Rules
How will this tournament work?
We will have 8 teams. These two teams will be divided into two different QR pools where each team plays each other once. The Qualification rounds last for three weeks. Every team will advance from the QR. After that we will move on to double elimination phase. In this phase, you start at the top bracket. If you lose your match at the top bracket, you will be sent to the bottom bracket where you have to play two matches per week to advance. If you lose a match at the bottom bracket, you are elimininated.
If the finals tie, we will have a sudden death round where a team has to win two games in a row to be the champion. Both teams will be able to take turns in picking which maps to play. These maps must be maps that were used previously in the tournament. The top bracket champions get the first pick.
When will the tournament start and registration ends?
The tournament will start with the QR's on the first weekend of June. Registration for teams ends at the last day of May. Players can still be added to teams after this though. The player registration will end after the QR's are over on friday of the week double elimination starts.
Roster limit?
At first it'll be 10 players per team. However, keep in mind that I will probably increase the roster limit later on to prepare for the influx of players. You need at least 4 players to register a team. Also keep in mind that I will reserve the right to delete some teams to make room for others if needed. The likely scenario where this might happen is if we reach some awkward number of teams where the team that signed up last is a likely forfeit team. My goal is to have 8 teams that are certain to always show up for matches in force. I will not accept teams that just plan to ride on using the substitute system.
In the unlikely scenario of actually getting more than 8 teams that would actually plan on showing up, I will reconsider the team limit.
Substitute system
I will be making a list of 20 to 30 players that are able to act as substitute players for this tournament. Basically, the substitute players are able to play for any team in this tournament with some limitations. Only players I approve as substitutes can act as one. The idea behind this system is to reduce the number of matches where one team is undermanned. These substitute players can be used to fill in roster gaps for matches like this. However, the idea is not to allow teams to increase their power level by just using substitute players, so there are certain limitations to the system. Subs are simply gap fillers, not power players. Every player can only be registered in one team, which will be their real team, so you can't register these players on your team. The need for substitutes will be evaluated on a match by match basis. Both teams must agree to allow the use of substitute players in their match, otherwise their presence is not allowed.
Details:
Five trow teams: Can use one 4 ball player and unlimited amount of 3 or below players as substitutes.
Four trow teams: Same as 5 trow teams.
Three trow teams: Same as 5 trow teams.
Two trow teams: Are allowed to use three 3 ball players as subs or one 4 ball and 1 three ball player and unlimited amount of two or below ball players.
One trow teams: Same as two trow teams.
Five ball players are not allowed as subs.
Four ball players can be sub for anyone as long as the limitations are followed.
Three ball players are the ideal kind of subs and can sub for any team, as long as the limitations above are followed.
Two ball players can sub for any team with no limitations.
One ball players (aka new players) are not taken as subs.
Teams are not allowed to bench their actual players in favor of subs. The ball and trow ratings for players and teams will be based on how I rate them.
The list of substitutes can be found here.
Fallback times
Your fallback times depend on what timezone you choose and which timezone your opponent has chosen, so they are unlikely to always be the same. You are of course always allowed to try to reschedule your matches with your opponents.
Type .time in the mariusnet lobby to find out what the server time is.
If you choose America...
...and you play a team from America: Sunday, 4pm server time
...and you play a team from Europe: Sunday, 2pm server time
...and you play a team from Japan/Australia: Saturday, 7pm server time
...and you play a team with international timezone: Saturday, 7pm server time.
If you choose Europe...
...and you play a team from America: Sunday, 2pm server time
...and you play a team from Europe: Sunday, 1pm server time
...and you play a team from Japan/Australia: Sunday, 8am server time
...and you play a team with international timezone: Sunday, 6am server time
If you choose Japan/Australia...
...and you play a team from America: Saturday, 7pm server time
...and you play a team from Europe: Sunday, 8am server time
...and you play a team from Japan/Australia: Saturday, 10am server time
...and you play a team with international timezone: Saturday, 10am server time
If you choose international timezone...
...and you play a team from America: Saturday, 7pm server time.
...and you play a team from Europe: Sunday, 6am server time
...and you play a team from Japan/Australia: Saturday, 10am server time
...and you play another international team: Saturday, 7pm server time.
Anything else regarding the gaming itself?
Do not have veteran units enabled in a tournament game. Do have unit trading enabled unless the game is specified as NUT. You need at least two players present to actually play your match. The player cap for games is 8 per team this year, but if the other team has less than 8 players present you are only allowed to play with 6 players unless they had 7 players, in which case you can use 7 players as well.
Observers are not allowed to talk after the planning time is over. Even during the planning time observers are not allowed to give advices or discuss strategy or stuff like that.
Scoring will work like this:
Victory is worth 5 points.
A tie is worth 2 points.
A loss is worth 0 points.
General abuse
Using glitches and other questionable antics to win your games is not allowed. Notable examples of these are blowing the balls into positions where people can't reach them with the units available in the map and sinking units into positions where they are unattackble (doesn't include undead units obviosly).
And of course dummying is still illegal outside the substitute system.
We will have 8 teams. These two teams will be divided into two different QR pools where each team plays each other once. The Qualification rounds last for three weeks. Every team will advance from the QR. After that we will move on to double elimination phase. In this phase, you start at the top bracket. If you lose your match at the top bracket, you will be sent to the bottom bracket where you have to play two matches per week to advance. If you lose a match at the bottom bracket, you are elimininated.
If the finals tie, we will have a sudden death round where a team has to win two games in a row to be the champion. Both teams will be able to take turns in picking which maps to play. These maps must be maps that were used previously in the tournament. The top bracket champions get the first pick.
When will the tournament start and registration ends?
The tournament will start with the QR's on the first weekend of June. Registration for teams ends at the last day of May. Players can still be added to teams after this though. The player registration will end after the QR's are over on friday of the week double elimination starts.
Roster limit?
At first it'll be 10 players per team. However, keep in mind that I will probably increase the roster limit later on to prepare for the influx of players. You need at least 4 players to register a team. Also keep in mind that I will reserve the right to delete some teams to make room for others if needed. The likely scenario where this might happen is if we reach some awkward number of teams where the team that signed up last is a likely forfeit team. My goal is to have 8 teams that are certain to always show up for matches in force. I will not accept teams that just plan to ride on using the substitute system.
In the unlikely scenario of actually getting more than 8 teams that would actually plan on showing up, I will reconsider the team limit.
Substitute system
I will be making a list of 20 to 30 players that are able to act as substitute players for this tournament. Basically, the substitute players are able to play for any team in this tournament with some limitations. Only players I approve as substitutes can act as one. The idea behind this system is to reduce the number of matches where one team is undermanned. These substitute players can be used to fill in roster gaps for matches like this. However, the idea is not to allow teams to increase their power level by just using substitute players, so there are certain limitations to the system. Subs are simply gap fillers, not power players. Every player can only be registered in one team, which will be their real team, so you can't register these players on your team. The need for substitutes will be evaluated on a match by match basis. Both teams must agree to allow the use of substitute players in their match, otherwise their presence is not allowed.
Details:
Five trow teams: Can use one 4 ball player and unlimited amount of 3 or below players as substitutes.
Four trow teams: Same as 5 trow teams.
Three trow teams: Same as 5 trow teams.
Two trow teams: Are allowed to use three 3 ball players as subs or one 4 ball and 1 three ball player and unlimited amount of two or below ball players.
One trow teams: Same as two trow teams.
Five ball players are not allowed as subs.
Four ball players can be sub for anyone as long as the limitations are followed.
Three ball players are the ideal kind of subs and can sub for any team, as long as the limitations above are followed.
Two ball players can sub for any team with no limitations.
One ball players (aka new players) are not taken as subs.
Teams are not allowed to bench their actual players in favor of subs. The ball and trow ratings for players and teams will be based on how I rate them.
The list of substitutes can be found here.
Fallback times
Your fallback times depend on what timezone you choose and which timezone your opponent has chosen, so they are unlikely to always be the same. You are of course always allowed to try to reschedule your matches with your opponents.
Type .time in the mariusnet lobby to find out what the server time is.
If you choose America...
...and you play a team from America: Sunday, 4pm server time
...and you play a team from Europe: Sunday, 2pm server time
...and you play a team from Japan/Australia: Saturday, 7pm server time
...and you play a team with international timezone: Saturday, 7pm server time.
If you choose Europe...
...and you play a team from America: Sunday, 2pm server time
...and you play a team from Europe: Sunday, 1pm server time
...and you play a team from Japan/Australia: Sunday, 8am server time
...and you play a team with international timezone: Sunday, 6am server time
If you choose Japan/Australia...
...and you play a team from America: Saturday, 7pm server time
...and you play a team from Europe: Sunday, 8am server time
...and you play a team from Japan/Australia: Saturday, 10am server time
...and you play a team with international timezone: Saturday, 10am server time
If you choose international timezone...
...and you play a team from America: Saturday, 7pm server time.
...and you play a team from Europe: Sunday, 6am server time
...and you play a team from Japan/Australia: Saturday, 10am server time
...and you play another international team: Saturday, 7pm server time.
Anything else regarding the gaming itself?
Do not have veteran units enabled in a tournament game. Do have unit trading enabled unless the game is specified as NUT. You need at least two players present to actually play your match. The player cap for games is 8 per team this year, but if the other team has less than 8 players present you are only allowed to play with 6 players unless they had 7 players, in which case you can use 7 players as well.
Observers are not allowed to talk after the planning time is over. Even during the planning time observers are not allowed to give advices or discuss strategy or stuff like that.
Scoring will work like this:
Victory is worth 5 points.
A tie is worth 2 points.
A loss is worth 0 points.
General abuse
Using glitches and other questionable antics to win your games is not allowed. Notable examples of these are blowing the balls into positions where people can't reach them with the units available in the map and sinking units into positions where they are unattackble (doesn't include undead units obviosly).
And of course dummying is still illegal outside the substitute system.