Tournament Rules
Games Rules and Regulations
Tournament Format:
Type 1:
- Double Elimination Bracket
Type 2 (Based off the amount of participates)
- Single Elimination up the the top 16 teams/players
- Double Elimination for the top 16 teams/players
Type 3:
- Single Elimination Bracket
Type 4:
- Round Robin
- Note - If there are less then 7 people then RR applies.
Smash Bros. Brawl
- UPDATED AS JANUARY 4, 2010
General Rules:
- 3 Stock
- 8 minute timer
- Items are set to "off" and "none"
- All sets with the possible exception of winner's finals, loser's
finals, and the championship are best of 3 matches (best of 5
for all finals)
- In the event of a dispute, controller ports will be selected
by Rock-Paper-Scissors
- No player may choose a stage they have already won on in that
set unless agreed upon by both players.
- In team matches, the ports will be determined in a 1221 fashion;
whoever wins the RPS will choose first, then the opposing team
will get their ports, and then the teammate of the RPS winner
will get the last port.
- If the timer runs out, the victor is determined first by stock
and then by percentage. In the event of a full tie, a one-stock
sudden death match will be played out.
- If a game ends with Bowser doing his suicide klaw and it ends
in sudden death, the sudden death will be ignored and that game
will count as a win for Bowser. The same goes for Ganon's suicide
grab, as well as Dedede and Kirby's swallowcides.
- You are responsible for your own controller and name tag. Any
malfunctions or errors that occur are your responsibility, so
bring an extra controller if possible and always check to make
sure you're using the correct settings BEFORE a match is played.
If a match is to be restarted due to controller functions, it
must be agreed upon by both parties.
- In the event of breaking the following three rules, a stock
will be forfeit by the offender in the first instance, then the
match, then the set:
- Any action that can prevent the game from continuing (i.e.,
freezing, disappearing characters, game reset, etc.) will
result in a forfeit of that match for the player that initiated
the action. You are responsible for knowing your own character,
and must be wary about accidentally triggering one of these
effects.
- Stalling is banned.
- Stalling: The act of deliberately avoiding any
and all conflict so that one may make the game unplayable.
Running away from an opponent to reach a better position
is not stalling, while doing an infinite grab endlessly
against a wall is. Any infinite chain grabs must end after
300% has been reached so as to prevent excessive stalling.
- All wall infinites are legal until 150%.
Set format (In Order of Procedure):
1.Both players choose their characters for the first match *
2. Both players start the stage striking procedure
3. Each player may announce one stage to be banned for counterpicks
of the set
4. The first game is played, using the stage chosen during step
2
5. The loser of the previous match announces the next match's stage
from either the Starter Stage List or the Counter Stage List
6. The winner of the previous match chooses their character
7. The loser of the previous match chooses their character
8. Repeat steps 5-7 for all proceeding matches
*Double blind character selection may be called for the first match
Additional Rules for Double's Play
- Life Stealing is allowed
- Set team attack to ON
Extra Rules
- Color Blind rule: Should a player have a color-based disability,
he or she may request in a teams match to have a specific color
for their team. This is so characters such as Lucario or Sonic
can be granted the blue team so that there is not unnecessary
confusion.
- Wiimotes and Classic Controller users should know to take the
batteries out of their controllers after finishing a set; not
only will this save battery life, but it prevents accidental interference
and delay for tournament matches.
- The Mages DQ rule: After a match has been called, if a player
is two minutes late he will receive a warning. At 4 minutes late,
he will be given a loss for the first game of the set. After six
minutes, he will be given a loss of the entire set.
- Absolutely no friendly / money match play on tournament TVs
while the tournament is being run. If you're caught, expect to
be kicked out of every tournament you entered. Oh, and kiss your
money goodbye. No refunds.
- There is a 50 ledgegrab limit in effect. On average, that's
one ledgegrab every 6 seconds. Be more creative with your camping.
Banned Techniques:
- Standing chaingrabs / grab release infinites (Dedede's dthrow,
Marth's grab release, Bowser's grab release, etc.) (does not apply
to ICs)
- Dedede's walking chaingrab, you must do a running chaingrab
at all times
- Any form of stage glitch abuse for the use of stalling (rudderstalling
/ rockstalling on Pirate Ship, Metaknight's exploit on Halberd,
etc.) If I see it, you're disqualified.
Stage List
Starter
- Lylat Cruise
- Battlefield
- Final Destination
- Smashville
- Yoshi's Island
Counter
- Castle Siege
- Pokemon Stadium 1
- Delfino Plaza
- Halberd
- Brinstar
- Frigate Orpheon
- Jungle Japes
- Pictochat
- Rainbow Cruise
Banned
- Pirate Ship
- Green Greens
- Norfair
- Luigi's Mansion
- Distant Planet
- Green Hill Zone
- Mario Circuit
- Onett
- Port Town Aero Dive
- Skyworld
- 75m
- Big Blue
- Bridge of Eldin
- Flat Zone 2
- Hanenbow
- Hyrule Temple
- Mario Bros.
- Mushroomy Kingdom I
- Mushroomy Kingdom II
- New Pork City
- Rumble Falls
- Shadow Moses
- Spear Pillar
- The Summit
- Wario Ware
- Corneria
HALO:
Reach
General HALO Settings / Rules:
Note: These rules are subject to change throughout
the year
- No Wireless Controllers Allowed. PLEASE PURCHASE A PLAY
CHARGE KIT FROM YOUR LOCAL
GAMESTOP
- There is no deletion of any profiles on the 360 during the event.
If caught deleting profiles you will not be able to participate
in the event.
- Team Switch: In order to keep the same team name and get ranking
points for your current team name you must:
- The orignal captain is the only member required for the
team name (4 v 4) and (2 v 2)
- The only headsets that will be used during any Cutthroat event
will be the official headset of Colorado Cutthroat and the NVGA
(Vibras 5.1 Headset). No other headsets are allowed for use during
the event. Anyone caught trying to tamper with equipment to use
their headset will be disqualified from the tournament.
Weapon Respawns
The weapon respawn system has slightly changed in Halo Reach and
we have also added Armor Abilities into our lineup. Here is an explanation
how those will work on MLG’s settings.
Drop Spawn – The Rockets, Sniper, and Grenade
Launcher are on drop spawns, allowing them to spawn on a constant
timer. Due to the initial loadout screen, the timer begins 10 seconds
before the game starts. Since it takes 2 seconds for a weapon to
become “disturbed” from falling, the respawn timer has
been adjusted to reflect that. If you pick the weapon up from mid-air,
it could shorten the next respawn by 1-2 seconds. This means weapons
can no longer be “dirtied” like Halo 3. The Sniper and
Grenade Launcher are set to respawn every 118 seconds and the Rockets
are set to respawn every 178 seconds.
Simple version – In a 15 minute game, Rockets
will respawn at 12:10, 9:10, 6:10, 3:10, :010. Sniper and Grenade
Launcher will respawn at 13:10, 11:10, 9:10, 7:10, 5:10, 3:10, 1:10.
Default Spawn – Other weapons such as the
Plasma Pistol and Needle Rifle are on the default spawn system.
Their respawn timer begins after the weapon has been picked up.
If you picked up a Plasma Pistol that has a 90 second respawn at
13:45 game time, it will then respawn again at 12:15.
Armor Abilities – The Armor Ability timer kicks in after
the body of the person using it disappears. Since it takes 33 seconds
for a body to disappear off the map, the Armor Abilities will respawn
34 seconds after you kill the player wielding it.
Version 3 Changes from Version 2
- Health Recharge Rate set to 0% (No Recharge)
- CTF Return on CTF 5 has been set to 3 Second Return
- Camo added to Countdown TS
- Camo added to Sanctuary TS
- Rockets added to Sanctuary Assault
- Needle Rifle spawn every 10 seconds instead of 60
- Magnums spawn every 30 seconds instead of 60
- New Map “MLG Element” added for CTF and TS
- New Map “MLG Nexus” added for TS
- Score Limit on Zealot Bomb has been increased to 5
List of Hard Kill Zones
Sanctuary
Countdown
Reflection
Major Change Log From Default Maps
Asylum
- Rocks were made to be symmetrical on both sides
- Ring 3 jump created on both sides
- Blocks added to Ring 3 to make walking easier
- Rocks used to block off the open side of the map to make it
more symmetrical
- Snipers spawn at default locations
- Hologram spawns bottom center in Team Slayer
- Rockets spawn bottom center in Capture the Flag
- Jet Pack spawns on default turret spawn
Countdown
- Lights placed behind each base to identify Red and Blue better
- Rockets spawn between the 2 lifts on the ground between the
bases
- Sniper spawns 2nd level between the bases in front of the triple
lift
- Jet Packs spawn next to each base in the Triangle Room
Reflection
- Rocket Launcher spawns below the default Sniper spawn. The Rocket
Launcher is not on the map at the start of the game, but runs
on the normal timer.
- Sniper spawns Back Wall 2
- Armor Lock spawns below the waterfall in Bottom Center
- Jet Pack spawns back wall 1
Zealot
- Lifts to Space have been blocked off
- 1-Way teleport added Bottom Gold to Top Gold
- Sniper spawns Top Gold
- Grenade Launcer spawns in Hologram room between the default
health pack spawns
- Shotgun spawns Bottom Center Basement
- Armor Lock spawns in the Center
All Games Game Types
- Primary Weapon: DMR
- Secondary Weapon None
- Spartan Loadouts Hidden
- Elite Loadouts Hidden
- Player Speed 120%
- Jump Height 110%
- Player Gravity 200%
- Motion Tracker Mode Off
- Suicide Penalty None
- Betrayal Penalty None
- Team Changing Not Allowed
- Betrayal Booting Disabled
Game Types
- Team Slayer Sanctuary
- Team Slayer Reflection
- Team Slayer Countdown
- Team Slayer Zealot
- Capture the Flag Sanctuary
- Capture the Flag Countdown
- Capture the Flag Zealot
Game Type Settings
- Team Slayer
- Score to Win 50
- Teams Enabled
- Time Limit 15 Minutes
- Capture the Flag (5 v 5)
- Score to Win: 5
- Flag Return Time: 3 seconds
- Flag Reset Time: 15 Seconds
- Flag Carrier Cooldown: Disabled
- Flag Carrier Traits, Damage Modifier: 75%
- Sudden Deat: 2 minutes
- Time Limit: 30 Minutes
- Respawn Time: 10 Seconds
- Capture the Flag (3 v 3)
- Flag Return Time Never
- Flag Reset Time 15 Seconds
- Flag at Home No
- Flag Carrier Cooldown Disabled
- Time Limit 30 Minutes
- Sudden Death 2 Minutes
- Respawn Time 10 Seconds
- Flag Carrier Traits,
- Damage Modifier 75%
- MLG Bomb Zeal
- Sides Neutral
- Score to Win 5
- Bomb Fuse Time 15 Seconds
- Bomb Disarm Time 3 Seconds
- Reset on Disarm Disabled
- Time Limit 30 Minutes
- Sudden Death Disabled
- Respawn Time 10 Seconds
- Bomb Carrier Traits,Damage Modifier 75%
- Cooldown Traits, Weapon Pickup Unchanged
- Cooldown Traits, Movement Unchanged
- MLG Bomb Sanc
- Sides Neutral
- Score to Win 5
- Bomb Arm Time 3 Seconds
- Bomb Fuse Time 5 Seconds
- Bomb Disarm Time Disabled
- Reset on Disarm Disabled
- Time Limit 30 Minutes
- Sudden Death Disabled
- Respawn Time 10 Seconds
- Bomb Carrier Traits,
- Damage Modifier 75%
- Cooldown Traits, Weapon
- Pickup Unchanged
- Cooldown Traits, Movement Unchanged
Weapon Quantity:
- Countdown TS Quantity
- Rocket: 1
- Sniper: 1
- Camouflage: 1
- Plasma Pistol: 1
- Jet Pack: 2
- DMR: 4
- Needle Rifle: 4
- Magnum: 2
- Frag Grenade: 4
- Plasma Grenade: 4
- Health Pack: 2
- Countdown CTF Unchanged
- Rocket: 1
- Sniper: 1
- Plasma Pistol: 1
- Jet Pack: 2
- Evade: 1
- DMR: 4
- Needle Rifle: 4
- Magnum: 2
- Frag Grenade: 4
- Plasma Grenade: 4
- Health Pack: 2
- Element TS & CTF
- Camouflage: 1
- Grenade Launcher: 1
- Plasma Pistol: 2
- DMR: 4
- Needle Rifle: 4
- Magnum: 2
- Frag Grenade: 4
- Plasma Grenade: 4
- Health Pack: 2
- Nexus TS
- Sniper: 1
- Grenade Launcher: 1
- Plasma Pistol: 2
- Evade: 1
- DMR: 4
- Needle Rifle: 4
- Magnum: 2
- Frag Grenade: 4
- Plasma Grenade: 4
- Health Pack: 2
- Sanctuary TS
- Sniper: 2
- Camouflage: 1
- Plasma Pistol: 2
- Jet Pack: 2
- DMR: 4
- Needle Rifle: 4
- Magnum: 2
- Frag Grenade: 4
- Plasma Grenade: 4
- Health Pack: 2
- Sanctuary CTF & Bomb
- Rocket: 1
- Sniper: 2
- Plasma Pistol: 2
- Jet Pack: 2
- DMR: 4
- Needle Rifle: 4
- Magnum: 2
- Frag Grenade: 4
- Plasma Grenade: 4
- Health Pack: 2
- Zealot TS, CTF & Bomb
- Sniper: 1
- Grenade Launcher: 1
- Evade: 1
- DMR: 4
- Needle Rifle: 4
- Magnum: 2
- Frag Grenade: 4
- Plasma Grenade: 4
- Health Pack: 2
To download Halo: Reach files you do NOT need to be friends with
the person who made them. All you need to do is go to Bungie.net,
sign in (the same email under which your Xbox Live Gamertag is registered)
and download from that person’s file share. The next time
you sign into Halo: Reach, the game will automatically download
them. All MLG Halo: Reach Game Types will be under the gamertag
“MLG Gametypes.” To download the Version 3.0 Game Types
go to MLG
Gametypes’ Fileshare and click on the “Download
to Halo: Reach” links for each of the Maps and Game Variants.
Each time you click on a “Download to Halo: Reach” link,
Bungie.net will tell you that the download has been queued. The
next time you sign into Halo: Reach, you will download the files.
HALO:
Reach (Free for All)
- Score to Win: Unlimited
- Damage Modifier = 110%
- Shield Recharge Rate = 90%
- Primary Weapon: DMR
- Secondary Weapon: None
- Time Limit 15 Minutes
- Player Speed: 110%
- Jump Height 110%
- Player Gravity: 200%
- Spartan Loadouts: Hidden
- Elite Loadouts: Hidden
- Suicide Penalty: None
HALO:
Reach (2 v 2)
HALO:
Reach (4 v 4)
Call
of Duty - Black Ops
General Rules: (Additions)
- No memory cards for classes allowed
- No Wireless Controllers Allowed. PLEASE PURCHASE A PLAY
CHARGE KIT FROM YOUR LOCAL
GAMESTOP
- Radar: Off
- Join in Progress: Not Allowed
Other Rules -
Team Options:
- Spectator - Team Only
- Wave Spawn Delay - None
- Force Respawn - Enabled
- Radar Always On - No
- Friendly Fire - Enabled
- Forced Respawn - Enabled
Player Options:
- Number of Lives - Unlimited (Does not apply to Search and Destroy)
- Max Health - Normal
- Health Regeneration - Normal
- KillCam - Enabled
- GamePlay Options:
- Headshots Only - Disabled
- Perks - Enabled
- Killstreak Rewards - Disabled
- Hardcore Mode - Disabled
- 3rd Person - Disabled
Restrictions:
- No using of the following is allowed
- Riot Shield - Primary Weapon
- Grenade Launchers - Primary Weapon Attachments
- Shotguns - Secondary Weapons
- Launchers - Secondary Weapons
- C4 - Equipment
- Claymore(s) - Equipment
- Blast Shields - Equipment
- Tactical Insertion - Equipment
- Bling - Perk 1
- One Man Army - Perk 1
- Death Streak - players must set their Death Streak to Copycat.
Using any other Death Streak will result in a forfeit.
Class Customizing:
1st Custom Class: C3 Famas
- Famas (No Sight/Red Dot) Red dot sight is achievable during
the boost. Player can choose to equip it before each match
- Equipment: Regular Frag
- Secondary: Stun Grenades
- Perk 1: Sleight of Hand Pro (120 frags to pro, super easy to
do with SnD unlimited lives on rust)
- Perk 2: Stopping Power (Pro does not effect gameplay, it increases
damage to vehicles)
- Perk 3: Steady Aim Pro (80 frags to pro, will become pro while
boosting sleight of hand)
- Deathstreak: Copycat
2nd Custom Class: C3 Scar-H
- Scar-H (No Sight/Red Dot)
- Equipment: Regular Frag
- Secondary: Stun Grenades
- Perk 1: Sleight of Hand Pro
- Perk 2: Stopping Power
- Perk 3: Steady Aim Pro
3rd Custom Class: C3 UMP45
- Ump45 (No Sight/Red Dot)
- Equipment: Regular Frag
- Secondary: Stun Grenades
- Perk 1: Sleight of Hand Pro / Marathon (Non Pro, make new profile
to ensure no marathon pro, using this on smg's only adds variety)
- Perk 2: Stopping Power
- Perk 3: Steady Aim Pro
4th Custom Class: C3 MP5k
- MP5k (No Sight/Red Dot)
- Equipment: Regular Frag
- Secondary: Stun Grenades
- Perk 1: Sleight of Hand Pro / Marathon
- Perk 2: Stopping Power
- Perk 3: Steady Aim Pro
5th Custom Class: C3 Scope
- Intervention (No Attachment)
- Equipment: Regular Frag
- Secondary: Stun Grenades
- Perk 1: Sleight of Hand Pro
- Perk 2: Stopping Power
- Perk 3: Steady Aim Pro
Call
of Duty (Free for All)
Death Match
5-10 Games
Top 1-2 player advance with the most kills
Call
of Duty (2 v 2)
Refer
to the SuperCon 2010 ruleset
Call
of Duty (3 v 3)
Round 1
----------------
TBA
Round 2
----------------
TBA
Round 3
----------------
TBA
Round 4
----------------
TBA
Round 5
----------------
TBA
Round 6
----------------
TBA
Semi:
----------------
TBA
Finals:
----------------
TBA
Gears of War 3
Soul
Calibur 4
- PlatForm: PS3 only
- Rounds: 2/3
- Games
- Non-Major: 2/3 (3/5 for Losers /
Winners Finals, and 3/5 Grand Finals)
- Majors:
2/3 (3/5 for Losers / Winners Finals, and 4/7 Grand Finals)
- Pausing forfeits the ROUND
- Soft-Reset forfeits the MATCH
- 60 Second
Rounds
- Button Mapping allowed
- Note: Players who play Hilda
are limited to where only G, B+G and A+G can be programmed
on the shoulder buttons of pads or the buttons of an arcade
stick
- Weapon Select [OFF]
Handicap [OFF]
Neutral Guard [ON]
Stage Select [OFF]
Soul Gauge default
Life Bar default
- Characters Banned: Hilda, Algol, Yoda, All custom characters,
bonus characters
- Winner of the first match must keep there character
- Color Edit characters allowed but only during finals
- All infinties banned
Tekken
6
- Rounds: 3/5
- Games:
- Non-Majors: 2/3 Preliminary Rounds
, 3/5 for Losers / Winners Finals Rounds , and 3/5 Grand
Finals Rounds
- Majors: 2/3 Preliminary Rounds ,
3/5 for Losers / Winners Finals Rounds , and 3/5 Grand Finals
Rounds
- Pausing forfeits the ROUND
- Soft-Reset forfeits the MATCH
- 60 Second
Rounds
- Button Mapping/ Binding allowed
- Default Settings
- Life Bar set to 100%
- No custom characters with items allowed
- Custom color characters are allowed
during grand finals
Virtua
Fighter 5
- Rounds: 3/5
- Non-Majors: Games: 2/3 (3/5 for Losers
/ Winners Finals, and 3/5 Grand Finals)
- Majors: Games:
2/3 (3/5 for Losers / Winners Finals, and 4/7 Grand Finals)
- Pausing forfeits the ROUND
- Soft-Reset forfeits the MATCH
- 45 Second Rounds
- Button Mapping allowed
- Default Settings
BlazBlue:CS
- Game Settings: Versus Mode, Round Time
99 Seconds
- No unlimited version
of characters allowed
- Button Mapping/ Binding allowed
- You not allowed to program in special moves with directions
i.e. Forward, Forward, Triangle
Street
Fighter 4
- Game Settings: Versus Mode, Round Time
99 Seconds
- No unlimited version
of characters allowed
- Button Mapping/ Binding allowed
- You not allowed to program in special moves with directions
i.e. Forward, Forward, Triangle
Marvel
vs. Capcom 3
- Default Settings
- No order switching on teams. If you win your match you must
keep the same order
- Button Mapping/ Binding allowed
- You not allowed to program in special moves with directions
i.e. Forward, Forward, Triangle
Mortal
Kombat
- Default Settings
- Button Mapping/ Binding allowed
- All downloadable characters allowed
in tournament play
Rock
Band
- Bands can be either 3 or 4 to a group but EVERY
INSTRUMENT MUST BE PLAYED
- Tournaments will be judge on the following:
- Overall best band percentage
- Game Score – Each band
members’ final percentage will be averaged together
to acquire a score that should be close to 100. Skill
level bonus points will be added to each performer’s
final percentage before averaging together. The bonus
points are as follows:
- Easy +0
- Medium +3
- Hard +6
- Expert +9.
- Example: Final percentage
of 93% on Hard = 99 total points for the player.
Sometimes the game score will average above
100 points, but this is ok since the Game Score
will be averaged together with the Stage Presence
Score in the end.
- Overall best stage presence
score
- Each band member will be judged
a total possible 25 points each for their movements
and antics on stage, totaling a max possible 100 points
for the whole band. The number of judges will vary depending
on the venue but the judge / judges will not be allowed
to participate in the “Battle of the Bands”
in order to prevent a biased score. As mentioned before,
this Stage Presence Score will be averaged together
with the Game Score to get a Final Band Performance
Score.
- Final Band Performance Score
Example
- Game Score:
-Vocals – 90% on Medium = 93 points
-Guitar – 96% on Expert = 105 points
-Drums – 90% on Easy = 90 points
-Bass – 88% on Hard = 94 points
-All 4 members averaged together for the final Game
Score = 95.5
Stage Presence Score:
-Bass - 20 (up strummed the whole song and scissor
kicked twice)
-Guitar - 12 (stood still the whole time and bobbed
his head)
-Drums - 22 (flailed wildly, clicked sticks together
during kick pedal only parts, and twirled sticks between
notes)
-Vocals - 23 (Rarely looked at the screen, hi fived
crowed members, great facial expression and body movement)
-All 4 members added together for the final Stage
Presence Score = 77
Game Score and Stage Presence Score averaged together
for the Final Band Performance Score= 86.25
Although the Stage Presence Score will always be
subjective to the judge / judges, here are a few hints
at what the judges will be looking for during a bands
performance.
Vocals: Looking at the crowd instead of the
screen (in other words, knowing the song by heart),
movement on stage, crowd interaction, facial expressions,
improvisation during overdrive or star power, using
your real voice instead of a game vocal mix.
Guitar / Bass: Occasional “no looks”
from the screen, back up singing during the chorus,
movement on stage (power slides, scissor kicks, behind
the head…etc…), up strums only (bass),
use of solo fret buttons (guitar).
Drums: Occasional “no looks” from
the screen, back up singing during the chorus, arm
movement, facial expression, improvisation during
overdrive or star power (drum fills), use of cymbals
instead of regular colored pads.
Band: Costumes / “Rock Star” look,
stage movements in unison, overdrive or star power
in unison, stage props.
In the event of the game being paused or shut off
by a band member during the performance, leaving the
Game Score unusable, then only the Stage Presence
Score will be used for the Final Band Performance
Score with a 20 point deduction (5 points per band
member).
Dance
Dance Revolution
Heavy Division Only
- Marvelous (if used): 3
- Perfect: 2
- Great: 1
- Good: 0
- Boo: -4
- Miss: -8
- O.K.: 6
- Other Rules: No Mods, Qualifer Song
for Seeding: Be For U – KI –SE –KI Best 2
out of 3 matches, 3rd round song is random
Naruto
Ulimate Ninja Storm
- Default Settings
- Demon Mode Naruto, Sasuke, Guy, Lee,
Gaara Banned
Eye
of Judgment
- Set 1,2,3 cards allowed
- Language = English
Style = Serious
Stage Selection = Choosen by Table Player
Board Layout = Official
Time Limit = 3 Minutes
First Turn Settings = Random
Battle Animation = Off
- Double Elimination Bracket or round robin tournament
Note: Based on amount of participants
- Semi-Finals and Finals: 2/3 matches
- Tournament Length:
*Note: Rules are subject to change
- Side Boarding up to 10 cards. Sideboarding only occurs
in semi-final and final matches.
- Deck Checkin Procedures / Validation of Decks
Note: Due to the ability the of Eye of Judgment to validate
decks all decks must be checked via the PS3
- All players must check in there decks via the PS3 before
the tournament. To check if you deck is a valid deck please
valid your deck prior to the event via your EOJ on your
PS3 or go here: http://www.eojmanager.com/
- Once your deck is checked in on a PS3 specified by the
director you may not augment your deck in anyway. Changing
of your deck during the tournamet will disqualify you from
the tournament.
Madden
NFL 2011
- Opening Rounds:
3 min quarters
All Madden skill settings
- Semi-final round:
4 min quarters
All Madden skill settings
- Final Round:
5 min quarters
All Madden skill settings
- Game Settings:
- A.I. Skill Level: All Madden
- All other sliders: Default
- Weather: Clear
- Instant Replay: Disabled
- Quick Pass: Allowed/Default
- Camera: Default Camera must be used unless both players
agree to a different camera angle
- Quarter Length: 3 minutes, 4 minutes(semi), 5 minutes(finals)
- Default rosters (No custom roster)
- Accelerated Clock: Off
- Substitutions:
- An unrealistic sub is prohibited. What this means is there
cannot be and DB's lining up at WR or WR's lining up at
safety/cb. For example, Terrance Newman cannot lineup at
Wide Receiver or Randy Moss cannot be lining up at Safety.
Tight Ends/Running Backs are allowed to play at the WR position.
- Limited to standard substitutions only
- List of permitted substitutions:
• RB/FB
• LOLB/MLB/ROLB
• FS/SS/CB
• O-line/O-line
• D-line/D-line
• TE/TE only
• WR/WR only
• QB/QB only
• KR/PR for WR/RB/CB
• Game Restrictions:
• Audibles must be done before the game start, at
the half, or during a timeout.(2 min allowed at the start
of match)
• Deliberately excessive delays are considered unsportsmanlike
and will not be permitted.
• Custom Plays/Playbooks are not allowed
• On-side Kicks Allowed in the 2nd half of the game
if you are behind by more than a touchdown.
• NO memory cards will be allowed/used at the tournament.
• The uses of Madden Cards are not allowed during
tournament play.
- General Game Guidelines:
- No glitch play. This rule will be expanded once the glitches
of the game are revealed. To define this, anything that
tampers with the AI and is uncontrollable by the user is
considered a glitch. However, Rocket Catching IS allowed
at the moment. With the defensive advantages and adjustments,
users may use the Rocket Catch at their own risk.
- Players can use any standard NFL team with the exception
of all-star teams. You must select your team prior to the
start of each match. You may change teams after a tournament
has started.
- If you pause the game, you will be required to burn 1
timeout. Frequent and purposeful pausing during game play
may be subject to disqualification.
- If the game remains tied after overtime, the game must
be restarted for a sudden death round. The first team to
score wins the game.
- If a player purposely turns off a game while it is in
progress, that player will be disqualified from the tournament.
- If any other game glitches are discovered during the
tournament giving a player an unfair advantage, the tournament
administrator have the right to ban using the glitch after
the point in which it is discovered.
- Additional Game Rules:
- When an opponent is kicking (Punt, FG, or XPT) you may
use any formation to try to block the kick but you are NOT
allowed to line-shift, move any player, and/or MANUALLY
BLOCK at anytime. If the computer comes in and blocks that's
fine. If you do MANUALLY BLOCK, your opponent will be awarded
the points he/she would have received. Remember, once this
happens you must pause the game immediately and call for
an official to come and review the play. DO NOT take the
liberty of reviewing the play before contacting an official.
- Use of Hurry Up Offense - The use of hurry offense aftrer
an imcomplete pass is prohibited (Penalites for
breaking this rule: Timeout or delay of game for each offense.)
- D-linemen must be kept on screen (as long as you can
see a piece of them) LBs can move anywhere on screen.
- If you feel that your opponent is cheating, notify an
official or Tournament director immediately. The officials
decision is final.
- Onside Kicks - The use of onside kicks are prohibited
unless you are losing the game. You are only allowed to
recover 1 on-side kick per game.
- JUMP SNAP GLITCH - There is a way in the game to get the
jump snap feature to work every single time. Do not use
it the tournament. Also, in the controller configuration
settings, you CANNOT have the Y button as EMPTY.
- NO GOAL LINE OFFENSIVE PLAYERS: No goal line offensive
players can be called unless it's inside the five yeard
line on either side of the field. Use other big or jumbo
sets if you need to pick up a first down in short yardage
situations.
- MOTIONING WR PRIOR TO PASS PLAY: On any pass play (play-action
as well), if you motion a WR into the LOS (between the TE/T,
line of scrimmage), WR must clear last person on the LOS
on the opposite side, before hiking. Hiking while the WR
is in motion between the TE/T is prohibited.
- There are two exceptions to that rule
- 1. If a reciever has been not routed to pass block
then you can motion him and snap the ball between
the tackles to add an extra pass blocker
- 2. On any run play a reciever may be motioned
and the ball can be snapped while he is between
tackles
- Tournament Guidelines:
- Single elimination tournament (subject to change depending
on attendance)
- Bring your own wired controller! Wireless controllers
are strictly prohibited
- In the event of an outage of power, accidental unplugging,
system freeze or some other event not in either player's
control that would not allow the participants to finish
the game, the game will be restarted using the "situational
setup" to exactly match the score, settings, quarter,
time and possession so the game can continue as it was.
- The higher seed in each game will be given home-field
advantage or coin will be flipped.
- No sideline coaching is allowed. You may cheer or boo
as the game progresses (and you're encouraged to do so),
but you may not offer advice to anyone playing a game. This
includes telling people to watch the play clock, etc - you
will be warned…failure to follow this rule will result
in disqualification and you will be asked to leave.
- Keep the complaints to a minimum. Legitimate complaints
are always accepted. But do not enter this tournament with
the mindset of finding all of the loopholes in your opponent’s
game and to use this to your advantage to soothe your own
loss. Attitude is everything and if you present bad sportsmanship,
you will be disqualified. Win or Lose. To put this bluntly,
there will be no b*tchassedness at this tournament.
- Rule Changes:
- Colorado Cutthroat reserve the right to modify the rules
as needed. This includes changes due to software updates
or releases, competition committee decisions and all other
changes deemed necessary to online tournaments. Teams are
responsible to check the rules on a regular basis and prior
to every match to ensure they are in complete compliance.
Teams must understand that rules listed are guidelines to
ensure fair and competitive play and are subject to interpretation
by the administrators based on the spirit of the game.
NBA 2K 2010
- Default Roster
- 16 players or less double elimination, 5 min quarters
- 32 players and up single elimindation, 3 min quarters
Heroes
of Newearth
- 1. Matches
- 1.1. Teams will consist of 5 starters with up to 2 substitution
players per tournament match day.
- 1.2. All games will be 5v5s played on the maps Forests
of Caldavar.
- 1.3. Game type used will be Normal.
- 2. The following game mode will be used: All Pick (-AP)* with
scrim bans
- 2.1. The game lobby will be used to ban and draft heroes
prior to game start.
- 2.2. Legion is always given first ban and pick.
- 2.3. Teams are given 3 bans per side, and are allocated
as a 1-1-1-1-1-1 order.
- 2.4. Hero drafting is done after banning, and is allocated
as a 1-2-2-2-2-1 order.
- 3. Creepskipping not allowed. (To be discussed)
- 3.1. Creepskipping is the action a hero takes when hitting
creeps on a lane before the first creep group died.
- 4. Backdooring not allowed. (TO BE DISCUSSED!!!)
- 4.1. Backdooring means to destroy Towers or Barracks without
creeps.
- 4.2. Towers can be destroyed without creeps if they are
within deny range (10% HP or lower).
- 4.3. Towers or Barracks can be destroyed also if your creeps
died, with the condition that the upcoming lane did not meet
the enemy creeps.
- 4.4. Creeps in Base: If creeps have entered a team base,
any vulnerable building can be attacked, however towers outside
of the base still maintain 4.1 backdooring rules.
- 5. Restricted Items. The following items number cannot be
exceeded in any way:
- 5.1. Kuldra?s SheepStick/StormSpirit: Limit 2 per Team.
- 5.2. Puzzlebox: Limit 2 per Team.
- 5.3. Restoration Stone: Limit 2 per Team.
- 5.4. Nullfire Blade: Limit 1 per Team.
- 5.5. Tablet of Command: Limit 1 per Team.
- 5.6. Barrier Idol: Limit 1 per Team.
- 5.7. Monkey Courier/ Winged Courier: Limit: 2 at a time
per Team.
- 6. Banned Heroes
StarCraft
All Games
- Category = Melee
- Mode = 1v1
- Game Speed = Faster
Maps
- Scrap Station
- Xel Naga Caverns
- Backwater Gulch
- Metalopolis
- Shakuras Plateau
- Slag Pits
- Tal'Darim Altar LE
- Shattered Temple
- Typhoon Peeks
General Rules
- The loser of a Game must select the Map for the next Game.
- The loser of a Game may select a different Race for the next
Game.
- Players who quit out of a Game before it has ended, without
Referee’s permission, will lose the Game.
- If a Player loses their connection to the Host during a Game,
the Game must be replayed.
- No Warm-Up Games may be played outside of scheduled Warm-Up
periods.
- The latest official Patch version will be used throughout the
Event.
Counter Strike
Source
Game Settings
- Freeze Time - 15 seconds
- Round Time - One minute and 45 seconds
- Regulation Max Rounds - 15
- Regulation Start Money - $800
- Regulation Side Selection - the home team chooses to start as
either CT or T upon joining the assigned game server
- Overtime Max Rounds - 3
- Overtime Start Money - $10,000
- Overtime Side Selection - in overtime, teams first play the
side they last played in regulation
Exploits & Infractions
- Dispute Resolutions - all disputes must be filed via a website
support ticket within three hours of the conclusion of the match
along with the demo, specific infraction, and the round in which
the infraction occurred. Disputes will be resolved by League Administrators
and all decisions are final
- Exploit & Infraction Penalties - exploits and infractions
will be dealt with on a case by case decision, but standard resolution
for the below infractions include overturning the round in which
the infraction occurred if the infraction had a direct impact
on the outcome of that round in addition to the subsequent three
rounds
- Bunny Hopping - is NOT allowed and is blocked by the ESEA server
mod
- Crouch Peeking - is NOT allowed
- Flash Bang Bugs - it is illegal to use any flash bang bugs,
regardless of intent. All servers will have the latest known version
of fixed maps
- Silent Bomb Plants - all bomb plants must be done in a position
in which it can be heard by the opposing team
- Illegal Bomb Plants - it is illegal to plant the bomb in a position
that cannot be defused by the opposing team or in a position in
which the bomb is floating and not touching the ground
- Illegal Bomb Defuses - the defusing player must be able to see
part of the bomb in order to legally defuse
- Illegal Bomb Defuses - it is illegal to intentionally distort
your hit boxes while defusing the bomb
- Walking / Boosting Through Walls - walking or boosting through
walls, floors, or roofs is not allowed
- Map Exploits - Boosts that result in clipping are illegal. Clipping
is when a player is either boosted through a solid layer, or when
a player manipulates him/herself so that they can see over, under,
and/or through any solid entity such as a wall or box. It is illegal
to boost on a spot where there is no surface directly below you
and your model must not appear to be floating.
Unreal Tournament 3
- 2v2
- Team Death match
- First to 40 kills or team with highest score after 15 min
- Each team will play three games and teams with the highest win
score face off in a single elim. bracket.
Team
Tournament Rules (Fighting Games Only)
- Round Robin Format (Everyone plays everyone)
- One player plays twice and passes or
pass if they lose once
- All players have to lose twice in order
for one team to win
Payout
for all games
Format 1:
Note: ALL PAYOUTS ARE
MADE IN CHECK AND NOT CASH
- Prize Money will be divided 80%
- 1st, 20% - 2nd
- Bonus money to pot may apply
Format 2:
- A set prize purse will be awarded to1st and 2nd place in every
tournament
- This would apply to both Ranbats and Majors
- Bonus money to pot may apply