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Welcome to Fantasy Hockey Life, presented
by fan Tracks. Here's Kiss, your

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source of information and analysis to help
you win your fantasy hockey league. Block

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off hot a step hit on staylock
blocks. Here's your host, Jesse Sovier

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and Victor Nuno Mantasy Hockey Live.
I am indeed Jesse Severe joining you,

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well, sort of joining you with
Victor Nunio VP ring side. He's not

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actually here right now, but he
is in spirit, and I'll explain in

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just a moment. You see,
this is the time of year that Victor

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and I are on different schedules,
and so today we've decided to bring you

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a remix, shall we call it, of something that we did last year,

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and it was all about salary caps. Last year, at about this

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time, we did a three episode
run where we talked about how to play

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salary caps and how to set them
up and then some strategy and valuations.

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And what we decided to do this
year is to put those out again in

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this time when we are not going
to be recording. We're really gearing up

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right now to do all the team
previews which we will start releasing in May.

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And so what I've done is I've
gone back and I have. I've

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edited them down and done some new
things with them, and I'm going to

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have a little coda to add on. So it's a little bit different from

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the way it was presented last year. But it'll be in two episodes this

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week and next week. I hope
you will enjoy it. A couple things

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to mention, because we always mention
them in this part of the show are

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You can join Discord and that is
free. Email us Fantasy hockeylifetgmail dot com

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or hit us up on x at
Fanhockey Life at Victor Newno. Twelve.

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You can join our Patreon. There's
all kinds of stuff there. Victor's always

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got something cooking in the patreon,
and you should if you want to believe.

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That's Patreon dot com slash Fantasy Hockey
Life. That's the start. Apologies

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the breaks between the different parts of
the episode. Obviously everything has been re

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edited, so they're a little bit
more abrupt than one normally would expect from

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the production value of the show.
Nonetheless, I think you will enjoy this

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upcoming discussion on salary. Pap Athlete
is about the level redraft. It's easy.

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You are doing things on one dimension
two dimensions. It is predicting production

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for the upcoming year acquiring those players. You're done, You're good. We

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are a Dynasty podcast. But whether
you're in Keeper, which is junior Fantasy

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or Dynasty, you are trying to
predict production for players. You're predicting age

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and how they are going to age, the trajectory of their career. In

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addition to the age, their potential
for a context change. Will this guy

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get traded in the future. You're
trying to basically have to think about how

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your player is in the present and
in the future. Maybe if you're in

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a keeper, you're valuing slightly how
their value is going to be with respect

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to the rest of the league.
But salary Dynasty to me is level three.

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You're doing all those things, the
production, the age, the trajectory,

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the potential for context change with their
longevity, their value, and the

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manageability of a contract. All right, you need to think about not only

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are they good, but are they
good for what you're going to acquire them

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for the assets you have to put
for them in a league, because you

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are always going to have to allocate
an asset for every player that you have,

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and your assets in a cap league
are limited. They're not just added

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dimensions. They interact with one another. So as we get started with it,

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if you're not familiar with KAP leagues, I hope we will sell you.

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But Victor is going to talk about
some of the basic terms to do

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unless you have something else to say
about why cap leagues are especially worth doing.

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Victor, Yeah, I mentioned most
of it in the intro, and

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it's next level, as you said. Anyone who if you've been playing Fantasy

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for a while, maybe this isn't
my twenty team close to real salary cap

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a lot of the similar rules of
the NHL Super Deep rosters that maybe isn't

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the first Fantasy experience you want,
But maybe some of you have had success

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with Redraft or even with Keeper and
Dynasties, and you're looking to level up.

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As Jesse said, this would this
is the next level to me,

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and I love it, Like you
said, like three D chess, it's

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like you're playing or you're doing next
level stuff, and so this is what

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we're hoping to bring to you.
And yeah, get some terms out of

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the way, because there's definitely a
lot more terms, a lot more things

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to know, a lot more things
to think about in cap leagues. It's

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not so simple as just guy gets
point, I want guy, but it's

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a little bit it's a little bit
more tricky, so talk about some of

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these things. The first thing you
have to decide and know about is how

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you want to structure. There's a
couple of options. There's AAV, which

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is annual average value AAV, and
these are things that you look at if

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you've never looked at cap friendly or
what rock have you been hiding under?

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But also these are good references for
you to look at because it's good to

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know just what your favorite teams are, what constraints they have, and also

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it'll list these terms. You can
look at the cap or the salary of

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AAV or also capit and Caphit is
the amount paid on the contract divided by

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the number of years. So if
a player has a fifty million dollar contract

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for five years, then their cap
hit is going to be consistent. It's

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going to be ten million per year. There's going to be no variation on

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that. But the annual average value
could be different. It could be paid

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slightly differently each year. And you
hear about this all the time where you

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have some players or some team teams
who tend to get rid of contracts when

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the actual dollar amount is more than
the cap hit because they don't want to

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actually pay the dollars. And then
teams that have lots of money don't care

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about that because they'll just go ahead
and pay that. You can set up

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leagues based on lots of different things
caphit, AAV. You could also use

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total salary or base salary. I've
never really seen those, but a lot

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of those things are options. And
the thing is that the AAV may vary.

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There's a little bit of extra maneuvering
with the AAV. Just like in

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real life teams can move contracts,
so fantasy teams could move contracts based on

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I don't want the actual amount of
money to go up, but I think

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it makes it also a little bit
more complicated, unnecessarily. So I like

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caphit because the cap hit is just
the exact amount paid divided by the number

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of years, and so it's consistent
that if you have a certain player that

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with a cap hit, that's going
to stay the same. So if you

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like Dylan Markin as an example,
I just have to be looking at the

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Red Wings page right now. He's
coming off a six point one million dollar

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cap hit, and he's going to
an eight point seven dollars million dollar cap

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hit, and that is going to
be consistent over the life of that contract.

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So you know that if you take
on that eight point seven million dollar

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contract that he has coming up over
the next eight years, then that's going

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to stay the same that whole time, and it's not going to go up

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and down. So I think that's
just a little bit more predictable, it's

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a little bit easier. So those
are the options. I don't know about

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you, Jesse, but I'm definitely
a cap hit van. Do you prefer

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one versus the other? Yeah,
I think that makes a perfect sense in

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a way to do it. Amount
of contract if you're doing the NHL generated

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salaries, and I'm going to get
into that a little bit, but I

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agree with you there, Victor.
The other thing retention salary retentions, and

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so you've probably heard about this with
players who get traded and a team will

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retain some of the contracts, usually
to competitive teams that don't have a lot

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of salary cap maneuverability. One of
the teams that's not in it or rebuilding

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will retain money and so you can
choose to do this fantasy leagues as well.

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You can have and I would definitely
recommend having this as an option because

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it's a fun thing to do.
It increases the number of options of ways

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that you can make trades, and
so you can retain either a percent or

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a certain dollar amount. The NHL
rules, it's important to know you cannot

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have retentions take up more than fifteen
percent of the team's salary cap. So

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of all the cap a team has, retentions can't make up more than fifteen

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percent of that. And the other
thing is that you can't have more than

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three retentions per year. So in
most of the leagues I plan, we

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try to do something similar, and
I think that if you don't, you

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could be in for some trouble because
if you give unlimited number of retentions,

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you could end up with someone just
getting bogged down with having so much money

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tied up in retentions it can't even
afford any players, and then they're just

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like there's no team to field and
they're completely tanking, and that might be

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a little bit uncompetitive. And the
other thing is that it is an absolutely

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massive advantage to have a retained salary
player. So this is something that it

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helps. It helps make the league
a little bit more fun if done right,

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and you can get massive value on
these retained contracts, and so this

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is why I think it's really fun. As an example, in Jessein and

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iis league that we co managed,
we had Bohorvat on his previous contract retained.

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We had Alex Ovechkin at half retained, Patrick Kine at half retained.

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Who else? We have Copatar at
half retained. So if you think about

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this Solovechkin with a pretty high salary, he's worth it because he's still a

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good player at nine point five million, But then think about him at nine

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four point seven five million. All
of a sudden, that value per dollar

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is astronomically higher. So you can
teams want these retained salaries because it's a

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massive advantage to have the value of
that player be so much less. And

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also the teams that are retaining they
can get pretty good value too because they're

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taking on this contract. And this
is where it gets a little tricky,

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because I think sometimes maybe teams don't
necessarily know how to value that and they

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might undersell the amount of cap hit
that they're eating because you generally have to

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do and I would recommend that when
you do these retentions, you do it

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for the life of the contract.
So if you're going to retain on a

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trade, you do it for the
number of years left for a dollar for

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a certain dollar amount, no more
than fifty percent for the lifetime of the

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contract. If you do anything else
in that, it gets very confusing.

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Oh, just retained for this year
but not the following year. That's just

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confusing, right, And it's just
not The NHL doesn't allow that either,

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So trying to mimic the rules,
I think the NHL has not figured everything

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out obviously, but has some pretty
good rules in place to avoid too complicated

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a situation. The other thing is
that you can trade a player who's already

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been retained on but any team that
has already retained money, they're on the

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hook no matter what that other team
does. So as an example, you

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could trade a player who has a
big contract and retain, and then that

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team could trade that retent that player
and retain again. But let's say the

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last player decides, you know what, I don't want this player. I'm

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just going to buy them out or
whatever. The other teams that retain,

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they're on the hook for that salary
no matter what. They can't change it.

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So you have to keep that in
your rules or be aware of that,

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because otherwise, I guess you could
say everyone is just off the hook.

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But to me, that kind of
loses the bite or loses the whole

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point of why are we retaining in
the first place. The last thing is

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the buyouts, and so I just
mentioned that there are some leagues that don't

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use buyouts at all. So basically
it's a salary cap league. But you

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can move money amount around however you
want, so you can add drop players

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whenever, and as long as the
salary cap in that specific moment that you

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have your team doesn't go over a
certain amount, then you're fine. But

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if you have let's say, when
Nathan McKinnon was injured or whomever, what

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maybe OV goes day to day and
you say, I just want to add

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Tyler Sagan for a couple of days
or whatever. Some of these guys are

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free agents because they have such huge
contracts, or like Jeff Skinner, then

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you can add them and if they
stop presing, you can just drop them

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for free. In some leagues,
so that's something that's an option that you

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can think about. In my opinion, that's not as interesting because it's basically

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the same kind of league with just
the added caveat that you might want to

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think about the salary, but it
doesn't have the same roster building sort of

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effect or challenge that you have with
a buyout. And I like that better

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because you have to build for the
future and you have to keep all these

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things in mind. And if you
have the league like most of the leagues

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that I play in now, I
did have one league like the previous like

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I mentioned, without requiring any buyout, he could just free drop somebody.

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And I don't know, I didn't
like that. It seemed too easy.

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I don't want to say too easy
per se, because obviously each league still

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has its complexity, and it's not
like I won that league every year or

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anything like that. But I just
like the complexity of having to think more

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about there should be some bite to
do I add this guy or not.

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You should have to think about it. And they have a big contract.

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Do I want to be on the
hook for the next five, four,

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eight years of this guy? You
should have to really make that decision,

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just like a team does when they
sign somebody. When you add somebody,

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it's like signing them. Okay,
I'm gonna I'm going to keep them on

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my team for the next X number
of years. And so that's why I

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think the buyout is important and that's
why I would recommend using it. It

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just makes it more interesting and then
you can decide on Like the NHL limits

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the number of buyouts you can have, I believe is seven, and so

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that's what a lot of my leagues
have. You can't have more than a

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certain number in each year. So
because if you just have unlimited number of

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buyouts, then it also doesn't really
have too much of a bite. The

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NHL uses a formula, and so
if you want it to be just like

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the NHL, you could go on
there and you could say, Okay,

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I want to buy out this player, what is that going to cost me?

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And cap friendly puck Pedia they will
do a calculation for you and they'll

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tell you how much it costs per
year and maybe familiar with this when your

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team has done it that to me. We actually thought about using that in

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a couple of leagues, but it
just got too confusing and so we ended

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up going with a simple percent.
So initially in some of my leagues we

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did twenty five percent, but that
was too easy, so we've up to

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it to fifty percent, and that
seems more reasonable. There should be a

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little bit of pain if you add
a player and decide you want to drop

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them. There should be a little
bit of a consequence for that, and

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that makes it more of a roster
building league and not a streaming league,

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which is what we want, at
least what I want in a lot of

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these leagues. So fifty percent I
think is good for the length of the

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deal. So if add Jeff Skinner
and he's doing well and then he slows

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down, you're on the hook for
that whole contract. And if you want

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to drop him, then you have
to buy him out at four point five

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million for the next four years.
Right. That would be the buyout penalty

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for nine million dollar contracts. So
that's that's the thing. And then you

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have to think about that, like, I don't want to just willy nilly

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add guys and then drop them,
because if you have a limit number of

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buyouts, you want to make sure
you have enough of those for when you

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really need it. Jesse, Yeah, and what this sums up to Victor.

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These are the important concepts because these
are features you want to put in.

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It's an old and I would attribute
it, but I'm guessing that it

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would be apocryphal any quote I give
to you and attributed to somebody who doesn't

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belong to But restraints create creativity.
There's a reason that Shakespeare's sonnets are considered

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so good, and that's because he
had to write them in the weird,

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constrained way of a sonnet. These
are the restraints you're putting around your lead.

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These are the rules that you're putting
in place that keep the salary system

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interesting. Do they sound complex,
sure, but that's because this is the

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way the NHL plays. So we
want to use some things that are realistic

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to real life, but also make
sure that they are fun and they allow

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for strategies we'll talk about. The
Victor already alluded to a lot of the

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ways that you can use these to
your advantage. But just just GMBM or

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George McClelland out in Vegas, people
are going to push the rules. You

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got to have limits to the way
you do salaries. You can't just throw

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mark stone on the il all year
I'm sorry, Mark, I know you're

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really hurt, but sometimes Nikita Kucharav
you can just leave Nikita Kucherrov on your

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You got to look for the holes
and you got to play around them.

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And Victor has done a great job
introducing some of the basic terms that you're

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going to need to know to set
up your leak and the way your league

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is going to go, how much
fun it's going to be, how competitive

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going to be, is going to
require that savvy decisions have been made.

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Victor is very smart in this.
You hear about the way he talked with

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a group of managers and they designed
rules together that made a successful leak.

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To me, there's really two basic
types of salary leaks. One of them

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is fantasy driven salaries. The other
is NHL driven salaries. A lot of

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what you've heard so far in terms
of the stuff that Victor's talking about is

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about the NHL driven salaries. And
I'm going to give you an example of

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one league. In each category of
fantasy driven salaries, you can set a

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cap and forget it. It is
something that happens at the auction bidding and

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the numbers that you assigned to people
in terms of contracts have nothing to do

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with reality. Necessarily, you need
to make sure that your cap is amenable

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to the decisions people are going to
be able to make your league. If

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you're using as simple, all contracts
go up by X dollars per year,

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which is a keeper theory. You
get so and so on three dollars in

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the first year you picked up Tage
Thompson for three dollars in your salary cap.

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Next year he goes up to six
dollars. Next year he goes up

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to nine. That's one of the
basic ways that people will do keepers and

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contracts to make sure that you don't
get a value forever in a fantasy driven

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thing. If you're getting contracts in
a system that's too permissive, like Victor

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talked about, if you let people
do things that are too permissive, you're

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going to lose the challenge of making
mistakes. You got to allow a system

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that allows people to make a certain
level of mistakes, or you're going to

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have teams that don't figure out what
they're doing and or screwed very quickly in

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the history of the league. On
the other hand, if you make things

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too easy to get out of,
you can encourage reckless behavior and teams just

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going all over doing crazy things and
benefiting from it in the end because there's

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no consequences. So that is some
basic concepts, and now we'll talk specifically.

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I'm in there's not just one way
to do the salary cap. I'm

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in three different dynasties right now that
have a CAP component, and I'm just

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going to talk about them all in
how they work just a little bit differently,

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and give them as three examples.
There's the NHL initiated, Fantasy initiated,

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and then there's a hybrid to be
honest. The first one is Victor

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what Victor and I call our common
league, where we co manage a team,

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and that has some simplicity to it. Fan tracks will load your salaries,

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by the way, that's an advantage
of fan tracks is fan tracks will

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load the NHL salaries in there.
I think, I don't know how much

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you have to modify those, Victor, or how much it just comes in

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ahead Victor. Yeah, they do
a great job. As you might imagine,

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it's tricky and guys, salaries get
updated now and then, so there

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are times whereas commission you might have
to go in and change things. But

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by and large, I would say
ninety five plus percent of the heavy lifting

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is done by fan tracks. And
then you might have to update something,

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and so oftentimes they'll do a big
sweep of updates, and if you just

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wait, it'll get updated, and
there's a button you can push it says

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update salaries or refreshed sataries or whatever
the term is, and it'll just do

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it for you. So this isn't
usually a huge deal during the season because

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a lot of these don't get changed
during the season. Some guys sign here

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and there, but it doesn't take
effect usually until the next year. But

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over the summer and especially in that
signing window of August September, there's a

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lot of changes that happen. And
if you just wait until closer to the

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season and refresher salaries, it's fine. But I would say fan tracks pretty

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much takes care of all of it, and it's so much easier than trying

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to do this yourself. I hope
a bunch of people just breathe a sigh

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of relief, thinking, ain't no
friggin way I'm scouring cap friendly and try

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to keep track of everybody's stuff every
day. No way, logistical nightmare.

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Fantracks will do a lot of that
for you and in force those salary caps

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that throw up airs if people exceed
them. Okay, so simplicity, we're

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talking about the pluses to this type
of using the real team salaries. It

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signings and the narrative around them play
a role in your planning. When you

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see a horrible contract, when just
an abdicator signs something crazy with the Detroit

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Red Wings, that has implications to
your leak. The NHL news has implications

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to your league, the free agency
season and all that. It'll flash on

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your Twitter screen that is going to
impact your league. That is cool.

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It's not just manager driven. It's
really it links into the NHL news more

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than the other way. It's probably
actually easier to track. As we said,

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the system will generate some salary for
you. That actually adds simplicity over

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generating your own salaries, which we'll
talk about a bit. Probably external records,

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you don't have to keep quite as
many of them. You can look

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up the value, as Victor said, without even opening your league by going

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to cat friendly in such things,
and as bad of a decision as we

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believe, NHL gms sometimes make or
at least decisions that pay players beyond their

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fantasy value. NHL agents generally do
poll players toward being fairly paid, which

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can be a check on super teams
in the league. If you're playing in

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a league where somebody got Tage Thompson
for a minimum contract and they're going to

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get to ride that out for years
and years. Oh yeah, he was

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a fantastic value at one point four
million these last I think couple of years,

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and he's going up not a lot
in seven point one four million for

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the next while, but that's still
probably going to be excellent value compared to

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some of these guys that are nine
and a half ten whatever million, like

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your Mark stonez of the world.
Yeah, so it's a value. It's

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a value. But what you'll find
in it, we'll talk about the salaries

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that are entirely based on decisions that
managers make. Sometimes there'll be steals that

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are just beyond steals, and you
will have people who can just run up

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the score based on that. If
you use real NHL contracts, things at

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least somewhat gravitate toward the middle.
They'll still be values, they'll still be

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overpays. But somebody out there is
trying to get these players paid for real,

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and that makes your league a little
bit more constrained, a little bit

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more normal. It incentivizes prospect hunting
too. This is another thing I love

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about it, because when veterans are
more expensive, just like NHL teams,

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those pre are players who can produce
our goal. We love things that make

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prospects more valuable because we love that
side of the game. And let's face

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00:23:52,079 --> 00:23:56,640
it, a lot of times in
our dynasty leagues, a lot of those

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guys were just coming up and struggling
and marginal. They're okay, but they're

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not producing the long term, boring
veterans. That's frustrating. But now the

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00:24:07,079 --> 00:24:11,359
guys who are just coming up,
Quentin Buyfield has some value in your league

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00:24:11,359 --> 00:24:14,480
already, and so on and so
forth. So I like it because it

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benefits with prospects. It also incentivizes
creative use of the things like to buy

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00:24:18,000 --> 00:24:22,400
out the retention. We'll talk more
about the use of that. Victor has

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already referenced that startup draft is different
from what most managers have ever played.

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It's a weird thing to be in
a startup draft where all real NHL salaries

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are involved, because it's going to
completely throw the player valuations, and we'll

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talk more about how to value the
players. Victor's got some good ideas on

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that. But you might not see
the guys going near the top who you

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expect to go near the top of
the draft and not going to look like

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one you've ever seen, because guys
like Tate Thompson are going to be elevated

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beyond what they even produce, and
other guys who normally would be drafted high,

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I don't know. Maybe andre Vasilevski
would drop because he's been paid like

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crazy in Tampa Bay. So there's
going to be different things in the way

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you rank internally, and I think
that makes it fun. The old super

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00:25:08,480 --> 00:25:12,640
trade where a star gets traded to
a team for picks and prospects, and

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00:25:12,680 --> 00:25:18,440
it just it's almost vetoable because you're
like, oh my gosh, this guy

353
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traded nothing for right now, it's
all these picks, it's these guys who

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are way far away, and there
goes Steven Stampcos to this team, and

355
00:25:26,920 --> 00:25:30,519
what the heck. It's a lot
harder to pull that off in a context

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where you have a cap and the
retentions and things offer some ways to make

357
00:25:34,759 --> 00:25:40,279
that flexible, but it's not as
completely wide open as it is in just

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a dynasty league minus sides too.
Using the NHL generated salaries. The skill

359
00:25:45,920 --> 00:25:49,720
of the league managers is beholden to
the whims of the real ANSHL gms.

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You might have a player who you
love and has been great and is the

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core of your team, and then
suddenly somebody pays them crazy money, and

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now they've gone from one of your
biggest assets to one of your biggest deficits.

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Your results may vary. You might
like that as a feature in your

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00:26:06,240 --> 00:26:10,519
league, you might hate it.
But regardless, should skill be reflected in

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predicting who will be on good contracts
in the future. Is predicting the mind

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of the lowest scale the NHLGM that
you think is least in sync with our

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fantasy value. Should you be relying
on them to predict the future of your

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team? Maybe not. Maybe some
people don't like that, but it does

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put a Even though it is a
little bit more of a random thing than

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the skill of the manager, it
probably isn't a bad thing to introduce a

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little randomness from time to time.
Having fantasy playable players on horrible contracts stuck

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in free agency is a shame to
me. This is why you must set

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up your cap correctly. You have
to have the correct amount in our common

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league that we're talking about. Last
time, I look, Sergei Bobrovski of

375
00:26:56,799 --> 00:27:00,799
Guinea, Malcolm Jamie, Ben Durydoudi
and Jeff Skinner are on waivers. Is

376
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that ideal? I don't think it's
ideal to have producing players like that on

377
00:27:06,559 --> 00:27:10,279
waivers. But the truth is the
bank for the buck is not there.

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The competitive teams are full. They
can't afford to take more guys on like

379
00:27:14,400 --> 00:27:18,119
this. These contracts are too long. But them's the breaks. First it

380
00:27:18,160 --> 00:27:22,079
was Carrie Price, but now it's
Jamie Binn, who would have been a

381
00:27:22,200 --> 00:27:26,000
very valuable player in fantasy this year, but nobody can afford to take them

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00:27:26,000 --> 00:27:30,079
into their cap. So again,
your results may vary. That might be

383
00:27:30,119 --> 00:27:33,000
good, that might be bad.
If you have a deep enough league with

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00:27:33,240 --> 00:27:37,160
a cap that is set differently,
those players are probably on teams. Again,

385
00:27:37,480 --> 00:27:41,400
this is a relatively it's like a
twelve team league victor, it's not

386
00:27:41,440 --> 00:27:44,920
as many teams. I'm not critiquing
the league at all. It's incredibly fun,

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00:27:45,160 --> 00:27:48,400
but just be aware that is something
that can happen. There's players who

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00:27:48,440 --> 00:27:55,039
are very productive who might not even
be stomachable on a team. Very simple

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00:27:55,039 --> 00:27:57,359
as the ways to do with salary
structure is the NHL salaries. There's still

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00:27:57,400 --> 00:28:03,400
a serious complexity to the NHL's salary
structures. This is still complexity. Yes,

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00:28:03,480 --> 00:28:07,359
and our league is twelve teams,
there's still serious complexity to this.

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00:28:07,880 --> 00:28:11,440
If you identify an under the radar
talent, your payoff is limited. Like

393
00:28:11,480 --> 00:28:15,920
I said before, I said it's
good that Taje. Thompson isn't an out

394
00:28:15,960 --> 00:28:19,799
of control value, but maybe you
see it the opposite way that you should

395
00:28:19,839 --> 00:28:23,279
get the benefit if you identify a
guy like this and you pick him up.

396
00:28:23,640 --> 00:28:26,440
This is the flip side. Another
disadvantage. You're gonna have to watch

397
00:28:26,480 --> 00:28:30,440
in a lot of auto play videos
on cap friendly. I'm sorry, cap

398
00:28:30,480 --> 00:28:33,559
Friendly, I love you, but
stupid AutoPlay videos on that site. You'll

399
00:28:33,599 --> 00:28:37,359
have to deal with what happens when
a player is signed to a contract during

400
00:28:37,480 --> 00:28:40,920
or just before a season and throws
your team into disarray. You might have

401
00:28:40,960 --> 00:28:45,319
been planning a certain way and then
the last minute somebody gets this huge extension

402
00:28:45,440 --> 00:28:48,759
and now you're like, oh shoot, now I got to completely replan.

403
00:28:48,920 --> 00:28:53,559
You can't really play in your offseason
necessarily. You have to leave yourself a

404
00:28:53,599 --> 00:28:59,640
lot of flexibility because nhlgms are going
to make signings based on their cap sheets,

405
00:29:00,119 --> 00:29:03,839
on yours, and so one other
thing. It's not an advantage,

406
00:29:03,839 --> 00:29:07,319
it's not a disadvantage. Just the
thing. You'll have to figure out how

407
00:29:07,359 --> 00:29:11,799
and whether free agency will happen because
you'll have this off season period where you'll

408
00:29:11,799 --> 00:29:15,640
have expiring contracts. Some guys are
going to go on the free agent wire.

409
00:29:17,400 --> 00:29:23,440
In the NHL, managers negotiate with
agents, players decide where they're signing.

410
00:29:23,519 --> 00:29:26,599
In your league, You're going to
have a system that these guys who

411
00:29:26,640 --> 00:29:30,039
go out in free agency, how
are you going to decide? Is it

412
00:29:30,039 --> 00:29:32,599
going to be a draft, is
it going to be what is it going

413
00:29:32,680 --> 00:29:36,519
to be to get these players back
on teams at the beginning of the season,

414
00:29:36,559 --> 00:29:41,400
because just throwing open free agency is
a choice. Victor, I'm going

415
00:29:41,480 --> 00:29:45,920
to talk about the other side,
the fantasy initiated salary, But any observations

416
00:29:45,960 --> 00:29:52,480
you want to make just on the
setup of an NHL based salary system,

417
00:29:53,440 --> 00:29:59,480
Yeah, personally, I like this
better. I do have a league where

418
00:29:59,640 --> 00:30:06,279
we auction and it increases per year, and that's fun, and teams set

419
00:30:06,319 --> 00:30:10,440
the value of players and you have
a set amount of money, and so

420
00:30:11,240 --> 00:30:17,480
it's dissociated pretty much completely from the
NHL salary cap, and it's a little

421
00:30:17,480 --> 00:30:19,960
bit easier to just follow because you
have a certain number of dollars. Let's

422
00:30:19,960 --> 00:30:23,279
say it's two hundred dollars, and
you just you bid on the players and

423
00:30:23,279 --> 00:30:26,279
everyone has to fit under your cap, and so it's a little bit easier

424
00:30:26,279 --> 00:30:30,359
to think about because you're just like, Okay, if this guy, if

425
00:30:30,400 --> 00:30:34,119
I want to pay Nikiriti Kutrov seventy
dollars, that's a huge chunk of my

426
00:30:34,400 --> 00:30:38,519
cap, and that's close to half
thing, and it's easier to keep that

427
00:30:38,799 --> 00:30:44,880
and all the What I like is
that the teams in the league have control

428
00:30:44,960 --> 00:30:48,559
over who makes what. On the
other hand, I don't like how how

429
00:30:48,599 --> 00:30:55,119
dissociated it is completely from the NHL
in reality, because this is the league

430
00:30:55,160 --> 00:30:59,000
that we're all playing in, So
it does make sense to me to follow

431
00:30:59,039 --> 00:31:03,319
that. And one of the points
I wanted to make that you alluded to

432
00:31:03,400 --> 00:31:07,519
earlier is that I do think there's
a skill in kind of predicting who's gonna

433
00:31:07,519 --> 00:31:11,519
get what kind of contract, you
know. I think a perfect example is

434
00:31:11,559 --> 00:31:18,000
like Evan Bouchard in Edmonton, whose
value this year was a little bit muted

435
00:31:18,200 --> 00:31:22,119
with having Tyson Barry there for part
of the year and not having top power

436
00:31:22,160 --> 00:31:26,200
playtime. I even mentioned this on
a show or two. I almost feel

437
00:31:26,200 --> 00:31:30,799
like Edmonton is purposefully diminishing his value
so that when he gets paid this summer,

438
00:31:32,480 --> 00:31:36,119
he doesn't get paid as much.
Because he's a guy. We know

439
00:31:36,240 --> 00:31:38,920
he's got a lot of skill.
He is a restricted free agent. He

440
00:31:40,079 --> 00:31:45,640
hasn't really gone gangbusters for most of
this ELC that he's been on, partially

441
00:31:45,680 --> 00:31:48,119
I think because of limited opportunity,
not because of his own skill, and

442
00:31:48,440 --> 00:31:52,599
when he has had the opportunity,
he has shown it. So he's a

443
00:31:52,680 --> 00:31:55,400
perfect guy that I would look at
in a cap league and I would say,

444
00:31:56,200 --> 00:31:59,599
I want this guy on my team. I don't think that Edmonton is

445
00:31:59,640 --> 00:32:01,440
going to pay him as much as
I think he can be worth in my

446
00:32:01,559 --> 00:32:05,680
league, and I want to take
that risk. It is going to be

447
00:32:05,680 --> 00:32:07,839
a risk because you never know,
they could walk out and hand him a

448
00:32:07,920 --> 00:32:13,119
seven x seven, seven times seven
million dollar contract. I seriously doubt they

449
00:32:13,160 --> 00:32:16,359
would do that, but that's the
risk I'd be willing to take based on

450
00:32:16,519 --> 00:32:21,319
what I know about the situation.
And so I think there is some value

451
00:32:21,359 --> 00:32:23,559
in kind of being able to predict
who's that, who's going to happen,

452
00:32:23,920 --> 00:32:27,960
who that's going to happen with,
and the same can happen the other way.

453
00:32:28,200 --> 00:32:31,160
There are guys who maybe get overplayed, over leaned on, and then

454
00:32:31,480 --> 00:32:36,880
and then get paid way too much
and then their miniscule value gets diminished even

455
00:32:36,880 --> 00:32:38,640
more. And I think an example
of this is maybe like a Ben Scharatt,

456
00:32:38,720 --> 00:32:42,960
who I just don't really think is
a very good defenseman, although he

457
00:32:43,000 --> 00:32:46,720
does hit and block a fair amount, but in terms of his play driving

458
00:32:46,759 --> 00:32:51,839
and a lot of his analytics are
really awful. And even though four point

459
00:32:51,880 --> 00:32:55,519
seventy five million times four years wasn't
like a massive overpaid, but I think

460
00:32:55,599 --> 00:33:00,799
it's he's definitely not the best or
even maybe second best or maybe even their

461
00:33:00,839 --> 00:33:05,759
best defensement on that team, and
the guys that are on their eocs and

462
00:33:05,839 --> 00:33:08,160
Jake Wallman are doing much doing more
for their team. So you can also

463
00:33:08,200 --> 00:33:12,160
look at it the other way and
say who's getting paid, Maybe who's gonna

464
00:33:12,200 --> 00:33:16,480
get paid too much? Who's overvalued
based on certain statistics, and I think

465
00:33:16,559 --> 00:33:21,759
that's useful, but as you said, Jesse, it also leaves you at

466
00:33:21,759 --> 00:33:27,119
the complete whim of mad men who
run these NHL teams. Yeah, tools

467
00:33:27,240 --> 00:33:31,279
like Evolving Hockey predicts salary signings in
the off season. That can be a

468
00:33:31,319 --> 00:33:35,960
fun little game. Like you said, this is another game you could do

469
00:33:36,000 --> 00:33:37,880
in the off season. There is
a reason to watch free agency. It's

470
00:33:37,920 --> 00:33:47,240
cool. How much DOLLA really costs? The question is detrim minh Krevin nas

471
00:33:47,240 --> 00:33:52,200
and my thoughts, crept site and
my stole. We keep that initiated salary.

472
00:33:52,759 --> 00:33:58,839
The other type of league design is
the fantasy initiated salary. Victor alluded

473
00:33:58,880 --> 00:34:01,119
to it. I've mentioned it.
This is one where you have an opening

474
00:34:01,160 --> 00:34:05,480
auction. I'm not sure if we're
supposed to say auction anymore, but it

475
00:34:05,559 --> 00:34:08,880
is a bidding system to bid contracts
for players, and it is up to

476
00:34:09,000 --> 00:34:14,920
the free market of the managers in
your league who is going to acquire players.

477
00:34:15,480 --> 00:34:20,039
It's highly engaging, incredibly fun to
do an auction if you haven't as

478
00:34:20,079 --> 00:34:22,880
long as long as you can get
people from multiple content continents together for a

479
00:34:22,920 --> 00:34:28,599
five hour fun fest. And it's
a somewhat efficient market where players initially should

480
00:34:28,599 --> 00:34:32,679
have contracts that track with their age
and production expectations. In fantasy, if

481
00:34:32,719 --> 00:34:37,440
you have skilled managers, you're going
to get that. You're going to have

482
00:34:37,480 --> 00:34:40,639
steals in this type of a system. Like I said, your results are

483
00:34:40,760 --> 00:34:45,079
your mileage may vary on how much
you like the idea of somebody who captures

484
00:34:45,079 --> 00:34:51,480
somebody on a very inexpensive contract holds
them for a long time on that and

485
00:34:51,559 --> 00:34:55,079
their value can be very variable to
different managers. But you can decide how

486
00:34:55,119 --> 00:34:59,800
long of a term people can hold
them for. Maybe it's in the other

487
00:35:00,039 --> 00:35:02,119
league that I have I'm referring to
now. It's called Red Rock Dynasty.

488
00:35:02,199 --> 00:35:07,440
It's a basketball league, but it's
on these same concepts. It's all based

489
00:35:07,480 --> 00:35:10,440
on bidding. At the beginning,
you can hold players for a maximum of

490
00:35:10,559 --> 00:35:15,559
four years, plus you can do
a up to four year extension. But

491
00:35:15,800 --> 00:35:22,360
the salaries do increase a little bit
every year, and so there is a

492
00:35:22,440 --> 00:35:24,679
bit of a challenge. Associated You
can't get somebody ultra cheap, but you

493
00:35:24,760 --> 00:35:29,960
can lock in some values for longer
terms. You can find rules to make

494
00:35:30,079 --> 00:35:35,559
up the cost of a highly productive
player. Maybe you could add some complications

495
00:35:36,000 --> 00:35:39,159
to make sure that or you can
allow that savy manager to continue to benefit.

496
00:35:39,760 --> 00:35:44,639
That is up to you. You
can make yearly contracts as easy or

497
00:35:44,719 --> 00:35:47,360
as difficult as you want. There's
lots of variation when you do this because

498
00:35:47,360 --> 00:35:52,840
you're not beholden to the NHL AAV. If you want salaries to go up

499
00:35:52,840 --> 00:35:55,280
every year in a certain way,
you can. That's all up to you

500
00:35:55,800 --> 00:36:00,320
in terms of how you want the
dynamic to be more input your league mates

501
00:36:00,400 --> 00:36:04,880
have into how long players will stay
on their team at what costs, and

502
00:36:05,000 --> 00:36:08,960
have the choice to overpay compared to
the competitors. That is a skill as

503
00:36:09,039 --> 00:36:14,719
well. There's actually more like managing
real hockey clubs in the sense that at

504
00:36:14,800 --> 00:36:19,199
least in the sense that the most
aggressive suitor employs the player. If you

505
00:36:19,280 --> 00:36:22,440
are the highest bidder, you get
to have that player on your team.

506
00:36:22,480 --> 00:36:27,280
You're the person who is most aggressive
on them, and that it matters in

507
00:36:27,320 --> 00:36:30,159
a way. It means that you're
always rostering the guys you had to be

508
00:36:30,199 --> 00:36:34,440
the most aggressive to get. Every
player can also have a part of the

509
00:36:34,480 --> 00:36:37,360
game, but Brovski Drew Dowdy.
They won't be on the wire. They'll

510
00:36:37,400 --> 00:36:43,920
be on somebody's team and probably on
a somewhat discounted contract because their production is

511
00:36:44,119 --> 00:36:49,719
likely to drop over the back part
of their career, disadvantages to the fantasy

512
00:36:49,760 --> 00:36:54,119
initiated salary. I said before,
Fantras is going to initiate the real NHL

513
00:36:54,239 --> 00:36:59,440
salaries, and it's a matter of
clicking refresh to see how things are right

514
00:36:59,480 --> 00:37:04,519
now. It can get complicated fast
and get hard to track what's happening on

515
00:37:04,599 --> 00:37:08,679
all the teams. In a graduated
salary, we have a simple system of

516
00:37:08,719 --> 00:37:13,960
all the contracts going up twenty percent
each year, and there's one column that

517
00:37:14,000 --> 00:37:17,760
says what year of the contract each
guy is in, and you can extrapolate

518
00:37:17,800 --> 00:37:22,880
from there. In my Red Rock
Dynasty league, and so that is at

519
00:37:22,960 --> 00:37:24,960
least a somewhat simple system. But
if you try to make it too wild,

520
00:37:25,400 --> 00:37:28,360
it can be hard. It can
be hard, and I'll get to

521
00:37:28,400 --> 00:37:32,679
that in a minute. There's also
a super team risk. I've come to

522
00:37:32,719 --> 00:37:38,760
believe that the runaway juggernaut is a
problem in Dynasty. I'm worried about this.

523
00:37:39,800 --> 00:37:44,280
We want dynasty because we want to
be able to build a team that

524
00:37:44,360 --> 00:37:49,360
is successful and great over time.
The problem is if you have a disparity

525
00:37:49,360 --> 00:37:53,199
and skill that's fun to a point. But if you have one manager who

526
00:37:53,239 --> 00:37:59,400
can stop the other managers into submission, you might lose interest from some of

527
00:37:59,440 --> 00:38:01,599
the players. It's nice to have
things that bring people back to the pack,

528
00:38:02,119 --> 00:38:09,000
that are more advanced than just it's
somebody's career a player getting older.

529
00:38:09,239 --> 00:38:15,840
If you've got Alexander Ovechkin and Sydney
Crosby both as rookies and you were running

530
00:38:15,840 --> 00:38:19,480
away with the league at that time, you can't just wait and say,

531
00:38:19,480 --> 00:38:22,079
what a few years, Crosby and
Ovechkin will get old and then that team

532
00:38:22,119 --> 00:38:25,280
will have to come back. No, they didn't get old, they just

533
00:38:25,400 --> 00:38:30,440
lasted and lasted. If you were
in a league where somebody had the advantage

534
00:38:30,440 --> 00:38:34,840
of those players for what fifteen years, you're in trouble. The super team

535
00:38:34,920 --> 00:38:39,400
risk gets muted in a salary type
situation. I've also, I will warn

536
00:38:39,480 --> 00:38:44,039
you one of the disadvantages to doing
this bidding system. Like I said,

537
00:38:44,400 --> 00:38:49,159
you're going to have to find a
way to get people bidding together on a

538
00:38:49,280 --> 00:38:52,760
special time. You have to find
a time to do that, and you

539
00:38:52,880 --> 00:38:55,760
probably are going to have to find
a time every year because as contracts expire.

540
00:38:57,159 --> 00:39:00,320
What we do in Red Rock is
we do another session for the guys

541
00:39:00,320 --> 00:39:04,599
who went under free agency and bid
on them all over again. So every

542
00:39:04,639 --> 00:39:07,360
year a whole bunch of players are
on the wire because a whole lot of

543
00:39:07,400 --> 00:39:10,760
one year contracts have been signed the
previous You have to decide how many years

544
00:39:12,159 --> 00:39:15,719
you were going to have a guy
in a contract when you sign them,

545
00:39:15,800 --> 00:39:20,800
and then expiring contracts and such become
very valuable too. But to me,

546
00:39:21,239 --> 00:39:24,199
the idea of a slow auction,
people talk about it, every time I've

547
00:39:24,199 --> 00:39:30,039
seen it, it's been an absolute
cluster. It is incredibly difficult to effectively

548
00:39:30,079 --> 00:39:36,239
pull off a slow auction that will
reflect what happens in a live auction.

549
00:39:37,079 --> 00:39:39,199
And so I don't particularly like that. I've done slow auctions. I don't

550
00:39:39,280 --> 00:39:44,960
like it. You end up,
really I think a live auction is almost

551
00:39:44,960 --> 00:39:50,280
what you need to have, and
that is logistically difficult to challenge. Okay,

552
00:39:50,320 --> 00:39:53,599
a couple of other things, and
then I will defer back to Victor

553
00:39:53,639 --> 00:39:58,280
for some comments on this part of
it. Things that think about, how

554
00:39:58,280 --> 00:40:01,320
are you going to account for draft
pick costs in the salary league that's like

555
00:40:01,360 --> 00:40:07,159
this, there's assigned contract values,
the fantasy generator and fantasy generated Okay,

556
00:40:08,000 --> 00:40:14,039
are you gonna let a first round
pick just be cheap forever until whatever particular

557
00:40:14,119 --> 00:40:19,679
time because there's no NHL salary,
So you're not using the NHL salary associated

558
00:40:19,719 --> 00:40:22,800
with Connor McDavid when he's drafted.
Are you going to say, if you

559
00:40:22,880 --> 00:40:25,039
got the first pick in the draft, that guy's worth one dollar. No,

560
00:40:25,360 --> 00:40:29,320
that's not gonna work. You're gonna
have to figure out a system for

561
00:40:29,400 --> 00:40:32,679
contract values and longevity of how long
you can keep them for in the league.

562
00:40:32,719 --> 00:40:37,639
I do Pick one is worth a
certain x number of dollars, Picks

563
00:40:37,639 --> 00:40:40,320
two and three slightly less, Picks
four through eight slightly less, and so

564
00:40:40,360 --> 00:40:44,119
forth. So you have to fit
those guys under the cap, even when

565
00:40:44,159 --> 00:40:49,000
they're in your minors and you have
certain costs associated with them because you're gonna

566
00:40:49,000 --> 00:40:51,639
be keeping them for a while,
but you can't keep them at minimum contracts

567
00:40:51,719 --> 00:40:54,960
or your league will be insane in
about three years. Likewise, how are

568
00:40:55,000 --> 00:40:59,320
you gonna deal with other players coming
up from the juniors? Are you gonna

569
00:40:59,320 --> 00:41:02,599
have just the standard contract? If
you pick somebody up off the wire who

570
00:41:02,599 --> 00:41:06,679
goes into your minor system, how
are you going to deal with that when

571
00:41:06,719 --> 00:41:09,159
they get called up? How are
they going to transition to long term team

572
00:41:09,199 --> 00:41:14,880
members in this Red rock league.
If you didn't draft them, you can't

573
00:41:14,920 --> 00:41:19,039
sign them to more than a one
year contract in an d season ad because

574
00:41:20,559 --> 00:41:22,760
the bidding is going to be like
one dollar and what are you doing here?

575
00:41:23,000 --> 00:41:27,000
Instead, they go back in the
big auction for the following year.

576
00:41:27,480 --> 00:41:30,400
How long do you want these contracts
to last? Like I said, that

577
00:41:30,599 --> 00:41:34,480
is critical. If you let these
contracts go for fifteen years or indefinitely,

578
00:41:34,840 --> 00:41:39,559
you allow teams to build a dynasty
around one player. However, you allow

579
00:41:39,599 --> 00:41:45,320
that player basically to never join the
player pool if they're in contracts. That

580
00:41:45,360 --> 00:41:49,199
could be good or bad. Think
about that before you start. Contract leagues

581
00:41:49,239 --> 00:41:52,760
are very high complexity. Differences in
manager's skill is going to be amplified.

582
00:41:53,079 --> 00:41:58,880
Some managers are going to solve this
math problem before other ones do. Some

583
00:41:58,960 --> 00:42:00,360
of them are going to scale out
better than other ones do. Some of

584
00:42:00,400 --> 00:42:06,360
them will have better strategies, and
again that's good. We want the successful

585
00:42:06,480 --> 00:42:10,639
managers to win, but be careful. If you create a juggernaut that runs

586
00:42:10,679 --> 00:42:16,039
away with it, it's much more
difficult in my mind to rebuild when teams

587
00:42:16,079 --> 00:42:20,440
can not only get players, but
get players at a value than it even

588
00:42:20,599 --> 00:42:23,079
is in a plain old dynasty league
and a plan old dynasty league. You

589
00:42:23,119 --> 00:42:28,480
have the problem too. Victor thoughts
on that and more things you have to

590
00:42:28,480 --> 00:42:32,320
say, Yeah, I hear you
about the super team, and I think

591
00:42:32,360 --> 00:42:37,840
that this is the solution in many
ways to the super team problem. That

592
00:42:37,239 --> 00:42:44,559
it's really hard to do to stay
good in a salary cap league. And

593
00:42:44,599 --> 00:42:47,280
this is why it's been really hard
in the NHL for teams to stay good

594
00:42:47,320 --> 00:42:52,280
for so long. It just adds
such an extra layer of complexity. And

595
00:42:52,320 --> 00:42:55,440
before the salary cap why we saw
so many dynasties, and after you really

596
00:42:55,480 --> 00:43:00,159
don't teams win and then have to
retool a little bit. Maybe they're competitive

597
00:43:00,199 --> 00:43:05,119
for several years, but that takes
a lot of work. So I really

598
00:43:05,159 --> 00:43:09,800
like that. As Jesse said,
I dislike the letting the teams dictate the

599
00:43:09,920 --> 00:43:14,599
salary a little bit and do the
auctions just because it has a lot of

600
00:43:14,679 --> 00:43:17,599
disadvantages. It can get really complicated
keeping track of what everyone is doing and

601
00:43:17,639 --> 00:43:22,559
who has what, and how much
guys are worth. It's like what And

602
00:43:22,639 --> 00:43:24,760
also when you're asking for advice and
stuff like that. Some of you have

603
00:43:24,800 --> 00:43:28,079
probably seen this in the discord.
It's like, all right, let me

604
00:43:28,119 --> 00:43:30,000
explain to you my league settings,
and then this is what this guy's worth,

605
00:43:30,039 --> 00:43:31,880
and this is what that what do
I do? And it's it's hard

606
00:43:31,880 --> 00:43:36,400
to wrap your head around it because
it's so different, as opposed to if

607
00:43:36,440 --> 00:43:39,519
you use basically similar to NHL rules, then everyone understands a little bit more

608
00:43:39,599 --> 00:43:43,039
what's going on. It's a little
bit easier to keep track of. So

609
00:43:43,079 --> 00:43:46,159
I think in many ways, the
setting your own price, it can lead

610
00:43:46,199 --> 00:43:50,960
to the issue where some guys that
Jesse said, solve that problem, they

611
00:43:51,119 --> 00:43:55,400
can have a massive advantage and if
they know it better than anyone the ins

612
00:43:55,400 --> 00:43:59,320
and outs, they can take advantage
of everybody else, and that can be

613
00:43:59,400 --> 00:44:02,079
a little bit un fortunate. Whereas
if everyone's a little bit more clear and

614
00:44:02,119 --> 00:44:06,199
it's similar to the NHL, it's
a little bit easier to keep everything straight.

615
00:44:06,239 --> 00:44:09,880
There are definitely there are definitely pluses
and minuses to each and I think

616
00:44:09,920 --> 00:44:14,880
it's just important that very clearly what's
going to happen. I almost joined this

617
00:44:14,960 --> 00:44:20,639
league a year ago and they had
basically they wanted to start drafting, and

618
00:44:20,760 --> 00:44:22,920
they hadn't really ironed out all the
rules they wanted to be a salary league,

619
00:44:22,920 --> 00:44:27,039
and they wanted they wanted certain things, but I said, I really

620
00:44:27,199 --> 00:44:30,239
think we should have the rules clearly
outlined. And people were like, nah,

621
00:44:30,320 --> 00:44:32,880
let's just draft. It'll be fine. It'll be based on the NHL.

622
00:44:34,599 --> 00:44:37,599
And I was like, no,
I'm out. And then one of

623
00:44:37,599 --> 00:44:39,199
the guys came to me a month
later and was like, yeah, people

624
00:44:39,239 --> 00:44:44,159
didn't iron everything out, and now
everyone's arguing about this and that and this

625
00:44:44,199 --> 00:44:47,320
other thing, and it's yeah,
I figured that would happen because it isn't

626
00:44:47,360 --> 00:44:52,199
clear unless you lay it all out
exactly in black and white in a rules

627
00:44:52,239 --> 00:44:55,880
document that everyone can access. There
needs to be transparenty. If you want

628
00:44:55,880 --> 00:45:00,480
the league to be fun and competitive, everyone needs to understand the rules from

629
00:45:00,480 --> 00:45:04,519
the beginning. Because you're going to
draft your team based on certain expectations.

630
00:45:04,559 --> 00:45:07,840
You can't say let's draft and then
decide, you know what, no buyouts.

631
00:45:07,840 --> 00:45:09,400
You're stuck with your team. Like, what if you thought that was

632
00:45:09,440 --> 00:45:14,400
going to be an option and then
it isn't. That's totally unfair. Anyways,

633
00:45:14,440 --> 00:45:16,679
just as an example and great points, Jesse, There's a couple other

634
00:45:16,719 --> 00:45:21,400
things to think about when you're setting
up your league. Some of the very

635
00:45:21,440 --> 00:45:27,320
basic things is categories versus points.
We've had this discussion a lot, and

636
00:45:27,719 --> 00:45:31,480
many of you have preference in redraft
keeper, same in dynasty. Do you

637
00:45:31,519 --> 00:45:35,280
want to think about how do you
want to think about this? How do

638
00:45:35,320 --> 00:45:37,079
you want your league to be set
up? Categories versus points? I think

639
00:45:37,119 --> 00:45:42,440
in many ways categories are a bit
easier to track. You see a goal

640
00:45:42,719 --> 00:45:45,559
on TV or on your following,
and you're like, oh, goal,

641
00:45:45,599 --> 00:45:47,639
I have that guy. Cool.
That adds to my total easy to track

642
00:45:47,679 --> 00:45:52,000
assists, special teams points, whatever
hits, blocks, pims. That's a

643
00:45:52,000 --> 00:45:57,840
little bit easier. Goalie stats,
saves wins. I'm a big fan of

644
00:45:57,880 --> 00:46:00,280
even strength save percentage. By the
way, which tracks allows you to have

645
00:46:00,320 --> 00:46:04,639
as a category. I have that
a category in many of my leagues.

646
00:46:05,239 --> 00:46:08,760
I just think it's more fair to
the goalie and to the team. So

647
00:46:09,119 --> 00:46:14,440
I like that. But anyways,
what I like how easy it is to

648
00:46:14,519 --> 00:46:19,000
follow the categories. The goal is
a goal. But I do find it's

649
00:46:19,000 --> 00:46:23,239
a little bit harder to boil down
to what is so key in salary cap

650
00:46:23,320 --> 00:46:27,719
leagues, and that is value per
dollar. It's all about value per dollar.

651
00:46:27,760 --> 00:46:35,000
It doesn't matter necessarily how much the
player costs. It's all about how

652
00:46:35,079 --> 00:46:39,239
much they produce based on how much
they're being paid. And in a categories

653
00:46:39,320 --> 00:46:46,719
league where every category is a bit
different, you need to know how far

654
00:46:46,960 --> 00:46:52,480
each category, how far each how
far the player is from each category,

655
00:46:52,239 --> 00:46:55,599
the average of that league, what
the standard deviation is, And that's a

656
00:46:55,599 --> 00:46:59,960
little bit harder to calculate. And
then you have to ask yourself the question

657
00:47:00,000 --> 00:47:01,760
and is a hit worth a block? Is a goal worth a win?

658
00:47:02,960 --> 00:47:07,440
That is really hard to answer.
It really depends. Each value has its

659
00:47:07,679 --> 00:47:10,679
category, has its own value,
and has a relative scarcity, and that

660
00:47:10,760 --> 00:47:15,239
all makes it so much harder to
track. I'm going to talk more about

661
00:47:15,239 --> 00:47:17,559
this in part two. I have
a way that I do it that I

662
00:47:17,599 --> 00:47:21,800
think works pretty well. It's worked
pretty well for me in the leagues that

663
00:47:21,800 --> 00:47:29,880
I've won or been competitive, But
I do think that the monitoring and keeping

664
00:47:29,960 --> 00:47:32,039
track of value in the categories leagues
is just a little bit harder. And

665
00:47:32,079 --> 00:47:36,960
I think you can get skewed by
Oh, this guy scores a lot of

666
00:47:36,960 --> 00:47:39,440
goals, and so therefore he's worth
a nine million dollar contract? Is he

667
00:47:39,559 --> 00:47:44,039
because what else does he do?
Maybe not? And so that's important to

668
00:47:44,079 --> 00:47:47,119
keep in mind. In a points
league, this is a bit easier because

669
00:47:47,679 --> 00:47:52,880
you pick your categories that have points, right, so whatever you want that

670
00:47:52,960 --> 00:47:55,039
to be, you assign. You
assign the point value, and you can

671
00:47:55,360 --> 00:47:59,880
you can add in so obviously goals, assist, whatever you want, whins,

672
00:48:00,280 --> 00:48:02,760
saves. But what I love about
points leagues too is you can also

673
00:48:02,800 --> 00:48:07,440
assign little point values for fun things
like a shutout. A shutout as a

674
00:48:07,440 --> 00:48:10,719
category and a categories league is just
insane in my opinion. It doesn't it's

675
00:48:10,719 --> 00:48:15,920
so random and it sways matchups way
too hard. Goalie goals you can add.

676
00:48:16,039 --> 00:48:19,800
You'd never have that as a category
because it never happens, but it's

677
00:48:19,840 --> 00:48:22,000
a fun little extra or an assist
from a goalie you can add that.

678
00:48:22,039 --> 00:48:24,760
You can add hat tricks, rare
events, you can add that, and

679
00:48:24,800 --> 00:48:29,760
that makes it fun. But it's
also easy to know. You can just

680
00:48:29,840 --> 00:48:37,920
look at how many Fantasy points does
a player have per year, how many

681
00:48:37,079 --> 00:48:42,159
Fantasy points do they have per game
on average over the course of half a

682
00:48:42,239 --> 00:48:44,480
year, a month, a year, two years, three years, and

683
00:48:44,519 --> 00:48:49,159
you can very easily see and then
compare it to their salary. What is

684
00:48:49,159 --> 00:48:53,480
this page? What is this player's
value per dollar based on their fantasy points.

685
00:48:53,559 --> 00:48:57,679
It's very easy to look at that
and say, Okay, this guy's

686
00:48:57,760 --> 00:49:01,760
worth whatever x amount, and you
can just have a spreadsheet and very easily

687
00:49:01,800 --> 00:49:05,840
track all these numbers and you can
see who is great value and who is

688
00:49:05,880 --> 00:49:12,400
not great value, and so that's
I think a lot easier. It's also

689
00:49:12,440 --> 00:49:15,039
a bit harder to game a category
like you can in categories leagues and the

690
00:49:15,119 --> 00:49:19,760
points leagues. It's hard to say
I'm just gonna brute force, I'm gonna

691
00:49:19,800 --> 00:49:22,599
win blocks and I'm gonna win hits
or whatever, and you can't do that,

692
00:49:22,639 --> 00:49:28,800
and points leaks some things to consider. I like points leagues for this

693
00:49:28,880 --> 00:49:35,199
reason is that you can very easily
just decide and figure out what is the

694
00:49:35,559 --> 00:49:38,400
value per dollar of each player,
and then just go from there and decide

695
00:49:38,559 --> 00:49:42,800
the relative value of each player.
So I'm a fan of that. It's

696
00:49:42,800 --> 00:49:45,840
a little bit easier to track.
But then I guess some of the negatives

697
00:49:45,880 --> 00:49:52,360
are assigning relative value to the different
points. Is it are those hits worth

698
00:49:52,719 --> 00:49:55,880
a block, or is a shot
worth a hit? Or how much more

699
00:49:55,920 --> 00:50:01,119
is a goal worth? In a
peripheral category, things are maybe a little

700
00:50:01,159 --> 00:50:05,280
bit more debatable, But I think
that's easier to come to an agreement on.

701
00:50:06,440 --> 00:50:09,360
What do you think? Jesse agreed
on that this is the eternal struggle,

702
00:50:09,559 --> 00:50:16,519
and points versus cats does hit even
a different level of complexity when it's

703
00:50:16,519 --> 00:50:22,159
points versus cats versus dollars. Yeah, it does make it difficult, and

704
00:50:22,880 --> 00:50:28,239
I'm becoming I'm coming around to just
by the bye, I'm coming around to

705
00:50:28,280 --> 00:50:32,320
the idea that in fan tracks,
if you do a category league, you

706
00:50:32,360 --> 00:50:38,559
should weight goals by two assists,
two hits, black shots, one apiece,

707
00:50:39,239 --> 00:50:43,679
and then maybe three categories and goalies
or four categories, and goal is

708
00:50:43,760 --> 00:50:47,360
basically double weighted so that you can't
have somebody Tom Wilson in their way to

709
00:50:49,199 --> 00:50:52,559
beating Connor McDavid because all the categories
are created equal. I don't think they

710
00:50:52,599 --> 00:50:57,119
are, and I don't think power
play and special team points are the way

711
00:50:57,159 --> 00:51:01,679
to go. I think you see
the effect of a special team's points in

712
00:51:02,480 --> 00:51:07,119
points. Power play deployment equals points, So why are we rewarding We're already

713
00:51:07,119 --> 00:51:10,679
capturing that. So anyway, but
that's just a hot take. I'm firing

714
00:51:10,719 --> 00:51:15,480
off into nowhere right now. But
yeah, you are right in Victor,

715
00:51:15,920 --> 00:51:21,039
I got cold chills. I was
triggered. I almost went into a seizure

716
00:51:21,119 --> 00:51:25,239
when you talked about the idea of
people trying to start a league and figure

717
00:51:25,239 --> 00:51:30,079
out the rules on the fly.
That is, I agree with you.

718
00:51:29,840 --> 00:51:34,199
You made absolutely the right decision bailing
on that league, because I've been in

719
00:51:34,239 --> 00:51:37,599
that before. It's going to end
up a horrible experience. Folks, slow

720
00:51:37,639 --> 00:51:43,920
and steady. You need to really
think hard about even what the dollar figure

721
00:51:44,119 --> 00:51:49,840
is on the cap total. All
right, we're talking about cap league construction

722
00:51:49,960 --> 00:51:52,239
today. You can't just throw a
random number up there. You got to

723
00:51:52,280 --> 00:51:55,800
think about how many teams are in
this league, how much do real NHL

724
00:51:57,159 --> 00:52:00,840
teams caught. If you're doing a
fantasy generator, it don't matter. You

725
00:52:00,880 --> 00:52:04,920
can come up with different things.
But if it's NHL generated salaries, you

726
00:52:04,960 --> 00:52:09,360
have to be very careful on the
proportion of the size of your roster.

727
00:52:10,199 --> 00:52:14,840
You're going to have more players per
team, probably with a higher contract than

728
00:52:14,880 --> 00:52:19,320
real NHL teams do. What should
the salary cap be for the whole league

729
00:52:19,320 --> 00:52:23,320
and how should it increase over the
years as the NHL salary goes up,

730
00:52:23,360 --> 00:52:27,920
as player salaries go up. You
can't just leave it the same forever because

731
00:52:28,119 --> 00:52:30,719
that will be tighter and tighter as
time goes on. Anyway, these are

732
00:52:30,760 --> 00:52:35,920
all decisions to make. I love
it. Victor never people are so anxious

733
00:52:35,960 --> 00:52:37,559
to draft when you start, because
people are so eager. Let's know,

734
00:52:38,280 --> 00:52:53,079
No, a little codea before I
get into the commercial announcements that I always

735
00:52:53,079 --> 00:52:57,320
put at the end of the show. There's one thing I did want to

736
00:52:57,360 --> 00:53:00,400
talk about that I've learned in the
year since last year. See there's new

737
00:53:00,400 --> 00:53:06,199
material in this show, and that
is we started the Diesel four Sport League

738
00:53:06,960 --> 00:53:10,599
last summer. I initiated it.
Victor is a part of it in the

739
00:53:10,639 --> 00:53:14,719
hockey side. He has a partner
who deals with some of the other sports

740
00:53:14,719 --> 00:53:17,760
that Victor is not quite as into
and doing very well. By the way,

741
00:53:19,360 --> 00:53:22,760
and the salary system we used,
I really thought about a lot,

742
00:53:22,880 --> 00:53:28,159
especially after recording these episodes, and
I'm really proud of it. What we

743
00:53:28,320 --> 00:53:35,000
do is we use real NHL salaries, real NHL term on salaries, but

744
00:53:35,119 --> 00:53:39,599
we do allow buyouts. We have
two buyouts a year where for the remainder

745
00:53:39,599 --> 00:53:45,480
of that year you take a fifty
percent hit on the salary, and then

746
00:53:45,599 --> 00:53:50,480
in future years you were completely absolved
of the player's salary. And then we

747
00:53:50,559 --> 00:53:57,480
have also the ability we do not
have contract pretensions. We've eliminated that as

748
00:53:57,559 --> 00:54:00,599
part of the strategy. And let
me tell you why we talked earlier about

749
00:54:01,079 --> 00:54:06,039
the retentions, the fact that NHL
teams do it. We obviously are looking

750
00:54:06,079 --> 00:54:10,679
to replicate many of the things that
are in real hockey because just like everything

751
00:54:10,679 --> 00:54:15,920
else in our fantasy game, we
want it to be based somewhat on the

752
00:54:15,960 --> 00:54:21,599
real sport that we enjoy. Well, what I have been trying to do

753
00:54:21,679 --> 00:54:24,880
because we've got eighteen managers, actually
it's something in the mid twenties, because

754
00:54:24,920 --> 00:54:30,480
there's lots of teams co managed by
people won even by three people in our

755
00:54:30,559 --> 00:54:36,000
league. And again eighteen franchises playing
across four sports, and three of the

756
00:54:36,039 --> 00:54:42,000
four sports have contracts or have salaries. I should say our salary cap style

757
00:54:42,079 --> 00:54:45,760
leagues football is not because those football
people, they truly are insane when it

758
00:54:45,800 --> 00:54:51,559
comes to salaries. Don't get me
started. Nobody even knows how the football

759
00:54:51,599 --> 00:54:57,519
salary cap works. I'm fairly convinced. Well, what we did was I

760
00:54:57,639 --> 00:55:00,119
did not want it to be a
situation where we were going to have people

761
00:55:00,159 --> 00:55:05,519
come in not figure out the rules, quickly be buried, quit and then

762
00:55:05,960 --> 00:55:12,320
leave a team that was so horribly
screwed that they have they have years of

763
00:55:12,360 --> 00:55:17,360
a bad contract on their books that
they can do nothing about, and effectively,

764
00:55:17,599 --> 00:55:22,880
you know, they're destroyed. So
and then also the possibility that somebody

765
00:55:22,920 --> 00:55:28,920
would just be able to create a
super team by all kinds of contract retentions,

766
00:55:29,360 --> 00:55:31,719
which I think is, as I
said before, something that's possible,

767
00:55:31,800 --> 00:55:37,559
so without contract retentions, with the
ability to get yourself out of occasionally a

768
00:55:37,599 --> 00:55:45,400
contract mistake. And then the third
thing is if you pick up an orphan

769
00:55:45,639 --> 00:55:49,840
team, if you come in,
you have a couple of weeks where you

770
00:55:49,920 --> 00:55:55,280
have a complete amnesty to buy out
any horrible contracts that you're franchise inherited.

771
00:55:55,320 --> 00:55:59,960
Now I know Victor. I don't
want to speak for him because he's not

772
00:56:00,079 --> 00:56:06,840
here, but I will I will
put up his straw man here because I

773
00:56:06,880 --> 00:56:09,039
know at the outset didn't think that
this was going to be quite as challenging

774
00:56:09,239 --> 00:56:15,000
as some of the salary formats that
were discussed earlier. And that's very valid

775
00:56:15,599 --> 00:56:21,519
feedback. If you have an extremely
advanced salary league that's going for a long

776
00:56:21,559 --> 00:56:27,719
time and you want to have more
and more ways to sort of use things

777
00:56:27,800 --> 00:56:30,920
like the retentions to take up your
performance of your teams to a higher level

778
00:56:31,360 --> 00:56:36,840
and find additional ways for your teams
to succeed. There is certainly something to

779
00:56:37,039 --> 00:56:40,440
that, and to really put a
bite, as Victor said earlier, if

780
00:56:40,480 --> 00:56:44,599
you drop somebody, you're on the
hook for a salary for a long time,

781
00:56:44,719 --> 00:56:50,039
just like an NHL team would be
in some ways. But the truth

782
00:56:50,079 --> 00:56:52,880
of it is I was very worried, and we have had a couple of

783
00:56:52,880 --> 00:56:55,000
instances. Well, we've had one
instance where a manager dropped out of the

784
00:56:55,079 --> 00:57:00,159
league and left quite a bit of
damage, and the team that took him

785
00:57:00,199 --> 00:57:04,000
over, I just didn't think it
was fair for them not only to come

786
00:57:04,039 --> 00:57:07,800
in and have to inherit a team
that was not likely to be successful right

787
00:57:07,840 --> 00:57:13,559
away, but also to kind of
be buried for years by the last manager's

788
00:57:13,599 --> 00:57:17,679
mistakes. So I like this.
It limits. What the salary does in

789
00:57:17,719 --> 00:57:23,159
this case, is it just eliminates
the ability to build a super team,

790
00:57:23,679 --> 00:57:29,119
right, And that's really what it's
about. It's actually what we talked about

791
00:57:29,159 --> 00:57:37,320
earlier that above the bidding style leagues
and even above the even above the real

792
00:57:37,440 --> 00:57:45,119
NHL salary leagues with the retentions and
stuff, you have the possibility of the

793
00:57:45,159 --> 00:57:50,519
super team, but having a solid
salary cap based on NHL rules and with

794
00:57:50,599 --> 00:57:53,519
the ability to undo some damage while
still retaining to bite. Remember, if

795
00:57:53,519 --> 00:57:58,159
you're holding on your own franchise,
that's two buyouts a year. You get

796
00:57:58,199 --> 00:58:02,039
yourself right up against that cap.
And the cap has set such that a

797
00:58:02,079 --> 00:58:07,199
lot of people were bumping up against
that cap pretty regularly who were playing with

798
00:58:07,239 --> 00:58:12,480
fairly successful teams, and there were
still players like Tyler Segan, the aforementioned

799
00:58:12,760 --> 00:58:16,000
who were on the wire. Anyway, it was a pretty good experiment.

800
00:58:16,039 --> 00:58:21,960
If people want to hear more about
how that was constructed, I can provide

801
00:58:22,280 --> 00:58:24,239
those details for you. But I
wanted to add that on to the end

802
00:58:24,280 --> 00:58:30,000
of this episode because it's something that
I've come to come to think that it

803
00:58:30,079 --> 00:58:35,239
was designed in a way that pleased
me. It worked out very well.

804
00:58:36,039 --> 00:58:39,920
I know Victor might have a different
take on that, but I think he's

805
00:58:40,000 --> 00:58:44,039
learned to enjoy it as well.
That poor guy plays in so many leagues

806
00:58:44,440 --> 00:58:50,800
in every format. So now the
commercial announcements fan tracks is the place to

807
00:58:50,840 --> 00:58:54,320
play all of your fantasy sports.
Yes, you know that you can have

808
00:58:54,400 --> 00:58:59,079
all the different settings that you want. If you're going to play the salary

809
00:58:59,079 --> 00:59:01,440
cap leagues as probably probably the place
you need to be doing it, because

810
00:59:01,599 --> 00:59:06,639
yes, you can push a button
after we get close to the NHL season.

811
00:59:06,679 --> 00:59:07,880
It might not be set up today, but when we get close to

812
00:59:07,880 --> 00:59:14,599
the NHL season that will input either
type of NHL salaries for you. And

813
00:59:14,639 --> 00:59:16,639
there is a contract thing. There
was some discussion in the Fantasy Hockey Life

814
00:59:16,679 --> 00:59:22,079
discord this week, which is free, about is there a way to implement

815
00:59:22,119 --> 00:59:24,840
contracts so that you can see on
your screen not only what the salary is,

816
00:59:24,880 --> 00:59:29,760
but how many years are left on
that contract, And indeed there is.

817
00:59:30,719 --> 00:59:36,239
You can input all of those there's
a separate feature. Those are premium

818
00:59:36,239 --> 00:59:39,239
features, right, so you do
have to pay to get a league that

819
00:59:39,280 --> 00:59:44,960
does those things. But there's also
a free version of Fantasy Hockey on fan

820
00:59:45,079 --> 00:59:50,800
tracks fan tracs. HQ fan tracks
has lots of fantasy content. You can

821
00:59:50,840 --> 00:59:55,119
read articles there. Our FHL crew
does a great job. Content curator Kevin

822
00:59:55,159 --> 00:59:59,599
Adams, he's going to be kicking
into gear because there's a whole lot of

823
00:59:59,599 --> 01:00:04,639
prep for the team previews. Ryan
Downey, the Tidy Admiral you've heard him

824
01:00:04,679 --> 01:00:08,920
on this show recently. We're going
to let him rest his voice our resident

825
01:00:08,960 --> 01:00:15,159
opera singer, and be ready to
roll over those tidy leagues to the following

826
01:00:15,239 --> 01:00:19,639
year. Jeremy v Our lead scout. Scouting reports are popping right now.

827
01:00:20,119 --> 01:00:22,880
Jason's been helping with prospect ranks.
Brandon, you've heard him on the show.

828
01:00:22,920 --> 01:00:30,480
Website Guru Scout helping prospect ranks,
helping with visualizations. That whole website

829
01:00:30,599 --> 01:00:35,480
is amazing, as far as the
FHL player cards. If you would like

830
01:00:35,559 --> 01:00:38,480
to help build all this cool stuff
that's going on, hit Victor up in

831
01:00:38,559 --> 01:00:45,440
the discord email or on x You
can also listen to some of Victor's stuff

832
01:00:45,440 --> 01:00:50,159
on YouTube. Go check that out
as a Fantasy Hockey Life YouTube. You

833
01:00:50,840 --> 01:00:53,159
were brought to you by Dauber Hockey
and Dauber Prospects, Victors and editor.

834
01:00:53,559 --> 01:00:59,239
I'm doing a little bit of writing
for Prospects. Follow Victor's work primarily and

835
01:00:59,280 --> 01:01:02,480
his other prospect report that he does
with Peter Harlan. Be sure to check

836
01:01:02,519 --> 01:01:07,360
out Victor's articles at EP Ringside.
He is part of the fantasy team there.

837
01:01:07,559 --> 01:01:10,800
Cam Robinson, Mike Clifford, an
all star cast of writers and a

838
01:01:10,920 --> 01:01:15,199
draft seasons just around the corner,
Folks. I do a solo show called

839
01:01:15,239 --> 01:01:19,639
Dynasty Sports Life. I talk all
the Dynasty sports sometimes multiple at the same

840
01:01:19,639 --> 01:01:23,840
time. This week I found me
a guy who does a Dynasty basketball podcast.

841
01:01:23,880 --> 01:01:28,159
I'm so excited I've got him on. We're going to talk about some

842
01:01:28,199 --> 01:01:30,679
of the players who maybe didn't have
the seasons we expected this year in Dynasty

843
01:01:30,719 --> 01:01:35,559
Basketball and wondering whether they're going to
be able to pick it up for next

844
01:01:35,639 --> 01:01:39,000
year. Follow Victor and myself on
x at fan Hockey Life at Victor Newno.

845
01:01:39,039 --> 01:01:43,480
Twelve, Rate and review the podcast, Apple Pod, Spotify, wherever

846
01:01:43,559 --> 01:01:46,480
else you get your pods. Much
appreciated when you do those cool kind of

847
01:01:46,519 --> 01:01:52,119
things. Thank you for listening,
even though it's a repeat. Folks.

848
01:01:52,480 --> 01:01:55,000
I know you're out there watching the
Stanley Cup playoffs. You're sitting there thinking

849
01:01:55,039 --> 01:01:59,880
about just brewing about how those things
went for you this year, thinking of

850
01:02:00,000 --> 01:02:04,119
about next year. Always think about
next year. That's where you come back

851
01:02:04,360 --> 01:02:10,800
to your fantasy hockey life.
