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10/18/2017 - 09:12  EST

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Tournament Rules << Prev  2103  Next >> Club Discussions
Time Out Last Update: 9/7/2012

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General Rules

  • Eliters uses a Delay Clock for Tourneys. Delay represents all actions that might result in delaying the Games and/or Tournament advancement, including but not limited to:
    • Not being in room at start time;
    • Talking in the lobby and not playing;
    • Stating they will not start for some reason;
    • Refusing to set table/accept invites;
    • Being booted, frozen, away from keyboard, playing in another Tourney or game, or disconnected.
       
  • The main objective of using the Time Out clock is to ensure that the Tourney is not stalled unnecessarily. The clock 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 is any doubt or dispute over how long they were missing.

  • In the great majority of Eliters Tourneys, a 5 minutes Time Out clock is used. Each Player has up to 5 minutes of inactivity available in up to 2 separate incidences during any Tourney. Players “Time Out” when they have “used up” their 5 minutes in either the first or second incidence. Examples:
    • Player “X” is not in the lobby when the tournament starts, and does not show up within 5 minutes of the official start time. Player “X” is timed out.
    • In the above scenario, Player “X” shows up 2 ½ minutes after the tournament start and is seated. This is Player X’s first incidence, so there is 1 incidence remaining to this player.
    • Continuing the scenario, Player “X” is booted from the room and the clock is started a second time; Player “X” now has 5 minutes to return and resume play or s/he will be timed out.

NOTE: the former “cumulative clock” no longer exists; it has been replaced by this principle of 2 distinct incidences.

  • The clock applies from time of TD notification (a Player notifying the TD, or the TD announcing the clock) on Eliters Messenger, except on starting Matches at the opening of the Tourney. In RR and SR Tourneys the time will start from the Game/Round Start Time. The intent of this requirement is that there must be a public record of each use of the Time Out clock. The opponent has the obligation to request the Timer to be stopped as soon as the Player returns back to Play.

  • 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 or Donations), the clock begins at the Actual Start Time of the Tourney. All missing Players are timed as of this moment, regardless of the reason they did not start the Match, however, their absence must be reported within the first 2 minutes; otherwise, the Timer will count from the moment it is requested on Eliters Messenger. This Rule does not apply on the Multiple-Day (Weekly) Tourneys, as Players are not required to be in the lobby on Tourney start time, and the timer will always be 72 Hours from the Official Start Time.

  • Tables must be made before a timer is requested. In the event that neither Team makes the table, the TD may place both Teams on a timer and warn both Teams/Players of imminent disqualification based on the intentional delay rule.
     
  • 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 Eliters Messenger.

  • The basic time-out procedure is as follows:
    • If you are not in the Room when the Tourney starts, the TD will “start the clock”. At that point you have 5 minutes to be in the room and start the Match or you will forfeit the Match.
    • If you freeze or get booted during the Match, and when your inactivity is detected/reported, the TD will “start the clock”.  At that point you have 5 minutes to be seated in the room and continue the Match or you will forfeit the Match.
    • You have a maximum of 2 incidences available, each with up to 5 minutes; once you exceed the 5 minutes in either of the incidences you will Time Out and your Tourney is over.

There are certain Tourney types that use a variation of the above procedure; these variations are discussed in detail in the following sections. DE, RR, SR, Team, and Mini-Tourneys all use the 5-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.
     
  • TDs are empowered to intervene in lagging Matches because of Slow Play, or Matches that have clearly stalled a bracket of the Tourney, 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 Pogo does 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 5-Minute timer. If you finish the original Tourney in time to participate in the second Tourney, you will be seated and that will use up your first incidence. 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 Tourney, at the TD's discretion.
     
  • The TD may, at his/her own discretion, relax the Time Out clock in case there are Play Site Problems.
     
  • The TD keeps the time based on the Eliters Messenger posting, and his/her decision is final.

Tourney Type Specific Rules

  • In Single Elimination (SE or S4 or Q4 or AA) Tourneys; a standard 2 incidences x 5-minute clock is applied over the length of the Tourney. No more than 5 minutes is allowed for a single incidence. As soon as a Player is Timed Out, in either the 1st or 2nd incidence, the opponent advances. Examples:
    • Player “A” is not in room or booted and does not show up before 5 minutes have elapsed; his/her opponent is awarded the Match  immediately.
    • Player “A” is not in room or booted and returns before 5 minutes have elapsed; this is the first incidence. S/he will get another chance to be booted during the Tourney for a maximum of 5 minutes. If Player “A” is booted again in the same Round or any subsequent Round, and doesn't return to play within 5 minutes, his/her opponent is awarded the Match.
       
  • In Double Elimination (DE) Tourneys; a 3 incidences x 5-minute clock is used. No more than 5 minutes is allowed for a single Game/Round of the Tourney, and only one incidence of 5 minutes is allowed for the Lower Bracket of the DE with the clock to be started when the opponent becomes available to play. Examples:
    • Player “A” is not in room or is booted and does not show up before 5 minutes have elapsed; his/her opponent is awarded the Match immediately, and Player “A” is dropped into the lower bracket. If Player “A” has not returned by the time his lower-bracket opponent is ready to play, the TD will start a new and last 5-minute clock.
    • Player “A” is booted in Round 1 and returns before 5 minutes have elapsed. S/he has no more incidences available in Round 1; if s/he is booted again the opponent wins that round. If Player “A” wins Round 1 and subsequently is booted again in the upper bracket and does not return within 5 minutes, his/her opponent is awarded the Match and Player “A” is dropped into the lower bracket. In both cases, once in the lower bracket, if Player “A” has not returned by the time his/her lower-bracket opponent is ready to play, the TD will start a new 5-minute clock.
       
  • Round Robin (RR) and Super Robin (SR) Tourneys; a 3 incidences x 5-minute clock is used. No more than 1 incident of 5 minutes is allowed for a single Game/Round of the Tourney. Examples:
    • Player “A” is not in room or is booted and does not show up before 5 minutes have elapsed; his/her opponent is awarded the Match immediately, and Player “A” moves to the next Game/Round. If Player “A” has not returned by the time his/her next Game/Round opponent is ready to play, the TD will start a new 5-minute clock, and so on for the 3rd Game/Round.
    • Player “A” is booted in the first Match and returns before the 5 minutes have elapsed; s/he may continue to play, but if booted again during the same Match his/her opponent is awarded the Match  immediately. Player “A” moves to the next Game/Round. If Player “A” has not returned by the time his/her next Game/Round opponent is ready to play, the TD will start a new 5-minute clock, and so on for the 3rd Game/Round.
       
  • In Mini Tourneys a standard 2 incidences x 5-minute clock is applied over the length of the Tourney. No more than 5 minutes is allowed for a single incidence.

  • In all the above formats, should 2 Players Time Out at the same point in a Match, then the win will be awarded to the highest seeded Player e.g. Number 2 seed is awarded win over number 4 seed. In the case of SE formats, where no further time is allowed, then in the example quoted, number 2 seed will be advanced and immediately Timed Out of next round, and the win awarded to the next-round opponent.

Team Tourneys
 
In Team Tourneys, the clock is applied to the team, regardless of which individual is idle, and the same Rules stated above for the different Tourney Types is applied in Team Tourneys but on the Team as a unit. The Team, as a unit, is allowed two incidences. In other words, Player “A” on a team may have 2 incidences, or Player “B” may have 2 incidences, or they may have 1 incidence apiece, but the team itself is limited to 2 incidences before whichever of the players that is currently absent becomes the Timed-Out member of the team. A sub (if available) will be seated to replace the Timed Out Player, and this will start a new set of 2 incidences of 5 minutes for the new team of the surviving original player plus the Sub.
 
Refusal of, or Unavailability of Subs

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

  • In Single Elimination (SE or S4 or Q4 or AA) 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.


  • In Double Elimination (DE), Round Robin (RR) and Super Robin (SR) 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 for the specific Game/Round played, and may, if a Sub is found, continue to the following Game/Round.

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 Player 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 disqualified 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 on either Player, but the Team has received its one allowable Sub for the Tourney.

  • Therefore, the “new” Team of one original Player and one Sub now has the same number of incidences of 5 minutes of clock available, and the standard Time Out procedures will apply depending on the Tourney Type, as described in earlier sections.

  • If there is no Sub available when a Player is disqualified 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 new team with Sub will then have available the remainder of the incidences of 5 minutes of clock available, and the standard Time Out procedures will apply depending on the Tourney Type, as described in earlier sections.

  • If a Sub cannot be found within 5 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 5 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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