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Sysyphus - Pommard
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NC 2012 : Rules and schedule Thu, 13 September 2012 02:25
NC RULES 2012


1. NC is a competition for National teams

2. Players who live, study or work in country A and have nationality B may play for either A or B.

3. Players with a double nationality may choose for which country they play.

4. Players to whom 2. and 3. applies have to decide in the preregistration phase for one nationality

5. A team formed by players working for DoW may be transnational.

6. Guests are not allowed to play. Players that are not registered players at the end of registration phase cannot play. Players are not allowed to change their names during the tournament.

7. Base for national/transnational teams is a player/country list down to rank 500 posted 6 weeks before the end of the registration phase

8. Players of the same nationality (or chosen nationality as in 2./3.) have to play together

9. Any country that has 4 or more players listed in the player/country list HAS to try to form their own national team. No team can reject a player of the same nationality unless they register a full team. If they fail to get 4 players together - see 11.
9.1 several teams per country are allowed.

10. No player that rejects to play for his nation can play for any other team.

11. Players that are not able to form a full team under these conditions may join with other nationalities regarding 8.

12. Players that are overhangs of registered nations may join transnational teams as in 11 regarding rule 8. In special cases a NC board may allow these players upon request to join a registered nations team (language problems i.e.). No national team that has declared itself 'complete' (= has rejected one or more players of their own country) may ever be joined by a player from a different country. There will be a "Split registration" in two phases, part one for the national teams, part two for the TN Teams and overhangs. In phase one only national teams can register. Two weeks before the start of the NC phase two will be opened to leave the remaining players possibility to form transnational teams regarding the rules.



13. Organisation of play

13.1. Explanation
Tournament > Round > Clash > Match > game
Clash = encounter between two teams
Match = encounter between two players
Round robin: if a group plays a round robin, each team plays against each other team in that group once.

13.2 Team's rank is decided by the sum of ratings of best 4 players as of Sunday, Sept. 16th, 23:00 CEST.

13.3 Captains
Captains can be either playing or non-playing. The captain acts as the spokesman/woman of the team in the following way:

- He/she registers the team by posting a reply on the REGISTRATIONAL thread;
- The captain sends the TD a PM WEEKLY with the four-player lineup no later than Wednesday, 11:00 PM (GMT) (the week before the start of the next round). If the TD doesn't receive it in time, she/he will use the lineup of the round before;

The players play their games (they can make arrangements by PM) and pass the results through to their captains, all within the time limit.

It is allowed to start arranging and playing a new round right after the TD has posted the pairings for the next round, even if the previous round hasn't been finished.

13.4 Board representatives
Every team nominates a representative for the NC Board when registering. The board representative will represent the teams decissions and wishes in cases of dispute or rule discussions. The team captain may but must not necessarily be team representative.

13.5 Tournament overview
The tournament will comprise 8-12 weeks including a break of a week in between round robin and knockout phase. Below the division in groups and continuation in knockout phase is shown, based on team's rank, with various numbers of teams:


6-10: Full round robin with SF and F. #1 chooses opponent in SF
6: 8 weeks
7: 10 weeks
8: 10 weeks
9: 12 weeks
10: 12 weeks

11-16: Round robin, 2 groups, with QF, SF and F. #1s choose opponent of other group in QF; cannot meet other #1 in SF, cannot meet best classified of own group in SF.
11: (1,4,5,8,9) and (2,3,6,7,10,11), 9 weeks
12: (1,4,5,8,9,12) and (2,3,6,7,10,11), 9 weeks
13: (1,4,5,8,9,12) and (2,3,6,7,10,11,13), 11 weeks
14: (1,4,5,8,9,12) and (2,3,6,7,10,11,13,14), 11 weeks
15: (1,4,5,8,9,12,13) and (2,3,6,7,10,11,14,15), 11 weeks
16: (1,4,5,8,9,12,13,16) and (2,3,6,7,10,11,14,15), 11 weeks

17-22: Round robin, 3 groups, with QF, SF and F.
4 teams advance per group, the group with the best 2nd comer will be renamed to group D, the next groups circular to E and F, then the pairings for first rd KO will be:
1E-bye, 3F-3D, 2D-bye, 2F-4E ---- 1F-bye, 2E-4D, 1D-bye, 3E-4F
best 2nd comer will be determined according to the tiebreaker rules (13.7)
Quarterfinal: 1Evs3F-3D; 2Dvs2F-4E;;; 1Fvs2E-4D; 1Dvs3E-4F
17: (1,6,7,12,13), (2,5,8,11,14,17) and (3,4,9,10,15,16), 9 weeks
18: (1,6,7,12,13,18), (2,5,8,11,14,17) and (3,4,9,10,15,16), 9 weeks
19: (1,6,7,12,13,18), (2,5,8,11,14,17) and (3,4,9,10,15,16,19), 11 weeks
20: (1,6,7,12,13,18), (2,5,8,11,14,17,20) and (3,4,9,10,15,16,19), 11 weeks
21: (1,6,7,12,13,18,19), (2,5,8,11,14,17,20) and (3,4,9,10,15,16,21), 11 weeks

22: (1,6,7,12,13,18,19), (2,5,8,11,14,17,20) and (3,4,9,10,15,16,21,22), 11 weeks

23/24: four groups (1,8,9,16,17,24)(2,7,10,15,18,23)(3,6,11,14,19,22)(4,5,12,13 ,20,21) - groups split according to ELO team rank.

1/8, QF, SF and final (16 teams advance to KO phase)

Each group gets assigned a letter A-D randomly (using toutoune`s suggestion of starting a 4 player game with 1 member of each group and seeing who is the start player - that group becomes Group A, then do it for 3 players to figure out Group B, etc.). Once a letter is assigned then the matchups are fixed.

A1 plays B4 (i.e. Group A 1st place Team play Group B 4th place team)
A2 plays B3
A3 plays B2
A4 plays B1
C1 plays D4
C2 plays D3
C3 plays D2
C4 plays D1

Quarter Finals:
A1/B4 vs. C2/D3 (winner=A)
A2/B3 vs. C1/D4 (winner=B)
A3/B2 vs. C4/D1 (winner=C)
A4/B1 vs. C3/D2 (winner=D)

Semi Finals:
A vs C and B vs D
Finals



13.6 Clash pairings in round robin stage
Pairings by number of teams in a group, team number according to team rank.

5 teams
Round 1: 1-3, 5-2
Round 2: 4-1, 3-5
Round 3: 2-3, 4-5
Round 4: 5-1, 2-4
Round 5: 1-2, 3-4

6 teams
Round 1: 1-4, 2-5, 3-6
Round 2: 5-1, 2-3, 4-6
Round 3: 1-3, 6-2, 4-5
Round 4: 6-1, 2-4, 3-5
Round 5: 1-2, 3-4, 5-6

7 teams
Round 1: 7-1, 3-5, 6-2
Round 2: 1-4, 2-5, 6-7
Round 3: 5-1, 2-3, 4-7
Round 4: 7-2, 4-5, 3-6
Round 5: 1-2, 3-4, 5-6
Round 6: 6-1, 7-3, 2-4
Round 7: 1-3, 5-7, 4-6

8 teams
Round 1: 1-6, 2-5, 3-7, 4-8
Round 2: 1-3, 2-4, 5-8, 6-7
Round 3: 1-7, 2-8, 3-6, 4-5
Round 4: 1-5, 2-6, 3-8, 4-7
Round 5: 1-4, 2-7, 3-5, 6-8
Round 6: 1-8, 2-3, 5-7, 4-6
Round 7: 1-2, 3-4, 5-6, 7-8

13.7 Match pairings
Captains choose a lineup per clash. EACH CLASH, THEY ARE FREE TO CHOOSE PLAYERS AND SLOTS THEY PLAY IN.


14. Schedule of play
14.1 Explanation
Once the draw for the next round is posted (on Thursday or Friday in the week preceding that round) the players can play their games (they can make arrangements by PM). The captain must have the results of the match before the end of the week of that round. Example: the second round, of which the draw will be posted not later than Friday, 19th of September, must be finished latest on Sunday the 28th of September.
14.2 Safe exit
Once the schedule of Round Robin is released :
If a team knows in advance that one of their players is not able to play in the time of a certain clash, they can ask for the TD's agreement to have that particular match played before the due time. It is the responsibility of the captain of that team to contact his/her peer to find an arrangement.
Each team, when ready, will send a lineup made of 1 name for that match. The remaining lineup will be sent to the TD at the time scheduled including the score of the match already played.


15.Format of a clash in Round Robin.

15.1 Duration of a match in the Round Robin
A. Number of games per match during round robin
Each match consists of 6 games.
In case of a tied game, each player will receive 0.5 point. Possible results of a match are 6-0; 5,5-0,5; 5-1; 4,5-1,5; 4-2; 3,5-2,5; 3-3.

B. Tiebreaker in Round Robin
To decide upon rank in the round robin, number of clashes won is the first tiebreaker, then the number of matches won, then the number of games won, then the round robin result between the relevant teams.
C. Starter rule
The first game is opened with random start. For subsequent games the starter alternates.


15.2. Format of clash and a match in KO Round
A. Lineups
The captain sends the TD a pm with the four-player lineup and nominates a player for the tie-breaking match (that will be played only if needed).
Players that play the first 4 matches can play the tie-breaking match.
B. Duration of a match
Best-of-seven, i.e. match is over when a player has won 4 games. A tied game doesn't count for the match. Possible results are 4-0, 4-1, 4-2, and 4-3.
C. Starter rule
Odd games are random starting, even games are started by the player that did not start the previous game. If a game is a tie, although it doesn't count for the match in terms of games won, it counts as a game played.
D.To decide upon win in the KO round, number of matches won is the first tie breaker, then result of the tie-breaking match.


16. Anti-Cheating Trust:
- Each player plays with his/her personal account. It is forbidden to have anyone else play NC games with that account. The players rating should reflect his playing strength.
- Each player plays with his/her strongest account (overall).
- Each player plays alone. Any contact with others (other than one's opponent) during the game that has to do with that current game is forbidden.

17. Nature of the games
A. 1v1;
B. US map;
C. Rated;
D. Observable: Hide cards or "buddies only" option is not allowed, but TD can allow the use of the 'hide cards' option on certain clashes if asked by captains who suspect cheating on the other side. Accidentally starting a game which is NOT observable does not have to be replayed. The opening player shall be reminded after that game about the rules. Only if he continues deliberately to start closed the match shall be given as a win to the opposing team.

19. Anti-Bot Trust
In a game between player A and B, if B is replaced by a bot, A waits till B returns and after that the game resumes, no matter what the bot did. Special cases:

19.1. After about 5 minutes (give or take), if B hasn't returned, A leaves the game. B has to make sure the game is resumed within 24 hours. If not, the TD rules:
A. A wins if B hasn't put enough effort in rescheduling the game;
B. The game is annulled if both players express the wish to do so, or if the TD rules that no one can be blamed (if neither of the players could find time, for example);
C. B wins if and only if the TD is convinced that A deliberately procastinated the resuming of the game.

19.2. In case A continues to play against the bot, the game is annulled if A can convince B or the TD that he didn't play on deliberately. Player A can't win the game anymore.

19.3. In case both players are disconnected, the game has to be resumed in 24 hours. If not, the TD rules according to the situation where only B was disconnected. In this case both players are treated equally.

20. Miscellaneous
A. It is not allowed to add players to a team after the start of the tournament unless the TD decides otherwise (mostly in case of emergency). A player can only be registered to one team. This emergency registration has to be according to rules 2./3./6./8./12.
B. In case of a dispute, one of the involved captains sends a PM to the TD with a copy to the other captain. The decision will be under the discretion of the TD. The TD will inform both captains by PM about the decision and post it in the organisational thread if necessary. The TD may request support from the NC board to cover her/his decision.
C. If a team is not able to finish a round, it forfeits all unplayed games and loses therewith each unfinished match.
D. Captains can temporarily or permanently resign during the tournament by adjusting their posting in the REGISTRATIONAL thread, in which they appoint a new captain.
E. Every team is free to choose a name; by default, every team gets the name of the team members' country.

[Updated on: Sun, 23 September 2012 23:33]

      
Sysyphus - Pommard
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Re:NC 2012 : Rules and schedule Thu, 13 September 2012 02:43
Ok About the schedule, we are headed to a 7-week Round Robin.

Seeding will be done Sunday 16th. Apologies for not being able to check the top 4 live. You can do it manually if you are a nerd. You can also use some Excel.


First lineup will be due for Thursday 20th, 23:00 CEST.


Schedule with 19 teams would look like the following :

RR - Round #	         Lineups in  TD posts	 Deadline
1                        20.09.	     21.09.	 30.09.
2                        26.09.	     28.09.	 07.10.
3	                 03.10.	     05.10.	 14.10.
4	                 10.10.	     12.10.	 21.10.
5	                 17.10.	     19.10.	 28.10.
5	                 24.10.	     26.10.	 04.11.
7	                 31.10.	     02.11.	 11.11.

KO - Round    Lineups in         TD Posts        Deadline
R12	      wed 14.11.	 thu 15.11.	 thu 22.11.
QF	      sun 25.11.	 mon 26.11.	 mon 03.12.
SF	      wed 05.12.	 thu 06.12.	 thu 13.12.
FINAL	      


With 20 teams, Group B would follow the Group C pattern.
With 21 teams, all groups would be on Group C pattern. 


[Updated on: Mon, 17 September 2012 15:38]

      
RMarkes
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Re:NC 2012 : Rules and schedule Thu, 13 September 2012 22:09
Sysyphus AMD wrote on Thu, 13 September 2012 01:25


13.7 Tiebreaker
To decide upon rank in the round robin, number of clashes won is the first tiebreaker, then number of matches won, then number of games won less number of games lost, then the round robin result between the relevant teams.


imho if:

Team A: 3-2 clashes; 12-9 matches and one less game won than B
Team B: 3-2 clashes; 12-9 matches
and Team A won 4-0 vs Team B

Team B on high rank seems very unfair

Don't know what other teams think about this, but in my opinion the rule should be:

13.7 Tiebreaker
To decide upon rank in the round robin, number of clashes won is the first tiebreaker, then the round robin result between the relevant teams, then number of matches won, then number of games won less number of games lost


      
Sysyphus - Pommard
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Re:NC 2012 : Rules and schedule Thu, 13 September 2012 22:16
Yes, head-to-head clash should be the second tie-breaker.

I will include it in the next vote early during the Round Robin, once all the teams are known, as well as the tie-breaker offered by Drake.

[Updated on: Thu, 13 September 2012 22:17]

      
Sysyphus - Pommard
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Re:NC 2012 : Rules and schedule Fri, 14 September 2012 15:01
Seeding as of this morning, average of top 4.
Courtesy of Mr-I-do-all-the-shadow-work, Dom !

UEG 3843
BIP 3811
Red 3767
TuS 3753
AMD 3737
PRUE 3706
CAT 3703
Cham 3698
AT 3685
AGT 3683
SOS 3680
OLE 3672
TIC 3646
YWN 3610
White 3552
Pink 3533
SMP 3531

[Updated on: Fri, 14 September 2012 16:20]

      
Elric - Sancerre
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Re:NC 2012 : Rules and schedule Fri, 14 September 2012 15:52
Just minor comments about 'NC Ranking'...

- as for WhiteTrain, there's still a mistake in Ids : OLE Bats Id is 91262, and not 91962 (mistake in OLE Registration post too)

- about french teams acronyms, it's better to read Champ (than Cham) , and Rosé (than Pink).

Btw, good effort for AMD average ! Wink
      
Sysyphus - Pommard
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Fantasy teams Sun, 16 September 2012 04:56
Talking about Schedule, I hope we will be able to have our Fantasy and Nightmare Team games...

I just read the thread of the Nightmare Fantasy team...
That was good !

Onyx ? Still up ?

[Updated on: Sun, 16 September 2012 05:07]

      
onyx puffin
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Re:Fantasy teams Sun, 16 September 2012 06:29
Sysyphus AMD wrote on Sat, 15 September 2012 22:56

Talking about Schedule, I hope we will be able to have our Fantasy and Nightmare Team games...

I just read the thread of the Nightmare Fantasy team...
That was good !

Onyx ? Still up ?


Well I definitely hope to run the fantasy game.
Not so sure about the Nightmare.
Part of this depends on AGT DN and if there is a computer program to run the records easily. Otherwise I have to do the records by hand. DOing that with Fantasy was one thing time wise, trying to do both would be a bit much.

I hope to put in a thread with rules for Fantasy game after registration date is closed.

[Updated on: Sun, 16 September 2012 06:30]

      
AGT-DN
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Re:Fantasy teams Sun, 16 September 2012 09:34
onyx puffin AMD schrieb am Sun, 16 September 2012 06:29

Part of this depends on AGT DN


I can use last year's tables (even if there's a lot of modifying to do...)
      
Sysyphus - Pommard
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Re:Schedule NC Sun, 16 September 2012 20:12
We are gonna have 22 teams.


Rules says

22: (1,6,7,12,13,18), (2,5,8,11,14,17,19,22) and (3,4,9,10,15,16,20,21), 11 weeks

But some years ago, Stephan rightly pointed out :

Quote:


Why if there were 22 teams would group 1 have six teams and groups 2 and 3 have 8 teams? Should that not be 7, 7, and 8 teams? Teams in group 1 will wait two extra weeks for other groups to finish potentially meaningless matches against teams that don't even count for placings.

The reason I ask is because my guess for number of teams this year is 22



Masimo answered :
Quote:


Sorry Stephan - I can not really answer that one. That part of the rules is taken from the original (2005) rules set up by bassie. It has never been changed.



Now, that NC will have 22 teams for the first time, I think we should move from groups of 6, 8, 8 to groups of 7, 7, 8.
Rui brought that suggestion earlier in the lobby, and I think he's right.

Bye's are not a problem, and it preserves a better balance in the Round Robin. (looks more fair to take the top 4 in groups of 7 and 8 teams than take top 4 in groups of 6 and Cool.

So, if nobody voices up against it by then, and because of timeline, groups will be formed like this :

[b]22: (1,6,7,12,13,18,19), (2,5,8,11,14,17,20) and (3,4,9,10,15,16,21,22), 11 weeks

I'll try to come up with a new schedule for the KO Round. We need to have it done by Xmas.

[Updated on: Sun, 16 September 2012 23:59]

      
Knockando
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Re:Schedule NC Sun, 16 September 2012 20:30
I prefer 7 + 7 + 8 than 6 + 8 + 8 : not enough matches for the group of 6 teams !
      
Qorlas
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Re:NC 2012 : Rules and schedule Sun, 16 September 2012 21:00
7+7+8 is better for the scheduling too
      
Sysyphus - Pommard
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Re:NC 2012 : Rules and schedule Sun, 30 September 2012 18:27
I was asked the question by a captain : is "most games in won in a clash" a tie-breaker to give the win or the loss to a team in Round Robin ?

Answer is no.

When a clash ends up being 2-2, if team A wins 12 games and team B wins 9 games, both teams receive 0.5 point at the end of clash.


For the TD,

Dea1, Qorlas and Sysyphus.

Thanks all.
      
Sysyphus - Pommard
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Re:NC 2012 : Rules and schedule Tue, 23 October 2012 02:53
1)
Here's an updated schedule for the playoffs, to make sure final could be scheduled before the weekend of Xmas holidays.


         Lineups due     Lineups in      Deadline

R12	 tue 13.11.	 wed 14.11.	 wed 21.11.
QF	 fri 23.11.	 sat 24.11.	 sat 01.12.
SF	 mon 03.12.	 tue 04.12.	 tue 11.12.
FINAL	                 fri 14.12	 wed 19.12


2)
For the final, it is STRONGLY recommended to agree on playing times per slot before handling the lineup to the TD.


Too many matches were played without any spectator, giving very little interest and support to the final contenders.

Not sure if we have to make a rule of it, but captains are responsible (hopefully, responsibility is not too big of a word for everybody) for the fun of the event and for the spectators.


3)
About the tie-breaker match in KO round :

Remember : in KO round, 4 matches are played in a clash.
In case of a tie, a tie-breaker match is planned.

Considering the tight schedule :
a) The tie-breaker match can be played whenever during the week dedicated for the clash. (Can be played before the last match).

Obviously, it would be more fun and spicy to have the tie-breaker match as the decisive game. Players can still try their best to schedule it on the last days of the given time if possible.
But let's be realistic, it might be impossible on certain occasions.

b) If need be, tie breaker match could be played deadline-day +1.
(Flexibility can be given to the captains concerned for the next lineup due date, trusting good communication with the TD).

Any other idea ?


[Updated on: Tue, 23 October 2012 03:33]

      
    
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