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onyx puffin LOL
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Posts: 1684
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January 2005
Champions League Rules 2011 Thu, 17 February 2011 14:52
Although some of these could change depending on numbers, here are the rules at this point for Champions League 2011


Champions League Rules (2011) - comprehensive version

The Champions League (CL) is a team tournament. The tournament consists of a League stage (round robin) where teams play each other twice, and a knockout stage for the quarter-finals, semi-finals and final. All games are 2-player, taking place on the US map only. Most matches will be Best of 5 encounters.


Team formation

1.1 Teams are to consist of 4 players.

1.2 No two players on a team can be of the same nationality. Therefore, teams of 4 players must comprise 4 different nationalities.

1.3 Players who live, study or work in nation A yet have nationality B, can play with either nationality A or B.

1.4 Players with dual nationality may play with the nationality of their choice.

1.5 If a player is unable to form a team of 4 unique nationalities, teams consisting of two or more players of the same nationalitiy will be considered by the Tournament Director (TD) as part of the registration phase process.

1.6 No team of two or more players of the same nationality may register to play if there are enough registered players left to form a team with all unique nationalities.

1.7 If a player holds multiple DOW accounts, he/she must use their highest ranked account. See rule 3.10.

1.8 Teams must allocate a Captain (and vice-Captain) who will be responsible for submitting team lineups to the TD.

1.9 In the event of a vote (or such like) required during the tournament process, the Captain (or vice-Captain in his/her absence) represents the voice of the team.


2. ELO limitation

2.1 Team strength will be limited by ELO level. A player's ELO will be determined by the combined score (sum) of their US map and 2-player ELOs.

2.2 A team's overall ELO will be determined by the total (sum) US/2P ELO of the 3 highest ranked players. For a 4 player team, the ELO of the lowest ranked player will have no impact on total (sum) team ELO.

2.3 ELO scores of the majority of players are to be posted in the registration thread when registering. prior to registration. Once registered, players' ELO will not affect their registration nor participation in the tournament.

2.4 If a player's ELO is not posted prior to registration, ELO will be measured at the moment of team registration.

2.5 A team's total (sum) US/2P ELO for the highest ranked 3 players must not exceed 11200, averaging combined US/2P ELO of 3733 per player.


3. Team Registration

3.1 A maximum of 32 teams can be registered for this tournament. Teams are accepted in accordance with the rules on a 'first come, first served' basis. Teams must register through the appropriate thread in the Competitive Play forum.

3.2 It is the discretion of the TD whether to accept the registration of any team or single player. If registration is not accepted, the TD will not be required to explain their reasons.

3.3 The registration process includes both team registration and single player (having no team) declaration of intention to play.

3.4 The TD will check that teams have adhered to the ELO limit at the time of registration, and contact the declared Captain if there appears to be any irregularity.

3.5 Registration will comprise three phases.

3.6 Phase 1: Teams with all players of unique nationalities only. Single players (having no team) must declare their intention to play during this phase. No player will be allowed to join the tournament following the end of this first phase, unless at the discretion of the TD. During this phase, declared single players may form and register teams as per the rules.

3.7 Phase 2: Teams with all players of unique nationalities, comprising the declared single players left over from Phase 1.

3.8 Phase 3: Teams with two or more players of the same nationality left over from Phase 2. As stated in rule 1.6, players must form viable teams from the pool of declared players at this point if at all possible.

3.9 At the moment of team registration, teams are required to declare: (i) all players' names; (ii) all players' nationalities; (iii) all players' US/2P combined ELO (as posted in the thread); (iv) the total US/2P combined ELO of the team (highest ranked 3 players); and, (v) the proposed Captain and Vice-Captain.

3.10 Any team/player found abusing or manipulating the registration rules in their favour to form a team in Phase 3 will be disqualified and no player from this team may join the tournament.[/b]


4. Team play

4.1 All rounds of the tournament will comprise team play, namely 3 team members will play a series of games (a match) against 3 players from an opposing team.

4.2 The Captain must select the 3 players for each league, Quarter-final, Semi-final and Final matches from his/her registered team. If a team is registered with only 3 members, all will play in each stage. A team of 4 players will have 1 member left as a non-player (substitute - see later in the rules).

4.3 For all stages with 'home' and 'away' legs (league stage, Quarter- and Semi-final stages) the Captain is free to select a different permutation of 3 players for each clash. It is not necessary that the same 3 players participate in both 'home' and 'away' legs.

4.4 Captains must PM/email the TD with their team of 3 selected players before the start of each clash-week.



5. Seeding and Grouping for the League stage

5.1 The League stage will comprise the registered teams being allocated a League based on seeding.

5.2 The number of separate leagues in this stage will depend upon the number of registered teams: 12 - 16 teams registered = 4 leagues, 17 - 20 teams = 5 leagues, 21 - 24 teams = 6 leagues, 25 - 28 teams = 7 leagues, 29 - 32 teams = 8 leagues

5.3 The maximum number of teams in a league will be 4. The minimum number of teams in a league will be 3.

5.4 Seeding of registered teams will take place following the end of the registration process.

5.5 Teams will be seeded based on their total US/2P ELO of the 3 highest ranked players in each team at this time, not using the original ELO scores as published at the beginning of the registration process.

5.6 In the event of a tie, seeding will be based on the total US/2P ELO of the 2 highest ranked in each of the tied teams. In the Scenario of a further tie, seeding will be based on the US/2P ELO of the highest ranked player in each of the tied teams.

5.7 The set of highest ranked teams, equal to the number of leagues (6 leagues = set of 6 highest ranked teams) will become the top seeds for each league. These teams will not face each other until the knockout rounds.

5.8 All teams will be distributed amongst the league according to their rank, starting with the set of the highest ranked teams (the top seeds), 1 team per league. Once a team has been allocated a league, no other team from this set can be allocated the same league.

5.9 The set of highest ranked teams (the top seeds) will take up position 'A' in their respective league.

5.10 The next set of highest ranked teams, equal to the number of leagues, will be distributed randomly amongst the leagues, 1 team per league. These teams will take up position 'B'. This randomisation process is outlined below.

5.11 The third set of ranked teams will be allocated a league following the same system, taking up position 'C'.

5.12 The remaining set of teams, and there may not be enough teams to fill all leagues to a capacity of 4, will be allocated leagues in the same way, positioned 'D'.

Thus all teams will be distributed fairly amongst the leagues, with all leagues filled to a capacity of 4 teams.

6. Random league distribution/allocation and Draw

6.1 The draw for allocating all teams to their respective league will take place in the lobby at a time prior to the commencement of the tournament.

6.2 The draw will be available to be viewed by anyone and will be administered by the TD.

6.3 The draw will allocate sets of teams to different leagues as described in the previous section of the rules.

6.4 The number of leagues (4, 5, 6, 7 or 8 ) depends upon the number of participating teams, and is outlined in the previous section..

6.5 Each league will be apportioned a colour:
- 4 leagues: (in order) Yellow, Orange, Red, Purple

6.6 The draw will consist of the TD naming a team (starting with the highest ranked team and working through each set) and announcing the team in the Ticket to Ride Lobby.

6.7 The TD will create an open (dummy) 2P US game vs. a random bot, with the game title being that of the respective team.

6.8 Without selecting destination tickets, and therefore not initiating a game, the TD will allocate the team to its respective league based on the colour of the first (top-most) of the 5 coloured face-up train cards on display on 'the table' (not the 4 coloured cards on view to the TD and observers).

6.9 In the event of either: a loco, a colour not equivalent to any of the leagues, or a colour representing a league to which a team has already been allocated for this set of teams, the TD will use the colour of the next (moving top to bottom) coloured train card to allocate a team to its league.

6.10 In the event of further unavailable colours/leagues, the TD will allocate using the third coloured train card, and then using the fourth card and finally the fifth.

6.11 If none of the five coloured train cards on 'the table' allow for appropriate allocation of a team to a respective league, the TD will quit the dummy game and repeat the process until the team is allocated to a league.

6.12 This process will continue for all sets of teams until every team has been appropriately allocated a league. The first 3 teams in each pot will be allocated using this system - the process of elimination will identify the league colour for the 4th team in each pot, and therefore the process will not need to be completed. Leagues will then be ratified and posted in the tournament thread in the forum.

6.13 The whole draw for the League stage will be recorded using appropriate software and will be available for download for anyone to view.


7. League stage

7.1 The League stage comprises 6 clash-weeks (clash = encounter between 2 teams).

7.2 Each team will play all other teams twice over 2 legs ('home' and 'away').

7.3 In 4-team leagues, each team will have 6 clashes, 1 per week. In 3-team leagues, each team will have 4 clashes, with 2 weeks without fixtures (byes).

7.4 Following the league draw, the published leagues will show the position of each team (A, B, C, D) in each league (colours dependant upon participating teams).

7.5 Preferential treatment is afforded to the highest ranked team (top seed) in each group, insofar as they will play their 'weakest' opponent back-to-back in the middle 2 weeks (4-team leagues only), and face their 'strongest' opponent at 'home' in the final week (all leagues).

7.6 Thus in a 4-team league, 6 clashes per team, the fixtures would be ('home' team first):
Week 1: B vs A, D vs C
Week 2: A vs C, B vs D
Week 3: D vs A, C vs B
Week 4: A vs D, B vs C
Week 5: C vs A, D vs B
Week 6: A vs B, C vs D

7.7 In a 3-team league, 4 clashes per team, the fixtures would be ('home' team first):
Week 1: C vs B, A - bye
Week 2: A vs C, B - bye
Week 3: B vs A, C - bye
Week 4: B vs C, A - bye
Week 5: C vs A, B - bye
Week 6: A vs B, C - bye

7.8 Clash-weeks run at least 9 days. All matches (match = encounter between 2 players) must conclude before 23:59 GMT of the 2nd Sunday in each clash-week.

7.9 Team Captains must submit lineups of 3 players, in a chosen order, for each clash-week, via PM/email to the TD, no later than 23:59 GMT Wednesday prior to the next clash-week.

7.10 Matches will be published by the TD in the appropriate forum thread.

7.11 At the discretion of the TD, matches can commence as soon as they are published, even if this is earlier than the first Saturday of the clash-week, and even if the previous week's matches are yet to be completed.

7.12 Each match will consist of best of 5 matches, with ties counting as 0.5.

7.13 When one player achieves 3 or 3.5 wins, or all 5 games have been played - whichever is sooner - the match is concluded. No more than 5 matches can ever be played. The only possible match result without either players attaining 3 wins is 2.5-2.5.

7.14 The 'home' player will start the first game in a match (no random starter), thus giving a perceived advantage. Games will then alternate in starter until the conclusion of the match.

7.15 The winning player of each match must publish the result in the forum.

7.16 Unplayed matches will be ruled upon and results given by the TD.


8. League scoring

8.1 Scoring during the League stage will be as follows:

- 2 points for an overall clash win. A clash win constitutes winning more matches than the opposing team.
- 1 point for an overall clash tie. A clash tie constitutes an even number of match wins per team (1-1 with 1 tie or 0-0 with 3 ties.)
- 0 points for an overall clash loss. A clash loss constitutes winning less matches than the opposing team.

8.2 Match results will be taken into account in the event that a tie-breaker situation occurs at the end of the League stage.

8.3 To decide upon ranking for the Knockout stage, the order of tiebreakers is as follows: head-to-head record; number of clashes won; number of matches won; number of games won less the number of games lost.


Edit: Section 9 of the rules is now defunct - no Play-off round will be necessary.

10. Quarter-final stage

10.1 The Quarter-final stage will comprise 8 teams, through the league stage.

10.2 The Quarter-final stage will 3-player clashes as before,

10.3 The 8 teams will be seeded 1 to 8.

10.4 If there was no Play-off round necessary, the seeding will be: 1 to 4 for the league winners (1 for highest ranked, 4 for the lowest), and 5 to 8 for the league runners-up (5 for highest ranked runner-up, 8 for the lowest).


10.7 The fixtures for the Quarter-final stage will be preordained. They will be: 1 vs 8, 2 vs 7, 3 vs 6 and 4 vs 5.

10.8 Quarter-final clashes will be 2-legged: one 'home' match and one 'away' match.

10.9 Quarter-final clashes will takes place within a two clash-week period (16 days, Saturday to 2nd Sunday), although this could be quicker at the discretions of all Captains and the TD.

10.10 Captains will have the opportunity to present lineups for both clashes separately, i.e. the second lineup can be presented to the TD for publication after the conclusion of the first clash.

10.11 Quarter-final matches will be Best of 5 with the same rules as per the League stage, with one exception: ties no longer count. The victor of each match will be the player to reach 3 wins first.

10.12 The lower seeded team will have 'home' advantage in the first leg, the higher seeded team playing at 'home' in the second leg.

10.13 Rules for starting matches are identical to those in the League stage.

10.14 The winning teams will win at least 2 of the 3 matches.


11. Semi-final stage

11.1 The Semi-final stage will comprise 4 teams, the winners of the 4 Quarter-final clashes.

11.2 The fixtures for the Semi-Final stage will be preordained: Winner of 1 vs 8 will play Winner of 4 vs 5; Winner of 2 vs 7 will play Winner of 3 vs 6.

11.3 Semi-final clashes will be 2-legged as in the Quarter-final.

11.4 Semi-final clashes will take place within a two clash-week period, as in the Quarter-final.

11.5 Captains will have the opportunity to present lineups for both clashes separately.

11.6 Semi-final matches will be Best of 5 with the same rules as per the Quarter-final (ties do not count).

11.7 Semi-final matches will continue to be Best of 5.

11.8 The lower seeded team will have 'home' advantage in the first leg, the higher seeded team playing at 'home' in the second leg.

11.9 Rules for starting matches are identical to those in the League stage.

11.10 The winning teams will win at least 2 of the 3 matches.


12. Final stage

12.1 The Final will comprise the 2 remaining teams, winners of the 2 Semi-finals.

12.2 The fixture will no longer be 2-legged, and no perceived starting advantage will be given to either team.

12.3 The Final will maintain the 3-player clash format.

12.4 The Final will take place over one week.

12.5 Matches for the Final will now be Best of 7, first to 4 wins. Ties do not count.

12.6 Starting rules will be as in the Quarter- and Semi-final stages, but now the first game is opened with Random Starter. Starters will alternate whatever the result of each game.

12.7 The winning team will win at least 2 of the 3 matches.


13. Nature of the Games

13.1 It is hoped that All games, whatever stage, will be played open and ranked. Note, This is preference not a rule and the higher ranked player may request games in the match be closed.

13.2 It is of the 'home' player to decide whether he/she wishes to play with the 'cards hidden' option during the League, Quarter- and Semi-final stages.

13.3 It is of the higher ranked player to decide whether he/she wishes to play with the 'cards hidden' option during the Play-off and Final stages.


14. Additional

14.1 Anti-cheating and Anti-bot rules will be enforced as per the rules of the Nations Cup.

14.2 A team may use their fourth player (substitute) at the discretion and agreement of the opposing team Captain and TD (unforseen problems, etc.).

Editor's NOTE: There is a chance that less than 12 teams will be signed up. If so, an additional scenario will be determined by the 5 person TD group (stemayf, Tyrana, Qorlas, yaelka, & onyx puffin) on how to proceed.

[Updated on: Sat, 19 February 2011 17:52]

      
onyx puffin LOL
Senior Member

Posts: 1684
Registered:
January 2005
Re:Champions League Rules 2011 Tue, 19 April 2011 21:35
OK, a potential situation has come up and in looking over the rules. We (the TDs) recognized it was not clearly spelled out about tiebreaker in 2 stages. So here is the new rules to be added into the rule set as approved by the TDs.


RULE notation in case of a tie.
10.13 In the event that a tie-breaker situation occurs at the end of this stage, the order of tiebreakers is as follows: head-to-head record; number of clashes won; number of matches won; number of games won less the number of games lost. If two teams are still tied after those tie-breakers, then there will be a one game play-off, between two players which each captains chooses. (Players must be available to play within 2 days of finish date of this round.) Random starter applies with a replay if tie occurs until there is a winner.

11.11 In the event that a tie-breaker situation occurs at the end of this stage, the order of tiebreakers is as follows: head-to-head record; number of clashes won; number of matches won; number of games won less the number of games lost. If two teams are still tied after those tie-breakers, then there will be a one game play-off, between two opponents which each captains chooses. (Players must be available to play within 2 days of finish date of this round.) Random starter applies with a replay if tie occurs until there is a winner.
      
onyx puffin LOL
Senior Member

Posts: 1684
Registered:
January 2005
Re:Champions League Rules 2011 Mon, 09 May 2011 01:04
Champions League special rules edition for 2011 Finals only

Since both teams have expressed a desire to have all 4 players play in this final round, and since both teams have agreed via their captain's conversations, and have informed a TD in proper fashion, for 2011, the following will be the adjusted Final Rules for the 2011 Champions League.

12. Final stage

12.1 The Final will comprise the 2 remaining teams, winners of the 2 Semi-finals.

12.2 The fixture will no longer be 2-legged, and no perceived starting advantage will be given to either team.

12.3 The Final will become (maintain) the 4(3)-player clash format.

12.4 The Final will take place over one week.

12.5 Matches for the Final will now be Best of 7, first to 4 wins. Ties do not count.

12.6 Starting rules will be as in the Quarter- and Semi-final stages, but now the first game is opened with Random Starter. Starters will alternate whatever the result of each game.

12.7 The winning team will win at least 3 of the 4 matches.

12.8 In case of a tie (score 2-2)
a. Tiebreakers are: matches won, then games won.

b. In case there is still a tie, we will use the European Soccer Champions League Penalty rules: Each captain nominates 1 player (per skype to TD). They play one game. Then they nominate next 1 player that hasn't played in the 'penalty round' yet. They play one game. To be continued until one team has a 2 points advantage.

c. First start in the Penalties is random, then alternating.

d. Ties don't count, but the starter (and the player) changes.

e. All players have to play the same amount of games, so a player can only be nominated for his 2nd game when all 4 have played 1 game.

f. The timeframe for the 'penalty round' should be open. We guess that could take more than a week to get a date with all 8 players and the TD at the same time.

[Updated on: Mon, 09 May 2011 19:51]

      
    
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