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This is a work in progress draft of the rules of the 4chan Cup. Discuss changes on the talk page or in the general thread. As this page is still under construction, nothing on it should be used as a reference until further notice.

Chapter I: 4chan Cup Committee (4CCC)

The 4chan Cup Committee is the main leadership body of the 4chan Cup. The size of the committee is left to the host's discretion.

The host reserves executive right regarding all decisions relating to the cup, though it is in his/her best interests to take the wishes of the community into account.

The members of the 4chan Cup Committee may not, under any circumstances, manage a team while a member of the committee. Past managers may be members of the committee, and past members of the committee may manage.

Chapter II: Management

Managers are responsible for whichever board's team they manage.

Section 1: Candidacy

A manager is ultimately answerable to his/her board.

Section 2: Staff

Managers are free to recruit testers and/or co-managers. There is no limit to the number of testers a manager may recruit to test for his/her team.

Section 3: Team and Players

Managers are responsible for the assembly of their team and its tactics. They are also responsible for the selection of players.

Section 4: Communication

It is a manager's responsibility to communicate with his/her board on a timely basis to discuss matters including (but not limited to) player changes, tactical changes and aesthetic alterations.

Section 5: Multiple Teams

A manager is forbidden from taking up a role at more than one team, whether under a single name or a pseudonym.

Section 6: Identity

Managers are now forced to trip. No public trips allowed, if trip is leaked manager needs to reidentify. Secure trips are _required_ for official cup business.

Section 7: Deadline

Managers now have a deadline, one day or so before the cup. Teams getting new managers mid-cup is not allowed, nor are mid-cup resignations. Managers are urged to give it their all in all of their matches, even if it doesn't count for anything.

Section 8: Staff number limits

Teams may have any number of managers, as long as they have all passed verification and follow the posted rules. Teams with multiple managers must have a head manager clearly identified.

Section 9: Relaying tactics to the host

No one can submit tactics in lieu of the managers. The manager will need to warn the thread or Wiki with their trip/account. You cannot say something to the likes of "my dog ate my tripcode and my wiki account so I told Joe Bob Jack to send you the tactics". They will be ignored unless they come from official sources, which are the manager and the co-managers.

Chapter III: Team

In order to compete, a board must assemble a squad of players. From this squad, a starting eleven is chosen to take the field in the match.

Section 1: Squad

A squad must consist of 23 players. At least one player in the squad must be a goalkeeper.

Section 2: Starting Eleven

From the squad, a team of 11 players must be selected to participate in a match. A single player in the starting eleven must be a goalkeeper.

Section 3: Medal Players

Each squad must contain two silver and two gold players. Any player in any position can be made a medal player, except for the goalkeeper(s) who must always have standard ratings.

All four of a team's medal players are permitted to be part of the team on the pitch concurrently. Likewise, teams are not bound to starting or fielding all four of their medal players at the same time, or at all.

Section 4: Formation

A team's starting eleven must be placed in a formation. PES contains eleven default formations which can be used, but formations are extensively customisable and managers are free to make any changes they wish.

If creating a formation using PES Editor, it is important to check the in-game spatial limits of each position. Each position is bound to a specific area on the pitch, and placement of a player outside of this area has potentially game-breaking consequences.

Chapter IV: Players

Players are individually customisable, though there are restrictions.

Section 1: Stats

Standard players must be rated 77 in every stat. Silver players must be rated at 88 and gold players at 99. The form stat must be set to be six (6) for standard players, and eight (8) for medal players.

Section 2: Cards

Cards refers to both skill (S) cards and playstyle (P) cards. Each team is limited to 20 cards to be distributed among the squad.

  • Gold players are allowed a maximum of 4 cards. A maximum of 3 can be S cards.
  • Silver players are allowed a maximum of 3 cards. A maximum of 2 can be S cards.
  • Standard (77) players are allowed a maximum of 2 cards. A maximum of 1 can be an S card.

Across the squad, there is no limit on the number of P or S cards which can be distributed across the squad, provided the limits above are adhered to.

Section 3: Position

A player is allowed one allocated position.

Section 4: Boots

Players are allowed to wear a particular set of boots other than the default.

Chapter V: Deadlines

Deadlines are to be kept under all circumstances. The deadline includes the full day of the deadline. For example, if the deadline is January 1st, it includes the entire 24 hours of that day. Anything submitted after the deadline will not be accepted under any circumstances.

Deadlines are divided into two categories. Roster and aesthetic.

Section 1: Roster

The following items belong under “roster”:

  1. Player names
  2. Player attributes
    1. height
    2. weight
    3. foot preference
    4. nationality
  3. Goal celebrations (for the sake of easier editing)
  4. Gold and silver player definition
  5. Shoes
  6. Player number
  7. Skillcards

Mini-rosters on team pages do not count as a roster.

Section 2: Aesthetics

The following items belong under “aesthetics”:

  1. Faces
  2. Kits
  3. Banners
  4. Adboards
  5. Stadia
  6. Logos
  7. Music
    1. Goal
    2. Anthem
  8. Chants
  9. Sleeve patches

Chapter VI: Matchday

Section 1: Pre-match

For friendlies, all instructions must be listed pre-match. The host may set a deadline by which all instructions must be on the wiki. There is no further tactical input allowed from a manager after kickoff in friendlies.

For cups, managers may give pre-match instructions right up until kickoff, obviously the earlier and more clearly these instructions can be provided to the host, the better.

Section 2: During the match

During tournament matches managers are allowed to make tactical alterations. Without prior formal permission from the host, these instructions must be given over IRC.

While acknowledging the pressures of matchday, managers are encouraged to give thought to their commands and ensure that their commands are concise. Managers are under no circumstances permitted to leave any decision making to the host. This is especially true for positional adjustments. Managers are also encouraged not to make frivolous or petty tactical changes during a match, as these upset flow.

When a manager requests a change, it is the host's responsibility to respond promptly by interrupting (pausing) the game and making the requested change.


In case of rule violation: A team can still be permitted to a cup if they neglect the rules, however there will be repercussions:

  1. If a team has too many gold, silver or bronze players (1 gold, 1 silver, 2 bronze are permitted) indicated, then the team gets all medal player attributes removed i.e. If a player was a gold, he removed of that status and a normal all-66 player.
  2. If a team has too many skillcards, the team plays with 0 (zero) skillcards.
  3. If there are too many players on a roster, anyone or anything past the 23rd player is ignored
    1. If there are too few players then then additional players will be added with all-1 (one) stats in every attribute.
  4. If a formation is illegal i.e. 11 forwards and no goalie, then the default formation is used