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onyx puffin BAM
Senior Member

Posts: 1642
January 2005
Nations Cup Rules 2017 Fri, 29 September 2017 21:53
Nations Cup Rules 2017 (adapted from Nations Cup Rules 2016)

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 for one nationality

5. 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.

6. Players of the same nationality (or chosen nationality as in 2./3.) are expected to play together

7. Any country that has 4 or more players listed in the TELO 2p USA rankings 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 10.
7.1 several teams per country are allowed.

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

9. Players that are not able to form a full team under these conditions have to register individually in the registration thread and then may join with other nationalities regarding 6.

10. Players that are overhangs of registered nations may join transnational teams as in 7 regarding rule 6.
In special cases, the TD 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.
Transnational teams are allowed to register upon TD's approval.

11. Organization of play
11.1. 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.

a) At the end of registration captains have 2 days to send their perceived ranking list of the participating teams to the TD ranking them from 1 (1 indicating the team perceived to be the best) to <number of participating teams>.

b)The TD will discount the top 2 and bottom 2 rankings for each team and will calculate the average perceived ranking. Team with the lowest average is ranked #1 and so on. If a captain does not submit this ranking list in time, TD will use whatever lists he/she has.

c) Group assignment : see 11.5

11.3 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.

11.4 Tournament overview
The tournament will comprise 8-12 weeks including a break of a week in between round robin and knockout phase.

With the Number of teams being 6-10, there will be a full Round Robin, then top 4 teams advance to a Semi-Final and Final. Round Robin #1 chooses opponent in Semi-Final.
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.

Semi Finals:
A vs C and B vs D

11.5 Clash pairings in round robin stage
Pairings by number of teams in a group, team number according to team rank..
Adjustments can be made as teams of the same nation must play during the earlier rounds of the tournament.

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

9 teams :
Round 1: 1-6, 2-5, 3-7, 4-8, 4-9, 8-9
Round 2: 1-3, 2-4, 5-8, 6-7, 5-9
Round 3: 1-7, 2-8, 3-6, 4-5, 2-9
Round 4: 1-5, 2-6, 3-8, 4-7, 3-9
Round 5: 1-4, 2-7, 3-5, 6-8, 6-9
Round 6: 1-8, 2-3, 5-7, 4-6, 1-9
Round 7: 1-2, 3-4, 5-6, 7-8, 7-9

11.6 Match pairings
Captains choose a lineup per clash. Each clash they are free to choose players and slots they play in.

12. Schedule of play
12.1 Explanation
Once the draw for the next round is posted (on Sunday or Monday 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, 13th of October, must be finished latest on Sunday the 22th of October.

12.2 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.

13.Format of a clash in Round Robin and KO.
13.1. Number of games per match during Round robin and KO.
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.

13.2. 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.
To determine the best 2nd team when relevant (i.e. when the number of teams per group is not the same for all groups) :
The results of the last seeded team(s) will be removed from the results in the relevant groups to make all groups even. Tiebreaker as described in 13.2 will then apply.
If the last seeded team in this particular group is in the running for a bye, then the results of the second to last seed will be removed.

13.3.Tiebreaker in KO.
To decide upon win in the KO round, number of matches won is the first tiebreaker, then number of games won, then result of the match #1, then result of the match #2, then match #3 and match #4.
To cover the case of an overall perfect tie
If match #1 is 3:3 after 6 games, the players have to play a 7th game (or more, if the games happen to be a tie) to determine a winner of this match.
The current result of a clash determines whether extra games are required in match#1.
Extra games have to be played in the continuation of the original match#1.
Start in game 7 is random, and then alternates in subsequent games.

13.4. Starter rule
The first game is opened with random start. For subsequent games the starter alternates.

14. 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.

15. 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. A game started as NOT observable inadvertently 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.

16. Anti-bot trust
In a game between player A and B, if B is replaced by a bot, A waits till B returns.

16.1. When he/she returns, Player B has to accept one bot move, regardless of the move.

16.2. If Player B does not return within 5 minutes, player A wins the game unless it is demonstrably suggested that Player B would have won the game - in that case, TD can rule a win for player B.

16.3. In case A continues to play against the bot after its first move, the game is annulled unless B explicitly wants to continue.

17. Miscellaneous

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 organizational thread if necessary.

NEW for 2017
18. Platform details
There is an expectation that a person signing up for this tournament needs to be ready to play on either the java or Steam platform.

It is hoped that players can work out a suitable choice of the platform to be played for their match. Since there are some people who have strong preferences on what platform they prefer to play their match, it is possible that during any match the platform being played could alternate between Steam and java. In such a case where the choice of platform cannot be agreed upon by the players, choice of the platform for the first game therefore goes to the higher seeded player; then each game will proceed alternately on each platform.

If in such a case a player is not willing to play on one of the platforms, then in case of alternating platforms, the player refusing to play on the platform loses that game of which they refuse to play.

[Updated on: Fri, 29 September 2017 21:56]

Senior Member

User Pages
Posts: 528
February 2008
Re:Nations Cup Rules 2017 Mon, 02 October 2017 13:47

Just see the rules now. Means every player have to play on java AND steam?
onyx puffin BAM
Senior Member

Posts: 1642
January 2005
Re:Nations Cup Rules 2017 Mon, 02 October 2017 17:32
JenAck wrote on Mon, 02 October 2017 07:47


Just see the rules now. Means every player have to play on java AND steam?

Every player must be ready to play on Java or steam. Unless captains work it out for special circumstances.

Reality is for tournaments from now into the future, any player entering must be prepared to play on either operating system. Otherwise it is too difficult to do a tournament. AND even with this rule change, as has been used in FUSION and the single-Tournaments, it has been difficult.

when we write in rules: "It is hoped that players can work out a suitable choice of the platform to be played for their match."
We mean that.

[Updated on: Mon, 02 October 2017 17:33]

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