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Tournament Rules << Prev  3113  Next >>
Time Out Last Update: 1/18/2010

  • The following rules are intended to be for guidance only; each League may use these rules as they are, or apply different time out minutes or rules at Admin own discretion, and as announced in the League Specific Rules.

  • Leaga uses a Delay Clock for tourneys. Delay represents all actions that may result in delaying the Games and Tourney advancement, including but not limited to boot, freeze, away from keyboard, playing in another tourney or game, disconnection, or slow play.

  • The main objective in timing booted players and such is to ensure that the tournament is not stalled unnecessarily. This should never be seen as a means to gain free wins, and TDs will always err on the side of allowing a player to continue play if there appears to be any doubt or dispute over how long they were missing.

  • In the great majority of Leaga tourneys, a cumulative clock of 10 minutes is used. Cumulative means that each Player/Team has available, during the course of the tourney, up to 10 minutes of inactivity spread over several incidents. You will “time out” when you have “used up” your 10 minutes.

  • The clock applies from time of TD notification (a player notifying the TD, or the TD announcing the clock) on Leaga Messenger, except on starting matches at the opening of the tourney. The intent of this requirement is that there must be a public record of each use of the time out clock.

  • Tables must be made before a timer is requested.

  • The TD does not need to confirm the start of the Clock, except for tourney start timers, and if the TD notices the need for timers. Of course the TDs should still be checking the legitimacy of the timer request, but we see no general need to confirm the timer in Leaga Messenger.

  • For ALL starting matches, that are supposed to start at the opening of the tourney (Any Round 1 match or a Round 2 match where both opponents had Round 1 byes), the clock begins at the actual start time of the tournament. All missing players are timed as of this moment, regardless of the reason they did not start the match, and whether or not their absence is reported immediately.

  • The basic time-out procedure is as follows:

    • When your inactivity is detected/reported, the TD will “start the clock”. At that point you have 10 minutes to return or you will forfeit the match.

    • If you should “unfreeze” after, say, 3 minutes, then the TD will “stop the clock” upon detection/notification.

    • If you should “go on the clock” again, the TD restarts the clock with 7 minutes remaining, and in this manner in continues until you have timed out or your tournament is over.

  • There are certain tournament types that use a variation of the above procedure: these variations include: DE, RR, SR, Team, and High Fees Tourneys, all use a 15-minute clock in different ways.

  • In some leagues, the game itself may use an internal clock, in which case the use of the clock is described in the League-specific rules for that game.

  • Refusal to start a tournament match is considered intentional delay: the time-out clock will be started and the player warned that s/he is subject to immediate DQ. If the player then starts the match after being warned, the TD will stop the clock and announce "X minutes used". If the player still refuses to start the match promptly after having been warned, the penalty is immediate Match DQ, and the player will be noted.

  • TDs are empowered to intervene in lagging matches because of Slow Play, or matches that have clearly stalled a bracket of the tournament, and award the match to the player who is not at fault, or to the player in the lead if nobody is at fault. Please refer to Slow Play Rules.

  • Because some Play Sites do not allow play on more than one table at a time, we recommend that you do NOT register in another tourney until you have finished the one in which you are playing. However, in the event that you are nearly done with the first tourney and wish to take your chances with the following tourney, you will be put on a 10-Minute timer. If you finish the original tourney in time to participate in the second tourney, the clock will be paused as usual. Attempting to play in two tourneys by jumping between tables is strictly prohibited and can result in being disqualified from one or both tourneys.

  • The clock may be relaxed in the finals of the tournament, at the TD's discretion.

  • The TD keeps the time and his/her decision is final.
Time Out - Tourney Type Specific Rules

  • In Single Elimination (SE or S4) tourneys a standard 10-minute clock is applied. Accumulated time for any player cannot exceed 10 minutes over the length of the tournament.

  • In Double Elimination (DE), Round Robin (RR), and Super Robin (SR) tourneys a 15-minute accumulated clock is used. No more than 10 minutes is allowed for a single Match/Round of the tourney, and an additional 5 minutes is allowed for the Lower Bracket of the DE or a subsequent Match of the RR, or next Round in an SR, with the clock to be started when the opponent becomes available to play.

  • In Tourneys with high Fees (500 PIPs and above), a 15-minute accumulated clock is used in all Tourney Types. If the tourney is SE, the clock is applied as in the standard 10-minute clock, but 15 minutes is allowed to a booted player. If the tourney is Teams, DE, or RR, or SR the same 15-minute clock is used as described above.
Time Out - Team Tourneys

In Team tourneys a 15-minute accumulated clock is used in all Tourney Types (SE, DE, RR, SR). No more than 10 minutes is allowed for a single team in the tourney in a specific Match (the clock runs the same whether one or both players are booted), after which a substitute will be seated if one is available. Once the sub is seated, the team has an additional 5 minutes of clock, for a total of 15 minutes.

It is important to note that there is no “individual clock” in team tourneys. In other words, any time the team is not able to play, the clock is running on the team. It does not matter which team member has “used the most clock”:

  • In Team RR & SRR Tourneys, if Player “A” uses 8 minutes on a boot, then Player “B” is booted during the same Match and does not return within 2 minutes, then the team A/B is finished. A sub (player “X”) will be seated (if available) opposite Player “A” (the “surviving player”), and the new team A/X has 5 minutes of clock available for the remainder of the tourney.

    If Player “A” uses 8 minutes on a boot, then Team A/B finishes that match, Team A/B has 2 minutes of clock remaining for the rest of the tournament. If either “A” or “B” (or both combined) uses that 2 minutes, then the team A/B is finished. A sub (player “X”) will be seated (if available) opposite the “surviving player”, and the new team A/X or B/X has 5 minutes of clock available for the remainder of the tourney.

  • In Team DE Tourneys, since, by definition, 10 minutes will have already elapsed before a sub is seated on a team, we make no distinction between upper and lower brackets in team DE tourneys for the purpose of clocking the match.

Time Out - Team Tourneys Special Cases

Refusal of, or Unavailability of Subs

In RR, SR, and DE Team Tourneys, if there is no Sub available or if the “surviving player” of a Sub-eligible Team declines the services of a Sub, the Team will be timed out of the current Match when 10 minutes of accumulated clock time have accrued, and then will move to the next match or the lower bracket, where a new, 5-minute clock will be started as soon as the opponents are ready to play. Once a Substitute has been declined, the Team is “on its own”: If the missing Player has not returned within 5 minutes, the Team is timed out of the tournament altogether.

It is the surviving Player’s choice whether to “take his chances” or accept a Sub, but the choice, once made, is irrevocable.

However, if a Team is timed out of a Match in a “no Sub available” situation, and a Sub becomes available while the second, 5-minute clock is running, then the Sub may be seated and the new Team has whatever time remains on that 5-minute clock available to it.

Player is Forced to Withdraw

This specific situation would happen when a player is forced to withdraw from his team before ANY clock has been used, either for personal or computer-related reasons or because the TD has disqualified the player in question. In such cases, the following procedure will be used:

  • These rules apply ONLY when a team has used NO clock. Applicable situations will most often arise when one of the partners is forced to leave a tourney before the team has even begun to play, although the rule applies any time a player is DQ’d or withdraws voluntarily from a team that has not been clocked at that point.

  • When the TD has disqualified a player OR when the player notifies the TD that s/he must leave the match immediately and requests a Sub, there is usually no need to use a clock at all, assuming that there is an available Sub.

    • The TD should accept the resignation and immediately seat the Sub. No time is marked, but the team has received its one allowable Sub for the tournament.

    • Therefore, the “new” team of one original player and one Sub now has 10 minutes of clock available, and if it is forced to use the full 10 minutes in the course of the tourney it will be timed out and the opponents will be advanced.

    • In the case of RR or DE tourneys, the ordinary 15-minute clock will be used on this team, if appropriate, as described in earlier sections. For example, if the team should time out of the upper bracket in a DE, it would have available 5 minutes for the missing member to return in the lower bracket.

  • If there is no Sub available when a player is DQ’d or withdraws voluntarily, the TD should start the clock. The clock will be stopped when a Sub is found and reports to the lobby, and the team will then have available to it either the remainder of the 10-minute clock or 5 minutes, whichever is greater. If a Sub cannot be found within 10 minutes, the team is timed out and the opponents advance.

    Bear in mind that this in no way “penalizes”, or is “unfair to”, the surviving member of the original team, since in a “normal” boot circumstance everyone would wait 10 minutes and then if a Sub were not immediately available the team would be timed out, or if a Sub were available the team would then have a 5 minute clock attached to it.

The primary purpose of this rule is to eliminate situations where everyone is forced to sit around waiting for a clock to expire when it is known that the player will not return, and to standardize how the clock is to be handled in such circumstances.







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