Appendix:Rules

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Rules for the 4chan Cup.

Chapter I: General

General

All people wishing to be involved with the Cup ought to:

  • Read the rules page to ensure that they have a proper grasp of what is expected of them and the rules of the Cup.
  • Not be a dick.
  • Practice good sportsmanship.

A manager must:

  • Regularly browse the board that they are managing.
  • Act in the best interest of their team and the team's fans.
  • Keep their team's roster up to date and in accordance with the wishes of the board.
  • Have an effective means of contact on the contact page.
  • Maintain their team's wiki page.
  • Have a registered nick on the IRC channel if they wish to live-manage.

A manager is expected to do the following in each Cup their team is qualified for:

  • Sign up.
  • Ensure the preparation of both a legal tactical and aesthetic export.
  • If a manager is unable to create their own tactical export for any reason, they should contact a member of the 4CCC for assistance.
  • Submit both exports on time.

A manager is encouraged to do following in each Cup their team is qualified for:

  • Prepare and submit tactics for each of their team's matches.
  • Attend each of their team's matches (or leave instructions in a Pastebin if unable).

Definitions

  • '4CCC' is the abbreviated term for The 4chan Cup Committee, The 4chan Cup's governing body.
  • 'Board representatives' liaise with a board and seek feedback on matters regarding but not limited to aesthetics, tactics and squad selection.
  • The 'commissioner' is the head of The 4chan Cup Committee.
  • 'Deadline export' refers to the official export that is uploaded a week before an official tournament begins.
  • An 'executive action' is any decision made by a member of the 4CCC or a host that was not subject to a formal or informal vote.
  • 'Export' refers to files containing all data relevant to a team's tactical properties.
  • 'The game' refers to Pro Evolution Soccer 2018 as defined under Section 4.6.
  • 'Host' refers to the person responsible for streaming any given official tournament.
  • 'Manager' refers to a person nominated to provide tactical input during official tournament matches for a 4chan Cup team as well as link the team's official exports.
  • 'Nightly export' refers to exports managers may submit prior to each matchday in which they can edit their formations and tactical settings to their liking so long as they do not either violate tournament regulations or would no longer match the player information contained in the deadline export.
  • 'Official tournament' refers to any 4chan Cup event including the Summer Cup, Winter Cup, Spring Babby Cup, Autumn Babby Cup and any qualifying events connected to these tournaments.
  • 'Season' refers to the period beginning from the end of one official tournament to the end of the next one.
  • 'Staff' can refer to testers, managers or board representatives who liaise with their board. An individual is not limited in how many of these roles they may assume.
  • 'Team' refers to a football side connected to a 4chan Cup board (e.g. /3/, /a/, /an/, etc.).
  • 'Tester' refers to a person involved with tactical input for a team while not assuming the manager role.
  • A 'timeout' refers to a stoppage in play requested by a team's manager to make changes during a game.

Chapter II: Organisation

4chan Cup Committee (4CCC)

The 4CCC is the organizational body of the 4chan Cup. The main purpose of the 4CCC is organizing the Cup and making executive decisions.

  1. The size of the 4CCC is to be decided on the consensus of the members of the 4CCC and should a consensus not be reached the discretion of the commissioner.
  2. The 4CCC reserves the right to make all executive decisions relating to the cup.
  3. The Commissioner may not manage a team during their tenure.
  4. The 4CCC may veto any executive action of the commissioner as it may deem fit to do so, by the procedure here specified:
    1. Any member of the 4CCC may call for a veto. Another member must second the motion to initiate a vote.
    2. Once initiated, all members of the 4CCC, including the commissioner, have 24 hours to vote yea or nay to the motion. The member who called the vote is responsible for conducting the vote, either by manual tally or by some other measure (such as a polling site). The vote cannot be anonymous. Members may abstain from voting. Abstention is treated as a vote of nay for the purposes of the tally.
    3. The motion must receive at least a 60% vote of yea to affect the veto of an executive action of the commissioner.
    4. If the motion is passed, the commissioner cannot attempt to take the same executive action again at least until the following Cup season.
  5. It being necessary to the ensured prosperity of the Cup, the 4CCC may depose and replace the commissioner as it may deem fit to do so, by the procedure here specified:
    1. No more than once per Cup season, a member of the 4CCC may call for a vote of no confidence in the commissioner. Another member must second the motion to initiate a vote.
    2. The border between seasons is defined as one week after the final match is played.
    3. Once initiated, all members of the 4CCC, including the commissioner, have 24 hours to vote yea or nay to the motion. The member who called the vote is responsible for conducting the vote, either by manual tally or by some other measure (such as a polling site). The vote cannot be anonymous. Members may abstain from voting. Abstention is treated as a vote of nay for the purposes of the tally.
    4. The motion must receive at least a 60% vote of yea to affect the removal of the commissioner.
    5. If the motion is passed, the office of commissioner is immediately vacated. The powers and responsibilities of the commissioner are temporarily assumed by the 4CCC to be handled as a democratic committee. During this temporary transition period, the deposed commissioner remains in the 4CCC, but does not receive a vote in subsequent proceedings.
    6. The 4CCC has one week to replace the deposed commissioner. Members may nominate non-banned individuals to the office of commissioner. A nominee succeeds to the office on a simple majority vote.
      1. At their appointment, the newly elected commissioner makes a determination either to allow the previous commissioner to serve as a voting member of the 4CCC or to remove him or her from the 4CCC and associated groups.
      2. If after one week the 4CCC fails to elect a new commissioner, the deposed commissioner reassumes their position as commissioner. The 4CCC cannot move to depose the commissioner again until at least the next Cup season.

Management and Staff

  1. Any person wishing to represent their board as a manager must go through the verification process.
    1. A person looking to get verified should contact a current member of the desired team's staff if possible as well as the commissioner.
    2. A person who has already undergone the verification process to manage another team must have not been active as a manager for their previous team for 2 cup seasons and must alert the commissioner before becoming a manager for a different team.
  2. Only the 4CCC has the authority to add or remove another person's name from a team's infobox.
  3. A manager is the team's manager for as long as their name is listed on the team's wiki page in the infobox under IRL manager.
    1. A resigning manager must remove their name from the IRL manager section of the infobox of their team's wiki page.
    2. Managers cannot resign while the team they are affiliated with is participating in an official tournament or else they can be suspended from future tournaments.
  4. Each board can have an unlimited number of staff but all managers must be verified and listed as IRL managers in the infobox on their team wiki page.
  5. Before a team's match it must be made clear to the host which manager if any will be relaying tactical instructions (livemanaging) for a team.
    1. Only one verified manager for each team may relay tactics to the host during a match.
    2. Should an intra-staff disagreement take place during a team's match then it is at the host's discretion to either decide whose commands take precedence or run the team as though no instructions were issued until a consensus between staff is reached.
  6. Should there be a dispute between staff that results in a staff member wishing another staff member to be removed then the procedure varies based on the number of staff.
    1. If there are two members of staff then the 4CCC must be alerted and will make the decision on how to proceed.
    2. If there are more than two members of staff then a vote must be conducted among the staff and its results brought to the attention of the 4CCC and will make the decision on how to proceed.

Chapter III: Squad

Note: some terms below are from the UK English version of the game. The US English version sometimes uses different terms (e.g. 'condition' instead of 'form').

Squad Composition

  1. Each team must have exactly 23 players in their squad
    1. A squad must contain at least one player with Goalkeeper (GK) as Registered Position with the Playable Position of GK set to 'A', all other Playable Positions must be set to 'C'.
    2. Outfield players will have their Playable Position set to 'A' to match their Registered Position. All their other Playable Positions must be set to 'C'.
  2. A single player of each squad must be assigned the role of Team Captain and should be designated as such in-game.
  3. Players are categorized as regular, goalkeeper, silver, or gold as follows:
    1. At least one player must be designated as goalkeeper and be rated 72 in all stats.
    2. Up to 18 of the players must be designated regular players. All regular players must be rated 72 in following stats: Defensive Prowess, Ball Winning and Explosive Power and 77 in all remaining stats.
    3. Two outfield players must be designated as silver and be rated 91 in all stats.
    4. Two outfield players must be designated as gold and be rated 99 in all stats.
  4. Silver and gold players are collectively referred to as medal players.

Player Abilities

  1. All players 175cm and below in height may have their Weak Foot Usage and Weak Foot Accuracy settings set to any amount. For non-medal players 180 cm and above, their usage and accuracy stats are both capped at 2.
  2. All medal players may have their Weak Foot Usage and Weak Foot Accuracy settings set to any amount regardless of height.
  3. All players are allowed to have a lower Attacking Prowess and/or Defensive Prowess, but not higher.
  4. The Form setting is set to 8 for medal players, and 4 for the remaining regular players .
  5. The Injury Resistance setting is set to 3 for all players.
  6. A player cannot have more than a set amount of 'cards', known in the game as Player Skills and COM Playing Styles, under the following restrictions:
    1. Each registered goalkeeper can have at most 1 card.
    2. Each regular outfield player can have at most 2 cards.
    3. Each silver player can have at most 3 cards.
    4. Each gold player can have at most 4 cards.
  7. Each medal player may add one trick card without it being counted against their total. See Section 3.2.1 for a list of permitted trick cards. Note that in the event a player has more than one trick card, all but one will be counted in their total.
  8. Each medal player may also add the First-time Shot card without it being counted against their total.
  9. The Team Captain is allowed (but not required to have) a free Captaincy card. This card does not count towards any previous limits. All additional Captaincy-cards do count towards any previous limits.
  10. Outfield players may have 1 less card in exchange for an additional player position set to 'A'. This extra position may not be 'GK.'
  11. Each player in the squad may be attributed a Playing Styles.
    1. Playing Styles do not count towards the card limit.

Trick Cards

The following cards are the current legal trick cards.

  • S01: Scissors Feint
  • S02: Flip Flap
  • S03: Marseille Turn
  • S04: Sombrero
  • S05: Cut Behind & Turn
  • S06: Scotch Move
  • S17: Rabona

Height Rules

There are two options managers have for distributing team heights, named for their traditional colouring in height charts.

  1. The "green" heights, giving more total height:
    1. Six non-medal and non-GK players of height exactly 194cm.
    2. Five players of height exactly 185cm.
    3. Six players of height exactly 180cm.
    4. Six players of height exactly 175cm.
  2. The "red" heights, giving bonuses to shorter nonmedal players:
    1. Ten players of height exactly 185cm.:
    2. Seven players of height exactly 180cm.
    3. Six players of height exactly 175cm, with non-medals receiving a +5 bonus to all stats.
  3. The six players that are 175cm may be set to lower (155-174cm) heights, but they still count as 175cm for height brackets and their "lost" cm cannot be used to make other players taller.
    1. Players who are 175cm may also have one additional card.
  4. Players of height 175cm and below may have 4/4 weak foot accuracy and weak foot usage.
# Height Advantage Total Height (cm)
6x 194cm 1164cm Non-medal outfield players only
5x 185cm 925cm
6x 180cm 1080cm
6x 175cm 1050cm Players in this category may use 1 additional card
Players in this category may have 4/4 weak foot accuracy/usage
Total Height 4219cm
# Stat Advantage Total Height (cm)
10x 185cm 1850cm
7x 180cm 1260cm
6x 175cm 1050cm Non-medal players in this category receive a +5 stat boost in all stats
Players in this category may use 1 additional card
Players in this category may have 4/4 weak foot accuracy/usage
Total Height 4160cm

Other Restrictions

  1. It is illegal to set the player age and weight outside the ranges defined by the game.
  2. Formations and tactics that are not possible to be made in the standard game without the use of external tools are considered illegal and are not allowed in the 4chan cup.
  3. The position of each player on a team's first preset in their export are required to match one of the player's 'A' positions.
  4. Medal players cannot be played as a goalkeeper at any time.
  5. In a team's deadline export all options under "support settings" must be set to OFF except for "switch preset tactic" which must be set to ON.
    1. The support settings may be altered at later points as specified in Chapter V.
  6. In case two teams have the same player on their roster, the managers should come to an agreement about it. If an agreement is not reached, the team with the earliest verifiable instance of the name gets the right to use the name.

Chapter IV: Tournament

Exports

A team export is valid if it:

  1. Corresponds to the appropriate team and player IDs.
  2. Functions in the current version of PES as specified under Game Version in Section 4.6.
  3. Was not created by creating, transferring, moving, or removing players from the officially assigned team. An export may only use the existing players in the team.
  4. Does not violate the conditions of official deadlines as described in the following section.

Note that an export does not necessarily need to be compliant with the rules as described in Chapter III in order to be considered valid. Any violation of Chapter III which does not cause the export to be ruled invalid per the above is a rule-breaking fault.

Deadlines

Each official tournament is preceded by two (for Elite Cups) or three (for Babby Cups) export deadlines: the preliminary deadline (Babby only), tactical deadline, and final deadline.

  1. For a Babby Cup, the preliminary deadline is on the Friday three weeks prior to the start of the tournament at 23:59:59 UTC. For an Elite Cup, this deadline coincides with the tactical deadline below.
    1. Verified managers of each team must have placed a link to a valid tactical export on the Exports page, in their appropriate subsection by the specified time. Any submission after 23:59:59 UTC of deadline day will not be accepted. A link to the export on the team page is additional but not a requirement.
    2. Newly established or revived teams, whether managed or autopilot, must demonstrate adequate proof of interest to the 4CCC prior to this deadline to compete in the coming Cup.
    3. Failure to submit an export by the preliminary deadline may result in a deadline violation penalty. Failure to demonstrate proof of interest by the preliminary deadline will result in the team being barred from the competition until the next appropriate Cup.
  2. The tactical deadline is on the Friday preceding the start of an official tournament at 23:59:59 UTC.
    1. Tactical changes will not be accepted between this deadline and the first match, other than save fixes and aesthetics changes.
    2. The most recent valid export posted by a verified manager will be downloaded for each team. In the case of autopilot teams, exports will be provided by the 4CCC. All other exports are considered invalid.
    3. Following the tactical deadline, all exports will be checked for rule-breaking faults by a body determined by the 4CCC.
      1. Should an export contain rule-breaking faults, the 4CCC will then take the necessary actions to fix these faults with a penalty.
      2. The 4CCC reserves the right to disqualify teams from an Elite Cup should their export be deemed to contain too many faults. In this case a backup will replace that team.
      3. Managers are encouraged to check their own export with the help of the Auto-ATF tool before uploading their export.
  3. Within 48 hours of the tactical deadline, a draw will be held to place the teams into groups.
  4. The save fix deadline is on the Wednesday following the prior deadline, at 23:59:59 UTC.
    1. This deadline is typically only used for aesthetic and music exports.
    2. Desired changes to tactical exports can be listed on the designated page of the wiki by a team's manager after the tactical deadline as long as they are "save fixes". A save fix is a change which, when compared to the export available at the tactical deadline, changes only:
      1. Aesthetic settings.
      2. Rule-breaking faults officially identified by the 4CCC. Note that save fixes submitted after the tactical deadline may be subject to deadline violation penalties.
    3. Any other changes listed will lead to the export being ruled invalid.

If a team fails to submit an export before the preliminary deadline (either three weeks prior for a Babby Cup, or one week prior for an Elite Cup), a grace period of 24 hours is available. Teams submitting their exports during the grace period may face:

  1. Loss of any number of voluntary time-outs for some or all games in the tournament.
  2. Loss of the ability to submit nightly exports for some or all games in the tournament.

In addition to the above, teams who fail to submit an export in the grace period may face:

  1. Loss of all management for some or all games in the tournament. (The team will function exactly like any team competing as autopilot, even though it had managers.)
  2. Stat or height nerfs to players.
  3. Punitive tactics determined by the 4CCC.
  4. Disqualification from the tournament, to be replaced by the next eligible team.

If punitive actions or lack of posted exports result in a cup having an insufficient number of competitors (at least 32), action will be taken to replace those teams unable to compete.

  1. In a Babby Cup, a select amount of random competitors known as filler teams will fill the remaining spaces.
    1. Eligibility for the filler team draw is determined exclusively by the 4CCC.
    2. If a filler team has a prior export, they will play with that export adjusted by the 4CCC to fit the rules of the cup, possibly with additional penalties. If no such exports exist, they will be provided by the 4CCC.
    3. If an filler team advances to an Elite Cup, they must demonstrate adequate interest as if they were newly joining a Babby Cup in order to compete. If no interest is provied, it will be treated as unable to compete.
  2. For Elite Cups (Summer and Winter), the highest-place finisher from the previous Babby Cup will advance in place of a team which is unable to compete.

Aesthetics

  1. General rules
    1. All aesthetics must not break the rules of conduct of the streaming platform used (Youtube Terms of Use). By extension, this means no explicit nudity or gore that would make the game likely to be rated 'for adults only' by American standards.
    2. The commissioner can appoint someone who will handle all aesthetics, herein referred to as 'the Helper'. The current Helper is Shakes and the Vice-Helpers are gio !!up/5f4cJvZ6 and Noteperson !!OaxI+wTW5//, who can assume the responsibilities of the Helper if needed to.
      1. The Helper has the same full rights as the host regarding aesthetics.
      2. The Helper is allowed to announce rules regarding uploading aesthetics (e.g. all kits needing to be in .dds format).
      3. The commissioner maintains executive right over who holds the position of Helper.
      4. Additional aesthetics should never be sent directly to the Host but to the Helper, only he is allowed to send aesthetic updates to the Host after verifying them.
    3. Only the team's listed managers are allowed to submit aesthetics for their own team.
    4. Managers can request to use a specific kit, ball and/or stadium before every match, but the final decision is up to the Host. The home team is favored over the away team.
  2. Submitting aesthetics
    1. All the aesthetic exports with the various teams' aesthetics should be submit on the Exports page before the aesthetic deadline. A link to the export on the respective team's page is recommended but not a requirement.
      1. The exports should follow the format described by the Aesthetics Export Template as explained here: Aesthetic Exports.
      2. Broken aesthetics exports not following the rules may be denied. Please check your export for errors with the automatic compiler linked in the Aesthetic Exports page before submitting it.
      3. Please use "--- Aesthetic Export for ________" as main folder name for your export, where --- is the team's name and ________ is the event's name (e.g. "GD Aesthetic Export for Winter 18"), to help distinguish between new and old exports.
      4. The exports should contain at minimum a working Note txt and the kits and portraits the team will use. Including face folders is recommended but optional. Additional face folders can be submit freely after the deadline.
      5. Don't include in the aesthetic export blender face folders for players which aren't in the team anymore. (Reason)
      6. Please use google drive, mega or puu.sh for uploading exports. Avoid hosting sites featuring ads.
    2. The aesthetics deadline is set to 24 hours before the tactical deadline of every cup.
      1. This is not a hard deadline, it's indicative. Exports can be submitted up to about two hours after the deadline without penalties.
      2. Managers who find themselves unable to submit an aesthetic export in time should let the Helper know about it as soon as possible.
      3. Aesthetics to be added after the deadline, including additional face folders and late exports, have to be delivered via the Mid Cup Aesthetics page. The indicative deadline for submissions of this kind is one day before the kickoff of the matchday they need to be added for. The Helper will also attempt to add any aesthetics submit after this time, but no guarantees will be given.
    3. Balls and any general cup aesthetics not related to teams should be submitted directly to the helper.
    4. The host or helper reserve the right to apply any aesthetics updates at their discretion. If an aesthetic element is thought to negatively affect game stability or viewer experience it will not be accepted.
  3. Kits
    1. At a minimum a team must have two outfield kits and one goalkeeper kit.
    2. Both outfield kits must be aesthetically distinct, so that there is always a kit combination which does not make it difficult for the viewer to distinguish each team on the pitch during a match.
    3. A team is allowed to have up to seven extra outfield kits (extra goalkeeper kits are not usable from PES16 on).
    4. Customized kit models can be denied use by the Host if they are deemed to make the match hard to follow for the viewers.
  4. Player aesthetics
    1. Every player must have a unique model, be it a custom blender head or body, or a set of PES face and hair settings customized via the Edit menu of the game (a.k.a "ingame head").
    2. Setting ingame heads on any players for which blender models have been requested is recommended in case the blenders don't get made in time for the match. This only takes a few seconds per player if the available presets are used, and PES gives blender models priority over ingame heads so removing the latter won't be needed.
    3. Aesthetic-related penalties may be applied to teams which leave players with Placeholder heads.
    4. Models should not be so large as to cover the ball while the players using them are dribbling.
    5. Whenever a model replaces completely the default body and kit of a player, it should be made in a way that makes it clear what team the player belongs to during the gameplay. In PES16 and PES17 this can be aided by adding parts from the team's kit texture to the model so that it has the same colors on it as the rest of the team's players. The Helper can be contacted for details on this method.
    6. Avoid making models that are too distracting or become annoying if shown repeatedly.
    7. Ultimately exceptions can be made, as long as their provided entertainment value is greater than the difficulties they may introduce when trying to follow the gameplay. This is all subject to the judgement of the Helper, who should be contacted in case of doubts about the reasonableness of any aesthetics.
  5. Stadiums
    1. Teams that wish to have their own stadium are advised to 'claim' a slot on the Stadiums page of the current PES version.
    2. Contact the Stadium Helper gio !!up/5f4cJvZ6 for information about submitting custom stadium elements.
    3. The pitch itself should preferably be in the typical shade of green most pitches share. It must not be too bright or dark to clash with the ball or the players nor they should be too complex or unwatchable in any way.
    4. No elements of the stadium should obscure the pitch during gameplay. This may also apply to realistic stadium shadows, as these tend to be irritating on stream.
    5. Exceptions to these rules may be made if the stadium is supposed to fit a certain theme (e.g. The Void for /x/) after judgement by the Helper.
  6. Other
    1. All the aesthetics not described (like Balls) above are subject to the judgement of the Helper.
    2. Consider uploading and linking the original model project files separately on the wiki so other people can reuse them for future versions of PES, even if the file format changes.
  7. File size of aesthetics
    1. Please keep your face folders clean and remove any unused textures and model files, especially edithair files.
    2. Avoid having face folders over 10MB in your export and try to keep the final export size (in folder format) below 100MB. Zlib some textures if needed.
    3. It is advised to make single color textures as small as possible. For example a pure black texture does not have to be bigger than 64x64 as a 2048x2048 one is just a waste of memory.
  8. Requests
    1. Any manager can submit requests for new models for their team on the Aesthetics Requests page.
    2. Please keep in mind that there's no guarantee the requests will be fulfilled since taking care of requests is a voluntary job.
  9. Music Exports
    1. Managers are strongly encouraged to submit a music export, which is simply a zip containing mp3s of their team music and possibly a 4ccm file with instructions for Rigdio. Read the page for information on how to compile it.
    2. These exports should be posted on the Exports page at least three days before the first matchday, to allow the Host to prepare any missing exports.
    3. Sending the Host separate links for custom single-match anthems or goalhorns right before a match (or sooner, if possible) is allowed, but please prepare and include an edited 4ccm or name the mp3 with the same name as the normal anthem or goalhorn.

Tournament Conduct

  1. Rig Cam is a livestream delay bypass to allow managers and colour commentators to see the match as it happens without delay. If the Rig Cam is available, managers are expected to rely on it to make their calls on time.
  2. The communication medium to be used when giving real time tactical instructions to the host is via a private conversation on IRC.
    1. Managers may give purely textual instructions or may use pictorial instructions if necessary.
    2. All instructions must be clear and concise. Failure to produce instructions satisfying this condition will result in those instructions being ignored.
    3. No instructions may leave tactical decision-making the responsibility of the host. Such instructions will be ignored.
  3. If a team is unable to nominate a manager to provide real time tactical input for a match then a manager for that team may submit clearly written and/or pictorial instructions in an easily accessible format for the match before the scheduled kickoff time.
    1. If the host is unable to decipher said submitted written and/or pictorial instructions then they will be deemed invalid and ignored.
    2. If a team fails to provide written and/or pictorial instructions by the stated time and no nominated manager is in attendance to provide instructions in real time then that team will forfeit all offers of tactical input for the duration of the match.
  4. If a nominated manager fails to supply pre-match tactical instructions by the time stated in Chapter V Section 1 but arrives during the course of their match then that manager's ability to provide any tactical instructions for the remainder of the match will be at the host's discretion.
  5. The host has the authority to ignore any instruction they choose for any reason (e.g. too time consuming).

Settings

The current settings as of Winter 2020 are:

  1. Game version:
    1. Pro Evolution Soccer 2018
    2. Patch 1.05.02 / DLC '4CC Pack'
    3. Langauge: British English (enGB/eng)
  2. Controller settings: (Need to be done for both home and away controllers)
    1. Role Control: Off (done on the main controller select screen)
    2. Auto Sliding: Assisted
  3. General settings:
    1. Match Level: Legend AI
    2. Match Time: 10 min.
    3. Conditions: Random for both Home and Away
    4. Player Emotions: Off
    5. No. of Substitutions: 3 (4 if extra time is enabled for the match, the 4th sub can only be used during extra time)
    6. Injuries: On
  4. Stadium settings:
    1. Time: Night
    2. Season: Summer or Winter
    3. Weather: Fine
    4. Length of grass: Normal
    5. Pitch conditions: Normal

Other Game Rules

  1. When a player collects two yellow cards over the course of the tournament, he will be suspended for the match after the match in which he got his second yellow card.
    1. Should a player receive a red card, he will be suspended for the next match.
    2. All collected yellow cards are wiped when the tournament proceeds to the knock-out stage and after the quarterfinals. However, suspensions will not be wiped.

Chapter V: Tactical

Nightly exports

  1. Submission
    1. Exports are to be submitted to 4ccexports@gmail.com
    2. Exports must be submitted no later than 2 hours before the beginning of the matchday (if the start time is 17:00 UTC the deadline is 15:00 UTC).
    3. If a team plays more than once on the same matchday the export submitted for the first match will be used.
      1. From the second match onwards any changes that would be required to be defined in the nightly export can be changed in the pregame.
    4. For a team's first match, nightly export submission is not allowed, as their deadline export will be used instead.
      1. If a team playing their first match will play a team that has already played a match in that tournament, they may both submit nightly exports.
    5. Only submit exports for main Cup events, exports for invitationals will be ignored.
  2. Formatting of the email.
    1. The export must be sent in as an attachment to the email.
    2. State the team and matchday(s) the export is to be used on in the subject.
    3. If the word EXPORT is in the email (not the subject) there will be an automatic reply that the export was received correctly, if you do not, contact a member of the 4CCC as soon as possible.
  3. Nightly exports must not:
    1. Change anything other than tactical instructions (examples of what not to change are player heights, cards, stats, etc).
    2. Pack the export in a .zip, .rar, .7z, or any other archive.
    3. Send a link to the export without also having a version attached to the email.
    4. Send tactical instructions, music, or any extraneous items in the email. They should be submitted to the host directly through an approved management channel as listed in Section 5.2.
  4. If the nightly export violates any of the above rules, it will be ignored, and the team will proceed as if no nightly export was submitted.
  5. If no export is submitted then the team will use their deadline export.

Approved Management Channels

Instructions for a team to be executed on match day must be sent via an approved management channel. These are:

  1. A manager in contact with the host on game day; this is called live-managing.
  2. Written instructions for the team provided in a Pastebin link sent to the host for the current official tournament. Sending the Pastebin to the commissioner is also recommended for assurance.

Pre-Match

Pre-match instructions should be:

  1. Carried out prior to kickoff.
  2. Easily understandable, ideally constructed using this template.
  3. Submitted to the host by the team's manager.
  4. Submitted before the start of the matchday.

Pre-match instructions can consist of any combination of the following instructions:

  1. Any number of substitutions.
    1. Correction of tactical settings impacted by a substitution, after all substitutions are complete.
  2. Configuration of man marking or tight marking.
    1. Tight marking cannot replace an existing Advanced Instruction; it may only be enabled if an Advanced Instruction slot is empty.
  3. Enabling or disabling fluid formation.
  4. Selection of a starting preset.
  5. Adjustment of attack/defence level.
    1. Note this cannot be changed by the host until the match is underway due to the limitations of PES.
  6. If neither team has played a match yet this tournament, changes to the Team Instructions of any presets ands adjustments to the support settings.
    1. If a team is playing their first match against a team that has already played a match in that tournament, they may submit a nightly export, and thus cannot change Team Instructions.
  7. Instructions that rely on the other team's instructions will be ignored. (e.g. "If we're 2-0 down use these instructions" is okay, "If he changes his attack to wide then do this and this" is not.)

Timeouts

A timeout is any pause in the game play requested by team management. Timeouts may be requested by managers through any approved management channel.

Timeouts are divided into free and limited.

  1. A timeout is free if either:
    1. The only actions taken during the timeout are:
      1. Substituting players.
      2. Adjusting tight marking, man-marking, or counter target settings if any player affected by the instructions are subbed.
    2. The timeout occurs:
      1. At the half time break or either extra time pause.
      2. Within five in-game minutes of at least one of the following events, once per event:
        1. Conceding a goal.
        2. A player on the team is dismissed (red card).
        3. An injury leaves a player on the team unable to play for the rest of the match.
  2. A timeout is limited if it is not a free timeout. Teams may take at most two limited timeouts per match, and may not use limited timeouts in the first 20 minutes of match time.

The following changes can only be made during a timeout:

  1. Changing sliders.
  2. Editing man-marking.
  3. Changing set piece takers.
  4. Adjusting all instructions in the support settings section.
  5. Turning fluid formations on or off.
  6. Turning any number of advanced instructions on or off.
  7. Changing a single formation (includes moving players).
    1. If a team has fluid formation enabled they may only edit one of the three formations (at kick-off, in possession, out of possession) of a single preset in any single timeout.
    2. If a team has less than the normal amount of players (e.g. because of a red card) they may edit all three fluid formations of a single preset in a single timeout.
    3. Changing multiple formations will cost multiple timeouts.

The host has the authority to ignore any instruction they choose for any reason (e.g. too time consuming).