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  1. [align=center][img]http://haxball-champions.ml/images/tournament/rules.png[/img][/align]
  4. [align=left]1. Participation in the Haxball Champions League
  5. 1.1 General
  6. 1.2 Registration
  7. 1.3 Amount of participating teams
  8. 1.4 Line-up
  9. 1.5 Forum account
  10. 2. Tournament Proceedings
  11. 2.1 Match days
  12. 2.2 Game settings
  13. 2.3 Group stage positioning
  14. 2.4 Defwin/Defloss
  15. 2.5 Wildcards
  16. 2.6 Transfers
  17. 2.7 Disbanding of a team
  18. 2.8 Free Agents
  19. 2.9 Players in a team
  20. 3. Match Proceedings
  21. 3.1 Ingame name
  22. 3.2 Incorrect name
  23. 3.3 Illegal players
  24. 3.4 No show
  25. 3.5 Room leave
  26. 3.6 Substitutions
  27. 3.7 Host
  28. 3.8 Results and replays
  29. 3.9 Overtime goals
  30. 4. Unsportsmanlike Behaviour
  31. 4.1 Misbehaviour
  32. 4.2 Forbidden assistances
  33. 4.3 Faking
  34. 5. Rule changes
  37. 1. Participation in the Haxball Champions League
  39. 1.1 General
  41. The Haxball Champions League (HCL) is supposed to be an international bonus tournament for european haxball teams, as measured by their extraordinary achievements in their national haxball communities. All participating teams must be part of a national haxball community, which is offering haxball teams in a competitive environment. All teams, which do not belong to any haxball community or equivalent competition, are excluded from the HCL.
  43. Every haxball community* can apply for the HCL tournament, but the HCL admin team decides on its own, which communities will be invited to the HCL tournament and reserves the right to reject any community without further explanation.
  45. * only european and serious communities will be considered. A community should provide at least -1- accomplished season yet, or is showing other equivalent attributes of a serious national competition. It is possible that applying communities originate from the same country.
  47. 1.2 Registration
  49. In order to successfully pass the registration process, it is required that the responsible admin of an haxball community registers his/her community plus the participating teams on the HCL website. The registration process might change on occasion, hence all HCL tournament related information with further instructions will be released separately as news on the HCL website.
  51. Every community can send maximum -4- participating teams (in the case of league where is a winner team from previous edition, they can send 5 teams). The selection of these four teams is entirely up to the communities. However the provided line-ups must correspond to both line-up (1.4) and transfer (2.6) restrictions.
  53. Important: The teams need to be playing in the current season or must be playing in the next season in order to particapate in this competition.
  55. 1.3 Amount of participating teams
  57. Amount of teams in the group stage: -24- (6 groups with 4 teams)
  58. Amount of teams in the final stage: -16- (6 winners groups, 6 teams from second places and the best 4 teams from third places)
  60. *The total amount of teams in the qualification stage depends on the amount of applying communities/teams. The HCL admin team reserves the right to reject any community/team without further explanation.
  62. 1.4 Line-up
  64. A team has to consist at least of -4- players. There is no limits of maximimum number players. The line-up can be edited and has to be maintained during the entire tournament. All cuts and signs of players must be reported in the relevant thread. The listed name in this official line-up thread is the obligatory name the player has to use in-game. Only the captain or co-captain is allowed to manage the line-up. If a player wants to leave his/her team, he is allowed to cut himself in the line-up thread.
  66. The following line-up restriction is very important:
  67. At least 3 players in the HCL line-up have to be listed in the line-up of the same team in the national community, where the participating team has been qualified/sent from.
  69. 1.5 Forum account
  71. All players, who want to participate in the HCL tournament, must create a forum account in order to confirm their participation. Players without a forum account are not allowed to play official matches. The name of the forum account needs to match with the listed line-up name.
  73. 2. Tournament Proceedings
  75. 2.1 Match days
  77. Qualification stage (single elimination): will be announced individually
  79. Group stage Matches:
  80. Monday 21:00 CET
  81. Tuesday 21:00 CET
  83. Final stage (single elimination): All matches will be at 21:00 CET unless the admins have given you a specific time to play
  85. Live stream: During the group stage and final stage as well, the HCL will broadcast several matches via live stream. Streamed matches will be individually announced by the HCL admin team and scheduled in time.
  87. 2.2 Game settings
  90. Mode: 3on3
  91. Show room on list: no
  92. Score limit: None
  93. Time limit: 10mins (without overtime) [Group Stage]
  94. Time limit: 10mins (with possible overtime) [Final Stage (Round 16, QF, SF)]
  95. Time limit: 10mins (with possible overtime) [Final]
  96. Stadium: Big
  98. Overtime: The game in final stage are similar to the group stage settings, except the possible overtime. In case of a draw after the regular playing time, the "golden goal" rule applies. The teams change sides again, the score limit is set to -1- and the time limit to -5-. If no goal was scored within these -5- minutes, the teams change sides again and -5- more minutes will be played as long as the golden goal is scored.
  100. Relevant: Every game must be played in html5. That is not possible to play in flash, even if both teams agree. Mainly and the only one accepted by admin team platfom is HTML5.
  102. 2.3 Group stage positioning
  104. The place of teams in the tournament table is decided by the following factors:
  106. Win: 3 points
  107. Draw: 1 point
  108. Loss: 0 points
  110. In case of the same amount of points, the direct comparison (head to head) is decisive.
  111. In case of tied direct comparison, the goal difference is decisive.
  112. In case of the same goal difference, the amount of scored goals is decisive.
  114. The 1st and 2nd ranked team and four best 3rd ranked team is qualified for the final stage.
  116. 2.4 Defwin/Defloss
  118. A "defwin" means a 3-0 victory.
  119. A "defloss" means a 0-3 loss.
  121. If a match is judged as a defwin/defloss, the scored goals are deleted and the result gets changed into a 3-0 or 0-3. The HCL admin team reserves all rights to change any result to a defwin/defloss, if a reasonable rule violation is existent.
  123. 2.5 Wildcards
  125. In order to postpone a match (change the kick-off date or/and time), a so called wildcard is necessary. Wildcarding a match practically means that a listed player of a team creates a thread in the relevant forum section, where the opposing team is informed about the postponement.
  127. Amount of wildcards in the qualification stage: unlimited
  128. Amount of wildcards in the group stage: unlimited
  129. Amount of wildcards in the final stage: unlimited
  131. 2.5.1  A wildcard is only valid, if its  posted before 20:00 CET on the match day.
  133. 2.5.2 If a wildcard is posted later than 20:00 CET, the postponing team will be forced to play at the regular match time. If the postponing team shows up with  less than 3 players, the opposing team will win by 3-0 defwin.
  135. 2.5.3 If a wildcard has been posted after the deadline, the opposing team is allowed to accept the invalid wildcard and abstain from a 3-0 defwin.
  137. 2.5.4 All wildcarded qualification matches have to be played and reported in -7- days before 23:59 CET. All wildcarded groupstage have to be reported in -7- days and final stages matches have to be played and reported by - 5 - days.
  139. 2.5.5 In case of a team which does not participate in finding a new date to play the match, the admins are allowed to decide about a possible 0-3 defloss.
  141. 2.5.6 Once a new date and time is arranged properly, no team is allowed to cancel it without the opponents agreement.
  143. 2.5.7 It is not allowed to postpone a scheduled 21:00 CET match to a previous day or earlier time than the regular kick-off time.
  145. 2.6 Transfers
  147. 2.6.1 Every team has own team's profile. Manager and co-manager have permission to making transfers.
  148. 2.6.2 Manager or co-manager sends an offer to his player, he has to accept the offer and he is already in the line-up.
  149. 2.6.3 Manager or co-manager are allowed to make transfer every time. You don't need add a player at least 1 hour before the game.
  150. 2.6.4 A player who has never been listed in any teams line-up in the running season, is a so called free agent and can be signed at any time, if the line-up (1.5) and other transfer restrictions (2.6) allow this transfer.
  151. 2.6.5 All listed players of a group stage team, who leave their teams line-up after 20:00 CET on the 1st match day of the group stage, are blocked for the running HCL tournament. In the case of players who has not played in their old team, they can change the team.
  153. 2.7 Disbanding of a team
  155. If a team is disbanded during the running HCL tournament or leaves it, all of their matches are judged as 0-3 defloss. This rule also applies for matches, which have already been played. The time of the disbanding does not have any influence on this rule.
  157. 2.8 Free Agents
  159. A player who did not participate in the running season, is called “Free Agent” and can be signed at any time, but needs to be added to the line-up -60- minutes before the official time on the matchday, if a team wants to make use of him in that match. (Read Rule 2.6.2)
  161. Important: Free agents cannot join any teams in final stages (Round 16 ----> Final)
  163. 2.9 Players in a team
  165. A player who was added to a Line-Up in the running season is not a “Free Agent” anymore.
  167. Important: If a player who was in a team which was in groupstage and his team got knocked out. He cannot join a different team in the running tournament.
  169. Important: If a player left or got cut then he/she cannot play in the running season (In groupstage)
  171. 3. Match Proceedings
  173. 3.1 Ingame Name
  175. All players have to use the exact name ingame which is listed in the line-up thread and which is their nickname on the official website.
  177. 3.2 Incorrect Names
  179. If a player appears and plays with a completely different nickname, the match can be judged as a 0-3 defloss for his/her team, if the HCL admin team can not identify this player.
  181. 3.3 If a team is making use of players who are not allowed to play, the all stats are counting + 0-3 defloss.  
  183. Only players who are listed in the official line-up threads are allowed to play.
  185. 3.4 If a team has less than -3- players, who are ready -15- minutes after the official kick-off time (default it is 21:00 CET), the match is being judged as a 0-3 Defloss, if the opposing team does not grant any further delay.
  187. 3.5 Room leave
  189. If a team leaves the haxball room during a match while they are in lead, the result is judged as a 3-0 defwin for
  190. the opposing team.
  191. If a team leaves the haxball room during a match while they are losing, the result at the moment of the leave count + 3-0 defwin.
  193. 3.6 Substitutions
  195. Both teams are allowed to substitute players at half time, after a goal and during pauses. There is no limit for substitutions.
  197. 3.6.1 If a player is leaving or forced to stop playing, he has to notify the other players and the team is allowed
  199. to pause the match. If the player is not able to finish the running half, his team needs to sub him. If they don't have any substitions,
  200. they have to finish in 2v3 mode.
  202. 3.7 Host
  204. All matches should be played on hosts which both teams agree. The teams should organise and test neutral hosts on their
  205. own. If two teams do not find an agreement, the HCL admin team will try provide a neutral host. If its still impossible to find a proper neutral host, both teams are allowed to play one half on their own host.
  207. 3.7.1 Every player is responsible for his own performance during a match and should care for a trouble-free match procedure. For example its considered as unsportsmanlike behavior to start a match with a lagging player, who might demand pauses or fairplay all the time.
  209. 3.7.2 A match can only be cancelled, if the majority of all players in the room has performance problems. In such a case, the teams are allowed to stop the match and move to another host or even reschedule the match, if no replacement host is available. If both teams agree, the match can be fully restarted, otherwise only the remaining time will be played on the new host.
  211. 3.8 Result and replays
  213. Every team is obliged to support the transmission of the result by recording every official match. For this the record function of html5.haxball.com should be used, as the outcoming *.hbr2 files count as evidence for the final result The *.hbr2 files should be uploaded on one of the known haxball replay uploading platforms (for example thehax.pl). The outcoming link of the uploaded replay has to be reported to the relevant forum section, where all teams find detailled instructions about the result reporting procecdure.
  215. 3.8.1 Only a complete replay ensures the proper transmission of the final result. If the entire replay or important parts of the required match media is missing, the match is being judged as a 0-3 defloss for both teams. No rematch is allowed!
  217. 3.8.2 If a match was streamed, the saved video on the stream page can be used as evidence for the final result. Even though we beg the players to always record the match, as once in a while the saving process of the stream service provider can fail.
  219. 3.8.3 The entire match media has to be reported within -24- hours after the regular kick-off time. Wildcarded matches must be reported -24- hours after the agreed new time as well. If both teams fail to report the result properly within -24- hours, the match will be counted as 0-3 defloss for both teams.
  221. 3.9 Overtime goals
  222. All goals that are scored without a following kick-off do not count. A kick-off is necessary, else it is considered as overtime goal and does not count.
  224. 4. Unsportsmanlike Behaviour
  226. 4.1 Misbehaviour
  228. Before, during and after an official match all kind of unsportsmanlike behaviour is forbidden. That especially means insults, provocations, racism and lack of fairness. If an opposing team behaves in such way, the affected team is asked to mention that in the relevant result reporting thread by adding suitable evidence. Furthermore you should instantly seek help from the HCL admin team  to eventually solve the issue. A reasonable and respectful contact with each other is very important in the HCL tournament. Therefore violations of this rule are being punished pretty consistent. The punishment is completely up to the HCL admin team and will be decided individually.
  230. 4.2 Forbidden Assistances
  231. All types of scripts like so called macro scripts are forbidden without any exception. If a player is caught using a macro script or any other forbidden assistance, he is being banned from the HCL tournament. All matches the player has played, will be judged as a 0-3 defloss to his team.
  233. 4.3 Impersonating a player, multi-accounting and all other kind of faking is not allowed and if caught doing so, the concerned player will be banned from the HCL tournament.
  235. 5. Rule changes
  237. The HCL admin team reserves the right to modify, add and remove rules at any time. Rule changes apply with
  238. immediate effect when they have been announced in the HCL forum.
  240. Administration has the power to override any of these rules if they feel there is a better solution.[/align]