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onyx puffin LOL
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Posts: 1673
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January 2005
FUSION CUP Rules 2018 Sun, 11 February 2018 22:03
The FUSION CUP Rules 2018 (no major rule changes for this tournament, just some minor tweaking)

1. Team formation
1.1 Teams may consist of a minimum of 3 players and a maximum of 7 players. (guiding principle of 5 active players is desired, 6th & 7th player consideration allowed since there are so many scheduling concerns)
1.2 In the spirit of the diversity and fusion meant for this Tournament, we offer the following guideline (not a rule) "Our desire is to have diverse teams, hoping for people playing together who did not play on the same Nations Cup team in 2017."
1.3 This Cup tournament will use a Tournament Director (TD) to help facilitate the running of the Cup Tournament.
1.4 Teams will be developed and registered as per instructions in section 2 of the rules.
1.5 Teams must allocate a Captain (and vice-Captain) who will be responsible for submitting team lineups to the TD.
1.6 If a player holds multiple DOW accounts, he/she must use their highest ranked account.

2. Team Registration
2.1 A maximum of 24 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 threads in the Competitive Play forum.
2.2 When registering, teams need to be certain they are flexible for TAG match format. Hope is for variety.

3. Organization of play
3.1. Explanation
Cup Tournament > Round Robin > 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.
3.2 Cup Tournament overview: This tournament will be comprised of Two dimensions of the tournament: a Round Robin set of games to determine play-off spots, and the Knock-out Round/Play-offs to determine the champion. The tournament plan will comprise 8-12 weeks including time in between round robin and knockout phase.

3.3 Each Clash in both the Round Robin time and the Knock-out/Play-offs will include 4 types of matches:
1) A 2 player match of 6 games of the home team's choice among the following maps available: Asia, Swiss, AAT (other could be agreed upon by captains to make this AAT work)
2) A 2 player match of 6 games on the USA map
3) A 2 player match of 6 games on the Euro Map
4) A 4 player TAG match of 3 games using the TAG rules found in section 5 of the home team's choice. Choices available by mutual agreement are: US, EURO, ASIA or combo US/EUR/Asia
3.4 Match pairings
Captains choose a lineup per clash, (see rule 4.2). Each clash, they are free to choose players and slots they play in for the 2 player matches. Captains may nominate duplicate players from matches 1, 2, or 3 in the TAG match.
3.5 Match Scoring
a) Each game of a match is to be played. (all 6 in the 2 player, and all 3 in the TAG match. Tied games shall count (as 0.5 in singles, as 1 in TAGs)
b) When a match is completed, recording of the scores would be as follows:
2 player matches score 1 point for each win and any ties count as 0.5 points.
TAG matches score as 2 points for a win and any tie as 1 point.
Thus 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.
c) When a match is complete, clash points are then decided. Scoring of the Clash stage will be as follows:
+ 1 point for an overall match win. A match win constitutes winning more games than the opposing player.
+ 0.5 points for an overall match tie. A clash tie constitutes an even number of games won.
- 0 points for an overall match loss. A clash loss constitutes winning less games than the opposing player.
Possible scores for a Clash result are: 4-0; 3.5-0.5; 3-1; 2.5-1.5; 2-2.
3.6 Clash Scoring
When a Clash has all 4 matches complete, the match score is recorded, and clash point(s) recorded. Clash Scoring will be as follows:
+ 1 point for an overall Clash win. A Clash win constitutes winning more matches than the opposing team.
+ 0.5 points for an overall Clash tie. A clash tie constitutes an even number of matches won.
- 0 points for an overall Clash loss. A clash loss constitutes winning less matches than the opposing team.
In determining overall records for advancing to the knock-out/play-off phase, Clashes won is primary determining factor. In case of a tie, First tiebreaker is clashes won, then matches won, then points won, then TAG result, then AAT result, then US/EU result, then USA result.
For a tie in the KO round, winner will be decided by: First tiebreaker as (matches won), points won, then TAG result, then 'AAT' result, then EU result, then USA result.
3.7 Starter rules in matches
a) For every 2 player game, first game set with random start, then start alternates through the 6 games.
b) For the 2 player match of 6 games on all the TTR maps, procedure will be as follows: First game fixed as random start using the Swiss map. Then every game thereafter uses the starter alternates with the starter deciding the map.
c) For TAG match, see special rules in 5.1.3

4. Assignment of teams for Round Robin & Schedule of play
4.1 Assignment of teams to groups for the Round Robin will be done as follows:
a) At the end of registration captains have 2 days to send their perceived ranking list of the participating teams to the TD, ranking from 1 to <number of participating teams>. The TD will add the numbers, team with lowest sum 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.
b) Group assignment will be done using similar format as Nation's Cup rule 13.5 and/or adapted adequately to the number of teams registered. (Schedule would be published as close to that time as well.)
4.2 Home advantage
Teams named first in the clash will be given home advantage.
5 teams
Round 1: 1-3, 5-2
Round 2: 4-1, 3-5
Round 3: 3-2, 5-4
Round 4: 1-5, 2-4
Round 5: 2-1, 4-3

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

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

With 8-10 teams, a discussion among captains & TD will decide the format.
4.2 Setting the matches
a) Each captain whose team is given home advantage has to inform the Cup TD of their team's choice for match #1 and match #4, when relevant, the Sunday before the lineup publication of that particular round.
b) Each team captain, when ready, will send a lineup made of the names for each match including type of match to the Cup TD. The TD then will post the Clash line-ups. Once the draw for the next round is posted,) the players can play their games (they can make arrangements by PM).
c) Captains are to ensure the results of the match occur and are made known before the end of the week of that round.
4.3 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.

5. Special note: TAG Rules

5.1. A Tag team game is played on USA map, 4 players, unranked, observable. If BOTH teams agree, the game could be ranked.
5.2 In Tag team games it is allowed (and intended) to communicate between team members during the whole game.
5.3 The playing order for tag team games is: first member of team A, first member of team B, second member of team B, second member of team A. Each team is free to choose the order (first/second member) for every game.
A game may be cancelled after both teams have chosen their tickets, IF the game starts with a double move for one team AND the other team WISHES to start a new game (maybe they have a good ticket combination or 8 locos in the beginning, so desires to play anyway).
5.4 Problems during game/match: This should be a fun and trust tournament. All this should be handled between the teams or all participants of the tournament. In case of unsolvable technical problems start a new game. For every round there will be a deadline. If one player leaves the match, DO NOT leave the game.
5.5 At the end of a tag team game the points of the team members are added. The team with the most points wins the tag team game, gaining two match points. In case of a tie, both teams get one point.

6. Knock-out round. Each year the number of teams making the knock-out round will be determined prior to season beginning. When there are 4 teams, the play will be as follows:
Four teams advance to the KO round (play-offs). The brackets will be: team finishing 1st plays 4th, and 2nd plays 3rd. The higher ranked team has the home choice options.


7. Special Notes
7.1 Disputes
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.
7.2 Adding players after registration
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.
NOTE: These rules and the vision for the Fusion Cup were a compilation of effort by players: dea1, onyx puffin, Qorlas, and Sysyphus, after many conversations with other players as well, established in 2013. For 2016, 2017 and now 2018, the individual component has been deleted due to its non-use over the years.

[Updated on: Sun, 11 February 2018 22:04]

      
onyx puffin LOL
Senior Member

Posts: 1673
Registered:
January 2005
Re:FUSION CUP Rules 2018 Sun, 11 February 2018 22:09
For The FUSION CUP 2018, we plan to begin with round robin the week of March 4th.
Play-offs will occur after round robin, so since we do not know how many teams, the time line is up in the air. The expectation is 5-8 teams so 4 teams make the play-offs/knock-out round.

TD for the tournament is onyx puffin, and I am looking for an assistant TD.
      
    
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