More Information about the IBA
One of the best ways to get a handle on what the IBA is about is to tool
around in the IBA archive. For example, have a look at the home page for
IBA 2009
League 1.
Though the IBA 2009 season is over, you can navigate the links and see
some of the IBA utilities for yourself. During the discussion that
follows, links back to the IBA 2009 web site are used to illustrate the
general functionality of a specific utility (when applicable). The
differences between the 2009 and 2010 utilities are minor.
The Draft
Once you sign up for the IBA, you will be invited to participate in the
interactive draft. In the draft, you will be allowed to hand pick your
first five players (the rest of which will be assigned to you by the
draft scripting engine). The draft is done on-line and at a time that
each coach in the league mutually agrees upon. The order of the draft is
based upon the previous years regular season finish, i.e. those teams that
finished with the worst record pick first (just like in the NBA). If you
didn't play in the IBA last year, your draft pick will be inserted between
1) those teams who played last year and did not make the playoffs,
and 2) those teams who played last year and did make the playoffs.
The first pick of the first round of the draft is made by the team in the #1
drafting spot. The last pick of the first round of the draft is made by
the team with the #16 drafting spot. The subsequent rounds of the draft
then alternate 16->1, 1->16, etc. So the #1 drafting team gets the #1
and #32 picks in the draft overall, whereas the #16 drafting team gets
the #16 and #17 picks in the draft overall. The draft is set up well
before the season starts and each player is given a generous amount of
time (within reason) to make their picks. The "slow" format of the
draft allows for each coach to make their picks without disrupting their
non-fanstasy-basketball commitments. Typically, only the first 10 rounds
are done manually by the IBA coaches. Though sometimes the draft rounds
are extended or shortened depending on how much time is available.
Please see the
IBA 2009
League 2 Draft Board for an example of how an IBA draft unfolds.
The players you see in the draft are ordered by their TENDEX
ratio sorted from highest to lowest. The TENDEX is a ratio computed from
several key statistical data points: 1) points scored, 2) assists, 3) steals,
4) rebounds, 5) blocks, 6) turnovers, 7) field goals attempted, 8) field
goals made, 9) free throws attempted, 10) free throws made, and 11) minutes
played. The player's number of
fouls is also considered but isn't used in the ratio itself; instead it is
used in the gameplay as an IBA game is played ... but
tsk tsk, don't worry about that for now (the curious reader is referred
to the presentation of IBA gameplay
minutiae; but try and come back here and pick up where you left off).
Here is the formula used to compute the TENDEX ratio:
pts + asst + steal + reb + blck - to - (fga - fgm) - (fta - ftm)
TENDEX = ------------------------------------------------------------------
minutes played
Before the draft begins, you should prepare for the draft by reviewing
the TENDEX leaders for the current year.
But perhaps more important, is the historical data of players for
previous years (see
TENDEX leaders for 2009,
TENDEX leaders for 2008).
On each of the leader pages you can follow the player name links to review
the statistical information for a specific player (for example,
see Chris Paul).
On these player stats pages, a summary of year by year statistical information
is available as well as game by game statistical data for the games played
in the last few days. Other useful links on the player stat pages include
a player statistical graphs link (for example,
see Chris Paul),
and links to Roto News sites.
As a general rule, you should attempt to draft players with the highest
TENDEX ratio. There are exceptions of course, for example, you may consider
the age of a player, the liklihood of injury, or the promise of a newly
found starting role as a reason to overlook a player with a higher TENDEX in
favor of another with a lower TENDEX. Remember that once you select or
overlook a player, your decision is final... and as always, hindsight is
20/20. Botching a pick in the IBA draft can leave you with a hollow feeling
inside; a feeling comparable to getting your stock portfolio value sliced
in half in a single day (depending on the size of your portfolio).
The Lineup, Gameplay Overview, and Scouting Reports
Once the draft is complete, your new recruits can be managed using the
IBA lineup management wizard (see
example).
Like the NBA, you will need to pare your lineup down to 12 active players.
You are also allowed (like the NBA) to put 3 players on injured reserve.
You will note that there are links on the lineup management wizard that
allow you to shuffle your players up and down in the depth chart.
You can also place players on the IL, activate players from the IL,
change the active position of players (if applicable), cut players, and
sign new players. You can also review your upcoming schedule, previous
team results, your transaction history, and scouting reports (see links at
top of the
example page).
You'll also want to take note that in addition to the 12-person limit
of active players on your roster and the 3-person IL maximum, there are
other restrictions placed on your lineup. For example, if you sign on
a new player, you must keep that player on your roster for a minimum of
10 days. This mimics the 10-day contract minimum the NBA places on all
NBA franchises. A player after he is signed must also undergo a 24-hour
"examination process" before that player can actively play for your IBA
team. This is meant to mimic the NBA in that once a player is signed
typically that player must undergo a physical examination. It is also
in place to discourage "ringer" action.
You must also leave a player on the IL for a minimum of 1 day. This
loosely mimics the 1-game requirement that is found in the NBA.
The main function of the lineup management wizard is to order
your players for your upcoming IBA contests. The goal, of course, is to
try and set your lineup such that you produce a maxiumum amount of
points which hopefully is more points then your opponent will score.
Setting your lineup is in part scientific and in part a feeling deep
down in your gut (yes, that far down) -- it is the yin and the yang
at the core of the IBA experience.
Of course, you cannot efficiently set your lineup without first having
an understanding of how the gameplay works. A brief overview is presented
here (the curious reader is referred
to the presentation of IBA gameplay minutiae).
Each IBA contest is split into minutes, 240 minutes of gamplay for each
team (why 240? 5 players * 4 quarters * 12 minutes/quarter). Of those
240 minutes, 48 of which are designated as "Center" minutes, 96 are
designated as "Forward" minutes, and 96 are designated as "Guard" minutes.
You can look at it this way:
- your starting center plays 38 minutes; your backup center plays 10
- your two starting forwards play 38 minutes each; your backup forward
plays 20 minutes
- your two starting guards play 38 minutes each; your backup guard
plays 20 minutes
This is just a general rule. Sometimes the centers, forwards, or guards
you have in your lineup may not have played enough minutes in their
NBA game or perhaps fouled out. When your starting players foul out
or can't field minutes, then the backups start picking up the extra
time.
Points are scored in IBA games by multiplying a player's TENDEX (see
the formula listed above) by the number of minutes that player plays
in an IBA game. For example, consider the following line for Chris Paul:
MIN FGM/FGA FTM/FTA 3PM/3PA REB AST STL BLK TO PTS PF
34 10/21 6/8 2/4 3 11 4 2 6 28 2
The TENDEX is computed by taking the good stats
(pts + asst + reb + stl + blck); subtracting the bad
(missed ft + missed fg + to); and dividing my minutes played.
In this case it would be (28+3+11+4+2-11-2-6) / 34 or 0.853.
Since the IBA contest would play Chris Paul for 38 minutes, a fraction
of the numbers from Paul's previous game would also be computed and
averaged into the numbers. But for the sake of this example, let's
assume that the numbers for the NBA game Paul played in before the
example above were a little poorer and his effective 38 minute TENDEX
was dragged down to 0.825. His IBA gameplay productivity would then
be computed as 38 IBA minutes mulitple by his TENDEX (0.825) to compute
to 31.35 points for the IBA game.
Each player that you position in your lineup for your IBA game is
treated in this same manner. The gameplay engine first decides how
many IBA game minutes are available for the player (38, or 20, or 10,
or whatever); then the gameplay engine determines what that player's
effective TENDEX would be for that amount of minutes by looking at
that players last NBA game performances (the gameplay engine only
looks back three games for player data); then the gameplay engine
multiplies that effective TENDEX value by the number of IBA game
minutes to produce the IBA points scored. Then obviously, each
player's IBA points are summed to produced your total IBA game score.
The same process is repeated for your opponent and whoever scores
the most points wins.
Please refer to the following examples from the IBA 2009 season to
help you get a general feel for how IBA contests are scored:
Now that you have a handle on how the IBA games are scored, you can
effectively set your lineup for your own games. When setting your
lineup, you want to place your players with the best stats at the
top of your lineup order. But, don't look at the overall season
stats first, look at the stats for their most recent three games. This
is neatly summarized using the "Scouting Reports" link provided near
the upper left of your lineup listing (see
example page).
On your scouting report you can see a summary of the stats for each
of the games your players most recently participated in. You can also
use the left hand menu items on your scouting report to view the
projected theoretical gameplay (see
example page).
The scouting report is a convenient and valuable tool that you should
consult on each day of your IBA contests.
One thing that the scouting reports are particularly useful for is to
allow you to quickly isolate the 'idle' players on your lineup, or
those players which do not participate in an NBA contest on the same
day as your IBA game. The stats that these idle players had in their
previous NBA games will determine where you place that player in your
lineup for your IBA game. If the 'idle' player had good stats, you
would do well to put that player at the top of your lineup since you
will be guaranteed those corresponding points in your IBA game.
Conversely, you will want to place an 'idle' player with bad stats
in his previous game low on your lineup order.
Obviously, the scouting reports cannot project data for those 'non-idle'
players on your lineup (i.e. those who participate in an
NBA game on the same day as your IBA game), so you'll need to use your own
good judgement (your gut feelings) when ordering those players in your
lineups. You might base your decision on a number of factors: including
what the opponent they will be facing; whether the player is playing at
home or on the road; whether the player is playing back to back games;
and of course, the overall TENDEX ratio of the player should probably be
considered.
One thing you will want to note about your lineup
and your scheduled IBA contests. On the days of your scheduled IBA games,
you must have your lineup set by 6:15pm MST (5:15pm PST, 8:15pm EST).
At this time the lineups are "frozen", or more correctly, a snapshot is
saved of your lineup configuration to be used for the IBA gameplay engine.
The IBA games are not played on the day they are scheduled per se, they
are actually played the following morning at around 7:45am MST (6:45am PST,
9:45am EST) since the NBA stats cannot be downloaded until the following
morning.
Player Transactions
So your promising draft pick turned out to be a flash in the pan eh?
Your old veteran gave his kidney up to a former college alum and is out
6-8 weeks? Don't worry, in the IBA there are always players available to
sign to a 10-day contract. If things work out, you can keep the player on
for the rest of the season. There are many 'journeymen' in the IBA;
players that play for 10 days on a team, are cut, and then picked up by
another team for 10 days.
Finding these journeymen by watching cable or the internet as the games
unfold can be a tedious process (though it is often done by the more
zealous IBA coaches). But the reward of finding that rare journeyman
gem after starring bug-eyed at the TV or a monitor can be unbelievably
fulfilling. The opportunity alone to gloat over your find to the IBA
coaches mailing list is reason enough for many to hunt. For those that
keep regular sleeping hours, the "Available Players"
statistical report (see
example)
can be used to isolate possible players that could help
your team out in a pinch. Once found, these journeyman can be signed
to your lineup for a 10-day contract using your lineup management wizards.
Of course, in order to make room for your newly signed player, you may
need to cut a player from your lineup. This utility is available in your
lineup management wizard (see
example lineup wizard).
You can also make trades with other willing IBA coaches. Simply contact
a fellow coach and make your offer. If the coaches involved in the trade
mutually consent, send the trade to the league commissioner to have it
approved and finalized.
Your transaction history is tracked and can be reviewed at any time using
the link provided in your lineup management wizard (see
example).
Player acquisitions, player releases, injured reserve activations, and
placements on the injured list are all tracked. Your micromanagement
skills can reap you rewards in terms of W's, so keep a close eye on your
lineup and your eyes open for any available players that have a good night
(followed by a few days of not playing <wink>).
Season Schedule
A rigorous
82 game schedule
is built for each IBA league. The schedule is composed of 8 contests with
each of your three division rivals (24 games), 6 contests with your other
four conference opponents (24 games), and 4 contests with each of your
non-conference foes (32 games). You are also scheduled an additional 2
contests with one of your non-conference foes to make the total add up
to 82.
Team Results
League Standings
Team Ranking and Coaching Efficiency Ratings
Post-season Playoffs
Credits
The Wonder Twins originally conceived the IBA. Over the course
of many years, the IBA evolved from a single on-paper fantasy league to
the multiple on-line fantasy leagues today. Most of the code for the
IBA is currently maintained by Space Ghost.