Champions League 2011

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Contents

[edit] Draw for the Quarterfinals

Playoff Page

  • Seeded:
    • 1 Dea's Devils (4 Clashes 11 Matches)
    • 2 Generation 70 (3.5 Clashes 9.5 Matches)
    • 3 Fantastic Four (3 Clashes 9 Matches)
    • 4 Team HOT (3 Clashes 7.5 Matches)
  • Unseeded:
    • 5 The Chill Team
    • 5 Living on Locos
    • 5 Trans-Atlantic Mayhem
    • 5 Beautiful, Tall and Bold
  • Draw:
    • Dea's Devils vs Trans-Atlantic Mayhem
    • Generation 70 vs Beautiful, Tall and Bold
    • Fantastic Four vs Living on Locos
    • Team HOT vs The Chill Team

[edit] Draw for the League Stage

YELLOW LEAGUE ORANGE LEAGUE RED LEAGUE PURPLE LEAGUE
Generation 70 Living On Locos Fantastic Four Beautiful Tall & Bold
The Chill Team Dea's Devils Trans-Atlantic Mayhem Team HOT
The Masked Team We Are In The Underdogs Worst *BIP* Tix Ever

[edit] Schedule

Round Robin 1:
line-ups due: Mar 02
PLAY Mar 03 - Mar 13
Week RR1: B vs A, C - bye

Round Robin 2:
line-ups due: Mar 09
PLAY Mar 09 - Mar 20
Week RR2: C vs B, A - bye

Round Robin 3:
line-ups due: Mar 16
PLAY Mar 16 - Mar 27
Week RR3: A vs C, B - bye

Round Robin 4:
(double clash with extra time)
line-ups due: Mar 23
PLAY Mar 23 - Apr. 07
Week RR4: B vs C, A - B, C - A

Quarter Final, Leg 1:
line-ups due: Apr 07
PLAY Apr 08 - Apr 17

Quarter Final, Leg 2:
line-ups due: Apr 14
PLAY Apr 14 - Apr 24

Semi-Final, Leg 1:
line-ups due: Apr 24
PLAY Apr 25 - May 02

Semi-Final, Leg 2:
line-ups due: May 01
PLAY May 02 - May 09

Final:
May 09 - May 16

[edit] Teams

Abbr.
Team Name
Confirmed
Seed
Confirmed
ELO
Players
  (Captain 1st)
G70 Generation 70 01 11169 xbomanx RMarkes stemayf foudecoasters
BTB Beautiful Tall & Bold 02 11108 Sysyphus xsandrax ommie Val
F4 Fantastic Four 03 11089 suburu toutoune Angel6 womble
LOL Living On Locos 04 11071 Mr Bean Volleytom Pammes onyx puffin
DD Dea's Devils 05 10970 Hecki Miguel daedin dea1
TAM Trans-Atlantic Mayhem 06 10928 GenuineFauxFarm Heizer_65 Knockando_ niamey
HOT Team HOT 07 10872 JenAck Karin1961 Patterson wasdenn
TCT The Chill Team 08 10712 Lucullupus Cat_ hogika Ishamael
TU The Underdogs 09 10640 menno zoubaier Ironhorse1 -near-
WFTE Worst *BIP* Tix Ever 10 10553 Robin Hood Pifbat69 U 32 Tyrana
WAI We Are In 11 10438 häxxli tigergirl_1990 Technikerin Patrick_09
TMT The Masked Team 12 10215 Snowstar Qorlas Ravage811 Maskaride

[edit] Rules

Champions League Rules (2011) - comprehensive version (copied: FORUM last edited Feb 19)

The Champions League (CL) is a team tournament. The tournament consists of a League stage (round robin) where teams play each other twice, and a knockout stage for the quarter-finals, semi-finals and final. All games are 2-player, taking place on the US map only. Most matches will be Best of 5 encounters.


Team formation

1.1 Teams are to consist of 4 players.

1.2 No two players on a team can be of the same nationality. Therefore, teams of 4 players must comprise 4 different nationalities.

1.3 Players who live, study or work in nation A yet have nationality B, can play with either nationality A or B.

1.4 Players with dual nationality may play with the nationality of their choice.

1.5 If a player is unable to form a team of 4 unique nationalities, teams consisting of two or more players of the same nationalitiy will be considered by the Tournament Director (TD) as part of the registration phase process.

1.6 No team of two or more players of the same nationality may register to play if there are enough registered players left to form a team with all unique nationalities.

1.7 If a player holds multiple DOW accounts, he/she must use their highest ranked account. See rule 3.10.

1.8 Teams must allocate a Captain (and vice-Captain) who will be responsible for submitting team lineups to the TD.

1.9 In the event of a vote (or such like) required during the tournament process, the Captain (or vice-Captain in his/her absence) represents the voice of the team.


2. ELO limitation

2.1 Team strength will be limited by ELO level. A player's ELO will be determined by the combined score (sum) of their US map and 2-player ELOs.

2.2 A team's overall ELO will be determined by the total (sum) US/2P ELO of the 3 highest ranked players. For a 4 player team, the ELO of the lowest ranked player will have no impact on total (sum) team ELO.

2.3 ELO scores of the majority of players are to be posted in the registration thread when registering. prior to registration. Once registered, players' ELO will not affect their registration nor participation in the tournament.

2.4 If a player's ELO is not posted prior to registration, ELO will be measured at the moment of team registration.

2.5 A team's total (sum) US/2P ELO for the highest ranked 3 players must not exceed 11200, averaging combined US/2P ELO of 3733 per player.


3. Team Registration

3.1 A maximum of 32 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 thread in the Competitive Play forum.

3.2 It is the discretion of the TD whether to accept the registration of any team or single player. If registration is not accepted, the TD will not be required to explain their reasons.

3.3 The registration process includes both team registration and single player (having no team) declaration of intention to play.

3.4 The TD will check that teams have adhered to the ELO limit at the time of registration, and contact the declared Captain if there appears to be any irregularity.

3.5 Registration will comprise three phases.

3.6 Phase 1: Teams with all players of unique nationalities only. Single players (having no team) must declare their intention to play during this phase. No player will be allowed to join the tournament following the end of this first phase, unless at the discretion of the TD. During this phase, declared single players may form and register teams as per the rules.

3.7 Phase 2: Teams with all players of unique nationalities, comprising the declared single players left over from Phase 1.

3.8 Phase 3: Teams with two or more players of the same nationality left over from Phase 2. As stated in rule 1.6, players must form viable teams from the pool of declared players at this point if at all possible.

3.9 At the moment of team registration, teams are required to declare: (i) all players' names; (ii) all players' nationalities; (iii) all players' US/2P combined ELO (as posted in the thread); (iv) the total US/2P combined ELO of the team (highest ranked 3 players); and, (v) the proposed Captain and Vice-Captain.

3.10 Any team/player found abusing or manipulating the registration rules in their favour to form a team in Phase 3 will be disqualified and no player from this team may join the tournament.[/b]


4. Team play

4.1 All rounds of the tournament will comprise team play, namely 3 team members will play a series of games (a match) against 3 players from an opposing team.

4.2 The Captain must select the 3 players for each league, Quarter-final, Semi-final and Final matches from his/her registered team. If a team is registered with only 3 members, all will play in each stage. A team of 4 players will have 1 member left as a non-player (substitute - see later in the rules).

4.3 For all stages with 'home' and 'away' legs (league stage, Quarter- and Semi-final stages) the Captain is free to select a different permutation of 3 players for each clash. It is not necessary that the same 3 players participate in both 'home' and 'away' legs.

4.4 Captains must PM/email the TD with their team of 3 selected players before the start of each clash-week.


5. Seeding and Grouping for the League stage

5.1 The League stage will comprise the registered teams being allocated a League based on seeding.

5.2 The number of separate leagues in this stage will depend upon the number of registered teams: 12 - 16 teams registered = 4 leagues, 17 - 20 teams = 5 leagues, 21 - 24 teams = 6 leagues, 25 - 28 teams = 7 leagues, 29 - 32 teams = 8 leagues

5.3 The maximum number of teams in a league will be 4. The minimum number of teams in a league will be 3.

5.4 Seeding of registered teams will take place following the end of the registration process.

5.5 Teams will be seeded based on their total US/2P ELO of the 3 highest ranked players in each team at this time, not using the original ELO scores as published at the beginning of the registration process.

5.6 In the event of a tie, seeding will be based on the total US/2P ELO of the 2 highest ranked in each of the tied teams. In the Scenario of a further tie, seeding will be based on the US/2P ELO of the highest ranked player in each of the tied teams.

5.7 The set of highest ranked teams, equal to the number of leagues (6 leagues = set of 6 highest ranked teams) will become the top seeds for each league. These teams will not face each other until the knockout rounds.

5.8 All teams will be distributed amongst the league according to their rank, starting with the set of the highest ranked teams (the top seeds), 1 team per league. Once a team has been allocated a league, no other team from this set can be allocated the same league.

5.9 The set of highest ranked teams (the top seeds) will take up position 'A' in their respective league.

5.10 The next set of highest ranked teams, equal to the number of leagues, will be distributed randomly amongst the leagues, 1 team per league. These teams will take up position 'B'. This randomisation process is outlined below.

5.11 The third set of ranked teams will be allocated a league following the same system, taking up position 'C'.

5.12 The remaining set of teams, and there may not be enough teams to fill all leagues to a capacity of 4, will be allocated leagues in the same way, positioned 'D'.

Thus all teams will be distributed fairly amongst the leagues, with all leagues filled to a capacity of 4 teams.

6. Random league distribution/allocation and Draw

6.1 The draw for allocating all teams to their respective league will take place in the lobby at a time prior to the commencement of the tournament.

6.2 The draw will be available to be viewed by anyone and will be administered by the TD.

6.3 The draw will allocate sets of teams to different leagues as described in the previous section of the rules.

6.4 The number of leagues (4, 5, 6, 7 or 8 ) depends upon the number of participating teams, and is outlined in the previous section..

6.5 Each league will be apportioned a colour: - 4 leagues: (in order) Yellow, Orange, Red, Purple

6.6 The draw will consist of the TD naming a team (starting with the highest ranked team and working through each set) and announcing the team in the Ticket to Ride Lobby.

6.7 The TD will create an open (dummy) 2P US game vs. a random bot, with the game title being that of the respective team.

6.8 Without selecting destination tickets, and therefore not initiating a game, the TD will allocate the team to its respective league based on the colour of the first (top-most) of the 5 coloured face-up train cards on display on 'the table' (not the 4 coloured cards on view to the TD and observers).

6.9 In the event of either: a loco, a colour not equivalent to any of the leagues, or a colour representing a league to which a team has already been allocated for this set of teams, the TD will use the colour of the next (moving top to bottom) coloured train card to allocate a team to its league.

6.10 In the event of further unavailable colours/leagues, the TD will allocate using the third coloured train card, and then using the fourth card and finally the fifth.

6.11 If none of the five coloured train cards on 'the table' allow for appropriate allocation of a team to a respective league, the TD will quit the dummy game and repeat the process until the team is allocated to a league.

6.12 This process will continue for all sets of teams until every team has been appropriately allocated a league. The first 3 teams in each pot will be allocated using this system - the process of elimination will identify the league colour for the 4th team in each pot, and therefore the process will not need to be completed. Leagues will then be ratified and posted in the tournament thread in the forum.

6.13 The whole draw for the League stage will be recorded using appropriate software and will be available for download for anyone to view.


7. League stage

7.1 The League stage comprises 6 clash-weeks (clash = encounter between 2 teams).

7.2 Each team will play all other teams twice over 2 legs ('home' and 'away').

7.3 In 4-team leagues, each team will have 6 clashes, 1 per week. In 3-team leagues, each team will have 4 clashes, with 2 weeks without fixtures (byes).

7.4 Following the league draw, the published leagues will show the position of each team (A, B, C, D) in each league (colours dependant upon participating teams).

7.5 Preferential treatment is afforded to the highest ranked team (top seed) in each group, insofar as they will play their 'weakest' opponent back-to-back in the middle 2 weeks (4-team leagues only), and face their 'strongest' opponent at 'home' in the final week (all leagues).

7.6 Thus in a 4-team league, 6 clashes per team, the fixtures would be ('home' team first): Week 1: B vs A, D vs C Week 2: A vs C, B vs D Week 3: D vs A, C vs B Week 4: A vs D, B vs C Week 5: C vs A, D vs B Week 6: A vs B, C vs D

7.7 In a 3-team league, 4 clashes per team, the fixtures would be ('home' team first): Week 1: C vs B, A - bye Week 2: A vs C, B - bye Week 3: B vs A, C - bye Week 4: B vs C, A - bye Week 5: C vs A, B - bye Week 6: A vs B, C - bye

7.8 Clash-weeks run at least 9 days. All matches (match = encounter between 2 players) must conclude before 23:59 GMT of the 2nd Sunday in each clash-week.

7.9 Team Captains must submit lineups of 3 players, in a chosen order, for each clash-week, via PM/email to the TD, no later than 23:59 GMT Wednesday prior to the next clash-week.

7.10 Matches will be published by the TD in the appropriate forum thread.

7.11 At the discretion of the TD, matches can commence as soon as they are published, even if this is earlier than the first Saturday of the clash-week, and even if the previous week's matches are yet to be completed.

7.12 Each match will consist of best of 5 matches, with ties counting as 0.5.

7.13 When one player achieves 3 or 3.5 wins, or all 5 games have been played - whichever is sooner - the match is concluded. No more than 5 matches can ever be played. The only possible match result without either players attaining 3 wins is 2.5-2.5.

7.14 The 'home' player will start the first game in a match (no random starter), thus giving a perceived advantage. Games will then alternate in starter until the conclusion of the match.

7.15 The winning player of each match must publish the result in the forum.

7.16 Unplayed matches will be ruled upon and results given by the TD.


8. League scoring

8.1 Scoring during the League stage will be as follows:

- 2 points for an overall clash win. A clash win constitutes winning more matches than the opposing team. - 1 point for an overall clash tie. A clash tie constitutes an even number of match wins per team (1-1 with 1 tie or 0-0 with 3 ties.) - 0 points for an overall clash loss. A clash loss constitutes winning less matches than the opposing team.

8.2 Match results will be taken into account in the event that a tie-breaker situation occurs at the end of the League stage.

8.3 To decide upon ranking for the Knockout stage, the order of tiebreakers is as follows: head-to-head record; number of clashes won; number of matches won; number of games won less the number of games lost.


Edit: Section 9 of the rules is now defunct, no Play-off round will be necessary - section 10+11 are corrected after the vote!


10. Quarter-final stage

10.1 The Quarter-final stage will comprise 8 teams, through the league stage.

10.2 The Quarter-final stage will 3-player clashes as before,

10.3 The 8 teams will be seeded 1 to 8.

10.4 If there was no Play-off round necessary, the seeding will be: 1 to 4 for the league winners (1 for highest ranked, 4 for the lowest), and 5 to 8 for the league runners-up (5 for highest ranked runner-up, 8 for the lowest).


10.7 The fixtures for the Quarter-final stage will be preordained. They will be: 1 vs 8, 2 vs 7, 3 vs 6 and 4 vs 5.

10.8 Quarter-final clashes will be 2-legged: one 'home' match and one 'away' match.

10.9 Quarter-final clashes will takes place within a two clash-week period (16 days, Saturday to 2nd Sunday), although this could be quicker at the discretions of all Captains and the TD.

10.10 Captains will have the opportunity to present lineups for both clashes separately, i.e. the second lineup can be presented to the TD for publication after the conclusion of the first clash.

10.11 Quarter-final matches will be Best of 5 with the same rules as per the League stage, with one exception: ties no longer count. The victor of each match will be the player to reach 3 wins first.

10.12 The lower seeded team will have 'home' advantage in the first leg, the higher seeded team playing at 'home' in the second leg.

10.13 Rules for starting matches are identical to those in the League stage.

10.14 The winning teams will win at least 2 of the 3 matches.


11. Semi-final stage

11.1 The Semi-final stage will comprise 4 teams, the winners of the 4 Quarter-final clashes.

11.2 The fixtures for the Semi-Final stage will be preordained: Winner of 1 vs 8 will play Winner of 4 vs 5; Winner of 2 vs 7 will play Winner of 3 vs 6.

11.3 Semi-final clashes will be 2-legged as in the Quarter-final.

11.4 Semi-final clashes will take place within a two clash-week period, as in the Quarter-final.

11.5 Captains will have the opportunity to present lineups for both clashes separately.

11.6 Semi-final matches will be Best of 5 with the same rules as per the Quarter-final (ties do not count).

11.7 Semi-final matches will continue to be Best of 5.

11.8 The lower seeded team will have 'home' advantage in the first leg, the higher seeded team playing at 'home' in the second leg.

11.9 Rules for starting matches are identical to those in the League stage.

11.10 The winning teams will win at least 2 of the 3 matches.


Amended Section 10+11 in light of the recent vote:


10. Quarter-final stage

10.1 The Quarter-final stage will comprise 8 teams, the 4 league winners and the 4 league runners-up.

10.2 A new random draw will be held to matchup quarter-final opponents. In each case, a league winner will matchup against a league runner-up.

10.3 The 4 league winners will comprise one pot, the 4 runners-up another pot.

10.4 The 4 league winners in Pot 1 will each be assigned a new colour (green, blue, white or black) IN THIS PRE-DEFINED ORDER based on ranking at the end of the league stage. Ranking will be decided upon: clashes won, then matches won, then games won, then games won vs. games lost.

Therefore, the highest ranked league winner = GREEN; the next highest = BLUE; the next highest = WHITE; and the final league winner = BLACK

10.5 The 4 runners-up will be ordered alphabetically. It will be identified at this stage the colour of the QF matchup to which each runner-up cannot be matched being that they contested in the same league.

10.4 The draw, again held live in the lobby, will then use the following procedure:

- The TD will create an open (dummy) 2P US game vs. a random bot, with the game title being that of the first runner-up alphabetically.

- Without selecting destination tickets, and therefore not initiating a game, the TD will allocate the team to its quarter-final pairing based on the colour of the first (top-most) of the 5 coloured face-up train cards on display on 'the table' (not the 4 coloured cards on view to the TD and observers).

- In the event of either: a loco, a colour not being used for the QF draw, a colour not permissable, or a colour representing a quarter-final matchup to which a team has already been allocated, the TD will use the colour of the next (moving top to bottom) coloured train card to allocate a team to its matchup.

- In the event of further unavailable colours/leagues, the TD will allocate using the third coloured train card, and then using the fourth card and finally the fifth.

- If none of the five coloured train cards on 'the table' allow for appropriate allocation of a team to a respective QF matchup, the TD will quit the dummy game and repeat the process until the team is allocated to a matchup.

- This process will continue for all runners-up until each team has been appropriately allocated a permissble QF matchup.

10.5 It may be, that before the conclusion of the live draw, teams are automatically matched due to the restrictions as set out by the rules. In this case, the draw will conclude.

10.6 Quarter-final clashes will continue to be 2-legged: one 'home' match and one 'away' match.

10.7 Quarter-final clashes will takes place within a two clash-week period (16 days, Saturday to 2nd Sunday), although this could be quicker at the discretion of all Captains and the TD.

10.8 Captains will have the opportunity to present lineups for both clashes separately, i.e. the second lineup can be presented to the TD for publication after the conclusion of the first clash.

10.9 Quarter-final matches will be Best of 5 with the same rules as per the League stage, with one exception: ties no longer count. The victor of each match will be the player to reach 3 wins first.

10.10 The lower seeded team will have 'home' advantage in the first leg, the higher seeded team playing at 'home' in the second leg.

10.11 Rules for starting matches are identical to those in the League stage.

10.12 The winning teams will win at least 2 of the 3 matches.


11. Semi-final stage

11.1 The Semi-final stage will comprise 4 teams, the winners of the 4 Quarter-final clashes.

11.2 The fixtures for the Semi-Final stage will be preordained: Winner of the GREEN matchup will play Winner of BLACK; Winner of BLUE will play Winner of WHITE.

11.3 Semi-final clashes will be 2-legged as in the Quarter-final.

11.4 Semi-final clashes will take place within a two clash-week period, as in the Quarter-final.

11.5 Captains will have the opportunity to present lineups for both clashes separately.

11.6 Semi-final matches will be Best of 5 with the same rules as per the Quarter-final (ties do not count).

11.7 Semi-final matches will continue to be Best of 5.

11.8 The lower seeded team will have 'home' advantage in the first leg, the higher seeded team playing at 'home' in the second leg.

11.9 Rules for starting matches are identical to those in the League stage.

11.10 The winning teams will win at least 2 of the 3 matches.


12. Final stage

12.1 The Final will comprise the 2 remaining teams, winners of the 2 Semi-finals.

12.2 The fixture will no longer be 2-legged, and no perceived starting advantage will be given to either team.

12.3 The Final will maintain the 3-player clash format.

12.4 The Final will take place over one week.

12.5 Matches for the Final will now be Best of 7, first to 4 wins. Ties do not count.

12.6 Starting rules will be as in the Quarter- and Semi-final stages, but now the first game is opened with Random Starter. Starters will alternate whatever the result of each game.

12.7 The winning team will win at least 2 of the 3 matches.


EDIT: Since both teams have expressed a desire to have all 4 players play in this final round, and since both teams have agreed via their captain's conversations, and have informed a TD in proper fashion, for 2011, the following will be the adjusted Final Rules for the 2011 Champions League:

12. Final stage

12.1 The Final will comprise the 2 remaining teams, winners of the 2 Semi-finals.

12.2 The fixture will no longer be 2-legged, and no perceived starting advantage will be given to either team.

12.3 The Final will become (maintain) the 4(3)-player clash format.

12.4 The Final will take place over one week.

12.5 Matches for the Final will now be Best of 7, first to 4 wins. Ties do not count.

12.6 Starting rules will be as in the Quarter- and Semi-final stages, but now the first game is opened with Random Starter. Starters will alternate whatever the result of each game.

12.7 The winning team will win at least 3 of the 4 matches.

12.8 In case of a tie (score 2-2) a. Tiebreakers are: matches won, then games won.

b. In case there is still a tie, we will use the European Soccer Champions League Penalty rules: Each captain nominates 1 player (per skype to TD). They play one game. Then they nominate next 1 player that hasn't played in the 'penalty round' yet. They play one game. To be continued until one team has a 2 points advantage.

c. First start in the Penalties is random, then alternating.

d. Ties don't count, but the starter (and the player) changes.

e. All players have to play the same amount of games, so a player can only be nominated for his 2nd game when all 4 have played 1 game.

f. The timeframe for the 'penalty round' should be open. We guess that could take more than a week to get a date with all 8 players and the TD at the same time.


13. Nature of the Games

13.1 It is hoped that All games, whatever stage, will be played open and ranked. Note, This is preference not a rule and the higher ranked player may request games in the match be closed.

13.2 It is of the 'home' player to decide whether he/she wishes to play with the 'cards hidden' option during the League, Quarter- and Semi-final stages.

13.3 It is of the higher ranked player to decide whether he/she wishes to play with the 'cards hidden' option during the Play-off and Final stages.


14. Additional

14.1 Anti-cheating and Anti-bot rules will be enforced as per the rules of the Nations Cup.

14.2 A team may use their fourth player (substitute) at the discretion and agreement of the opposing team Captain and TD (unforseen problems, etc.).

Editor's NOTE: There is a chance that less than 12 teams will be signed up. If so, an additional scenario will be determined by the 5 person TD group (stemayf, Tyrana, Qorlas, yaelka, & onyx puffin) on how to proceed.
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