Updated before the 2004-05 SHL Season
Section 100: League Name Rule Changes
101. The league shall be known as the Strato Hockey League (SHL).
102. All Strat-o-matic hockey super advanced rules will be followed by the SHL unless augmented,
modified or replaced by the SHL.
103. Additional rules or changes in this constitution may be adopted from time to time by a vote
of the league members. In order to change or replace an existing rule, the support of a majority
of league members will be required to enact the proposal.
104. This Constitution took affect at the beginning of the 1998-99 season.
201. There shall be one permanent officer of the SHL, the Commissioner. (Presently Dave Melanson).
202. The Commissioners duties shall include:
203. The Commissioner, at his discretion may delegate any of the
preceding duties to an
officer or officers selected by him.
204. The Commissioner and any officers may operate a team in the SHL.
205. The Commissioner may be removed from office by a three quarters vote of all league
members. Such a vote may be held no more than once per season, and if the Commissioner is removed
or resigns or is otherwise unable to perform his duties, the league members will be responsible
for electing a successor by a majority vote.
301. All persons who operate teams in the SHL shall be members in the
SHL.
302. SHL $ Dues $- Dues must be paid in full by the trade
deadline (60 games) - a span of approximately five months. The amount of
dues shall be set by and payable to the Commissioner. Members who join the league during a season
already in progress shall pay pro-rated dues, unless previous coach has paid the dues in full, in
which case the new coach shall not pay dues that partial season.
303. Membership responsibilities shall include:
401. The SHL shall employ the Super-Advanced Penetration Charts in all situations.
402. At the time of a forward or defensive line change, the player with the puck stays on
the ice until he loses the puck or there is a face-off, at which time he is immediately replaced
by the appropriate player from the following line. The player opposite the puck carrier does NOT
stay on the ice.
403. Forward line changes will be made after the 10th and 20th cards of each regulation
period and after the 3rd and 6th card in a regular season overtime game.
Defensemen will be
changed after the 15th action card of each regulation period and after the 4th card of a regular
season overtime game. If three sets of defensemen are used in a period, no pairing may play more
than 15 cards. No defenseman will play more than one shift.
404. No player shall play on more than one regular forward or defensive line per period.
No Skater playing a regular shift may, during the same period, substitute for a player on another
line.
405. Teams will have two complete forward Power Play lines that must be used alternately
throughout the game. Teams may use the same defensemen on consecutive Power
Plays.
406. Teams may use the same Penalty Killing units on consecutive Power
Plays against.
407. On 4-on-4 and 3-on-3 situations, players on the ice at the time of the penalties
remain on the ice with appropriate substitutions. Centers may play a wing. Line changes are conducted
normally.
408. If a goal is scored on a "rebound any player, also injury" split card, the next split
card will determine assist, after which a card shall be drawn to determine the injury.
409. As per NHL scorekeeping, shots and goals against empty net are not charged against the
pulled goalie, but are charged against the team totals.
410. Outside, outside only, inside and rebound shots that go to ANY PLAYER must be rotated
among the high offense-rated players throughout the period (shift-by-shift), not the
game.
411. If an action card reading "Inside shot for any player" is drawn the player with the
puck has completed a pass to his highest offence-rated teammate. If the player in
possession is the
highest rated offense, he must still pass to the next highest rated. This rule also applies to
outside shots.
412. If the short-handed team wins the face-off to start a penalty the penalty timer moves
four spaces unless the face-off is in on the power play team's end, in which case the
time moves
one space.
413. In the case of coincidental majors or minors, Strat and NHL rules shall apply in
determining whether the teams will play short-handed.
414. The last card of the third period is forty seconds long. Play out the last action card
until another card would have to be drawn. First and second periods allow one offensive rebound,
third period two; end of OT, one.
415. If the score is tied at the end of the third period of a regular season game, the
teams shall play a five minute sudden death overtime period. Teams will change lines as per rule
404 of this constitution. If the score is tied at the end of the third period of a
play-off game,
the game will go into sudden death overtime until a goal is scored. Teams will change lines as
they would in a full period of play.
416. Empty Net Situations (Implemented-2004-05) - A Team may only pull its goalie for an extra attacker if two conditions exist:
A) If the team trails by one goal, or trails by two
goals;
B) If there is one minute (2 cards) remaining in the third
period.
Note: Special
Option ----» A team vying for a playoff position with less than 10 games
remaining in its schedule, may pull its goalie with two minutes (3 cards)
remaining ---- providing that team trails by 3 goals in the third period.
417. When a team pulls its goalie for an extra attacker, any shot on the empty net resulting
in a goalie rating or a goal 1-to-something or x-reb will result in a goal. All other "shots" are
considered blocked by a defensive player.
501. The Rookie/Free Agent Draft will be held prior to the start of each regular season.
Teams will choose players in sequence based on each team's record from the previous season
beginning with the team with the worse record. The team with the next worse record picks second
and so forth.
502. Any players that are un-carded remain the property of the last team
they played for, until such time that they have a card, and at that time, their
team may keep or release them at the Rookie/ Free Agent Draft. Un-carded players
do NOT count toward the 20 man roster until they become carded. The
rights to un-carded players may be traded.
503. The regular season will consist of 84 games. (May Vary)
504. Teams will be limited to 20 players at the start of an SHL game, four which are listed as left wingers, four as
centers, four as right wingers, six as defensemen and two as goalies. Any trade which would result
in a team exceeding any of the limits in this rule shall be vetoed by the Commissioner.
504(A). Extra Goalie and
Skaters - One spare goalie and three extra skaters (either 2 forwards and 1
defenseman or 1 forward and 2 defensemen - Coach's choice) will be added
to each teams roster. A team's lineup for each game will consist of 18 skaters
and 2 goalies. Because all team rosters contain 21 skaters and 2 goalies (with 1
spare), 3 skaters will be scratched, prior to each contest.
505.
Goalies Fatigue Factors - The two regular net minders on an SHL team must
have fatigue factors that total 10 or more. Each goalie will start a
percentage of games during the season - dictated by his fatigue factor. For
Example: If a team has one goalie with a "FF" of 5 and another with a
"FF" of 6, the first goalie will start 45% (38 contests) of his teams
games, and the second will start 55% (46 contests) of his teams games. If a team
has one goalie with a "FF" of 11 and another with a "FF" of
2, the first will start 85% (71 contests) of his teams games and the second will
start 15% (13 contests) of his teams games. All numbers here are based on an 84
game schedule.
506. "Spare" Goalie Status - The third
goalie on each team will be drafted (if needed) only after the free agent entry
draft has been completed. The criteria for selection order is: The team
finishing the entry draft first - selects first - and so on. A coach may retain
a goaltender from his previous season's roster as his third goalie is he
desires, or is forced to do so.
It's important to note:
That the third goalie - barring injury - will never play, so his
"FF" is irrelevant and does not need to be taken into consideration.
That ANY goalie - barring injury - must have a "FF" of at least
5 in order to perform in the
playoffs.
507. At the end of each season the team with the most points will be awarded the "Tony
Melanson Memorial Trophy".
601. At the end of the season the four teams with the most points will play in the play-offs. Ties will be broken in this order:
701. Each team must have a nickname. A team may change its name before the start of any
season. Previous nicknames are not allowed.
702. No member shall trade draft picks more than one year in advance.
703. Teams may protect up to 10 players in any expansion draft.
704. No team shall lose more than 2 players in any expansion draft.
705. Expansion Systems:
A) One or more GM's exit league - Equal amount of GM's
Enter - New GM takes control of exiting GM's teams and drafts from that
teams position from the previous season as usual.
B) One GM exits league - Two GM's Enter - Two new GM's
toss one 20 sided die each - Highest number wins choice of selecting first or
second from the egressing team's players. The GM selecting first will choose
half the roster, while the GM selecting second will choose the other half. If
there should be an odd number of players on the roster, the second GM will
receive the extra player. That is, when the selections come down to the final
three players, GM 1 will pick one player and leave the other two to GM 2.
Then the expansion draft will be under way. Each "established" GM will
be required to leave 5 players from their roster unprotected, only one player
may be selected from each roster, if desired. When the expansion draft process
is completed, the new season's entry draft (at a later date) will be next. The
drafting order, when it's time, will be as follows: The team(s) missing the
previous season's playoffs will select, then the expansion teams, then the
remaining teams. The expansion franchises will switch draft positions each
round. The first round of the draft will see GM 2 pick first and GM 1 pick
second. This is because GM 1 picked first from the egressing teams players.
C) Two GM's exit league - One GM Enters - The new GM
has a choice between two teams. He will choose one team, leaving the other to
"fold". The folding team(s) players all become eligible as free
agents, to be selected in the entry draft. As usual, teams will select according
to positions from the previous season.
D) One or more GM's enter league - None Exit - A new
GM entering the league and drafting from scratch will have a fair opportunity to
build a competitive team. EXPANSION
DRAFT: The "established" teams must leave 10 players (9
skaters, 1 goalie) unprotected. A new GM may select as many as two players from
each "established" club. When a player is selected from a particular
team, that team may "fill" with another player from his unprotected
list, thus preventing one more player to be taken in the expansion draft.
NOTE:
Any player selected in an expansion draft that is later released, reverts
immediately back to his original team, to be taken or released, as desired.
However, an expansion franchise may select a player and then subsequently trade
that player.
Starting With the 2004-05 SHL Season -
706.
"Key" Face-off Center - Each team may opt to have a "key
face-off man." This player will not be a regular on any line shift, but may
be utilized, because of his superior face-off abilities, for draws deep in his
teams defensive zone on all lines. If he wins the face-off, he must leave the
ice. If his opponent wins the draw, he remains on the ice until his team regains
control of the puck. This "key face-off player" may also be utilized
for draws deep in his opponents defensive zone. However, if used in this manner,
he must remain on the ice for two action cards before going back to the
bench. If used during a Neutral Zone face-off, the player must remain on
the ice for one action card before going back to the bench.
A) "Key" Face-off Center - Special
Teams - The "key face-off man" may also be utilized on the power
play and penalty killing situations, however, if he is used in any face-off
situation other than a draw, deep in his teams defensive zone, the player must
remain on the ice for one action card.
707. Goalie Injuries - If a goalie is injured during
the course of a game, follow the instructions on the injury chart. Your other
goalie will take over between the pipes. If need be, your third goalie will be
prompted as your backup, beginning with your next game. Example: Goalie 1 is
injured and goalie 2 replaces him. Then, goalie 2 is injured in the same game.
Goalie 2 may continue to play at no penalty to his team, regarding his
"FF". However, because he played with an injury, goalie 2 must serve one
additional game on the injured reserve. The following game, Goalie 3 must be
called up and must start in nets unless goalie 1 is back in the lineup.
It's important to note:
That injuries to the third goalie are to be disregarded.
708. Trades $5.00 - Any trades made during
the season will carry a $5.00 price tag. This fee will be paid by
the participants in any manner to which the participants agree. No trades
may be made during a night's scheduled games. Trades may only be made after an
evening of games, and before the following night's games. A trade may not be
consummated until the $5.00 fee has been collected
by the SHL. Any trades made during the off season or at any draft, will be
completed at no charge to the participants.
709. Phone "Tree" - A phone "tree" will be
setup to lessen the burden of too many phone calls from one source. Interim
suggested phone "tree":
Corey calls Ashley - 843-5015
Ashley calls Dave M. - 890-1118
Dave M. calls Allan - 895-9117
Allan calls Greg - 893-7620
Greg calls Steve - 895-0093
Steve calls Charlie - 893-9681
Charlie calls Dave V. - 895-9245
Dave V. calls Corey - 893-1347
710. Forward also listed as a Defenseman - May only play regular shifts as a forward, but may play the point on every power play.
711. Defenseman also listed as a forward- May play regular shifts as a defenseman or a forward as well as either / or on the power play (regular rules apply).
712. 20-Sided Die- The 20-sided die will be used for face-offs, goalie ratings, splits, penetration attempts and penalties. The home team throws the 20-sided die throughout the game for face-off results. The penalized team's coach throws the 20-sided die for penalty results.