SOMBILLA BYLAWS, revised 1/25/07

Officers

Commissioner - Arnie Pollinger (term expires 2007)
Vice Commissioner - Tom
League Guru and Special Consultant - Tsuan

Structure
Rosters
Playing limits
Post-season
The draft
Playing rules

Note: underlined sections are new clarifications

I. Structure

A. Schedule

The SOMBILLA is a eight team face to face league, which plays a balanced schedule, each team playing each other 8 times. The top four teams make the playoffs. The league begins play at the end of October . The league generally plays one night a week (4 games a night), through February on a night when the maximum number of players can make it, if possible. The playoffs are usually in March. The annual meeting and draft is held in April, as close to the beginning of the Major League season as possible.

B. Ties

1. All ties in the standings, except those which could determine playoff teams, are broken by head to head records. In case of a season split, the second tie breaker is a coin flip.

2. If two teams are tied for 4th place, there will be a one-game playoff with the home advantage going to the team with the better head to head record. The game is considered as game #57 with no days rest so that starting pitchers' eligibility and relievers' tiredness rules still apply. In addition, all innings and at bats for this game count towards season limits. Any player with two cards must use the latest card used during the regular season. Injuries incurred in the regular season also carry over into the one-game playoff.

    (a)  Additional rules for the one-game playoff:
        1.  Eligible starter.  If an eligible starter's innings + available reliever innings are < 9, the starter is still eligible to start. All eligible starters be allowed to pitch in relief.  (As a practical matter, this really means one pitcher for teams with a 5-man rotation). 
        2. 
Last pitcher.  Once a team’s last pitcher with innings available is in the game, he must stay in the game.  No used-up relievers can be chosen to come in, tired.
        3.  A manager can make any legal move (i.e. still remove any pitcher before being used up as long as other unused up pitchers are available), even if that sets up a situation with a used up pitcher being the last pitcher left in the game. 
           
Example:  A manager has 10 innings of pitching left - a starter with 6 innings, reliever A with 3 innings and reliever B with 1 inning.   The starter could still be removed after only 4 innings and reliever A could still be removed after only 1inning, leaving the manager with only reliever B, who would have to stay in for the final 4 innings, used up after his first  inning.
        4.
Ineligible starters with innings left.  Such pitchers are allowed to come in tired if there’s been 2 days of rest in between their last start (that would be 2 pitchers in a 5-man rotation or only 1 in a 4-man rotation). 

3. If three teams are tied for 3rd or 4th, a round-robin is held (2 games each team), home teams, pitching rules, playing limits and 2-carded players apply as described above. If all 3 teams split the round robin, playoff team(s) will be determined by the best 3-way head to head record(s).

4. If four teams tie for 2nd, 3rd, or 4th, 2 single elimination games will be played. The four teams will be seeded by total 4-way head to head record, with 1st playing 4th and 2nd playing 3rd. If 2 of the 4 teams will make the playoffs, (in case of a 4-way tie for 3rd), the winners of these 2 games shall be the 2 playoff teams. If only one team makes the playoffs (a 4-way tie for 4th), the two teams winning game 1 shall play each other in a second game, winner advancing to the playoffs. If 3 teams make the playoffs (a 4-way tie for 2nd), the two teams losing game 1 shall play each other in a second game, loser failing to make the playoffs. In all cases, home teams, pitching rules, playing limits and 2-carded players apply as described above.

5. If more than 4 teams tie for 1st-4th, we'll play it by ear.

C. Disputes and Mistakes

1. Any dispute arising between two managers may be settled in any mutually agreeable manner to the two parties, without any outside influence. This includes, but is not limited to, saying 'Fuck it'. In deciding what to do, the two managers should be guided by the rule that no one should be able to take advantage of their own mistake.

2. If the managers cannot agree on a resolution, the Commissioner may rule either 1) The game must be played over from the point of infraction or 2) The entire game must be played over. Any mistake found subsequently by examining scoresheets, either a SOMBILLA violation (e.g. starter without enough rest) or a baseball violation (e.g. 4 outs in an inning), may be played over at the discretion of the Commissioner and the parties involved, taking into account the effect on playoff positions, the effect of the infraction on the particular game, and the pain-in-the-ass factor.

D. Rule Changes

Any league rule may be changed by a majority of league franchises (one franchise, one vote). Tie votes keep the status quo. Any league member may propose a new rule at the annual meeting and draft.

E. Dues

Dues will be determined retroactively at the end of each season. Dues are calculated as league expenses (costs of producing and mailing newsletters, cost of the Strat-O cards and other equipment) divided by the number of league members (not franchises). Anyone who doesn't pay their dues will be suspended from newsletter privileges.
 

F.  Ballparks

Each team may design its own ballpark before the season, but must announce its chosen ballpark by opening night at the latest.  The ballpark design is constrained in two ways:  First, no ballpark singles or home runs may be higher or lower than the most extreme park of MLB 30 for that season, and second, the difference between lefties and righties can be no more than the park of the MLB 30 with the highest differential.
 

II. Rosters

A. Roster Size

Each team has a 25-man playing roster plus a 20-man taxi squad for a total of 45 players per team. Due to trades, teams may actually have more or less than 45 players. After each season, each team cuts from 0-10 players, and drafts players to fill the roster back to 45.

Computer-only players are not eligible to be used, even if the computer-only card is or can be printed.

B. Before the 21st Game

1. Separating the team

For each of the series preceding game 21, a manager may choose a different 25-man playing squad. These 25 players must be chosen before you begin the series, and you are stuck with them for the whole series, except for injuries. Do not play with your 45 players in one clump. The 25 cards must be separated from the rest of your cards at the start of the series. This will prevent using more than 25 players, ineligible players, or picking and choosing from all 45 players until 25 are used.

2. Calling up/sending down pitchers

If Pitcher B replaces pitcher A, and Pitcher A is subsequently recalled to replace Pitcher C, Pitcher A gets back his allocated innings and also gets allocated Pitcher C's innings.

If a non-pitcher is called up to replace a sent down pitcher instead, the sent-down pitcher's innings will be allocated to the remaining pitcher with the fewest available innings at that point. The purpose of this rule is to discourage abuse by burning out a pitcher over a few games.

3.  Calling up/sending down non-pitchers. Non-pitchers may be called up or sent down without controversy.

C. Roster Freeze and Trading Deadline

1. The roster freeze is before the 21st game of the season. (See Before the 21st Game on prior page for more information). The trading deadline for post-season eligibility is before the 41st game. The trading deadline for all trades is before the 49th game. All trades made after the trading deadline, but before a team's season has ended are unofficial. This means that while there may be an agreement between the teams, the league does not recognize the trade and one team could still rescind the trade until its season has ended.

2. Once that 21st game has passed, your 25-man roster is fixed (or "frozen") until after the post-season is over.  This means no calling up or sending down players after the 21st game, with the following exceptions:


3. Pitchers traded in mid-season

Pitchers traded in mid-season cannot start for their new team unless they have rested the appropriate number of games. The new team's manager must do one of the following:

(1) If a pitcher was going to get sent down to make room for the new pitcher, the manager can keep the new pitcher 'inactive' so as not to take up space on the 25-man roster until he is eligible, and start the pitcher who was going to get sent down. If it is after the 20-game roster freeze, a special waiver will be granted.

(2) Wait to consummate the trade until he or she knows that the new pitcher will be eligible to start.

(3) Make sure he or she holds back a starter/reliever so that he will be eligible to start.

(4) If none of 1), 2) or 3) is possible (because the trade is a pitcher for a pitcher and the new team has no starter/relievers), he or she may call up a starter for one start (even if after the roster freeze) to get the new pitcher back on track. This is allowed only if you do not have a starter/reliever on your 25-man roster. The called-up starter's innings will not get charged to any pitcher.
 

4. Lend-leasing.

All members agree not to engage in intentional lend-leasing of players - i.e. deliberately trading a player on a premeditated, temporary basis (versus a situation where a player is traded away with permanent intent, but later is reacquired by the original team). If a trade occurs which any league member finds objectionable on the basis of a suspected intentional loaning, then he or she may call it to question at the next weekly meeting. Parties involved may present a brief (<5 minutes) explanation of the disputed trade, if they wish. All league members who choose to participate may then vote, by phone or by proxy if not scheduled to be present that week (one franchise, one vote), whether to accept the trade as it stands or reject it if they are convinced that it is intentional lend-leasing. The majority decision, whether it be of the whole league or any portion thereof interested in voting, is binding. Ties are resolved by discretion of the Commissioner.

D. Injuries

1. The injury numbers shown on the chart are games in addition to the remainder of the game. You cannot call up a replacement until the next game, and, if after the roster freeze date, the called up player cannot be a permanent replacement. After the freeze date, you are stuck with the called up player for the duration of the injury, even for a new series. Before the freeze date, you are allowed to adjust your roster for each series.

2. If you have no one on the bench who plays the position, (except for outfielders) you can designate anyone on the team to play the position. The fielding rating is the absolute worst (5,-5, e88) on the fielding chart. For outfielders, refer to the advanced instructions.

3. Players may be injured only once during a season, except that a temporary injury does not count toward the one injury rule. Each manager is responsible for marking an injury somewhere on the player's card. A player without such a marking will be presumed injurable. There are no injuries to pitchers or post season injuries.

4. Plate appearances (ab + bb)    Maximum games injured
                  450+                                       2
               400-449                                     4
               350-399                                     6
               300-349                                     8
              under 300                                   15

E. Players With 2 Cards

A manager may choose which card to use, and may even use both cards, one at a time (one card must be completely used up before using another). The card is subject to the normal SOMBILLA limitations. Care should be taken to not use the wrong card by keeping the 25-man playing roster separate from the taxi-squad.

Post season.  The second card used in the regular season is the post-season card.  
However if you use up this card of the two-carded player, you could finish the series with the card from the other league (but not the combined card for guys with 3 cards). If the player ended his first post-season card with a double or triple play and that play used up outs beyond his first card’s limits, those outs are counted against the limited outs of the second card.

If a starred starter has multiple cards, the unlimited (starred) card for post-season purposes is only the card with the most innings pitched  (e.g., one card has 75 innings, one has 130 innings and one 205 innings, you can use only the 205 inninged card as a starred starter in the post-season).  Also, if you used the two lesser-inninged cards during the regular season, you cannot then switch to using the starred max-inninged card in the post-season.

F.  Players with Interleague cards

The manager must decide, before the season begins, whether to use the interleague card all
season, or whether to use the two AL/NL cards (and follow our normal two-card usage rules above). Under no circumstances can a manager use all 3 cards. If a pitcher is starred on the IL card, then he's starred on both the AL/NL cards (except for the post-season, see above).
 

III. Playing Limits

A. Non-pitchers over 349 plate appearances

Player limits are calculated based on plate appearances.  For this purpose, plate appearances equal AB+BB+HBP+SF (sac flies).   Players with 350 or more plate appearances are unlimited.  

For all other players (those under 350 plate appearancesas defined above), their SOMBILLA season plate appearances are limited to 42% of their AB + BB as shown on the front of the player's card, rounded down.  (Note that the BB shown on the front of the player's card includes IBB).

A used up player must be removed before his next at bat if a substitute is available.  Used up players who must bat get an automatic popout.  A used up player on the bench may be used as a defensive replacement or pinch-runner only if it is possible to replace him before his next at bat.

B. Starred starters (30 starts and 200 innings)

limited to 50% of the innings on their card and may start every 4th game. They can also start more frequently if they are knocked out.
Innings Pitched                 Games Rest Between Starts
1/3 - 1                                             1
1 1/3 - 2                                          2
2 1/3 +                                            3

C. Unstarred starters

limited to 42% of the innings on their card and may start every 5th game. They may also start every 4th game if they pitch no more than 5 innings in a start, and, like starred starters, can start more frequently than that if knocked out.
Innings Pitched               Games Rest Between Starts
1/3 - 1                                            1
1 1/3 - 2                                         2
2 1/3 - 5                                         3
5 1/3 +                                            4

D. Relievers

limited to 42% of the innings on their card. No reliever can pitch more than 2 consecutive games or he comes in tired. Also, note that a reliever is automatically tired after reaching his tired factor plus 2 innings (6 outs).

E. Starter-relievers

may not switch from starter to reliever or vice-versa without the appropriate rest between games as determined above in C, that is, 1 game rest for 1/3-1 inns, 2 games rest for 1 1/3-2 inns, 3 games rest for 2 1/3-5 innings. Starter-relievers can relieve for only up to 42% of 150 innings. Any left over innings may be used for starting. For example, suppose a starter-reliever has 180 innings. He can relieve for only 63 innings (.42 x 150). The remaining 12 1/3 innings (.42 x 180 - 63) can be used in a starting role.

F. Used-up pitchers

A used up pitcher must be removed from the game immediately if there are any non-used-up eligible pitchers available (including tired relievers with available innings left).  Used up pitchers who must pitch are automatically tired.  Used up pitchers may still pinch-hit or pinch-run.

G. Yanking

Starters may not be yanked unless they've pitched 4 innings or yielded 3 runs.

IV. Post-season

A. General

All playoff teams must be prepared to present their usage stats before the playoffs to ensure that no team gains an unfair advantage by being able to overuse its players. 1st place plays 4th place and 2nd place plays 3rd place. Both playoffs are best of seven, with a 2-3-2 format. The seventh game home advantage goes to the team that finished higher. The two winning teams play in the World Series, which is also in the 2-3-2 format with the same home advantage rules. There is a travel day when parks switch, which affects pitchers' rest.

B. Playing Limits

1. Non-pitchers -

all players who were limited during the regular season (less than 350 plate appearances) are limited to 1/15 of their AB + BB (as shown on the front of the player's card) per series, rounded down. The limits start fresh for each series.

2. Pitchers -

All pitchers may relieve, regardless of what it says on their card. Starters who relieve have a tired factor of 2. All pitchers are subject to the normal rest rules, and have the following limits:

Playoff innings per series:

Starred starters who start (only) are unlimited. All other pitchers may pitch up to 1/15th of the IP on their card, rounded down to the nearest 1/3. However, no such pitcher may have more than 14 innings or fewer than 2 innings available.

3. Starred starters who start and relieve have unlimited starter's innings, but relief innings available are 14 minus innings pitched as a starter.

4.  In game seven of the World Series only, pitchers who have started a previous game in the series and would normally be ineligible to pitch under usage rules, may in fact relieve but are considered tired. Overall limits of innings pitched still apply.

V. Draft

A. Date

The annual draft is held as close to the day before the start of the Major League baseball season as possible.

B. Eligibility

All players with cards and not presently on anyone's roster are eligible. All players cut during the roster cutdown immediately preceding the draft, whether or not they have cards, are also eligible. All managers will be supplied with eligibility lists (exclusive of cut players, of course) prior to draft day.

C. Order

Teams draft in reverse order of finish with the following qualifications. Non-playoff teams draft 1-5. Any non-playoff team finishing within (3) games of another will toss the 20-sided die (hereinafter referred to as the 'thing') for the higher pick in the 1st round (lower roll wins). The thing-tossers alternate positions in subsequent rounds. 6th pick goes to the playoff loser that finished lower in the standings. 7th pick goes to the playoff loser that finished higher in the standings. If the two playoff losers have the same record, the higher pick goes to the team with the better head to head record. 8th pick is the World Series loser, and the World Series winner gets the 9th pick.

D. Structure/Miscellaneous

1. 2 minutes per pick. After the 2 minutes are up, everyone gives you shit.

2. After cutting players, and taking into account all trades, no team can enter the draft with fewer than 33 players. Thus, if a team has cut enough players to reduce its roster to 33, and then trades player(s) after which its roster is below 33, it must 'uncut' enough players to bring its roster back to 33 before the draft (there is one exception - see rule 4 below). Of course, no team is required to cut the maximum number of players - 12.

3. As a corollary to rule 2, no team can have more than 12 draft picks (except for rule 4).

4. Immediately after the draft, each team must end up with 45 players. The implication of this is that you ordinarily can't lose a draft pick by trading it away, you just pick it up at the end of the draft. The only exception to this is if the extra (i.e. 46th) roster spot or extra draft pick is given as part of the trade - for example, I'll give you player X for a 2nd round pick, but if you forego your 13th round pick that you'd get for losing the 2nd round pick, and I keep my 12th round pick that I'd otherwise forfeit for having an extra 2nd round pick, (so that I get an extra draft pick and roster spot) I'll give you player X for a 3rd round pick instead.

5. Any adjustments to draft picks because of trades during the draft will be done to comply with rules 3 and 4. For instance, during the draft, suppose you trade a player to another team for a draft pick next year. You would pick up a draft pick at the end of this year's draft to bring your roster back to 45 (and your opponent loses his last draft pick). This does not give you 11 draft picks as you might think, through the workings of 'Strat- O fiction'. That last extra draft pick is treated as part of the trade, and is considered as drafted by your opponent, and then traded back to you immediately after the draft, so that everyone is square with 45 players and 10 draft picks.

6. All trades of draft picks (all trades for that matter) must be registered with the Commissioner, who keeps track of such things.

VI. Playing Rules

A. Etiquette - scheduling

Shit happens. The league realizes this and understands when unexpected situations arise. Still, common courtesy should be followed. Thus, when you are unable to attend a Strat- O night to which you've previously committed, please call your opponent to reschedule, as well as the Commissioner, as soon as possible.

B. Etiquette - managing

1. It is the defensive manager's responsibility to announce whether the infield or corners are in. No announcement and the infield is presumed back. Of course, the offensive manager can always ask.

2. It is the offensive manager's responsibility to ask if the other manager will be holding a runner, unless the players agree otherwise. Of course, the defensive manager can always announce a 'holding' without being asked.

3. A squeeze play undeclared as to 'suicide' or 'safety' is presumed a 'safety' squeeze.

C. Etiquette - computers

The SOMBILLA is a dice and card league. The use of a computer is allowed, but only if both players agree before the series.

D. Etiquette - e-ratings

In order to speed up playing time, all dice and card playing manager must write their error ratings on their cards. In order to comply with this rule, managers may write the e-ratings on cards during games as they encounter e-ratings.

E. Etiquette - going for the lead

You must announce the batter before going for a lead.  (Example - one team (call it North Dakota) has a runner on first. The pitching team (call it Lagavulan 16) has a good matchup and knows that North Dakota will pinch-hit, in turn triggering a relief pitcher.  North Dakota cannot go for the lead to take advantage of pitcher no. 1's hold, before pinch-hitting. The reason is that this would never happen in real baseball, because the pinch-hitter would have been announced. Once the hitter had been announced, the Lagavulan pitcher would have come in. In other words, in real baseball, you can't delay (not announce the pinch-hitter) while you go for the lead.
 

F. Stealing home

1. Runner must get the good lead. 2. Subtract 9 from the second number. 3. Add the following, based on the catcher's defense rating:
Def. Rating
1                -2
2                -1
3                  0
4                  1

G.  Stats

H. Rainouts - days off. 

1. Before every series, two dice are rolled.  If snake eyes (a “2”) come up, there is a rainout.  This means that all pitchers get an extra day of rest (but no games would actually be postponed - it would be too much of a pain to play a makeup game). 

2.  All-Star break day off.  In celebration of the league’s unplayed All-Star game, at the Holiday “All-Star” break, the whole league receives a day off. This not only helps relievers, but could also help an unstarred starter pitch > 5 innings in his last start before the “All-Star” break    For those who traditionally play a series on December 25th, the day off rule would apply after such series.

3.  Additional day off rules.  The day-off/rainout rule applies to injuries as an injury day, also applies to the one-or two game playoff.  It does not apply in the post-season.


I. Most misunderstood and/or forgotten Strat-O rules

1. Runner advancement:
Off. - Running home? No - play over Yes - Def. - Throwing home? No - throw is to the base ahead of trail runner - run scores, no trail runners advance, play over. Yes - Off. - Trail runner(s) going? (speed + arm - 5) No - play at the plate, trail runners hold. Yes - defense now has the option to cut off the throw home, conceding the run, and cut down the lead trail runner. (See official Strat-O rules).

2. Gb A+ is SI** only with infield in and not corners.

3. Runner held - penalties are 1) #sign on gbX to holding fielder becomes  SI** and 2) fielder's defense goes up 1 (A '4' becomes a '5').

4. Gb A, B, or C to right side moves runner from 2nd to 3rd with 1st & 3rd empty. Gb A, B, or C to middle of infield (2B or SS), scores runner from 3rd. See the fielding charts

5. Double steals - trail runner automatically safe.

6. Bring in OF with winning run on 3rd - subtract 7 from fbB?, and all fbB and fbA are SI**.

7. Relief tired factor done by outs.

8. Starter tired if 5 runs in 1 inning, 6 in 2, 7 in 3, and after 11 innings.

9. Wimpy batters - all N-HR and ballpark HR are SI**.

10. Open doubles (no field designated) are hit to CF unless the split is to another field - i.e. - on a DOUBLE 1-4, fly rf(B), the double is hit to RF.

11. Lineout max - 1-7 is a triple play.

12. No infield in without a runner on third.

13. On an F2 with runners on 2nd and 3rd, do not subtract 5 from the running rating of man on 2nd going to 3rd.

14. Runner Advancement on Hits: When a runner is held on first or second, subtract 1 from his running rating when that rating is needed to determine whether he can advance an extra base on another's hit. If the baserunner is NOT being held, add 1 to his running rating. This calculation is in addition to other calculations (e.g. for two outs, or on throws from left field or right field to third base). As before, the safe chance for the baserunner may not exceed 1-19.

Note: With the bases loaded or runners on 1st and 2nd base, the trail runner is the runner on 1st. This rule applies to that trail runner. Consider the trail runner held or not held, depending on whether the lead runner is held.

15. Runner Advancement to third on fly (rf) B: On a fly (rf) B only, a runner at second base may advance with this calculation: Running speed +/- right fielder's arm, +2 for a throw to third base from right field. However, the only OUT chance is a roll of 20. If the roll is higher than the highest safe chance, but not 20, the runner holds at second base.

Example: A 1-14 runner and a -1 arm. Safe 1-15; Hold 16-19; Out 20

Note: This rule does not apply to fly (rf)B? readings from cards or to F2 readings from the fielding chart. (The fielding chart has its own rule for potential advances from 2B to 3B on F2's)

16. on G1, G2, G3 hit to the pitcher or catcher on fielding chart:
With infield in, use infield in for pitcher and catcher too.
With infield back, use infield back for pitcher and catcher.
With corners in, and runner on 3rd or runners on 2nd and 3rd, use infield in. Otherwise, use infield back.

17. With the bases loaded, and the corners or infield positioned in, downgrade the bunting rating two levels instead of one level.

18. CATCHER BLOCKING THE PLATE (part of the super advanced cut-off rule): Whenever there is a play at the plate and you are rolling the 20-sided die to determine if the runner is safe or out at home.  If the last number in the safe range or the first number in the out range is selected (sometimes referred to in the SOMBILLA as a ‘disputed call’), then the catcher’s ability will be checked with another roll of the 20-sided die.  For instance, if the safe range (after all adjustments have been made) is 1-14 and you roll a 14 or 15 on the 20-sided die, then you must roll the 20-sided die again and refer to the following chart to determine if the runner is safe or out:

Catcher’s Rating  Safe Out
 1                          1-2    3-20
 2                          1-6    7-20
 3                        1-10  11-20
 4                        1-14  15-20
 5                        1-18  19-20

19. OUTFIELDER ROBBING A HOMERUN.  This is along the same vein as the Catcher Blocking the Plate rule.  If your ballpark allows, whenever there is a Homerun/Flyout split (from the cards or the ballpark chart) and you are rolling the 20-sided die to determine if it is a homerun.  If the last number in the homerun range or the first number in the flyout range is selected then the outfielder's ability will be checked with another roll of the 20-sided die.  Refer to the following chart to determine which outfielder has a chance for the catch:

Batter Bats         Last number in HR range   First number in Flyout range
Left-handed          Rightfielder                             Centerfielder
Right-handed        Leftfielder                               Centerfielder

For instance, if the homer range is 1-14 and you roll a 14 or a 15 on the 20-sided die then you must roll the 20-sided die again and refer to the following chart to determine the outcome:

Outfielder's Rating Homerun Flyout
1                                 1-3        4-20
2                                 1-7        8-20
3                               1-11      12-20
4                               1-15      16-20
5                               1-19         20
  

20.  Rule 15.33. gb()A, gb()B, or gb()C hit to 1b or 3b with runner on 1st, 1st and 2nd ,or 2nd only, and corners are in, refer to infield back on the charts.


All of these rules are also found on the charts or in the official Strat-O rules.