Looking to fill up our league. One team left.
DETROIT
C/3B BJ Surhoff
1B Mark Grace
1B Gerald Perry
1B Greg Walker
2B/SS Ron Oester
3B Mike Pagliarulo
OF Kirby Puckett
OF Harold Baines
OF Glenn Wilson
UTIL Craig Reynolds
SP Jim Deshaies
SP Kirk McCaskill
SP Dave Stieb
SP Fernando Valenzuela
SP Larry McWilliams
RP Steve Bedrosian
RP Rick Honeycutt
RP Paul Gibson
RP Todd Worrell
1989 picks 7, 31, 55, 79, 103, 127, 151
10/23/2019 3:56 PM (edited)
Any league rules?
10/23/2019 12:28 PM
Our rule page:

Centennial Reboot Rules, revised (in bold) 10/2/2019 (2.6(a) and (b)), 10/20/2019 (2.7)

Section 1: WIS RULES

1.1 Basic WIS rules will be used, no Salary Cap, Injuries off, 25-man rosters plus computer-generated AAA players reduced by number of players taken in the AAA Draft (see 2.3, below).

1.2 Trades will be permitted as set forth in Section 3 below. The Transaction Deadline (i.e., the deadline for making an in-season roster transaction via the GM's Office page of the WIS web site) will be Game 120, per Basic WIS rules, and is indicated as such in the Schedule section of the League Office page of the WIS web site.

1.3 For players with multiple versions in the WIS database, owners are free to use any version of that player (partial/full/combined).

Section 2: DRAFT

2.1 The Draft will be a standard non-snake format, seven rounds with one-hour time slots for rounds 1-4, and 30-minute time slots for rounds 5-7. The Draft will begin as soon as practicable, in the Commissioner’s discretion, after all Keepers (see 2.7, below) have been posted. Teams may draft players from an Available Players list to be posted after all teams have posted Keepers. A team may not make any picks prior to the AAA round (see 2.3, below) once it has 25 players, but a team may eclipse the 25 player limit via trade.

2.2 After Round 7, there shall be as many Filler Rounds as necessary for every team to have 25 players. Teams may draft up to two players at a time during the Filler Round(s).

2.3 After the Filler Round(s), there shall be an AAA draft wherein teams may draft up to two players at a time, and no more than a total of 6 hitters and 4 pitchers.

2.4 Draft order for rounds 2-7 and Filler and AAA rounds will be determined at the 120 game mark (i.e., the Transaction Deadline), by reference to each team’s rank in order of win total, with the team with the lowest win total getting the first pick. Ties will be broken by reference to Run Differential (the team with the better Run Differential wins), and if still tied, then by Runs Scored, and if still tied, then by head to head record, and if still tied, then by Commissioner coin-flip. In tiebreakers, the team with the better tiebreaker measure will get the higher (better) draft position.

2.5 Draft order for round 1 will be determined by Lottery conducted by the Commissioner, wherein the qualifying (see 2.6, below) teams with the six lowest win totals (see 2.6(a) below) at Game 120 (i.e., the Transaction Deadline) will be ranked in inverse order of win totals and will have the respective number of ping-pong balls, such that the team with the lowest win total gets the most ping-pong balls. If fewer than 6 teams qualify (see 2.6, below) then the number of ping-pong balls shall be reduced accordingly, e.g., if only 5 teams qualify, then the team with the lowest win total of the qualifying teams will get 5 ping-pong balls.

2.6 To qualify for the Lottery, a team must win at least 37 of the first 120 games, i.e., it must win 37 games before the Transaction Deadline. A team that does not win at least 37 of the first 120 games will get the first pick after the pick won by the last team in the Lottery. If two or more teams do not qualify, the team with the lowest win total will get the highest (best) pick after the lottery picks. The tiebreaker process in Section 2.4 above will apply to ties in determining how many ping-pong balls are conferred (i.e., the team with the better tiebreaker measure will get more ping-pong balls) and to ties among teams that do not reach the wins floor.

2.6(a) When a team does not reach the wins floor, the vacated slot is closed. For example, if two teams do not reach the wins floor, then only four teams get ping pong balls.

2.6(b) The tiebreaker process in Section 2.4 above will apply, when populating Lottery slots (the number of which may be reduced to lower than six as described in 2.6(a) above), to ties among teams who have won at least 37 games. For example, assume two teams do not reach 37 Wins, and five teams all have 39 Wins, as of the Transaction Deadline. The slots vacated by the two teams that failed to reach 37 Wins are closed, so only four Lottery slots remain, i.e., only four teams get ping pong balls. The tiebreaker process in Section 2.4 above determines which four of the five teams tied with 39 Wins gain entry into the Lottery, and the number of ping pong balls is determined as set forth in Section 2.5 above, except that the team with the best tie breaker measure gets 4 ping pong balls, the next best gets 3 ping pong balls, etc. The two teams that did not win 37 games get the 5th and 6th picks, and the team that won 39 games but lost the tiebreaker gets the 7th pick.

2.7 Keepers. Teams shall post keeper lists before the 135-game mark (i.e., 15 games after the Transaction Deadline) of each season; any owner that fails to meet this deadline for posting keepers runs the risk of losing his team, at the Commissioner’s discretion. Teams may keep up to 25 active WIS players each season, plus injured reserve. Each team is allowed an unlimited number of IR slots for players who are not WIS-eligible in any given season. IR players do not count as keepers for purposes of a team's ability to use Draft picks. Each owner is responsible for keeping track of his IR players and making sure each year’s keeper list is correct. Failure to list a player as a keeper means that player will be added to the available draft list. Keepers are final and irrevocable (no adds, no drops) when the Commissioner or his designee posts notice in the Keeper Forum.

Section 3. TRADES:

3.1 Draft picks may be traded up to two seasons after the current season. For purposes of this rule, the “current season” ends at Game 120. For example, teams may not trade 1991 draft picks until after Game 120 (i.e., the Transaction Deadline) of the 1988 season.

3.2 The Commissioner shall decide whether a trade will be allowed. Teams may veto in-season trades made during the season by WIS veto process in the GM Office, and teams may veto off-season trades (i.e., trades not made between Games 1 and 120 of a season by using the GM's Office page of the WIS web site) by posting in the Trade Forum. The Commissioner shall determine what weight, if any, to give to any vetoes posted in deciding whether to void a trade.

3.3 "Player to be named later" trades are not allowed. All trades must be complete at the time of the trade.

3.4 Trades may be made during the Draft, provided however, that a trade may not result in a player being dropped, i.e., a keeper or previously drafted player may not be placed back into the draft pool.
10/23/2019 2:09 PM
If this team is still available, I would like to take it.
10/25/2019 6:58 AM
i don know if you should let this guy in, he's a troublemaker
10/25/2019 10:39 AM

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