to take the penalty is to be allowed to win the face off. Once they win the faceoff, the team is to give the puck to their Player who is required to take the penalty. Once that
    • Player has possession of the puck, the Player is to skate into their own end and flip-dump the puck over the glass, creating a delay of game penalty.
    • This is to be repeated in situations where multiple penalties are required.
    Recommended Best Practice :
    • The team that needs to take the penalty should be allowed to win the draw. Then the puck should be given to the player who is required to take the penalty. Once that player has possession, a delay of game penalty is the quickest and more effective penalty to take.
    4.4 : Coincidental Penalties
    • In situations where both teams have an equal amount of penalties, both teams are not required to take restitution penalties.
    Recommended Best Practice :
    • Common sense states that if both teams are to take an equal amount of lag out penalties, then no penalties are required to be taken by either team. This will allow for the game to be played more effectively.
    4.5 : Restarting Process
    • After a disconnection occurs, and a restart is required.
    4.6 : Additional Information
    • In the situation where a goalie lag out or a multiple Player lag out occurs during a power play, once the game is restarted, the original power play must be honored.
    • Once the clock reaches the time that remained in the original penalty, then the additional restitution penalty can be taken.

    Section Five : Replays, Reschedules and Forfeits

    This section covers the rules and restrictions that apply to games being replayed, rescheduled, or resulting in a forfeit.

    5.1 : Replays

    • In the situation where a complaint is filed and the League's BOG determine an infraction occurred that directly affected the result of the game, a replay may be ordered.
    • Also in situations where teams intentionally play in a different manner in order to change the outcome of the game, the League reserves the right to remove those Players from the League and have the game replayed.
    Recommended Best Practice :
    • Requests can be via the action center for a replay.
    5.2 : Reschedules
    • In situations where both teams are having connection issues, the MOCs from both teams can file a formal reschedule request in the action center or via PM. Both teams need to be aware that official reschedules are hosted within the same week of play, on Thursdays!
    • Therefore if an agreement to reschedule cannot be agreed on, the BOG will move the game to a time slot on Thursday of the BOG's choice.
    • Also in situations where major server issues, either with EA, Xbox or PSN, the league reserves the right to reschedule League games.
    5.2.1 Reschedule Restrictions
    • Due to the strict scheduling and playing rules outlined in this Article, the ORIGINAL roster scheduled for the ORIGINAL game prior to the reschedule is required to be scheduled for the rescheduled game.
    • If one or more of the original players cannot attend the rescheduled game, regardless of reason, an ECU is required to be used OR a player who did not play their maximum game allotment during the week of play in which the rescheduled game was originally scheduled for.
    5.3 : Forfeits

    5.3.1 : Forfeit Procedures


    Forfeits can ONLY be taken in the following situations during :

    • Prior to the game start, after one of the teams informs their opponent that they are unable to get six skaters.
    • Any time at or after eleven minutes past official game, the team who has their complete six skaters is eligible to take a forfeit if the other team does not have six skaters and ARE NOT searching at or prior to "ten minutes to official game time"
      • If this is the home team claiming a forfeit win, it would be after the game invite expires.
      • If this is the away team claiming a forfeit win, it would be if no game invite has been sent by the "five minutes after official game time".
    Forfeits are not eligible to be taken in the following situations:



      • A FORFEIT CANNOT BE TAKEN PRIOR TO ELEVEN (11) MINUTES PAST OFFICIAL GAME TIME UNLESS YOUR OPPONENT STAYS THEIR INTENTION TO FORFEIT.
      • A forfeit CANNOT be taking AFTER ten minutes past official game time IF both teams are searching via club challenge AT or PRIOR to ten minutes past official game time
      • A forfeit cannot be taken AFTER all 12 skaters make it into the side select screen PRIOR to the game loading into the actual game and a user gets a "dressing room error" or losses connection to the game or experiences anything that would not allow the player to load into the game prior to puck drop.
      • The HOME TEAM CANNOT take a forfeit AT ELEVEN MINUTES past official game time WITHOUT searching for the game, via the club challenge PRIOR TO or AT ten minutes past official game time.
    5.3.2 : Forfeit Restrictions
    • Line-ups are now locked at official game time if the game is not played and a forfeit occurs. In the situation where a forfeit is taken or granted, whatever line up that was listed at official game time is the line up that is locked into said forfeit game.
    • A forfeit counts as a game player for ALL players in the game BUT WILL NOT show up on the player's skater card!
    • A forfeit will count as a win FOR THE TEAM but not as a win or a loss for the players in the game.

    Section Six : Tie Breakers

    In situations where teams are tied with the same amount of points in a season, the LG Standings system will abide by the following set of criteria to break the tie.

    Tie Breakers In Order of Determination:

    • Greater number of regulation wins
      • Greater number of points between the tied teams (head to head)
      • Greater positive goal differential between goals for and goals against from the entire season.
      • If two teams remain tied after the above criteria is met, a tie breaker game will be played between the tied teams
     
    Last edited: Jun 11, 2019
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