Team Staff Resource

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The FBA calendar can be divided into four main phases: Free Agency (also known as the Off-Season), Preseason, the Regular Season, and the Playoffs (also known as the Post-Season).

As a Team Staff member, you are charged with making decisions that will influence your team. Team Staff are divided up into two Roles: Primary Contact and Secondary Contact. Below we will go into specifics about what those roles mean.

Primary Contact

The Primary Contact (PC for short), is the individual who has had to apply during the off-season in order to get this position. The Primary Contact has final say on any and all decisions regarding the running of the team. Below we will break down the season as a whole and what goes on during each phase. Here is an abbreviated list of tasks the PC is expected to perform yearly:

  • Free Agent Offers
  • Draft Night Selections
  • Day to Day Roster Rotations (Gameplan for games and moving Injured players to the bench)
  • Respond to Trade Requests (either accepting, denying, or negotiating them)
  • Submit Player Stat Boosts (happens 3 times a year)
  • Be reachable on Discord for your team's contributors

Now that might seem daunting, especially with all the information thrown at you below. But that is where having a Secondary Contact helps!

Secondary Contact

The Secondary Contact (SC for short), is the individual the Primary Contact selects to serve as a backup in cases where the Primary Contact is unreachable. This individual may also take on specific tasks as agreed upon by the Primary Contact.

For example, the SC might be told they can handle all of the day to day roster changes and act as the Head-Coach. Or perhaps the Secondary Contact is given control of the Signing and Trading leaving the Primary Contact to work on developing storylines for the team.

The distribution of roles is decided by the PC and SC together, just at the end of the day the Commissioner and Committee will look to the Primary Contact first for resolving matters involving the team.

Free Agency

The Free Agency period is an exciting time in the league when all of the players without contracts for the upcoming season entertain offers from teams to come play for their club. It is one of the busiest time for Team Staff, as not only are they trying to attract the best free agents to fit within their system, they have to also keep an eye on their budgets to make sure they're not overspending, while also preparing for the biggest event of the off-season: Draft Night (which we will talk about later).

Players are contracted by teams to play for a certain amount of years for a salary amount that is set for each year of that contract. Contracts are usually designated as "Xyr - $Ym (a/b/c/d/e)" where X is the number of years of the contract and Y is the total value of the contract (in millions of "dollars"). The optional parentheses section would list what the player will be paid in each year of the contract. The amount that a player is paid during their contract does not necessarily represent their skill, though better performing players usually have higher value contracts.

Contracts can be as short as 1 year, and as long as 5, with a minimum of $1 million per year and a maximum of $30 million per year. Teams are allotted $90 million per season to fill out their roster of 15 players so budgeting is a must!

For the purposes of the FBA, there are two types of free agents in the league. Restricted free Agents (hereafter referred to as RFAs) are players that did not have a contract with any team in the previous season. Most RFAs are hopefuls from previous draft pools that never got a chance to play for an FBA team, while some are veterans that used to play years ago but have not officially declared their retirement. RFAs do not have any negotiating power, and can only take the league minimum contract (1yr - $1m) from a team, however they may be signed year round. Unrestricted free agents (hereafter referred to as FAs) have just completed a contract with a team or had their contract bought out by a team in the previous season. Because of their recent experiences FAs do have negotiating power and can take any type of contract from any team they desire, up to the maximum allowed (5yr - $150m).

Contract Offers

To make a contract offer to a player, there will be a button on a player's Wiki page that Team Staff can click to submit a form, if one is not present please inform the Commissioner in order to sort it out. Once the form is open Team Staff will be able to outline what their team is willing to pay each year for that player, along with a notes section for any comments or non-financial incentives to sweeten the deal. The most common incentives have been endorsement deals, marketing campaigns, or guaranteed starting roles; however, none of these items are actual guarantees for the player even if they sign the contract. It is up to the creator/actor or agent as well as team management on how strictly these incentives will be enforced or roleplayed.

There is the exception, which is the No-Trade Clause. Each team is only allowed to offer this incentive to 3 players currently on their roster. A player who has accepted a contract with a No-Trade Clause is able to veto any trade involving them. This gives great power to the player, and gives them the ability to influence where they go should the team wish to move on from them.

The contract offer period begins shortly after the end of the previous season and ends two weeks prior to the start of the Pre-season. FAs may not choose which contract offer to sign until the day after Draft Night (with one exception: the Sign-and-Trade), but they have until the day prior to the start of the Pre-season to finalize their decision on which offer they wish to take or declare their player's retirement. Unlike previous years where FAs with only one offer or RFAs were automatically signed to a team at the cutoff of the contract offer period, this year the creator/actor and agent must actually accept the offer presented before the start of the Pre-Season, otherwise the player will be considered retired.

Many desirable FAs will have competing contracts from different teams. Team Staff have been also been known to withdraw their contract offer to a player if there is a better deal elsewhere. Agents and players can say anything publicly to convince other Teams or FAs of their intentions, and even Teams have used scare tactics to coerce players into favoring their offers or to intimidate other Teams into pulling their offer to an FA. Ultimately, it is up to the Actor/Creator to contact the Commissioner, not the team directly, as to which offer the player will be officially accepting.

Contracts that are signed from Free-Agency are not eligible for trades until December 15th of the year they were signed. This is to protect the player from being misled and immediately traded after signing a contract from Free-Agency and reduce teams acting in "bad faith" when negotiating.

Salary Caps

Every year teams are budgeted $90m to pay for players they already have on their roster, with anything left over to be used to pay the draft prospects and free agents that end up signing with the team. Here's an example:

It is very possible for teams to blow their salary cap; there are a lot of players with bloated and expensive contract values. Any team that begins the regular season over budget, or does not promptly rectify a situation where a mid-season trade pushes the team to go over budget, will be ineligible for the playoffs regardless of season performance. In addition, the PC of that team will be prohibited from signing any new players to the team, regardless of whether or not they balanced their budget afterward. Trades may only be conducted to restore the team's budget to go below their salary cap.

Below is a 'pretend' salary cap table for the Baltimore Spirits.

Example Salary Cap Table Cap Paid Buyout Available
Baltimore Spirits 90.0 71.5 17.0 1.5

As shown above in the example, the Spirits are given 90.0 million each season, note that they could trade away or for more capspace with other teams. Their current set of players' contract accounts for 71.5 million which would change as they sign or trade players. The buyout column shows how much they've spent Buying-Out Players, more info below, and is considered dead-cap and can't be used for anything else. As shown, they only have 1.5 million left to make contract offers.

Buying-Out Players

The FBA currently does not have a system for waiving a player. The only way to waive a player is to buy him or her out, which means spending as much money from the current year budget as it would take to pay out all the years in the player's remaining total contract.

Players that are bought out of their contracts become FAs and can negotiate with teams on what kind of contract they will sign.

The Amnesty Rule

Mismanagement of team budgets by Team Staff in previous seasons have handicapped new Team Staff that have taken over some teams. To combat this, the Amnesty Rule has been instituted which will allow any new Primary Contact to cancel one non-draft contract of a player currently on his or her team, without negatively affecting their salary cap. The player is simply dropped from the team roster and immediately becomes an FA, effectively freeing up the money that would have been paid out of the team's budget.

Each PC will only be allowed to use this rule once for the team they manage. Players whose contracts that are added to the roster as a result of a transaction that happens during or after Free Agency cannot have Amnesty claimed on them until the start of the next season, or until a new PC takes over the team. Even if a PC claims Amnesty on a player's contract at or after the deadline for Free Agency contract offers, the player is treated as if s/he were bought out and can negotiate contract offers like any other FA until the next off-season.

If the player goes on record as being active for the team in any pre-season or regular season game, even if that player recorded zero minutes in the game, that player no longer qualifies for Amnesty and must be bought out. In addition, teams that try to re-sign a player that they Amnesty can only do so at the terms of that player's original contract.


As part of the In-Canon lockout that occurred at the start of the 2015-2016 Season, a Contract Renegotiation became part of the off-season leading up to Free Agency. This was in response to both Teams and Players desiring a way for them to get out of bloated contracts, and get out of underpaying contracts respectfully. A player undergoing Renegotiation becomes a Free Agent for the upcoming Free Agency period and may only be offered a one or two year deal by teams. Either a team’s Primary Contact or the player could initiate the Renegotiation if all of the following were met:

  • The player must have completed two (2) seasons of their contract
  • The player must have at least two (2) season left on their contract
  • A team could only initiate one (1) Renegotiation each off-season

A Renegotiation voids the last two-three years of a deal, the team does not have to pay the value of the contract, so a Renegotiation acts like a yearly Amnesty option, but only on very specific contracts. At the same time this allows player to also start the Renegotiation process, thus giving more control to the players.

So why might a player want to Renegotiate? Perhaps they are unhappy with the direction the team is going after they had signed a five-year deal. Or maybe since they have signed the deal they have become the face of the team and want to rework their deal to make more money. As a Primary Contact it’s a good idea to keep track and reach out to players who are eligible to initiate Renegotiation and make sure they are happy or that their needs are being met.

Making Trades

One of the best tools that PCs have at their disposal is the ability to trade with PCs of other teams. Not only is there an opportunity to collaborate on potential storylines, there is also an opportunity for a PC to improve the overall quality of the league and not just his or her own team.

Trades are not limited between two PCs; the most involved deal involved four teams at once. However, each PC in the trade must notify the Commissioner of their approval before the deal can go through. The Commissioner can also reject a deal as well if it causes one of the teams involved to violate their salary caps, if they feel it is heavily uneven trade of talent, if a roster size violation would occur, or if an Underwood Rule (see below) violation would occur as a result of the trade. The Commissioner can only warn the violating team of the infraction and will expect the PC to rectify the situation in a timely manner (see The 3-2-3 Rule section below).


Normally, only players that are under contract can be traded. During the contract offer period, however, there is a special rule called the Sign-and-Trade that allows PCs to trade away players that just finished a contract with their team. Unlike regular trades that require approval from only the PCs involved, the Sign-and-Trade requires the Creator of the player(s) involved in the deal to submit their approval as well.

PCs cannot use the Sign-and-Trade to immediately re-sign one of their own players in a contract extension; the Sign-and-Trade guarantees that the player is being shipped off to another team. In addition, this is the only way that an FA can accept a contract offer prior to Draft Night. However, players that accept a Sign-and-Trade are immediately removed from the free agent pool and can no longer entertain contract offers from other teams, as they are signed to a team. Furthermore, to prevent FAs from becoming just trade bait, teams that acquire players via Sign-and-Trades cannot buy-out, Amnesty, or trade the player away until the start of the regular season (the "Susan Kruegar Clause").

It would seem players are giving up the advantage of bidding wars in the Free Agency period by agreeing to such a trade, but there are instances it would make sense for a player, and be to their benefit, to agree to a sign-and-trade. One such example would be if a player has a specific team they want to play for, but that team has nowhere near enough cap-space to offer the kind of contract the player deserves. In this case, the cap strapped team would send the players original team one or more players to make room for the sign-and-trade player, and likely ship off a pick or two to balance out the deal. Such an instance would allow all parties to ‘win.’ The original team to acquire some pieces when they know they won’t be able to keep the Free Agent player, allows the player to end up on the team they want, and the team gets the player they want without going over budget.

The 3-2-3 Rule

Because of all the people who vanished during previous seasons or were totally unresponsive to requests, the 3-2-3 Rule was instituted to apply to all PCs and player creators. Player actors also fall under this rule.

If someone (referred to as the "Seeker" for this rule) needs to get a hold of a PC or creator/actor to discuss a potential trade/storyline/etc. and can't get any response, the Seeker can contact the Commissioner, who will then reach out to the contributor (referred to as the "Idler" for this rule) and ask for a response.

If there is no response in 3 days, the Commissioner will send a reminder to the Idler. If the Commissioner doesn't hear back in 3 days after the reminder, the Idler loses control of his or her team/player/etc. Control reverts to the Commissioner, who will then make decisions for the team/player/etc. until such time as a replacement is appointed.

If the Commissioner does hear back from the Idler within that time frame, that contributor will retain control of the team/player/etc, but receives one strike for the season. If another (or the same Seeker) comes to the Commissioner requesting a response from an Idler that already has three strikes, the Idler automatically loses control of the team/player/etc and the decisions will be handled as outlined above.

So remember!

3 times a year... get 2 chances... respond in 3 days. 3-2-3!

Also bear in mind that this rule should not be abused, and Seeker requests will be tracked. If the Commissioner deems a Seeker is abusing the rule, either by number of requests or targeting contributors as Idlers, the Commissioner reserves the right to deny that Seeker the use of this rule and/or penalize the Seeker with a strike of their own.

As voted on in the 2017-2018 Season by the community, all Team Staff should be reachable on our Discord server. The current invite link to join is at the top of the Main Page: [1]

The Underwood Rule

Named after Ned Underwood, one of the historical founders of the league, the Underwood Rule was instituted to promote the species diversity of the project, while also maintaining potential storylines for marketing and other ideas. The rule simply states that no team may have more than 5 players of the same species family. While the species designation is the only thing normally listed next to a player's name and position, the species family of the player is stored in the FBA database and will be counted up on the team roster displays. This public designation will be used to ensure that teams are properly diversified. By allowing up to 5 of the same family (canine, feline, lapine, etc.) teams that wish to market themselves toward a particular species family are allowed to build a starting line (or roster) of one family but must keep the rest of their team diversified. Any team that begins the regular season with 6 or more members of the same species family, or does not promptly rectify a situation where a mid-season trade pushes the team to have more than 5 members of the same species family, will be ineligible for the playoffs regardless of season performance. (Please note: foxes are considered under the Canine family!)


Hybrids count against ALL species involved for the Underwood Rule. For example, a wolf-cougar hybrid would count as both one canine and one feline. A wolf-cougar-hawk hybrid would count against all three species.

Legendary Species

The following legendary species are classified as the following:

  • Unicorn: Equidae
  • Pegi: Equidae / Aves
  • Hypogryphs: Equidae / Accitripidae
  • Dragon: Varanidae (lizard)
    • East Dragon: Varanidae
  • Hippogryph: Accipitridae Equidae
  • Gryphon: Accipitridae Felidae
  • Phoenix: Accitripidae
  • Cockatrice: Chicken
  • Basilisk: Varanidae (lizard)
  • Manticore: Felidae (Lion) / Scorpion

Following a 2017-2018 community-wide vote, going forward, the only hybrids allowed are those of the same family. All hybrids that were created before 2017-18 are grandfathered in and in-canon are considered to be the extremely rare few that were born between two different family creatures.

Draft Night

Draft Night is an exciting night for not only contributors but also Team Staff. The yearly draft is typically held during the second weekend of September, with the 1st Round taking place on one day and the 2nd Round taking place on the second night.

Every Draft teams are awarded a pick in each round, with the pick order being determined by their seasonal record with the best performing teams picking later. This excludes the teams that missed the previous years playoffs, please refer to Lottery Teams for more info on how their pick order is determined.

Before the draft, each Team's Staff should have an idea of who they want to draft and submit a list to the Commissioner ranking the draftees by preference. This way if the Team Staff are unable to attend the Draft and submit their picks live we can assure that the preferred player is picked. Commissioner will still attempt to reach out to each Team Staff once on the clock to ask for their pick, but if time runs out they will go based on the ranked list they received.

After all 48 picks are announced, any remaining draftees that went undrafted become RFAs and may field minimum contract offers from any and all teams. This can be a bit of a mad scramble right after the draft as teams try to get offers in early for players they had their eye on, but could not justify picking them with what they had on the board.


The Preseason is the period between the end of the off-season and the start of the regular season, usually lasting between two weeks and one month. During this time, players get acclimated to their new teams while PCs finalize decisions on roster sizes, exhibition matchups, and schedule requests.

Injured Reserve Slot

Every team is allowed to have a 16th totally inactive player on their roster. This player will be in Injured Reserve, and while the idea for this is to give teams a way to deal with players that are injured for the entire season, it can be used any way the PC likes.

Once a player is put into Injured Reserve, s/he is not available AT ALL for the team that used this slot until the end of the current season. A player in Injured Reserve still must be paid whatever his or her contract stipulates for that season. PCs can't use the Injured Reserve Slot to get out of a contract, which also means that the contract is still in effect when the player comes out of Injured Reserve at the end of the season.

For example: if Buck Hopper were to be slashed open by Julio Onca again (eek!), the Lone Stars could put B-Hop into Injured Reserve. They would still be obligated to pay his current year salary which would be part of their current year budget, and once B-Hop was in Injured Reserve he would be done for the Lone Stars for the season. As long as he stays on the Lone Stars, he would not play again until the next season. However, when B-Hop comes out of Injured Reserve at the end of the season, he would still be held to his contract, so once he's playing again he would have to be paid the same value he was promised for the next season.

Players in Injured Reserve CAN BE TRADED! Once traded, the player can play for their new team; they do not automatically go into the new team's Injured Reserve Slot. Also, players in Injured Reserve do NOT count toward the Underwood Rule, so PCs can replace a player going into Injured Reserve with another player of the same species family without penalty. The Underwood Rule only counts the 15 available players.

Please note that teams are still limited to 15 roster spots, of which at least 5 must be active players. However, any team that does not reduce their roster to 16 players or less by the start of the regular season will be ineligible for the playoffs regardless of season performance. In addition, any mid-season trades or signings that would push a team over 16 players on their active roster will be automatically rejected by the Commissioner.

Matchup Scheduling

During the latter half of the pre-season period, exhibition games are held between teams. They do not count towards the rankings, and provide an opportunity for contributors to roleplay results and other interactions. Exhibition matches must be agreed upon by both PCs and submitted to the Commissioner at least three days in advance.

The Regular Season

Comprising the bulk of the year, the Regular Season lasts about six months and encompasses all of the games to be played between the teams. The results of these games provide the rankings for the league to determine which sixteen teams advance to the post-season, and which teams are entered into the draft lottery.



Starters are the core of the team. They should ideally be the best 5 active players on the team; the best two active guards, the best two active forwards and your best center. This of course brings the question of who are the best players on the team for these roles. The answer to that takes a bit of work on your part. You need to actually look at the box scores from your team's games to get a feel for who is doing well and who is doing not so well. Sometimes you will need to experiment with several players in a single position to see who fits best. If you are still confused then feel free to stop on by the chat and ask. There are usually people there who can help you understand.


The Bench players are the backups to the team. Players aren’t superheroes. They tire out after a while. It is very rare for a player to be able to play at their best for all forty-eight minutes. As such this will necessitate time where they are allowed to rest for a while. Your bench players take over when the starters need some rest. Naturally they probably won’t be as good as your starters, but they will be good enough to still carry the team if need be. A really good team will have a strong bench. If starters are usually getting about thirty minutes of playtime a game, the bench are closer to fifteen.


Reserve players are there 'just in case.' They don’t get much playtime game to game. However, if someone were to get injured, foul out completely or even just get too many fouls too early in the game there will be an empty slot in the roster. The Reserves fill this role. As they are the backups to the team it is best to have a slight variation in who is in them. If you have two guards in your reserves and a Center gets pulled there is no one in the reserves to take over in the rotation.

Deep Reserves

Deep Reserves (DR for short) are those extra players on the team. In any given game only twelve players are allowed to play, but teams are allowed fifteen players on the roster. As such, none of the up to three players on the DR for a game will actually play. If an active player gets injured or suspended from story reasons, then someone from the DR will have to go into active rotation.

Roster Form

On the team page you may notice a small little button under the roster marked "Head Coach Use Only." This is the button that can be pressed to update the lineup, bringing you to a form with all your players lined up in the position they were the previous game. Next to each player's icon is a drop down menu featuring every spot in the line-up they can go. From here you can place anyone here you want to the location you want them to go. But keep in mind that every spot can only have one person in it. You can't have two people play first bench, it'll confuse the system and if you submit it you'll get an error. If you are having trouble lining people up then one simple solution is to set the drop down menu of all players to DNR (don't submit it or you'll get a warning message that it isn't right). Then simply go down the list one by one filling in that slot (as in pick who will be the first bench, then the second bench, so on and so forth until all spots are filled). Remember once done with a fifteen player roster there should still be three marked as DNP.

Now, one thing to remember when setting things up is that Starter Positions matter. You don't want to be putting a Center in the PG position, it probably won't end well. However, Bench positions is more about how important that player is than what role they play. The 1st Bench does not mean the PG's replacement, but rather the bench spot that's most likely to be swapped in if someone's tired. Now in the form, there's 5 main groups of players, the Starters, Bench 1-3, Bench 4-5, Bench 6-7 and the Deep Reserves (the difference in playtime shown below). Your starters are well, the starters, the ones getting the most playtime.

Next we get to the Team Focus and Floor Time Strategy part of our page. So what do these mean? Each team can pick two unique stats that they want their team to ‘focus’ on, giving all players on the team a fixed boost in that stat. You can think of this as what the team has been practicing leading up to this game, causing a temporary boost in that stat. This means you can try to strategize against other teams by focusing on what they are weak, or maybe focusing on what your team is weak in to try to counter what another team will do. The choice is all up to you!

For each quarter you may select which Floor Time strategy you want the team to play in on that quarter. Your options are Equalized, Normal and Aggressive. Equalized means that you are spreading out the minutes to all your players. Your starters will still get a bit more playtime than the rest. but not a lot. With all four quarters as equalized, expect the starters to have around 28 minutes (8/6/6/8), the first three bench positions will play 20 minutes (4/6/6/4) and the bottom four bench positions will play 10 minutes (2/3/3/2). Note that this divides the bench between the first three and the last four. Teams that have a lot of depth, where all of the players are fairly good would do well with equalized play. Their starters won't shine as much, but everyone is doing their part and sharing time. Also means that the starters are less likely to tire out since they aren't playing as much.

In Normal, the play time is more restrictive, giving more time to the starters than equalized. With this you can expect to see starters get around 31 minutes (9/8/6/8), the first three bench getting 17 minutes (3/4/6/4), bench four and five getting 13 minutes (3/2/6/2) and the bottom two bench locations getting 4 minutes (0/2/0/2). So note that as of right now, in Q3 and Q4, for the first 8 spots on the lineup there is no difference between normal and equalized. The only difference is in how much Bench 4-7 get during those quarters. But ideally this is more so that you are giving some minutes to all players, but the starters will still be mostly doing a lot of the work.

Finally we have Aggressive mode. Aggressive mode is having your starters do all the work they can. With this mode starters will get 40 minutes (12/9/10/9), the first three bench spots will get 8 minutes of play (0/3/2/3) and the bottom four bench spots will only get any floor time if there's an injury.

One very important thing of note is that you do not have to keep all at one setting. You are more than free to experiment and play around with the modes as you like. But keep in mind that the longer a player is on the court, the more fatigue will build, resulting in decreased performance and the higher chance of injuries.


And this brings to mention one of the most important duties for Team Staff: managing injured players. Injuries happen. A lot. If one of your players gets injured, you need to replace them on the lineup. There are multiple levels of injuries, which will be explained below. But for roster management, there are two categories: Day-to-Day and Injured.

Day-to-Day players can still play as their injuries are minor so they do not require being placed into the DNP (Do Not Play) portion of the form. However if they receive an injury while Day-to-Day they will suffer a longer injury due to already being injured.

For Injured players, this is anyone with a 7-Day or longer injury, they are unable to play, and must be moved to DNP until they are downgraded to Day-to-Day or completely healed. It is also very important to not forget about your injured players. Eventually injuries will heal and when they do that player should be allowed back onto the rotation. Players can be divas. If they are no longer injured and you don’t put them back into the rotation they start getting annoyed at you and call you out at it. The twitter feed right after the game ends usually does list when players have been cleared, else check in on the "Injuries" link in the sidebar. If the player is still marked as injured on that page, then there is that. If they are listed in the Day-to-day list then you can play them if you want, but know that doing so puts them at risk of an even greater injury.

0 Day Injuries

A 0 day injury mainly means that they are "injured," but only for that game. A small cut, "excessive shedding," bruised joint, being ejected, etc. all could count as a 0 day injury. With these they are considered injured and step out of the game not to return later on, but once that game is done they are still good to go. If a player is on a 0 day injury, no action is required by the HC.

Day to Day Injuries

Day to Day (D2D) injuries are the next level and come with its own special set of conditions. While on a D2D a player can still be placed in the lineup without causing an error, but there comes a cost with that. However, should they get injured again while still on the D2D they'll face a much greater injury, even leading to a potential SEI/CEI (see fourth type of injury).

X Day Injuries

X Day injuries fall into a few groups: 7 day injuries, 15 day injuries, 30 day injuries, 60 day injuries and 90 day injuries. Note that these do not mean that exact number of days. But rather a range about that long. Also note that unlike last year which dealt with X Game injuries, this is X Day, meaning that even during breaks the injury ticker will keep moving. When in this level of injury they are not cleared for play and must be in the DNR part of the lineup, if available. Periodically after enough time they will be downgraded to the level below and eventually downgraded to D2D.


These stand for Season Ending Injury and Career Ending Injury. With these injuries that player is done and no returning at all for them, there is no timer set for when they can return. With an SEI, that player cannot ever return that season, but can return to play the next season. A CEI means that player is done for good and can never play again. Currently both of these injury types are limited to "By Contributor Request" meaning that they will not happen randomly, on when requested by a Player's creator. If you would like to request one of these injuries you need to reach out to the Commissioner(s).

Stat Increases

As a way of rewarding active players, Team Staff have the option of requesting a stat increase for their players for two times a year. They are allotted up to 25 points/player, up to 100 points/break and up to 200 points/season. This is not required but is strongly encouraged. Keep in mind, though, that giving a massive boost to one stat may cause another stat to decrease (ie if you increase strength by 25 they won't be able to move as fast with all that extra muscle to move around and thus speed will drop). And remember this is supposed to be rewarding active players so requesting major boosts to a player that has never done anything might not get approved. Possibly. The final stat increase will be voted on by both the committee and the commissioner before the increase is applied.

Each player can only increase an upwards of 15 points on a single attribute boost per break period. Anything more then that will be rejected.

Player subtractions can be made, especially when storyline involved. A committee member can drop the stats of players over 29 where it makes sense.

Committee typically looks for boosts for younger players over older players, especially where it makes sense (Younger players typically grow in strength and speed early on.)

If the committee rejects a boost, it is at the committee's discretion to refund OR destroy the points used in the request. Select wisely.

Points can only be applied in 5 point increments. (So you can’t add 9 points to Strength and 1 point to Speed)

For what each stat means, follow this link here: [2]

Home Game Promos

While there may not be any concrete evidence to this phenomenon, it can be said that the team hosting the game plays better when the crowd is cheering them on. This Home Court Advantage (referred to as HCA) is a static percentage increase to a teams ability.

PCs can also provide an additional boost to their team's HCA by having a Home Game Promo for a specific matchup. For example, the Typhoons could request a "Sibling Rivalry Night: brothers and sisters of paid ticket holders get in for half price with ID" when they host the Mayors.

Promos must be announced at least one week in advance of the home game that it will affect, and does not require anyone other than the hosting team's PC to submit it to the Commissioner. Teams are limited to six (6) promo games that provide an additional boost to HCA, they may submit more than six (6) but they will be for Role-Playing and story content only.

Scheduled Breaks

There are four six-day breaks allocated within the regular season schedule: the MFF break, the FC/All-Star break, the TFF break, and the MCFC break. During these breaks, as well as before the start of the regular season and at the end of the regular season.

Trading Deadline

At the end of the final regular season break is the Trade Deadline -- the last day that PCs may sign unrestricted free agents or make trades for the season. After the trade deadline, PCs may still use their current season salary cap to buy out players, and can only sign RFAs to fill any last roster spots.

The Playoffs

After the regular season concludes, the FBA Playoffs are held -- an elimination bracket composed of eight teams from each conference competing in best-of-seven series matchups to determine a conference champion. The winners of these brackets then face off against each other in the FBA Finals to determine the overall season champion. Detailed notes on the actual format of the bracket can be found here.

Lottery Teams

Teams that did not qualify for the post-season are entered into the Draft Lottery to determine the order of the first few picks of the next season's draft. To prevent PCs creating self-destructive teams that earn the worst record in the league in order to claim the first pick of the draft, the lottery gives every non-playoff-bound team a chance to earn that coveted first pick. While the odds are weighted towards those with worse records, that does not mean a team that just barely missed the playoffs could not be randomly selected, no matter how unlikely, to be given the 1st Overall Pick.