Rules

Teams participating in Amplify III are required to understand and follow the rules listed below. Take your time to read them as a team, to help prevent issues during the tournament.

I. General Rules

  1. All rules and penalties are to be enforced by the staff. Staff reserve the right to override any rules for the sake of fairness during the tournament.
  2. Staff reserve the right to prohibit any player or team from participating in the tournament, as well as disqualify them for the remainder of the tournament, due to reasons including but not limited to cheating, unreliability, and/or unsportsmanlike conduct.
  3. Rule changes made during the tournament will apply for all matches played after the change has been made (at the staff's discretion). An announcement will be made in the Amplify Discord server if and when there is a change to the ruleset.
  4. All teams will have a maximum of 3 and a minimum of 2 team representatives. These player representatives will be the only ones organizing their team's matches throughout the tournament, and no one else.
    1. All team representatives must cooperate with the requests of the Amplify staff. Failure to cooperate will result in removal as a team representative at staff's discretion and the team in question must find a replacement.​
  5. All player representatives for each team will be added to a Discord channel. The Amplify staff will oversee the channel.
  6. All teams must be registered with a minimum of 9 players at all times to be considered eligible to play. Teams that have less than this amount may be forced to withdraw from the tournament.
  7. Teams must play to win. Teams caught intentionally losing or fixing matches will be disqualified.
  8. Failure to comply with any of the rules in section I. will result in a warning, and possibly a forced withdrawal or disqualification from the tournament depending on severity, frequency of the offence, and what the staff see fit, at staff's discretion.

II. Registration

  1. All registrations and friend code updates must be done through the official MKCentral Registry.
  2. Players are only allowed to play for the team that they are registered for. Registered players caught playing for a team that is not their own will be disqualified for the remainder of the tournament.
  3. If a player is caught playing for a team with an unregistered friend code and/or invalid registration, that player will lose all of their points and will be disqualified from the competition.
  4. If a player is caught making multiple registrations for the same tournament (alting), this player will be disqualified for the remainder of the tournament and MKCentral Staff will be made aware.

III. Tournament Format

  1. The group stage is the first stage of the tournament. In this stage, teams play for points in the group and/or wildcard leaderboards. Group stage results determine the bracket seedings.
    1. If a team wins a match, they will score 2 points on the leaderboard.
    2. If two teams draw a match, they will each score 1 point on the leaderboard with the exception of both teams forfeiting where neither team will receive any points.
    3. If a team loses a match, they will not be given any points on the leaderboard.​
    4. If both teams have 0 or less points in a match (due to a double forfeit or penalties), neither team will be given any points on the leaderboard.
    5. Teams are ranked within each group or the wildcard standings as follows:
      1. The greatest amount of points.
      2. The greatest number of wins.
      3. The greatest scoring differential during matches in the group phase.
      4. The greatest scoring differential in matches between tied teams (only applies if all tied teams are in the same group).
      5. The fewest amount of forfeits during the group phase.
      6. The fewest points lost due to penalties in the group phase.
      7. The below procedure will be followed in the case that all of the above are tied between 2 or more teams:
        • If the tied teams are competing between Amateur and Premier bracket seeds, or bye and non-bye seeds, a tiebreaker GP of 4 races shall be played between the tied teams (6v6, 4v4v4, etc., depending on the number of tied teams), with single races played in the case that the tiebreaker GP is tied as well.
        • Otherwise, the seedings will be decided at random by Amplify staff.
  2. In the bracket stage, teams are eliminated after losing two matches. In the case of a double forfeit, the rules under III.a.v. apply to determine the winner, with matches from both the group stage and the bracket stage taken into account.

IV. Mii Names

  1. Players must use the tag for the team which they are registered for. Tags must stand in front of the nickname and must begin in the first spot of the Mii's name.
    1. Tags must match the team's tag as displayed on the MKCentral registry, including special characters. For example, λU, aU, Au, au would not be acceptable tags for AU, nor any other variation using other special characters.

    Examples for Clarification:
    • AU Shii
    • AU*Shii
    • [AU]Shii
  2. The exact same tag must be used by all players in a team.
  3. Players must use a Mii name which makes them easily recognizable as their alias on the MKCentral registry. Failure to do so will result in a 10-point penalty for the match.
  4. Names being used by a player may not be shared by another teammate during a match.
  5. Players may not use Mii names that include profanity or offense to the other team, staff, or people outside of the match.
  6. If two teams from the same team are playing each other, one of the teams must put the character "2" after its tag (e.g. if two teams from Aurora played each other, Aurora 1 would use the tag "AU" and Aurora 2 would use the tag "AU2").
  7. Failure to comply with any of the rules in section IV. will result in a 10-point penalty to the team's score if the tag appears after 2 races subsequent to joining the war.

V. Match Execution

  1. Matches are to be played 6-versus-6. 5v5 matches are not permitted.
  2. Match duration is one GP of 12 races.
  3. In the case of a tied match in the bracket stage, the following tiebreaker rules apply:
    1. Play an additional GP of 4 races.
    2. If the second GP is tied, the teams must play single races until the match is no longer tied.
  4. Players have free choice of character/vehicle combination.
  5. Lap trolling is allowed.
  6. Players may not choose a track that has already been played. Any team that is responsible for picking a track that has already been played will receive a 20-point penalty, unless the track was picked using the random button.

VI. Disconnections and Player Compensation

  1. If a team is missing one player at the onset of the match, they have a choice of going handicapped, forfeiting the match, or requesting the staff for a reschedule. If a team is missing more than one player, they have the choice of ​forfeiting the match, or requesting the staff for a reschedule. Reschedules are subject to the rules in section XI.
  2. If there are two players missing at the track selection screen, the room is to be reset and the race will not count.
  3. If two players from the same team disconnect during a race, the room is to be reset and the race will not count.
  4. Players who disconnect but still appear on result screen will receive their bot's points.
    1. Rule VI.d. does not apply if more than 2 players from one team disconnected during the race.
  5. If one player is missing from the result screen and replaced with a generic bot, that player will receive the bot's points.

VII. Hosting

  1. The host team must provide the away team with the host's friend code at least 10 minutes before the room opens.
  2. The host must open the room between the scheduled time and 5 minutes after the scheduled time (e.g. if the scheduled time is at 17:00 UTC, the room must open at any time between 17:00 UTC and 17:05 UTC).
    1. The host may not open the room before the scheduled time. If this happens, the away team has the right to request that the room gets closed and reopened.
  3. If 10 minutes have passed since the opening of the room, the host has the right to start the match as long as no more than one player is missing from the room.
    1. After 10 minutes of the room opening, if the amount of players in the room is not sufficient for the match to start, the match will either be rescheduled or counted as a forfeit. Staff reserve the right to decide what will happen in this case.
  4. The host is not required to have all the players from the other team added on their friends list, as long as there is at least one player from the other team that is added.
    1. If the host is caught not accepting any one or more of the away team's players' friend requests, the host will be subject to a penalty of some form decided by staff.
  5. The host must start the room with the following room settings:
    • 150cc Race
    • No Teams
    • Normal Items
    • Hard COM
    • All Vehicles
    • 12 races
  6. The host must reset the room if 2 or more players from one team disconnect during a race (see rule VI.c.)
  7. If a player joins the room that is not meant to play in the match, then the host must close the room and reopen the room again, setting the number of races to the amount of remaining races.
    1. In the case that the room is reset, the host may start the match again after 5 minutes of the room being reopened, or sooner if all players are ready.
  8. Failure to comply with any of the rules in section VII. will result in a warning and possibly a host ban.

VIII. Results

  1. Both teams are responsible for getting pictures of the match results, and sending them to their designated match organization Discord channel. They are required to let staff know of any substitutions, disconnections, player names, etc.
  2. Match results must be reported to staff in the designated match organization Discord channel within 3 hours of the match's end, and before any affected teams' scheduled matches.
  3. Match results submitted must include at a minimum screen captures of all relevant scores, and optionally videos and/or tables in addition.
  4. If neither team can provide proof of the match result, the match will be counted as a 0-0 double forfeit.
  5. If there is insufficient proof of an individual player's score, their score will default to the lowest possible amount given the provided proof.

IX. Lagging

  1. Players' points may not be counted if they were lagging to an extent where it was at a significant disadvantage to the opponent(s) and/or at a significant advantage to the player or teammates.
  2. Players' points may be corrected to their true values if sufficient proof of these true values is presented.
  3. If a player frequently has game-breaking lag, they may be disqualified from the remainder of the tournament, at staff's discretion.

X. Incomplete Matches

  1. If a team can not complete a match, and the staff has agreed that there is an acceptable excuse, (1) the match results will be that of the completed races; (2) the match will result in a draw; or (3) the remainder of the match may be played at a later time, at staff's discretion.
    1. If there is not an acceptable excuse, as decided by staff, then the match will result in a forfeit for the team(s) ineligible to complete their match.
  2. Should the races played result in a draw during the bracket stage, the rules under III.a.v. apply to determine the winner, with matches from both the group stage and the bracket stage taken into account.
  3. If a team frequently shows difficulty in completing their matches, they may be disqualified, at staff's discretion.

XI. Rescheduling and Replays

  1. Matches are to take place at the scheduled date and time unless both teams are in agreement to play at a different date and time.
    1. Reschedules must be communicated to and approved by staff.
    2. In the group stage, reschedules may take place at any time before the bracket stage.
    3. In the bracket stage, reschedules may take place at any time that precedes any affected teams' matches (if any) originally scheduled date and time by at least 2 hours.
  2. A reschedule may be granted upon request by only one team if (1) the original date and time interferes with a team's normal availability or other league's (MKU, LF, etc.) schedule; (2) the original date and time coincides with a country's national or religious holiday; or (3) the staff agree that a given excuse is acceptable.
  3. If a reschedule is applied to a match, the new date and time will override the original date and time for that match.

XII. Forfeits

  1. If a team forfeits a match, the match is to be scored 150-0 in disfavor of the team that forfeited.
  2. If two teams forfeit a match, the match is to be scored as a 0-0, with both teams considered having lost the match.
  3. If a team forfeits too many times, as determined by staff, they may be disqualified for the remainder of the tournament.

XIII. Disqualifications and Withdrawals

  1. Any future match results for disqualified or withdrawn teams will be scored 150-0 in disfavor of the disqualified or withdrawn team.
    1. Any previous match results for the group stage involving disqualified or withdrawn teams will be scored 150-0 in disfavor of the disqualified or withdrawn team.
  2. Any future match results, and any previous match results in the group stage, in which two disqualified or withdrawn teams play each other will be scored as 0-0, with both teams considered having lost the match.
  3. Any individual points for players of disqualified or withdrawn teams will be removed.

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