If, during the course of your match, there is a dispute over the rules, replay any games in question, and clearly mark the replay when you upload films. An official will hear arguments at a later date and make a determination.
In the Qualifying Round ties need not be settled, so nothing will be done about them.
In the Double Elimination ladder, all ties must be settled. Points do not determine the winner of a match in DE, so if games are tied after 5 games, a tiebreaker must be played. The tiebreaker for every DE match is The Desert Between Your Ears, Flag Rally, 12 minutes. In the Grand Finals, a tie counts as a win for the Challenger: the match continues into Sudden Death and proceeds until one team wins two in a row.
Any team that does not have at least one player on mariusnet at their designated match time
will receive a forfeit loss. If neither team shows up to play the match will be recorded as a double-forfeit.
A team which receives a forfeit victory will receive the maximum point differential for the match (80 per game). A forfeiting team will receive the maximum negative point differential (-80 per game). In addition, if you forfeit twice, or in the first week of QR and no one has heard from you, you may be permanently removed from the tournament, and forfeit the rest of your matches.
Before each game, the two teams will need to decide on a host. This can be done in a number of ways, usually the host who has the best ping to the most people is chosen. If neither team possesses such a host, a neutral host will be permitted.
If the two teams cannot agree on a host, the high seed will be allowed to choose the host for all odd games, e.g. 1, 3, and 5 in a five game match. The low seed will choose the host for the even games. During the first round of QR, choose a random process to determine who will act as "high seed". For instance, play paper, rock, scissors through a neutral party. If the other team chooses a host that is terrible for everyone, find an MWC official to settle the matter. We encourage teams to play on the best hosts available, to keep the fun and competition at a maximum.
All matches must be started by twenty minutes after the predetermined match time. If one team fails to be ready by this limit, then a forfeit may be claimed by the other team.
Similarly, all subsequent games must be started within 10 minutes of the previous one, or a team may claim a forfeited game. Of course, if neither team has a problem with the delay, no action is necessary.
Each team will be allowed one free restart per match during the first 2 minutes of play (after PT), for reasons such as accidentally popping wights right after the game starts or losing players. If that team loses players any time during the rest of the match, play must proceed unless both teams agree to restart a game.
If an entire team, or all but one player, drops or goes OOS, and at least two members of the opposing team drop or go OOS as well, the game will be replayed, unless there was a clear winner (ask an official). This replay does not count as either team's one allowed restart. If an entire team drops out of the game and has already used their replay, the dropping team will receive a maximum loss. If a host drops a game, the game will have to be replayed, unless both teams or an MWC TO agrees that there would have been a definite winner in the dropped game. If the host was playing, or associated with one of the teams, use a different host for the rest of the match. If there is a dispute over whether or not a game should be replayed, replay it anyway and send all applicable films to the MWC staff. Please make sure that you label replays, so that we can determine which game should count.
A ball is uncontestable if and only if it cannot be tagged by some unit
available on the map walking up to it. It is uncontestable even if there is an
artillery unit available which can blast it down. However, if it is on a hill where
only soulless or spiders can walk (float) up and tag it, it is contestable.
If a ball is made uncontestable, that team will have 60 seconds to blast it back
into contestable range. If they do not, it will automatically belong to the other
team, but cannot be used for instant victory. For instance, if a team has 5 of 6 balls
and the last is uncontestable, the game must continue anyway. If a ball is pushed off mesh or to a place where it disappears from the overhead map, it is also counted as uncontestable, even if you could walk up to it and tag it (when you manage to find it). In allied games, it is not permitted to contest your ally's flags or balls in order to extend sudden death. If this occurs, the game will be scored as it was before the extension began. If a ball or flag is contested by two opposing teams in sudden death for more than 5 minutes (or if you know it will be), it will be considered out of play, and neither team will receive points for it. Both teams should evacuate contesting range at the appointed time. |