2011 AWL S2 League Rules
2011 ARIMAA WORLD LEAGUE SEASON 2 OFFICIAL RULES
Organizer and Co-ordinator: megajester
Back-up Co-ordinator: omar
Legislators Committee: megajester (chairman), aaaa (Atlantics), woh (Europa), Eltripas (Ring of Fire), Fritzlein (Rockies)
2. LEAGUE MEMBERSHIP
A player selects his team by introducing himself in that team's clubhouse. After the League start, there shall be no transfers of players between teams except under extreme circumstances and with the approval of the Director. New players may join teams at any time during the League. If a manager relinquishes his post a new one will be appointed democratically by his teammates.
Any abuse of the rules may be punished by disqualification (player) or docking of points (team). The Organizer will consult the Director before any such action is taken. The Director's ruling is final.
In the case of any discrepancy or omission in the rules, the Legislators Committee will approve temporary amendments. Such amendments will usually be proposed by the Organizer. The purpose of these amendments will be to ensure the League is completed in a reasonable and fair way that rewards skill and commitment. These temporary amendments will be valid only until the end of the League, after which they will be reviewed before being incorporated into future Leagues' rules.
On the start date
(1 August 2011) the Co-ordinator will:
5.1 Prepare and maintain a players list with their ratings. ("Rating" refers to peak WHR rating as per 00:00 UTC Monday on Week 1 of any given round, rounded up or down to the nearest 10. A player with no WHR rating is given a default "rating" of 1500.)
5.2 Publish a full fixtures list. All teams will play all other teams twice, once as gold and once as silver, in random order.
6. MATCH PROCEDURE
6.1 The first match cycle will begin on the start date. A match cycle lasts 1 week
consists of Week 1 and Week 2 with no gap in between matches; Week 2 is followed by Week 1 of the next match cycle.
6.2 Time controls for all games will be
6.3 Ratings Budget
6.3.1 At the league start managers are given a ratings budget to last for the whole season. A manager must "pay" for each player he fields, even if that player forfeits, and the "cost" of each player is that player's rating. There will be no ratings-limited tables.
6.3.2 The total ratings budget will be 36,510
(calculated as follows: 2010 [average peak WHR rating of all members of all clubs as on start date, rounded up or down to the nearest ten, + 100] x 3 players per match x 6 matches). This is designed to ensure that players of all levels get a chance to take part.
6.3.3 Managers may not overspend or underspend in any one round (ie. spend more or less than 1/6 of their total ratings budget) by more than 700 points. Exceeding this limit will be penalized by the deduction of 1 league point plus a point for every 350 rating points or part thereof in excess after the 700 point mark. This only applies to the initial roster submitted; if a substitution causes this limit to be exceeded no penalty shall be applied.
Note: This means that each round the manager's target spend is 6085. His upper spending limit (see 6.3.3) is 6785, his lower spending limit is 5385.
6.3.4 If after the final round of the League the overall spending limit has been exceeded, this will be separately penalized by the deduction of 1 league point for every 350 rating points or part thereof.
6.4 Roster Declaration
6.4.1 After negotiation with his teammates, manager submits a roster of 3 players by 00:00 GMT Tuesday
of Week 2 to the Co-ordinator. He must field players on each table in order of rating. The Co-ordinator announces the rosters and schedules the games before 00:00 GMT Wednesday of Week 2.
6.4.2 In the event that the manager submits an incomplete roster, the last place or places shall each register as an automatic forfeit, with each costing that team its weakest player's rating. No substitutions will be allowed.
7.1 If a player wishes to reschedule, he must contact his opponent. The opponent is under no obligation to agree to a rescheduling. A game must be played within 96 hours (4 days) of its originally-scheduled time.
7.1.1 After players have privately agreed to reschedule the game, one of them must open a new thread in the "2011 Arimaa World League" section of the forum, stating that he and his opponent are rescheduling their official League game, providing the exact time. Once both players have clearly signalled their agreement in the thread, this game is considered the official game. The game advertised by the system in the gameroom is invalidated and is allowed to lapse.
7.1.2 Players may repeat the procedure in 7.1.1 as many times as they wish if necessary. In every instance both players have the right to refuse a rescheduling.
7.1.3 At the game time, the players must sign into the chatroom to prove they are present. One must issue a challenge to the other as the exact same color and with the exact same time controls as the scheduled game. He must state in the challenge that this is the official game.
7.1.4 If the conditions under 7.1.3 are met the opponent is obligated to accept or else forfeit. However if these conditions are not met the opponent should not accept.
7.1.5 Before clicking Start, both players must enter the chatroom and state the game number and that they accept it as the official game.
7.1.6 If any of steps 7.1.1 to 7.1.5 are not carried out as required, the game may be disallowed subject to the discretion of the Director, resulting in a forfeit by either or both players depending on who is at fault.
7.3 No rescheduling may take place after one player or the other, or both have forfeited.
7.4 If a game is terminated and/or a player loses on time due to issues within arimaa.com systems, the result shall be discarded and the game rescheduled under the same procedure outlined in 7.1, for a time within 96 hours (4 days) of the originally scheduled time. If the players cannot agree to a game time within this timeframe, one or both of the players should contact the Organizer so he and the Director can agree on a solution.
Either one of the following procedures must be followed in order.
8.1 Player Resignation
8.1.1 The official player must state in his team's forum clubhouse that he will be unable to play at his scheduled game. All subsequent discussion takes place in the clubhouse.
Volunteers rated no more than 100 points higher than the original player may put their name forward in the forum to play at the exact same time as the scheduled game. No player may serve as a substitute who was on the original roster or has already served as a substitute in the current round.
8.1.3 If the manager is available, he has the final decision as to who will be the substitute. After announcing his decision he may not change it unless the substitute subsequently resigns his position as per step 8.1.1. If the manager is unavailable a subsitution can only be made at the game time as per section 8.2.
8.1.4 The original game time is still the official game time. Any rescheduling must take place in line with 7.1.1 and 7.1.2.
8.1.5 At the game time, the substituted player must sign into the chatroom to prove he is present. He must issue a challenge to his opponent as the exact same color and with the exact same time controls as the scheduled game, and he must state in the challenge that he is the substitute player.
8.1.6 If these conditions are met the opponent is obligated to accept or else forfeit. However if these conditions are not met the opponent should not accept.
8.1.7 Before clicking Start, both players must enter the chatroom and state the game number and that they accept it as the official game.
8.1.8 If any of steps 8.1.5 to 8.1.8 are not carried out as required, the game may be disallowed subject to the discretion of the Director, resulting in a forfeit by either or both players depending on who is at fault.
8.2 Player Absence
8.2.1 Within an hour before the game time, an official player's teammates may follow the procedure below as a precaution. However the player selected by the following procedure only becomes the official player when 15 minutes have passed after the official game time, and the official player has failed to turn up.
Volunteers rated no more than 100 points higher than the original player may put their name forward in the chatroom to play at the same time slot as the scheduled game. No player may serve as a substitute who was on the original roster or has already served as a substitute in the current round.
220.127.116.11 The manager has the final decision. However if the manager is unavailable to decide who will play, the other players will try to reach a consensus. If they fail to reach a consensus the highest rated eligible volunteer takes precedence.
8.2.3 At the game time, the substitute must be signed into the chatroom to prove he is present. He must issue a challenge to his opponent as the exact same color and with the exact same time controls as the scheduled game. He must state in the challenge that he is the substitute player.
8.2.4 If these conditions are met the opponent is obligated to accept or else forfeit. However if these conditions are not met the opponent should not accept.
8.2.5 Before clicking Start, both players must enter the chatroom and state the game number and that they accept it as the official game.
8.2.6 If any of steps 8.2.3 to 8.2.5 are not carried out as required, the game may be disallowed subject to the discretion of the Director, resulting in a forfeit by either or both players depending on who is at fault.
When one player substitutes for another, his rating is deducted from the team's ratings budget instead of that of the original player. When a substitution is made the deduction made from the teams budget is calculated as follows: If the originally rostered player's rating is higher or if both players' ratings are the same, the originally rostered player's rating is deducted; if the substitute player's rating is higher, the substitute player's rating plus the difference between the ratings of the two players is deducted. The same deduction is made even if the substitute player forfeits.
9.1 A win is worth 2 points. A loss, defined as a game played to the finish resulting in a loss, a loss on time or resignation, is worth 0 points. A forfeit, a failure to appear for the match without a substitution taking place, loses the team 1 point. If only one player forfeits the other player has automatically won. If neither player appears both forfeit. Of course, a substituted player forfeits in the same way as an originally rostered player.
9.2 In league standings, teams will be ranked first by league points in descending order.
10. LEAGUE END
10.1 If after the last matches have been played there is a tie for first place, there shall be a playoff. If there is a tie for third place, move difference will be used to rank the tied teams.
10.2 A team's move difference is the total of all half-moves played in games lost by the team minus the total of all half-moves played in games won by the team thus far in the tournament.
10.3 If two teams are tied, the team with the higher move difference chooses which color its players will play with at the single playoff match. If three teams are tied, the second team plays the third, and the winner plays the first. If all four teams are tied, the first team plays the fourth and the second team plays the third, in the same match cycle. The winners play a last match for the title. In all cases the team with the higher move difference chooses color.
10.4 The procedures and regulations for playoff matches are exactly the same as for normal matches, with the following exceptions:
10.4.1 There is no ratings budget. Managers may field whoever they wish, in order of rating.
10.4.2 Any player may subsitute at the lead table. Substitutions for other tables are subject to only the following restriction: The substitute must not have a higher rating than the player originally rostered by his team for the next table above. No player may play twice in the same playoff match.
10.4.3 Points will be scored as normal. In the event of a tie in any playoff match, the team with the greater move difference for that match will be declared the winner.
10. GENERAL PROVISIONS
10.1 While a game is being played there shall be no communication between any one of the players and anybody else concerning Arimaa. Such communication includes, but is not limited to, being signed in to the chatroom or the Teamspeak client. Any infringement of this rule shall result in forfeit.
10.2 Unless otherwise stated, the implementation and outcome of the rules are final and binding, and may not be re-negotiated even with the consent of the party or parties that stand to be disadvantaged by such re-negotiation.
10.3 "00.00" is the first minute of a day and not the last. Therefore "00:00 Thursday" refers to midnight Wednesday night, Thursday morning.