Disputes
If, during the course of your match, there is a dispute over the rules, please find an MWC official immediately! If you cannot locate an official, try sending an email to mwc@mythgaming.net. That goes to several people so someone should see it before too long.

If worse comes to worst, 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.
Ties
In the Qualifying Round, ties need not be settled and so nothing will be done about them.

In the Double Elimination ladder, all ties must be settled. If a match ties but no games tie, then one team has won more games during the match than the other; the team with more games won advances.

If the score is tied and the games are tied, then the tiebreaker map should be played to determine the winner. This will not be scored, and ratios from it will not be tallied. The tiebreaker is Territories, If I Had a Trow..., 12 minutes. If you have any doubt about whether the match ended in a tie, play the tiebreaker and include it with the films. A determination will be made later.

In the Grand Finals, a tie will count as a win for the challenger: the match continues into sudden death and proceeds until one team wins two in a row.
Forfeits
Any team that does not have at least two players on playmyth.net at their designated match time will receive a forfeit loss. If neither team has enough players show up to play, or no films are received for the match, it will be recorded as a double-forfeit, and both teams will receive a penalty.

If your team receives a forfeit, you will receive maximum reasonable points for the match.

A forfeiting team will receive a maximum reasonable loss. We strongly encourage you not to give up during the QR! Even if you expect to lose a match, if you can earn a few extra points and improve your seed, it could mean the difference between facing a team you can beat and one you can't.

In addition, if you forfeit twice, or in the first week of QR and no one has heard from you, you will be permanently removed from the tournament, and forfeit the rest of your matches.

In the DE, since only match wins matter, a forfeit will count as a win for the team that was forfeited to, and a loss for the team that forfeited. For the purposes of the team's overall score average, it will still be counted as a maximum win.
Hosting
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.
Pre-Game Delays
All matches must be started by twenty minutes after the predetermined match time. If one team fails to show or check in beyond this limit, an MWC official may be called in to take note of a game forfeited. Each additional twenty minutes will result in one more game forfeited.

Similarly, all subsequent games must be started within five minutes of the previous one, or an MWC official may be called in to take down a forfeit.

Of course, if neither team has a problem with the delay, no action is necessary.
Drops and Replays
Each team will be allowed one free restart per match if a team captain or two players drop during the first 2 minutes of play (after PT). 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 reasonable loss (on Flag Rally, they still get their 3 or 4 certain flags). Naturally if both teams have agreed to drop (for a replay, etc), this rule does not apply.

If a host drops a game, the game will have to be replayed, unless both teams, or an MWC official 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.
Uncontestable Balls, Infinite contest, etc...
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.
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