SESL Rules

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SESL Rules

Basics for new managers - updated January 2023: This is a specific page for the SESL league (one of 3 SOS-SOCCER-MANAGER set-ups). Each manager submits lineup order instructions online for each sessions, and the commissioner ('Commish') then resolves the matches using the Online software created by Al Sellers which determines the scores and the effects of the sessions on each manager's club.

Your team roster squad abbreviations: -

  • Pos is position: Goal Keeper, Sweeper, Defender, Midfielder, Winger, Forward.
  • Age is how old a player is between zero and 10. Older the player the quicker they lose skill.
  • SL is Skill Level, a number between 1 and 40. The higher the SL the better the player ofcourse.
  • PU is how many points have been used to increase each player skill level. 10 is maximum per season.

Under your team name you have a CP amount, TP amount, OTF, and bank amount.

  • CP is coaching points to increase skill level of a player aged 2+
  • TP is training points to increase SL for age 0 and age 1 players.
  • OTF is one touch football rating from 1 to a maximum of 10.

To enter your first lineup order:- at SESL website log in to your team, then select "Orders" near top left hand corner of web page. Scroll down to foot of page and bottom left hand corner use drop down box to select a previous lineup number, then click "Load Lineup". You can now edit this previous lineup to change players who may need a rest (low EL) and near top of page look for "Set Lineup For Match" and from drop down menu choose new lineup number of the next match(es).

You may click on "Team Tactics" and "Player Tactics" and again load up a previous match number then edit it. Player Tactics can add substitution orders after a set Time, and/or make a sub when certain number of Goals ahead. At foot of this page yu can choose to coach (CP) and train (TP) a few players if you wish. Finally always select the 4th option "Review Orders" so check your lineup players and substitutions are saved correctly.

There is a traffic light system on front webpage, so when light goes from red to green then it confirms your orders are safely saved.

Player values and Auctions

Average price & ROUGH GUIDE
Age/SL Value (Normal) Value (Multi)
1/11 150 255
1/12 225 320
1/13 300 427
1/14 475 516
1/15 550 606
1/16 600 650
1/17 700 717
1/18 800 855
2/14 150 204
2/15 200 308
2/16 250 346
2/17 350 426
2/18 450 494
2/19 550 594
2/20 650 692
3/17 175 258
3/18 250 320
3/19 325 398
3/20 400 469
3/21 450 486
3/22 500 511
3/23 550 584
4/19 286 387
4/20 338 480
4/21 397 384
4/22 376 477
4/23 427 482
4/24 465 533
5/23 391 527
5/24 457 440
5/25 450 609
5/26 524 613
5/27 530 636
5/28 539 489

Player Value rough GUIDE as at START of a season (as at summer 2020). Assume all players have PU of 0. As season progresses, values of older players may reduce especially leading up to mid-season aging skill level loss. Below left are actual prices paid at auctions on average, courtesy of Mark Boland of DUU. As a comparison on the right at START of season 46 (spring 2020). GK: add 10% to these values. Multi-positional SD, DM, MA, UT add 20%.

There will be approximately 10 auctions per season now with a mix of players and/or resources. Season 54 started with Auction 1 for Div 3 teams only, Auction 2 for Div 2 teams, and Auction 3 for Div 1 teams. This is a trial and may or may not continue in future seasons.

Auction player Skill Levels for S31 onwards:

  • Age 0: SL range 6 > 10
  • Age 1: SL range 11 > 16
  • Age 2: SL range 14 > 19
  • Age 3: SL range 18 > 23
  • Age 4: SL range 19 > 25
  • Age 5: SL range 23 > 28

50 CP and 50 TP is the maximum that can be held by any one team at any time. This includes pre-season team orders, so all teams should aim to finish season with less than 10TP because their 40TP free allocation will otherwise be reduced. A manager will be given 24 hours to trade away excess resources, and then any over 50 will be deleted.

Average price @ auction

Start of season 46
Posn 0/6 0/7 0/8 0/9 0/10
GK 282 579 652 696 815
SW 352 449 533 642 559
SD 392 497 644 604 764
DF 340 465 571 678 831
DM 531 586 719 666 891
MF 347 443 534 607 724
WG 333 460 516 608 830
MA 527 588 686 905 866
FW 348 426 609 716 810
UT 655 766 742 1222 972






















Pre-season CP costs

  • 20 CP costs 750k
  • 25 CP costs 1000k
  • 30 CP costs 1250k
  • 35 CP costs 1500k
  • 40 CP costs 2000k
  • 45 CP costs 2500k
  • 50 CP costs 3000k

Healthy budgeting

Try plan a budget from gate receipts and top up with participation bonuses from blog and journals.

All teams will need at least 750k in bank at end of each season to bulk buy CP for following season. At end of season 45 two teams ended with a bank balance lower than 750k, but soon traded CP in when season got underway. This is most unusual but a reminder on the need for healthy budgeting as part of your good management.

The trade window deliberately does not open until after all pre-season info has been submitted so there is no opportunity to trade your way out of poor budgeting.

To clarify a common question: un-used CP or TP will carry over to new season as normal.

No loans are permitted, as this is not in the spirit of the game.

Veteran retirements before MSA

Trial Rule for Season 46, now tweaked from 47 onwards

1. this will be offered on 2 occasions happening after match 10 and again after match 27 before MSA (Mid Season Aging) 2. only players SL12 or less can be cashed in for apprentices 3. managers will retire players themselves and recruit apprentices themselves (on the Sunday after match 10 & 27)

Managers will post on Notepad (just once ideally) any day during the week before match 10 and again match 27 if they wish. Detailing the players and value of retiree's with a total, and noting how many apprentices being bought.

Managers can retire as many players as they wish on the Sunday after match 10 & 27 and the only 2 conditions are at least one apprentice is bought, and roster squad size is 18 players or more.

Commish will add cash in full of the players being retired on the Saturday of match 10 and match 27.

No cash will be due unless an apprentice is bought on the Sunday after match 10 or match 27 ideally, or at the absolute latest before the next match being 11 or 28 the following Wednesday. In that instance the amount of money cashed in will be reversed, but the players retired will not re-enter the game and be lost by not following the rules.

Any player age 4+ with SL12 or less is eligible to be cashed in.

  • Age 4 players at 15k per SL
  • Age 5 players at 11k per SL
  • Age 6 players at 8k per SL
  • Age 7+ players at 6k per SL


The background thinking of this initiative:-

The thinking is taking an average age 5 player as an example like a 5/10 - he'd be worth 110k. Given the rough guide in SESL being 3SL difference per age, that would mean a 5/10 is roughly same value as a 4/7, as a 6/13 and a 7/16.

  • 4/7 = 105k
  • 5/10 = 110k
  • 6/13 = 104k
  • 7/16 = 96k

Aim is that this opportunity is accessable to at least half the league, so while value may seem generous to some, consider that it may need 3 or 4 players to be retired for a Div 1 team can hit 400k for an apprentice.

Certainly lower divisions are best placed to benefit from this initiative where apprentices are cheaper (D2 300k, D3 200k) which seems reasonable to me to help rebuilding teams in lower divisions. An influx of apprentices may increase TP value also perhaps.

Squad size and related rules

Squads are 18 - 25 players. Any team found with less than 18 players will have 24 hours to resolve via a trade or have an apprentice added by the Commish at normal cost.

18 players minimum is to help prevent the software crashing if injuries or suspensions pile up. If a team cannot put 11 valid players on the field, the manager may ask the Commish to add three age 8 sl 1 players as squad fillers for the cost of 25k (this rule added after QP could not field a team for playoff match end of season 23 and trade window was closed). SL0 players need be retired.

A team MUST start match with 11 players. If this does not happen for any reason (e.g. NMR program cannot field a valid lineup due to low EL) then the team loses the gate receipts from that match. The only exception is if a software bug causes the issue.

Player suspensions carry forward to new season, although DP is wiped clean to zero at start of a new season. This was from a 20:12 vote in favour January 2010.

New Bosman skill levels for start of season 23 and no GK option continues unchanged

Home Bonus 15, and other reminders

Updated October 2020:

Home bonus now defaults to 15 (instead of 8)

Comparing HB10 to HB15 as an example:-

paying 10k for a HB of 10 gave 1 extra shot every 11 games and reduced your opponents by 1 shot every 9 games in examples tested Going to Home Bonus 15 makes it 1 shot extra for home team on average per match. That 1 extra shot on average may not be on target. And that 1 shot extra on average may be a shot on target that doesn't score.

The higher limits to available HB I've made prohibitively high. How many teams will pay more than their gate receipts for maybe getting a few more shots in a match using HB40?

It could be argued this change will help lower teams have a chance of a upset occasionally, so bottom of Div 3 FRA may benefit from it more than top of Div 1 HEA as why would HEA bother using it?

  • HB 15, costs 0k
  • HB 18, 10k
  • HB 22, 20k
  • HB 25, 40k
  • HB 30, 75k
  • HB 40, 120k

Home Bonus use will be monitored in season 48 to see how many teams make use of high end HB, and review if necessary. In recent seasons I felt only ABE made any regular use of home bonus, so begs the question why have a feature in the game that 99.99% of matches ignore. That is why Commish felt a change was worth trying and credit to Olmec game creator Allan Sellers for coding this change as a favour for SESL commish Mark Creasey.

_________________________

Morale Bonus reminder

Morale bonus re-set and applied at start of each season (maximum bonus 0.3),

while normal team morale carries forward each season with minimum starting morale 0.5 for all 48 teams

Updated June 2023: Morale bonus will be earned for following season to be as follows:-

  • Div 1, 1st: 0.20 morale bonus
  • Div 1, 2nd: 0.18 morale bonus
  • Div 1, 3rd: 0.16 morale bonus
  • Div 1, 4th: 0.14 morale bonus
  • Div 1, 5th: 0.12 morale bonus
  • Div 1, 6th: 0.10 morale bonus
  • Div 2, 1st: 0.12 morale bonus
  • Div 2, 2nd: 0.10 morale bonus
  • Div 2, 3rd: 0.08 morale bonus
  • Div 3, 1st: 0.10 morale bonus
  • Div 3, 2nd: 0.08 morale bonus
  • Div 3, 3rd: 0.06 morale bonus
  • Cecil Cup Winner: 0.10 morale bonus
  • Cecil Cup Runner-up: 0.06 morale bonus
  • SESL Cup Winner: 0.10 morale bonus
  • SESL Cup Runner-up: 0.06 morale bonus

n.b. Cup morale lowered a little as these teams already benefit from additional gate receipts

MVP reminder

MVP are reset at start of each season.

NMR reminder

3 NMR's per season and a replacement manager may be brought in unless exceptional circumstances are notified to Commish. If you are going to be busy with family or working away from home, a quick email to commish asking for a caretaker manager to cover your lineups is a good option. We need minimise NMR's to try keep SESL competitive.

Participation reminder

3 Journal Press Releases are expected by each manager each season to enhance the SESL community. Exceptions may be made for foreign language managers or exceptionally busy managers with family/work.

Captain Change rule reminder

1 captain change allowed during season, costs 100k.

Robin Hood rule reminder

No team can have more than 4,000k in bank at any time. Excess given to bottom 4 teams in Div 3 table. More details below.

Physio Boost rule reminder

A player on -8 or worse EL can get a Physio Boost of +8EL at cost of 80k (applies per session whether 1 match or 2 match session). More details below.

Team tactic tweaks

Summer 2013 - was the return of Ball Control as a viable team tactic option.

Ball Control is an openly aggressive tactic that requires a heavy duty midfield, enough DF SL to push the ball into the MF area, and as high an OTF as possible. Even with all that, Ball Control can be awfully wide open at the back. Like Barcelona today, a Ball Control team tries to keep hold of possession, but rather than using clever 1 on 1 skills, they tend to use physical play, and create a Wall of Force across the middle of the field. Also all that MF and DF development doesn’t leave much for FW and GK training and coaching. Ball Control teams could in theory have both a solid defence and a crushing offence, but it seems to require an extra 40+ SL MINIMUM advantage over the opponent to get away with it. The weakness at the back and in goal will likely bring them up short in the final analysis against the best. This is probably the least used tactic of all due to its difficult nature.

SESL season 31 will tweak OFF MF from 0.75 to 1.25 for Ball Control. This brings B closer to P as an attacking option, as P is OFF MF 1 currently. B will be changed to OFF MF 1 to match P at end of S31 review as tweak too strong.

Ball Control DEF OTF is 0.75 and OFF OTF is 2.0 SESL season 36 will be same as season 35 for Ball Control, but the numbers that are on database are noted here to clarify:-

GP-SW GP-DF DEF-SW DEF-DF DEF-MF DEF-OTF OFF-SW OFF-DF OFF-MF OFF-WG OFF-FW OFF-OTF
0.75 0.25 1 0.5 0.75 0.75 0 0.25 0.75 1.25 1 2

More details on the Tactical Formulae part of rules further below

SESL Officers

Current Officers season 54 onwards

Duties Officer
Commissioner Mark Creasey
Press Officer Andrew Foss Grant
Auction Analyst James Tucker
Prediction League Alan Bishop
Trade Dispute Dude Dave Smyth
Auction wins reviewer David Blair

Officer Duties

  • The 'Commish' is responsible for running the league matches and the league as a whole. Commish has right to reverse any one-sided or poor trades. Commish will edit or delete offending Blog or Journals and may fine managers. Please read Benign Dictatorship section for more on Commish.
  • Press Officer will award Participation Bonus based on Press Releases posted on the Blog and Journal, 50k is the maximum award for Participation Bonus a week.
  • Auction Analyst will continue to track and updated a guide on auction player values via the SESL blog pre auction.
  • Prediction League chief will post matches on SESL notebook and promote and provide results to prediction league standings.
  • 'Trade Dispute Committee' will deal with any trade disputes reported e.g., another manager feels an agreed trade was too one-sided. 5 random managers may also be asked to pass judgement on any unfair trades and suggest a fair add-on to even the trade up e.g. 3 or 4 TP to be sent to other team to balance a trade. A majority verdict (3 out of 5) will carry, with Commish acting as decider should a vote end in a draw (if 1 manager is undecided). Where a newbie manager has been taken advantage off, Commish will almost always reverse trade to protect a new manager and the integrity of SESL.

Helper rewards

These will be paid mid-season:

  • Prediction Chief : 400k
  • Press Officer  : 300k
  • Auction Value Analyst: 300k
  • Auction Action Reviews: 200k
  • Trading Reviews: 200k
  • Divisional Match Reviews: 100k per league game week

prediction, trading & auction guys will also earn cash for their blog posts of course

Website

Almost all functions of the game have been automated on the website. This was implemented around season 16 onwards and SESL is indebted to Olmec creator Allan Sellers and Olmecfm guru Graham McDermott.

Orders are submitted online, trades are completed online, and interaction with other managers is possible on the blog, journal and match comments. It is possible to communicate with other managers by email or better still via team INBOX option. This is commonly done for trade discussions, as well as banter.

Informal voting polls are often put on the website, as well as end of season Manager of the Season voting.

Poll Voting

Every couple of weeks a new poll vote is added the main page of SESL.

This can be related to SESL, a possible rule change, or general discussion observations about football, or any topic really. No monetary award if given for participation in poll voting.

Under-performing

If a manager is seriously under-achieving with a team that should be going for glory, then that teams CHAIRMAN (Commissioner) may give him a warning and expect things to improve. This is normally done on the blog as a bit of fun (initially) to gee up a de-motivated manager.

Division 3 bottom club manager may be sacked at end of season. This happens roughly ever other season. A manager can plea to the Commish as was the case for FRA end of season 46 when a total re-building of squad was being under taken.

The 'sacked' manager will be found another team in SESL usually.

Roll of Champions

Can be found here

Also listed on main SESL web page bottom right hand side.

http://109.228.6.206/sesl/

Structure of a Season

SESL has Cup competitions and the League. The season starts with the CECIL Cup and ends with the Promotion/Relegation Playoffs. The commish will publish the fixture schedule at the beginning of the season.

Session

Each manager submits lineup order instructions online for each session, and the commissioner then resolves the matches using the SOS-SOCCER-MANAGER software which determines the scores and the effects of the session on each manager's club.

A session consists of

  • one match for Cup session when two-leg matches or neutral knock out.
  • two matches for League sessions and some sesl cup group matches.

Normally there are two sessions in a week, alternating between Cup sessions often midweek on Wednesday and League sessions on a Saturday.

Before Mid-Season Ageing CECIL Cup games are often played on Wednesday. The first sessions after MSA are the group stages of the SESL Cup (5 matches for every team)

Tactical Formulae

GP - SW GP - DF DEF - SW DEF - DF DEF - MF DEF - OTF OFF - SW OFF - DF OFF - MF OFF - WG OFF - FW OFF - OTF
B 0.75 0.25 1 0.5 0.75 0.75 0 0.25 0.75 1.25 1 2
C 0.75 0.25 1 1 0.5 1.5 0.25 0.25 0.5 1.25 1 2
E 1 0.5 1 1 0.5 0 0 0.25 0.5 1.75 1 0
L 1 0.5 1 1 0.5 0 0 0.25 0.5 1.25 1.25 0
N 1 0.5 1 1 0.5 1 0 0.25 0.75 1.25 1 1
O 0.75 0.5 1 1 0.75 1.5 0.25 0.25 0.5 1.25 1 0
P 0.75 0.25 1 0.75 0.25 0 0 0.5 1 1.25 1 2
S 1 0.5 1 1 1 2 0 0 0.25 1.25 1 0

Other formula tweaks In the standard Olmec settings the Ball Control special OTF bonus is set to (OTF + 5)/4 * number of extra MFs as a bonus. This is set in SESL to (2*OTF + 5)/4 * number of extra MFs.

Physio Boost

The Idea of using a physio is to reduce the \"down time\" of a player. A 2 game session adds +8EL to a player, and Physio Boost‚ will also add an additional +8EL so the recovery time is effectively halved. Player must be on a -8 or worse EL rating at the start of a session before ‚Physio Boost‚ can be used. So for a cost of 80k the player will get an extra EL Boost of +8 at the END of next session. 1 player per team per session allowed. 1 game session also +8EL at 80k. Manager must post on Blog his wish to use ‚Physio Boost‚ on 1 specified player BEFORE that weeks session kicks off.

League

The League consists of 3 Divisions (Div) of 16 teams playing the other teams in their division twice (once at home and once away). The Champions are the team that finishes with the most points at the end of the 30 game league campaign in Div 1. With Division winners being the team top of their respective divisions.

1st Division

  • All 1st Division game revenues will give each team an extra 25k per game.
  • Exempt from CECIL Cup Qualifier Round.
  • Apprentices cost 400k.
  • 13th to 16th relegated to Div 2.
  • 11th and 12th into relegation Playoffs.

2nd Division

  • Must compete in the CECIL Cup Qualifier Round.
  • Apprentices cost 300k.
  • 1st to 4th promoted to Div 1
  • 5th and 6th into promotion Playoffs.
  • 13th to 16th relegated to Div 3
  • 11th and 12th into relegation Playoffs

3rd Division

  • Must compete in the CECIL Cup Qualifier Round.
  • Apprentices cost 200k.
  • 1st to 4th promoted to Div 2
  • 5th and 6th into promotion Playoffs

Standings

Clubs are ranked in the League Divisions and the SESL Cup Group primarily by the number of points (Pts) they earn. Clubs earn 3 Pts per win and 1 Pt per draw. Clubs with equal Pts shall have that tie broken using the following criteria (in order):

  • Goal Differential
  • Total Goals Scored
  • Head To Head Record
  • Most Goals Scored in Head To Head Play
  • Games Won
  • Goals scored @ home
  • Home matches Won
  • Leading Goal scorer
  • Flip of a coin

Playoffs

Playoffs to encourage more meaningful games towards end of a season. These are One-off games at neutral venue. Note: No EL Boost before the playoffs

  • Div1 11th will play Div2 6th
  • Div1 12th will play Div2 5th
  • Div2 11th will play Div3 6th
  • Div2 12th will play Div3 5th

Wooden Spoon / Robin Hood

At the end of each regular season ‚ the manager whose team has finished bottom of Division 3 will automatically retire and be replaced by a waiting list manager. However, if the bottom Division 3 manager has shown sufficient effort during the season (despite their unfortunate lowly league position), then the manager may be given a further season to improve his team. If the Chairman sacks the bottom team manager, he will be placed at the top of the waiting list and invited to re-join SESL as soon as a team becomes available ‚ this is at the discretion of the Commissioner.

Div 3 bottom 4 teams from season 54 onwards will also benefit from any excess cash via ROBIN HOOD rule:-

Healthy budgeting is one thing, but no team may have more than 4,000K in their team bank at any time. If a team goes above this limit, then the excess money is given manually by the Commish to the bottom 4 teams equally in Division 3 using the league standings at the time of breach. This is known as the Robin Hood rule where the rich give to the poor!

Robin Hood breach managers whose team bank exceeds 4000k+ can of course buy apprentice players or trade money away for other resources to try and remain within the limit. This must be done within 24 hours of the 4000k bank being breached.

Negative bank balance should be resolved by a manager with Blog and Journals and trading away resources within a week of the debt.

Captain Change rule reminder: 24 hours notice is needed for a change of club captain. 1 captain change allowed during each season at a set cost of 100k.

The Cups

The two Cups in SESL are the CECIL Cup and the SESL Cup Each team is guaranteed at least two games in the CECIL Cup. Each team is guaranteed at least five games in the SESL Cup Note: No EL boost for knocked out teams not playing.

CECIL Cup

CECIL Cup (stands for Commish Early Campaign Inter League Cup) is a knock out cup, played over 2 legs, home and away. Until the final, which is a one off game at a neutral ground.

Preliminary round

The CECIL Cup starts with a Qualifying Round. This will consist of Div 2 and Div 3 teams having a 2 leg match, with the winner going into the draw with the Div 1 teams.

Qualifying Round pairings are often conducted by 2 sesl managers with one independently numbering each team 1 to 32, while a second manager creating random pairings, and the 2 items put together by commish. These 2 extra matches at start of each season help Div 2 & 3 teams to add 2 gate receipts income before first auction of season. The team with the superior aggregate score (combined) over the two legs will advance. In the event of a tied aggregate score, away goals count double. If the tie is still level, then a penalty shoot out will be required.

Knockout Stages

From Round of 32 to the Final, the pairings follow a tree with known opponents along the way.

Last 32 Last 16 Qtr final Semi-final Final
1 vs 2
3 vs 4
5 vs 6
7 vs 8
9 vs 10
11 vs 12
13 vs 14
15 vs 16
17 vs 18
19 vs 20
21 vs 22
23 vs 24
25 vs 26
27 vs 28
29 vs 30
31 vs 32

SESL Cup

Takes place in the second half of the season, with the Group Stages being the first session after MSA (Mid Season Aging).

Group Stages

Consists of 8 groups (A-H) of 6 teams randomly drawn, with a live draw in a online chat room or via longstanding helpers Each team plays one game against the other teams in their group. Games in these groups are played at Neutral venue. SESL Cup group stages are the first games after MSA The top FOUR teams in each group qualify for the last-32 knockout stages played Midweek

Knockout Stages

The knock out rounds use the table to seed the group winners. This has been tweaked slightly from season 54 onwards at the suggestion of Stewart Miller (RAN)

Last 32 Last 16 Qtr final Semi-final Final
A1 H4
D2 E3
B1 G4
F2 C3
C1 F4
H2 A3
E1 D4
G2 B3
D1 E4
A2 H3
F1 C4
B2 G3
G1 B4
C2 F3
H1 A4
E2 D3

Bosmans

Background

In 1995 a Belgian player, Jean-Marc Bosman, challenged his employment rights saying he ought to be allowed to move freely to another club at the end of his contract. The European Court of Civil Rights upheld his complaint and this had a major impact on real life European football. Players were to be treated like any other worker who could move to a new employer without a transfer fee. European football is now flooded at the end of a season by hundreds of players looking to join a new club for free.

SESL Background

The Commish implemented Bosman Players into SESL to replace both Trialist Player and a pre-season draft. The main reasons are that new managers often got confused between trialists and apprentices, plus many managers wished to re-name their trialist to that of their favourite real life player. This can now happen with Bosman Players who are named at the time of joining their new team at the start of a season. Bosman Player Allocation

Pre-season Bosman

Finish Position Division 1 Division 2 Division 3
1st - 4th Level 8 Level 10 Level 10
5th - 6th Level 10 Level 12 Level 12
7th - 10th Level 10 Level 14 Level 14
11th - 12th Level 12 Level 14 Level 14
13th -16th Level 14 Level 16 Level 16

The pre-season Bosman allocation occurs just before the start of the current season.

Bosman players are free of charge and may be either SW, DF, MF, WG, or FW. No GK Bosman.

Div3 may choose a SD, DM or MA, plus the Skill Level offered has been altered a little per forum discussions with managers December 2008. Each team gets one Bosman (always age 1) based on each team's finishing position during the previous season. These players are allowed to be traded without playing 10 games, unlike other player acquisitions.




Awards

These have been tweaked slightly from the start of season 47, in October 2020.

Manager of the Season

Each Division will have Manager of the season, as voted by all the managers on the website front page Poll. Earns 2 OTF

Golden Boot

  • Golden Boot 300k Div 1
  • Silver Boot 300k Div 2
  • Bronze Boot 300k Div 3

Golden Gloves

Rating = 75 x (1 - GA/SF) + SF/4 where GA is goals allowed and SF is shots faced

  • Golden Gloves 200k Div 1
  • Silver Gloves 200k Div 2
  • Bronze Gloves 200k Div 3

Other Awards (per division)

  • Over Achievers (top17 start v league table finish) 400k
  • Rookie Hotshot (now Age 0 + Age 1) 300k
  • Most Man of the Match 200k
  • Worst Shooter 100k
  • Fair Play Least DP Team Award +2 OTF

(Bad Boys Team Fine - scrapped from season 37 onwards)

Prediction Competition

The format of the competition will be as follows:

  • The competition will consist of 10 rounds, three league fixture rounds from each division and a cup round (SESL Cup last 16).
  • Each club’s two lowest scoring league rounds will be deleted from their final total. In other words your final score will comprise of your seven highest scoring league rounds plus your cup round score.
  • Prizes are as follows: 1st 3 OTF, 2nd 2 OTF, 3rd 1 OTF, 4th 2 TP, 5th 1 CP. All tied teams will be entitled to the full prize award appropriate to their final placement.
  • Each round winner(s) will share a prize pot which will be 100K for each league round and 200K for the cup round. However, each winner will receive the full value of the pot when a perfect score is posted.
  • Each round will consist of eight fixtures. Entrants are invited to predict the outcome of the eight games by choosing from three options: Home Win (1), Away Win (2) or a Draw (X). Each correct selection will score one point.
  • A “banker” selection is also invited for each round. Place a “(B)” against the result you believe to be your best chance of gaining a correct prediction. If correct, the “banker” selection will score you two points.
  • You CAN predict your own team to win, lose or draw.
  • If a manager leaves his or her club during the season, Prediction League points remain with the club.

Mandatory Rules (Entries which are in violation of these rules will be declared void):

  • You CANNOT predict all eight games to finish with the same outcome, e.g. all home wins. This restriction will not apply to the cup round.
  • Entries MUST be posted on the Notebook before kickoff time.

Preferred Format of Notebook Entries:

  • Put your team abbreviation at the top line of your entry.
  • List each of the eight fixtures with your prediction selections: Home Win (1), Away Win (2) or Draw (X) plus a “banker” option.

Team sponsorships

From season 48 onwards (March 2021) there will be a 2nd round of sponsorships available for all teams that don't secure a sponsor from first round. Minimum bid in round 2 will be half the amount that can be won from sponsor.

Team sponsorship will be via INBOX bids only to 3 designated managers administrating one division each.

Maximum 1 sponsor win per team, so once a sponsor lot has been secured all other bids by that same team are ignored. Bids will be manually applied in lot number. Winning bid will be 1k more than 2nd highest bid as per usual online auction. Bids over a teams bank account will be lowered to bank total as at day of auction.

If 2 teams winning bids are tied then both team win that sponsor.

Sponsors are per division. The winner from each of the lots will have their bid value deducted on day of auction. Win pay outs will be at end of season.

Ofcourse if you fail to meet your sponsorship criteria, then you have lost the money from your winning bid! That's the gamble.

Sequence Award Value
1 Team league goals for >=50 500k
2 1 player >=4 Man of the Match Awards 500k
3 Top 6 league finish in your division 400k
4 3 clean sheets in a row from match 5 400k
5 Unbeaten streak of 3 matches from match 5 300k
6 Last 16 in either Cup 300k
7 Have >=3 age0 SL10+ last day season 300k
8 Team DP <= 200 200k
9 Win >= 10 league games this season 200k
10 No NMRs for whole season 200k
11 Team league goals for >=25 100k
12 Earn 100k in participation bonus 100k

SESL Aging Age 10+ players

New from season 51 in May 2022: Commish will manually age any player in SESL age 10. This is because the software only ages players up to and including age 9, and then a player remains at age 10 forever unless player goes to SL 0 and can be commish retired.

MSA usually occurs in SESL after CECIL Cup Final

Age SL => 1 2 3 4 5 6 7 8 9 10+ 20+ 30+ 40+ 50+
Age 10 0 1 1 2 2 3 3 4 5 6 7 8 9 10


Post Season SL Loss Table Thus 11+ in post season aging refers to SLs 11-20. Making the rate of aging dependant on a player's SL makes it more difficult for managers to produce and maintain players with SL 20+ and gives weak clubs a break. Players move to the next age level at the end of the season. Post-season loss occurs after the final post-season match of the season If a player's SL is less than 1 at the end of a season, he will be retired by Commish.

SL => 1 2 3 4 5 6 7 8 9 10 11+ 21+ 26+ 31+ 36+ 41+ 46+ 51+
Age 10 1 2 2 3 3 4 4 5 5 6 7 8 9 10 11 12 13 13

Age 10 is as old as a player may be, but he will continue to lose SL manually no matter how many seasons he has been in the game.