1. All rules from the previous stages shall be followed. (Copied and pasted below.)
2. No 3v3 shall be allowed in the final stage. All games must be played 4v4. It is the responsibility of the team to make sure they have four members at the correct place at the correct time with the correct settings to be able to play. Failure to comply will result in an AL.
3. The final round shall be in a round robin format, with each team playing each of the other five in five stages.
4. Each round shall consist of five games, and every game shall be played. Each win is worth one point. At the end of the five rounds, if there is a tie, the winner shall be the winner of the match between them. If there happens to be a 3-way tie, then these three shall enter a second round robin stage. We do not believe this will happen, but will not take the chance.
5. Recorded games from this stage shall not be posted by the players themselves. A representative from each team shall send his view of the recorded games to the mods, who will then post them with appropriate spoiler tags.
6. Except in game 5, no civilizations on a team may be the same.
Game 1: Completely free pick.
Game 2: Modified civilization pool, as described below.
Game 3: Free pick, with limitations, as described below.
Game 4: Civilization sets, as described below.
Game 5: All same civilization. The civilization changes by round, as described below.
Descriptions:
Modified civilization pool (game 2):
The loser of game 1 decides to be team A or team B.
Team A picks two civilizations to ban.
Team B picks four civilizations to ban.
Team A picks two civilizations to ban.
Team B picks one civilization to use.
Team A picks two civilizations to use.
Team B picks one civilization to use.
Team A picks one civilization to use.
Team B picks one civilization to use.
Team A picks one civilization to use.
Team B picks one civilization to use.
No team may pick a civilization already picked this game.
Restricted free pick (Game 3):
Neither team may use any of the four civilizations they used in game 1. Additionally, neither team may use any of the eight civilizations used in game 2. This will still give them at least six civilizations to choose from.
Civilization sets (Game 4):
Round 1: Teutons, Turks, Koreans, Byzantines.
Round 2: Celts, Aztecs, Teutons, Saracens.
Round 3: Persians, Byzantines, Saracens, Huns.
Round 4: Goths, Mayans, Koreans, Chinese.
Round 5: Japanese, Franks, Mongols, Vikings.
Same civilization (Game 5):
Round 1: Chinese
Round 2: Vikings
Round 3: Goths
Round 4: Saracens
Round 5: Byzantines
Rules that continue to be pertinent:
#01. Every participant must respect their opponent. Bad behavior (determined by staff) will be warned or can result to immediate disqualification of a team. This tournament values not only great skills and teamwork, but also sportsmanship and fairness. Any insult, racism or flaming will not be tolerated. Laming and mind games in game are allowed, it is a part of the game.
#02. A team must try their best to schedule and play their match against the opposing teams. If the staff determines that a team tries to avoid scheduling and playing the tournament games, the team may be warned, receive an admin loss for the game or match or be disqualified from the The Tribal Wars: 2012 tournament.
#03. To try and be as fair as possible to all nations, admins will now set the time based on what the local time is for the majority of the main players in a team. If a team fails to schedule a game during that team the opposing team will receive an admin win.
Scheduled times should be within the following limits for each team's local timezone. When scheduling, teams are not obliged to make concessions in order to reach an agreement if the time in question is outside these limits:
18:00 - 22:00 Fridays
10:00 - 22:00 Saturdays
11:00 - 21:00 Sundays
As an example, if a European team is playing a Japanese team, the time difference is ten hours more or less, if a European team starts to play at 10am Saturday morning, the Japanese team would start playing at 8pm Saturday evening; both local times are inside the range. Whereas if a Brazilian team were to play a Japanese team, the time difference is 15 hours. If the Brazilian team started to play at 8pm Friday night, the Japanese team would start playing at 11am Saturday morning. Both times fall inside the acceptable hours, this makes the scheduled times fair on all people.
#04. b) Players can only play in one single team. If a player is caught playing for two or more teams, then such player will be banned from the tournament, future tournaments and AoCZone Forums and the teams in question (the ones he smurfed for) will be disqualified.
#04. c) Each person can play in the tournament using only one nickname. If a player is caught using more than one nickname in the tournament, but was not smurfing (therefore played for his team as him, however with a different nickname), their team will be warned and all games that he played with the wrong nickname will be an admin loss. After the second warning for using a different nickname that player’s team will be disqualified.
#04. d) Only players listed in the LN Tournament 2012 Teams Roster are allowed to compete in The Tribal Wars: 2012. If a player is not listed in the team roster and plays for that team, such team will be disqualified.
#04. e) There are no roster updates available once LN Tournament 2012 has begun.
#04. f) The nicknames listed in the LN Tournament 2012 Teams Rosters list must be exactly the same as the ones used in the agreed game lobby and in-game, so the Voobly accounts which are signed up must not have its nicknames changed for the duration of LN Tournament 2012. If a player is caught changing his nickname he will be warned.
#06. Patch 1.0c must be used in all matches. Note that it may say version VLY (instead of 1.0c) when playing on Voobly, it is fine. Using different version of the game makes the played games with a different patch invalid.
#07. Before posting The Tribal Wars 2012 recorded games here in our forum, the files must be renamed in the following format: TTW2012 Stage Round# TeamA (POV) vs TeamB Game#.mgx (or TTW2012 Stage Round# TeamA vs TeamB (POV) Game#.mgx, depending whose point of view the recorded game is from), and packed inside one ZIP file named TTW2012 Stage Round# TeamA (POV) vs TeamB.zip (or TTW2012 Stage Round# TeamA vs TeamB (POV).zip). If games aren`t renamed correctly (or not packed), result won`t be accepted till the games are renamed/packed according to the given format.
Game naming examples:
TTW2012 Winner Bracket R1 StorM (POV) vs PiA G1.mgx
TTW2012 Winner Bracket R1 StorM (POV) vs PiA G2.mgx
TTW2012 Winner Bracket R1 StorM (POV) vs PiA G3.mgx
TTW2012 Loser Bracket R1 StorM (POV) vs TyranT G1.mgx
TTW2012 Final R1 StorM (POV) vs PiA G1.mgx
TTW2012 Final R2 StorM (POV) vs PiA G1.mgx
Pack naming examples:
TTW2012 Winner Bracket R1 StorM (POV) vs PiA.zip
TTW2012 Loser Bracket R1 StorM (POV) vs PiA.zip
TTW2012 Final R1 StorM (POV) vs PiA.zip
TTW2012 Final R2 StorM (POV) vs PiA.zip
(All of the above are from a StorM player's point of view)
#08. a) Extra weeks can only be given upon admin decision and extra weeks must be requested before Thursday 23.59GMT.
#08. b) All the games must be scheduled and confirmed by both teams in the The Tribal Wars: 2012 Scheduling forums, informing the other team of the exact date and time of the arranged games.
#08. c) If there is no agreement about the playing time by Thursday 23.59 GMT, Admins will set a time which may not be desirable to one of the teams but falls within the acceptable range of times outlined above (see Rule #02).
#09. In case of disconnections, if the game dropped before the 10th minute of the game, it must be saved and replayed, otherwise it must be restored right after the drop and the recorded game (even if it is not complete) provided along with a screenshot proving the team’s victory. If restoring is not possible, the recorded game should be posted in the LN Tournament 2012 Recorded Games forums, and LN Tournament 2012 admins should be informed about the case immediately. Subsequently, facts will be analyzed and a final decision made.
If there is a reason to believe that the disconnection was made on purpose, the Tournament Admins need to be informed and a final decision will be taken after all the facts have been checked/cleared by the Tournament Admins. Remember to make sure that you have "Multi" folder in your "Save Game" folder and that your restore function is working as specified in rule #12.
#10. Once two teams arranged and confirmed a time to play, the maximum waiting time is 30 minutes. More than that, the team that came and is waiting must take a screenshot showing http://www.worldtimeserver.com/current_time_in_UTC.aspx (so the current time is clearly visible) and Tournament Lobby Game Room, and post the screenshot in Admin Win Requests topic, with a link to the post in the Scheduling forums where the game time was arranged and confirmed. The screenshot must show enough waiting teams players to start the scheduled game. This way, tournament admins will know how long the team waited and upon Admins decision, the team that did not come gets an Admin Loss for the games. Do not try to edit time arrangement posts in an attempt to get free wins, because our forum registers the exact date and hour of each edited post, and such actions are considered cheating, getting the team punished according to the Rules.
#11. Prizes will be sent via PayPal. If the recipients do not use/have PayPal the prizes will be sent by other means. However, certain fees may be deducted from the amount.
#12. Before The Tribal Wars: 2012 begins, all players who will participate need to test their restore game function. If they cannot restore games, they must re-install AoK/AoC and make sure their restore function is working before The Tribal Wars: 2012 begins.
#13. If a game is not recorded, it must be replayed (this doesn't apply to dropped games, where the recorded game isn't available after the game restore).
#14. Each team must have one Team Leader who is fluent in English. Each team’s Team Leader is responsible for scheduling, possible disputes and everything else regarding their team. If a Team Leader is not fluent in English, a team can have an External Operator who assumes this role as specified in Rule #15. Only Team Leaders or External Operators are allowed to schedule unless otherwise agreed with the administration.
#15. In case none of the members in a team are fluent in English, each team is allowed to have an External Operator for scheduling and communication with the Tournament Staff and other teams. The operator may schedule games for multiple teams but is not allowed to play for them. He may, however, play for a team which he is a member of (like everyone else, he may be a member of one team only).
If a team has an external operator, they must state their nickname and MSN when signing up.
An External Operator still have to follow the official rules of The Tribal Wars: 2012. If he does not follow the official rules of The Tribal Wars: 2012 he or she will be disqualified. Then the team of the banned External Operator must choose another person as their External Operator in a week. If the team could not find a new External Operator that team will be disqualified.
#16. If a team is out of the tournament (no matter if they got disqualified or left on their own), all of their games already played in the current round and games they have yet to play will be set to an admin loss.
If any player is playing at a different location than specified by their Team Leader at sign ups, the Team Leader or Operator must announce this in the scheduling thread and also PM one of the Admins to notify them by no later than Thursday 23.59 GMT of the week they will play these games. In the PM the new location must be provided and if possible, IP Address. If admins check IPs or IP logs at the time of WCL 7 games and some IPs are found to be different or location is different and the above rule was not adhered to, that team/player will be punished of smurfing.
Admins realise that some people have dynamic IPs where parts of the IP can change, this will be taken into consideration.
Each week a member of the AoCZone staff will PM each team operator with the IPs of the players in the team they are scheduling to play for that round. These IP's are for the eyes of the team operator only and for the sole purpose of having the chance to catch smurfs playing for the opposing team that week.
These IPs are under no circumstances to be shared with anyone else, which includes team leaders and other team members. If clear evidence arises which shows a team operator sharing these IPs with anyone else that team will be disqualified.
#18. New rules can be added and current rules can be changed, but Admins MUST inform the teams about such changes at the The Tribal Wars: 2012 Rules, Settings and General Discussion forum. All the latest additions in Rules / Settings will be in red.
#19. By signing-up for the tournament, you automatically agree with all the Tournament Rules, Settings, Prizes and Conditions.
2. Gaming Rules
#20. The game settings must be the following.
Game : Random Map
Map Style : Custom
Location : The Tribal Wars 2012.rms
Size : 8 player map
Difficulty : Standard
Resources : Standard
Population : 200
Game Speed : Normal
Reveal Map : Normal
Starting Age : Standard
Victory Condition : Conquest
Team Together : [X] Yes
All techs : [ ] No
Allow Cheats : [ ] No
Lock Teams : [X] Yes
Lock Speed : [X] Yes
Record Game : [X] Yes
If any of these settings are not followed that game must be replayed.
#21. A player's first building must be a lumber camp.
#22. A player may not lay a barracks foundation before his first town center is complete.
#23. A player may not lay a palisade wall foundation before his first town center is complete.
#24. A player may not make more than one house before his first town center is complete. He may not lay a foundation for a second house before his town center is complete.
#25. A player may not construct (or try to intentionally) the first Town Center next to an opponents already built Town Center or the foundation of it. In this case "next to" means 7 or less tiles.
#26. a) If a player constructs the first Town Center next to an opponents already built Town Center or the foundation of it intentionally or unintentionally the game must be stopped immediately and must be replayed according to restart rules. In this case "next to" means 7 or less tiles. .
#26. b) If a player constructs the first Town Center next to an opponents already build Town Center or the foundation of it intentionally and this is proven to be true, the team with the player who constructed his first Town Center will receive an Admin Loss for that game. Also that team may be disqualified through decision of the administration.
#27. A player may not attack or damage an opponent in any way until his first Town Center and the according opponent's Town Center was build. If a player breaks this rule the team of that player will receive an Admin Loss for this game. Also that team may be disqualified through decision of the administration.
#28. A player may not kill a boar or deer before his first Town Center was build-
#29. A player may not steal or kill opponent's sheep until his or her first Town Center and the Town Center of the according opponent was build. If a player crosses path with an opponent's sheep while walking to their Town Center or Lumber Camp spot that player is allowed to take these sheep. Sheep which are next to an opponent unfinished Town Center and/or Lumber Camp must not be taken and left alone. If a player is unsure where the sheep are in proximity to his opponent's Town Center and/or Lumber Camp, leave them alone.
#30. b) Every round which the winner is decided by a best-of-5 match a team may restart three games. If a team decides to do so, a player of that team must chat in the first five gaming minutes (remember that this is shorter than real minutes) “restart” and resign. Games that were restarted must be post as well. Also after a restart the civilizations of all players must not be changed.
#31. If a player starts with a trapped villager, that means one or more villagers of that player are surrounded by Gaia objects like tree or Forager Bushes and is unable to escape. He may chat in the first five gaming minutes trapped villager and resign. That game will be restarted and it will not count as the optional(1 per round) restart which is mentioned in the rule #31. If a player lies about a trapped villager the team caught lying receives an admin loss for that game.
#32. a) ***** Wood and Bamboo Lover are allowed and is not considered cheating.
#32. b) The Dark Grey Patch, the Grey to Black Patch, or the Pink Pony Patch are allowed.
#32. c) No Desert Patch and Remove Snow Patch are allowed.
#32. d) Any graphic changes that affects only the player's Age of Kings: The Conquerors are allowed.
#32. e) AoE2Wide (as known as the Wide Screen Patch) is allowed. Note that Voobly supports this patch by default (therefore no installation is needed except for Voobly) and is available for all users in the Voobly Tournament Lobby.
#33. Cheating is not allowed at all in the event. Players doing any kind of cheating will be disqualified from The Tribal Wars; 2012 and banned from future AoCZone events, as well as the AoCZone forums. The team whose player is caught cheating will be disqualified from the Tournament as well.
#34. All the game settings provided in this post MUST be followed. Not following them may result in a Penalty Point (PP) or other punishments.
Receiving 3 Penalty Points (PP) will result in Team`s disqualification.
11.5.2012
#35
Recorded games have to be posted as soon as possible after the games in the correct form and using recorded game attachment function. Staff needs to be informed about a possible dispute or admin win situation as soon as possible.
2. No 3v3 shall be allowed in the final stage. All games must be played 4v4. It is the responsibility of the team to make sure they have four members at the correct place at the correct time with the correct settings to be able to play. Failure to comply will result in an AL.
3. The final round shall be in a round robin format, with each team playing each of the other five in five stages.
4. Each round shall consist of five games, and every game shall be played. Each win is worth one point. At the end of the five rounds, if there is a tie, the winner shall be the winner of the match between them. If there happens to be a 3-way tie, then these three shall enter a second round robin stage. We do not believe this will happen, but will not take the chance.
5. Recorded games from this stage shall not be posted by the players themselves. A representative from each team shall send his view of the recorded games to the mods, who will then post them with appropriate spoiler tags.
6. Except in game 5, no civilizations on a team may be the same.
Game 1: Completely free pick.
Game 2: Modified civilization pool, as described below.
Game 3: Free pick, with limitations, as described below.
Game 4: Civilization sets, as described below.
Game 5: All same civilization. The civilization changes by round, as described below.
Descriptions:
Modified civilization pool (game 2):
The loser of game 1 decides to be team A or team B.
Team A picks two civilizations to ban.
Team B picks four civilizations to ban.
Team A picks two civilizations to ban.
Team B picks one civilization to use.
Team A picks two civilizations to use.
Team B picks one civilization to use.
Team A picks one civilization to use.
Team B picks one civilization to use.
Team A picks one civilization to use.
Team B picks one civilization to use.
No team may pick a civilization already picked this game.
Restricted free pick (Game 3):
Neither team may use any of the four civilizations they used in game 1. Additionally, neither team may use any of the eight civilizations used in game 2. This will still give them at least six civilizations to choose from.
Civilization sets (Game 4):
Round 1: Teutons, Turks, Koreans, Byzantines.
Round 2: Celts, Aztecs, Teutons, Saracens.
Round 3: Persians, Byzantines, Saracens, Huns.
Round 4: Goths, Mayans, Koreans, Chinese.
Round 5: Japanese, Franks, Mongols, Vikings.
Same civilization (Game 5):
Round 1: Chinese
Round 2: Vikings
Round 3: Goths
Round 4: Saracens
Round 5: Byzantines
Rules that continue to be pertinent:
#01. Every participant must respect their opponent. Bad behavior (determined by staff) will be warned or can result to immediate disqualification of a team. This tournament values not only great skills and teamwork, but also sportsmanship and fairness. Any insult, racism or flaming will not be tolerated. Laming and mind games in game are allowed, it is a part of the game.
#02. A team must try their best to schedule and play their match against the opposing teams. If the staff determines that a team tries to avoid scheduling and playing the tournament games, the team may be warned, receive an admin loss for the game or match or be disqualified from the The Tribal Wars: 2012 tournament.
#03. To try and be as fair as possible to all nations, admins will now set the time based on what the local time is for the majority of the main players in a team. If a team fails to schedule a game during that team the opposing team will receive an admin win.
Scheduled times should be within the following limits for each team's local timezone. When scheduling, teams are not obliged to make concessions in order to reach an agreement if the time in question is outside these limits:
18:00 - 22:00 Fridays
10:00 - 22:00 Saturdays
11:00 - 21:00 Sundays
As an example, if a European team is playing a Japanese team, the time difference is ten hours more or less, if a European team starts to play at 10am Saturday morning, the Japanese team would start playing at 8pm Saturday evening; both local times are inside the range. Whereas if a Brazilian team were to play a Japanese team, the time difference is 15 hours. If the Brazilian team started to play at 8pm Friday night, the Japanese team would start playing at 11am Saturday morning. Both times fall inside the acceptable hours, this makes the scheduled times fair on all people.
#04. b) Players can only play in one single team. If a player is caught playing for two or more teams, then such player will be banned from the tournament, future tournaments and AoCZone Forums and the teams in question (the ones he smurfed for) will be disqualified.
#04. c) Each person can play in the tournament using only one nickname. If a player is caught using more than one nickname in the tournament, but was not smurfing (therefore played for his team as him, however with a different nickname), their team will be warned and all games that he played with the wrong nickname will be an admin loss. After the second warning for using a different nickname that player’s team will be disqualified.
#04. d) Only players listed in the LN Tournament 2012 Teams Roster are allowed to compete in The Tribal Wars: 2012. If a player is not listed in the team roster and plays for that team, such team will be disqualified.
#04. e) There are no roster updates available once LN Tournament 2012 has begun.
#04. f) The nicknames listed in the LN Tournament 2012 Teams Rosters list must be exactly the same as the ones used in the agreed game lobby and in-game, so the Voobly accounts which are signed up must not have its nicknames changed for the duration of LN Tournament 2012. If a player is caught changing his nickname he will be warned.
#06. Patch 1.0c must be used in all matches. Note that it may say version VLY (instead of 1.0c) when playing on Voobly, it is fine. Using different version of the game makes the played games with a different patch invalid.
#07. Before posting The Tribal Wars 2012 recorded games here in our forum, the files must be renamed in the following format: TTW2012 Stage Round# TeamA (POV) vs TeamB Game#.mgx (or TTW2012 Stage Round# TeamA vs TeamB (POV) Game#.mgx, depending whose point of view the recorded game is from), and packed inside one ZIP file named TTW2012 Stage Round# TeamA (POV) vs TeamB.zip (or TTW2012 Stage Round# TeamA vs TeamB (POV).zip). If games aren`t renamed correctly (or not packed), result won`t be accepted till the games are renamed/packed according to the given format.
Game naming examples:
TTW2012 Winner Bracket R1 StorM (POV) vs PiA G1.mgx
TTW2012 Winner Bracket R1 StorM (POV) vs PiA G2.mgx
TTW2012 Winner Bracket R1 StorM (POV) vs PiA G3.mgx
TTW2012 Loser Bracket R1 StorM (POV) vs TyranT G1.mgx
TTW2012 Final R1 StorM (POV) vs PiA G1.mgx
TTW2012 Final R2 StorM (POV) vs PiA G1.mgx
Pack naming examples:
TTW2012 Winner Bracket R1 StorM (POV) vs PiA.zip
TTW2012 Loser Bracket R1 StorM (POV) vs PiA.zip
TTW2012 Final R1 StorM (POV) vs PiA.zip
TTW2012 Final R2 StorM (POV) vs PiA.zip
(All of the above are from a StorM player's point of view)
#08. a) Extra weeks can only be given upon admin decision and extra weeks must be requested before Thursday 23.59GMT.
#08. b) All the games must be scheduled and confirmed by both teams in the The Tribal Wars: 2012 Scheduling forums, informing the other team of the exact date and time of the arranged games.
#08. c) If there is no agreement about the playing time by Thursday 23.59 GMT, Admins will set a time which may not be desirable to one of the teams but falls within the acceptable range of times outlined above (see Rule #02).
#09. In case of disconnections, if the game dropped before the 10th minute of the game, it must be saved and replayed, otherwise it must be restored right after the drop and the recorded game (even if it is not complete) provided along with a screenshot proving the team’s victory. If restoring is not possible, the recorded game should be posted in the LN Tournament 2012 Recorded Games forums, and LN Tournament 2012 admins should be informed about the case immediately. Subsequently, facts will be analyzed and a final decision made.
If there is a reason to believe that the disconnection was made on purpose, the Tournament Admins need to be informed and a final decision will be taken after all the facts have been checked/cleared by the Tournament Admins. Remember to make sure that you have "Multi" folder in your "Save Game" folder and that your restore function is working as specified in rule #12.
#10. Once two teams arranged and confirmed a time to play, the maximum waiting time is 30 minutes. More than that, the team that came and is waiting must take a screenshot showing http://www.worldtimeserver.com/current_time_in_UTC.aspx (so the current time is clearly visible) and Tournament Lobby Game Room, and post the screenshot in Admin Win Requests topic, with a link to the post in the Scheduling forums where the game time was arranged and confirmed. The screenshot must show enough waiting teams players to start the scheduled game. This way, tournament admins will know how long the team waited and upon Admins decision, the team that did not come gets an Admin Loss for the games. Do not try to edit time arrangement posts in an attempt to get free wins, because our forum registers the exact date and hour of each edited post, and such actions are considered cheating, getting the team punished according to the Rules.
#11. Prizes will be sent via PayPal. If the recipients do not use/have PayPal the prizes will be sent by other means. However, certain fees may be deducted from the amount.
#12. Before The Tribal Wars: 2012 begins, all players who will participate need to test their restore game function. If they cannot restore games, they must re-install AoK/AoC and make sure their restore function is working before The Tribal Wars: 2012 begins.
#13. If a game is not recorded, it must be replayed (this doesn't apply to dropped games, where the recorded game isn't available after the game restore).
#14. Each team must have one Team Leader who is fluent in English. Each team’s Team Leader is responsible for scheduling, possible disputes and everything else regarding their team. If a Team Leader is not fluent in English, a team can have an External Operator who assumes this role as specified in Rule #15. Only Team Leaders or External Operators are allowed to schedule unless otherwise agreed with the administration.
#15. In case none of the members in a team are fluent in English, each team is allowed to have an External Operator for scheduling and communication with the Tournament Staff and other teams. The operator may schedule games for multiple teams but is not allowed to play for them. He may, however, play for a team which he is a member of (like everyone else, he may be a member of one team only).
If a team has an external operator, they must state their nickname and MSN when signing up.
An External Operator still have to follow the official rules of The Tribal Wars: 2012. If he does not follow the official rules of The Tribal Wars: 2012 he or she will be disqualified. Then the team of the banned External Operator must choose another person as their External Operator in a week. If the team could not find a new External Operator that team will be disqualified.
#16. If a team is out of the tournament (no matter if they got disqualified or left on their own), all of their games already played in the current round and games they have yet to play will be set to an admin loss.
If any player is playing at a different location than specified by their Team Leader at sign ups, the Team Leader or Operator must announce this in the scheduling thread and also PM one of the Admins to notify them by no later than Thursday 23.59 GMT of the week they will play these games. In the PM the new location must be provided and if possible, IP Address. If admins check IPs or IP logs at the time of WCL 7 games and some IPs are found to be different or location is different and the above rule was not adhered to, that team/player will be punished of smurfing.
Admins realise that some people have dynamic IPs where parts of the IP can change, this will be taken into consideration.
Each week a member of the AoCZone staff will PM each team operator with the IPs of the players in the team they are scheduling to play for that round. These IP's are for the eyes of the team operator only and for the sole purpose of having the chance to catch smurfs playing for the opposing team that week.
These IPs are under no circumstances to be shared with anyone else, which includes team leaders and other team members. If clear evidence arises which shows a team operator sharing these IPs with anyone else that team will be disqualified.
#18. New rules can be added and current rules can be changed, but Admins MUST inform the teams about such changes at the The Tribal Wars: 2012 Rules, Settings and General Discussion forum. All the latest additions in Rules / Settings will be in red.
#19. By signing-up for the tournament, you automatically agree with all the Tournament Rules, Settings, Prizes and Conditions.
2. Gaming Rules
#20. The game settings must be the following.
Game : Random Map
Map Style : Custom
Location : The Tribal Wars 2012.rms
Size : 8 player map
Difficulty : Standard
Resources : Standard
Population : 200
Game Speed : Normal
Reveal Map : Normal
Starting Age : Standard
Victory Condition : Conquest
Team Together : [X] Yes
All techs : [ ] No
Allow Cheats : [ ] No
Lock Teams : [X] Yes
Lock Speed : [X] Yes
Record Game : [X] Yes
If any of these settings are not followed that game must be replayed.
#21. A player's first building must be a lumber camp.
#22. A player may not lay a barracks foundation before his first town center is complete.
#23. A player may not lay a palisade wall foundation before his first town center is complete.
#24. A player may not make more than one house before his first town center is complete. He may not lay a foundation for a second house before his town center is complete.
#25. A player may not construct (or try to intentionally) the first Town Center next to an opponents already built Town Center or the foundation of it. In this case "next to" means 7 or less tiles.
#26. a) If a player constructs the first Town Center next to an opponents already built Town Center or the foundation of it intentionally or unintentionally the game must be stopped immediately and must be replayed according to restart rules. In this case "next to" means 7 or less tiles. .
#26. b) If a player constructs the first Town Center next to an opponents already build Town Center or the foundation of it intentionally and this is proven to be true, the team with the player who constructed his first Town Center will receive an Admin Loss for that game. Also that team may be disqualified through decision of the administration.
#27. A player may not attack or damage an opponent in any way until his first Town Center and the according opponent's Town Center was build. If a player breaks this rule the team of that player will receive an Admin Loss for this game. Also that team may be disqualified through decision of the administration.
#28. A player may not kill a boar or deer before his first Town Center was build-
#29. A player may not steal or kill opponent's sheep until his or her first Town Center and the Town Center of the according opponent was build. If a player crosses path with an opponent's sheep while walking to their Town Center or Lumber Camp spot that player is allowed to take these sheep. Sheep which are next to an opponent unfinished Town Center and/or Lumber Camp must not be taken and left alone. If a player is unsure where the sheep are in proximity to his opponent's Town Center and/or Lumber Camp, leave them alone.
#30. b) Every round which the winner is decided by a best-of-5 match a team may restart three games. If a team decides to do so, a player of that team must chat in the first five gaming minutes (remember that this is shorter than real minutes) “restart” and resign. Games that were restarted must be post as well. Also after a restart the civilizations of all players must not be changed.
#31. If a player starts with a trapped villager, that means one or more villagers of that player are surrounded by Gaia objects like tree or Forager Bushes and is unable to escape. He may chat in the first five gaming minutes trapped villager and resign. That game will be restarted and it will not count as the optional(1 per round) restart which is mentioned in the rule #31. If a player lies about a trapped villager the team caught lying receives an admin loss for that game.
#32. a) ***** Wood and Bamboo Lover are allowed and is not considered cheating.
#32. b) The Dark Grey Patch, the Grey to Black Patch, or the Pink Pony Patch are allowed.
#32. c) No Desert Patch and Remove Snow Patch are allowed.
#32. d) Any graphic changes that affects only the player's Age of Kings: The Conquerors are allowed.
#32. e) AoE2Wide (as known as the Wide Screen Patch) is allowed. Note that Voobly supports this patch by default (therefore no installation is needed except for Voobly) and is available for all users in the Voobly Tournament Lobby.
#33. Cheating is not allowed at all in the event. Players doing any kind of cheating will be disqualified from The Tribal Wars; 2012 and banned from future AoCZone events, as well as the AoCZone forums. The team whose player is caught cheating will be disqualified from the Tournament as well.
#34. All the game settings provided in this post MUST be followed. Not following them may result in a Penalty Point (PP) or other punishments.
Receiving 3 Penalty Points (PP) will result in Team`s disqualification.
11.5.2012
#35
Recorded games have to be posted as soon as possible after the games in the correct form and using recorded game attachment function. Staff needs to be informed about a possible dispute or admin win situation as soon as possible.