Tournament Rules
Games Rules and
Regulations
Here are the rules for the main attraction
games right now. These rules are subject to change
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 5
- 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
3
General HALO Settings / Rules:
Note: These rules are subject to change throughout
the year
- No Wireless Controllers Allowed - EXCEPTION
PLUG AND PLAY
- Team Switch: In order to keep the same team name and get ranking
points for your current team name you must:
- Have two of the original members of the current team
name (4 v 4)
- Have one of the original members of the current team name
(2 v 2)
____________________________________________________________
- Multi Flag -
-All Games-
Primary Weapon = Battle Rifle
Custom Powerup Traits, Duration = 3 Seconds
Custom Powerup Traits, Damage Resistance = Invulnerable
Custom Powerup Traits, Shield Multiplier = 3X Overshields
Custom Powerup Traits, Shield Recharge Rate = 200%
Custom Powerup Traits, Player Speed = Unchanged
Shield Recharge Rate = 90%
Damage Modifier = 110%
Player Speed = 110%
Motion Tracker Mode = Off
Suicide Penalty = None
Betrayal Penalty = None
Team Changing = Not Allowed
____________________________________________________________
- Cutthroat CTF Nar v7 -
Flag At Home to Score = Enabled
Flag Return Time = 3 Seconds
Flag Reset Time = 15 Seconds
Flag Carrier Traits, Damage Modifier = 50%
Time Limit = 30 Minutes
-Cutthroat CTF Flag v7 -
Captures to Win = 5
Flag At Home to Score = Enabled
Flag Return Time = 3 Seconds
Flag Reset Time = 15 Seconds
Flag Carrier Traits, Damage Modifier = 50%
Time Limit = 30 Minutes
- NVGA CTF Pit v7 -
Flag Return Time = Disabled
Flag Reset Time = 15 Seconds
Flag Carrier Traits, Damage Modifier = 50%
Time Limit = 30 Minutes
- NVGA Ball v7 -
Score to Win = 250
Ball Carrier Traits, Damage Modifier = 50%
Time Limit = 15 Minutes
- NVGA King v7 -
Score to Win = 250
Hill Movement = 2 Minutes
Hill Movement Order = Sequence
Time Limit = 15 Minutes
Respawn Time = 10 Seconds
- NVGA TS v7 -
Time Limit = 15 Minutes
Vehicle Set = No Vehicles
____________________________________________________________
Round 1
----------------
Round 2
----------------
Round 3
----------------
- narrows
- heretic
- construct
Round 4
----------------
Round 5
----------------
Round 6
----------------
Semi Finals
----------------
- pit
- contstruct
- amp
- heretic
- narrow
Finals
----------------
- heretic
- amp
- construct
- narrows
- pit
- HALO 3 4 v 4
Round 1
----------------
- heretic odd ball
- onslaught cap the fag
- construct king
Round 2
----------------
- narrows cap the fag
- amp slayer
- heretic odd ball
Round 3
----------------
- construct king
- pit cap the fag
- narrows slayer
Round 4
----------------
- heretic odd ball
- pit slayer
- onslaught cap the fag
Round 5
----------------
- narrows slayer
- construct king
- heretic odd ball
Round 6
----------------
- pit cap the fag
- heretic slayer
- construct king
Semi Finals
----------------
- amp slayer
- heretic oddball
- construct king
- narrows cap the fag
- pit slayer
Finals
----------------
- construct king
- onslaught cap the fag
- narrows slayer
- heretic odd ball
- pit cap the fag
Call
of Duty 4 - Modern WarFare 2
General Rules: (Additions)
- No memory cards for classes allowed
- No Wireless Controllers Allowed - EXCEPTION PLUG AND
PLAY
- 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.
Call of Duty (1 v 1)
Death Match
5-10 Games
Top 1-2 player advance with the most kills
Call
of Duty (2 v 2)
Note: All rounds will be DeathMatch
Round 1
----------------
highrise
favela
terminal
Round 2
----------------
skidrow
rust
karachi
Round 3
----------------
invasion
scrapyard
terminal
Round 4
----------------
skidrow
rust
favela
Round 5
----------------
terminal
karachi
highrise
Round 6
----------------
invasion
favela
skidrow
Semi:
----------------
scrapyard
rust
terminal
invasion
favela
Finals:
----------------
highrise
karachi
skidrow
favela
rust
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 2
- Starting Weapon: Hammer Burst
Weapon Swaps - All weapons not listed will remain as the
default.
Frag Grenade: Ink Grenade
Ink Grenade: COG Pistol
Mortar: Disabled
Mulcher: Torque Bow
Scorcher: Disabled
Torque Bow: Longshot
Boomshield: Ink Grenade
Execution and Warzone Settings:
Total Rounds: 5
Round Time Limit: 5
Number of Bots: 0
Bleed-Out Time: 15
Friendly Fire: On
Map Selection: Host
Weapon Spawning: Customize
King of the Hill Settings:
Round Score Limit: 90
Total Rounds: 3
Number of Bots: 0
Bleed-Out Time: 15
Friendly Fire: On
Map Selection: Host
Weapon Spawning: Customize
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: 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
- Game Settings: Versus Mode, Round
Time 99 Seconds
- Non-Majors: 2/3 prelims, 3/5 semifinals,
3/5 finals
- Majors: 2/3
prelims, 3/5 semifinals, 4/7 finals
Street
Fighter 4
- Non-Major: Default Settings 2/3 prelims,
3/5 semifinals, 3/5 finals
- Majors and up: Default Settings 2/3
prelims, 3/5 semifinals, 4/7 finals
Marvel
vs. Capcom 2
- Non-Major: Default Settings 2/3 prelims,
3/5 semifinals, 3/5 finals
- Majors and up: Default Settings 2/3
prelims, 3/5 semifinals, 4/7 finals
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 2010
- 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
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
- All Majors: Fight Games will be divided
60%, 30%, 10%
- Ranbats: 1st - 70%, 2nd 30%
- HALO - Top two teams 1st 80%, 2nd
20%
- Madden - Winner Take All
- Trophies / Medals will be given to
ALL FIRST PLACE WINNERS at majors
- 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