THIS THREAD IS NO LONGER UPDATED.
PLEASE REFER TO THIS DOCUMENT FOR THE UPDATED VERSION.
The ruleset can also be found in Spanish, French, and German.
PLEASE REFER TO THIS DOCUMENT FOR THE UPDATED VERSION.
The ruleset can also be found in Spanish, French, and German.
Last Updated: July 28, 2022
This is a general ruleset for all MKCentral team events. Some events will have other rules in addition to the ones listed on this thread, or may override some rules with their own. It is always recommended to read the tournament thread and event page to get an understanding of each specific event.
Disclaimer: MKCentral Staff reserve the right to override the rules in specific cases if they believe it to be in the best interest of the spirit of the event.
a. Teams must be registered on the Registry section of MKCentral to participate in any team tournaments. For help registering your team on the site, read this guide.
i. All registered teams must have at least 2 and no more than 3 official team representatives, where at least one of the representatives must be a leader or a manager of the team. Staff must be informed about a team’s representatives before the start of any MKC competition.
b. Players are eligible to play a tournament if they registered for their team prior to the player transfer deadline listed on the event page. Eligibility for specific players can always be checked on the tournament's event page by clicking (View) under the Eligible Players column. Leaving a team during a tournament makes a player ineligible to play for the rest of the event, including for the team they started the tournament on.
i. If a player does not plan to participate during a tournament, they are encouraged to withdraw themselves from the tournament or "opt-out". Opting-out automatically deems a player to be ineligible, however, if a player opts-back-in before the transfer deadline they will be eligible again.
c. Players are allowed to play for the team they are registered with and that team only.
i. If a player is caught playing (or is caught Alting) for a team they are not officially registered for, the team will automatically forfeit the respective match(es).
d. Players may only play in MKC competitions with the Switch FC they signed up with on MKCentral.
i. If a player is caught playing with a Switch FC they are not registered with, the team will receive a default penalty of -20 for the respective match and will have a 24 hours deadline to prove to the staff that the right player has played. Failure to bring proofs on the deadline will result in the match being forfeited for the respective team.
ii. Players wishing to change their Switch FC must provide picture or video proof that the new Switch FC belongs to the same player and DM a member of MKCentral Staff on Discord (a picture of profile page with game-time and both friend codes appearing).
e. Teams with a secondary team listed on their registry page can sign up two squads in order to participate in any League/Tournaments. Teams that are signing up multiple squads must have shown to be reliable in the past events.
i. Primary and secondary teams may sign up as one larger team and play a tournament together if they choose that option while signing up.
ii. If a mixed team is denied (or deemed not reliable enough to play), players from both rosters can play as one team for the duration of the tournament.
II. Scheduling and Match Organization
a. Teams must be present for each of their scheduled matches for each event. Failure to get at least 5 players in the friend room at the scheduled time will result in a 0-150 score in the opponent's favor and a potential disqualification from the event.
b. Match reschedules will not be allowed unless the following four conditions are met:
- The rescheduled time does not interfere with any other potential matches for that day (ex. bracket matches cannot be rescheduled if there are later matches on the same day).
- Both teams agree to reschedule the match, and staff is notified of the agreement no later than two hours after the original time of the match.
- The rescheduled match is to be played before the next set of matches in the tournament as long as there is no interference.
- The rescheduled match is the final match of the tournament.
Once tournament staff have approved of a reschedule, the agreed time will act as the official new match time.
c. Should a scheduled match coincide with a country’s national or religious holiday or a large event that will affect a team’s ability to play at default time, the team is to contact tournament staff and their opponents at least one week ahead of time, meaning no later than before the matches the week prior commence, and then agree on a different time for the match to be played before the season ends.
i. Whether or not a holiday/event is large or legitimate enough to warrant a match's reschedule will be left up to staff.
d. Each match has a home team and an away team; the home team has the right to host the room and will always be the team on top or on the left side of the bracket.
e. The host team must provide a friend code to the opposing team at least 15 minutes before the scheduled match time.
i. In cases where teams have several matches in a row, the hosting team should provide the friend code as soon as their previous match is finished and their opponent has been determined.
ii. In cases where a match is delayed due to issues that occurred within the match beforehand, the host should accept friend requests as soon as possible and open 5 minutes after adding (or sooner if both teams agree).
- Failure to abide by any of the above will result in a -10 penalty.
f. The host must accept all friend requests from the other team as soon as they are received and before opening the room.
i. In cases where an upcoming match is affected by the delay of a match beforehand (if applicable), the situation should be treated similarly as described in II. e. ii.
ii. If the host fails to accept requests before the room opens, they must close and reopen the room once they have accepted all friend requests.
- Failure to abide by any of the above will result in a -10 penalty.
g. The host must open the room no earlier than the scheduled starting time of the match and no later than 5 minutes past the scheduled starting time.
- If the host opens the room ahead of time, the room must be closed and eventually reopened once the scheduled time has been reached. Failure to do so by the scheduled time will result in a -10 point penalty for the hosting team. Failure to close the room at all will result in a -20 penalty for the hosting team.
- If the host fails to open the room within 5 minutes after the scheduled match time, they will receive a -10 point penalty. If the host fails to open the room within 10 minutes after the scheduled time, they will receive a -20 penalty. If the host fails to open the room within 15 minutes after the scheduled match time, the hosting team will automatically forfeit the match.
h. Once the room is open, the host must wait until either all players have joined and stayed in the room, or until 10 minutes have passed since the room was opened, whichever comes first.
- If a team fails to get at least 5 players in the room within 10 minutes of the room opening, they will receive a -10 point penalty.
- If a team fails to get at least 5 players in room within 15 minutes after the room opens, they forfeit the match by default.
i. If a team gets eliminated from an event by forfeit, they lose the right to fight for any higher placement than the placement they were eliminated at.
III. Match Execution
a. All matches are 6v6 by default. Teams with only 5 players available must play 5v6 by default. 5v5 (or a lesser format) is not allowed unless stated otherwise by the tournament organizers.
i. Teams who have less than 5 players available in a 6v6 match at the scheduled time automatically forfeit the match.
b. Given that we do not know how far in advance each wave of DLC tracks will be announced (and when they'll be released), there will be a one-week grace period where newly-added tracks will not be permitted in team tournaments by default.
i. This grace period, in essence, means that the picking of these tracks in any team tournament, assuming one or more are ongoing, will be treated equally as a repick (-20 penalty) during the first week of them being released. In the event a track is chosen by random, no penalties will be issued, and the race will count.
ii. The only exception to this rule is if both teams mutually agree to play the newer tracks during the grace period. In that instance, newer tracks will be permitted without an ensuing penalty. If a team declines, however, the newer tracks will not be permitted, and the choosing of them will result in a penalty, as stated above.
iii. Following each week-long period, the newly added tracks will officially be permitted, and this will continue until all of the tracks from the Booster Pack have been added.
c. Matches must be played with the following settings:
Hosts that fail to start with the correct settings must close the room immediately. Races played with wrong settings will not count (unless only the COM setting was incorrect and races were played with 12 players).
d. Tracks may only be played once during a match. Teams that pick a track that has already been played that gets chosen by the roulette will receive a -20 point penalty.
- For any successive repicks, the penalty will be increased by 20 points; for example, if a team repicks twice, they will receive a -20 and -40 penalty for a total of -60 points.
- If the track was repicked via Random, no penalty will be given.
- In the event of a tiebreaker GP, tracks played in any of the races prior are not allowed to be chosen. Failure to abide by this rule will result in a -20 penalty.
e. Once the room has started, the host must not close the room without consent from the opposing team (this includes the host disconnecting).
i. In the event of an abrupt room closure, the host must record a clip or recording of themselves being disconnected/an error code appearing. In the case of a gray error code, where a clip cannot be captured, a picture of the error is acceptable, only under that circumstance. If no clip or recording is provided, then the hosting team will receive -20 penalty. If a player/team consistently does not provide proof of their disconnection, they may be banned from hosting at staff discretion.
- If the room is closed without consent, the hosting team must give the opposing team 30 seconds to join the room before their non-hosting players may rejoin. Failure to do so will result in a -10 penalty.
- The only reason the hosting team doesn't need to give 30 seconds to the opposing team is in the case of a room crash where players are stuck after crossing the line and race results do not show, or if a player joins the room that is not supposed to be in the match.
f. If 3 or more people disconnect during a race with at least one from each team, the host must close the room and the race must be replayed. Hosts should not close the room until after the race in question has finished to confirm with the other team.
i. If the hosting team refuses to reset the room and replay the races, they will receive a -40 penalty per race. If either team refuses to replay the race(s), the remaining race(s) will count and the team that refuses to play will get a -40 penalty.
g. Races that begin with 10 players or less due to disconnections will not count. The room must be closed and reopened, with the team that was short on players waiting 30 seconds after the room is reopened for the opponent to join.
i. Races that begin with 11 players due to disconnections will be played out, with the winner of the race getting 2 more points and everyone else receiving 1 more point added to their total score.
ii. The race officially begins once the track is selected, signaled by the jingle and the appearance of the cc.
iii. If the hosting team refuses to reset the room and replay the races, they will receive a -40 penalty per race. If either team refuses to replay the race(s), the remaining race(s) will count and the team that refuses to play will get a -40 penalty.
h. Teams may substitute players when needed. Since the substitute can join through a teammate, the host does not need to close room.
i. Should teams disagree on whether a race should count, or if there is any reasonable doubt as to a race counting, it is mandatory for teams to play an additional race after the match. If two or more races are disagreed upon, then that number of races has to be played in addition to the original 12. It will then be decided by staff which races count.
i. If there's sufficient evidence that suggests a race needs to be replayed, yet either team refuses to replay it, that team will suffer a -40 penalty (for each unplayed race) and the war will be counted with however many races can be counted.
ii. If a result screen is shown to be different for multiple individuals, usually due to extreme lag, the race must be replayed. Failure to do so will see the same outcome as III. i.i.
j. In the case of a tied match in an elimination game or playoff match, the following tiebreaker rules apply:
- Play an additional GP of 4 races.
- If the second GP is tied, the teams must play single races until the match is no longer tied.
k. If matches remain incomplete, either due to lag, or a team not having enough players left to finish, the team(s) deemed to be causing the issue(s) will forfeit the match by default.
i. Should both teams be unable to finish, the war may be scored as a 0-0 forfeit.
ii. Exceptions can be made and the presented races may be counted as the final result at staff’s discretion.
l. In-Game Names (see spoiler)
Clan tags must be at the beginning or the end of your nickname in-game. It should be consistent among all members of the line-up and should be used as such throughout the entire tournament.
Exceptions can be made if the tag is surrounded by separators, in which case the tag itself may start in the second spot of the in-game name.
Name TAG ✓
Players must include some sort of separator in the name to clearly distinguish their tag as well as their registry name, whether it be in the form of a space, symbol, or anything else which does not closely resemble a letter or number. If you are uncertain of whether your separator is acceptable or not, ask the staff of the tournament.
TAG Player ✓
There are other options, but again, players are encouraged to reach out to tournament staff for confirmation if they are unsure of whether a separator is acceptable or not.
No separator is required if the casing of the last letter of the tag does not match the casing of the first letter of the nickname.
Tags must always use the exact same characters (including the separator if applicable) as the official tag the team is registered with for every single character.
Players must use an in-game name that makes them easily recognizable as their alias on the MKCentral registry.
Registry: Diogo Dos Santos Costa, Mii: HD DDSC ✓
Registry: Soldier, Mii: USA Sldr ✓
Registry: Soldier, Mii: HD Soldier ✓
Registry: Soldier, Mii: HDaddy ×
Players must not use in-game names including anything that is abusive, vulgar, threatening, slanderous, libelous, foul, insulting, obscene, defamatory, racist or otherwise offensive in either a general sense or directed towards particular people. Failure to do so will result in a penalty and potentially further consequences for the respective player.
Any penalty regarding in-game names will be recorded only once for the entire match, regardless of how many races the offending player played with the incorrect in-game name.
Penalties will be recorded separately if the offending player used several incorrect in-game names during the same match.
Teams will be punished accordingly for breaking these rules:
- If a player breaks the in-game name rules but fixes the error by the end of the 3rd race, and their team has not incurred any previous offenses of the in-game name rules during the tournament, they will receive a warning.
- If a player rejoins the match after disconnecting, they will have one race to make sure they have the correct name/tag.
- If a player subs into a match, they will have two races to make sure they have the correct name/tag.
- Otherwise: -10 penalty
Any other cases that are not covered here may be handled at staff discretion.
m. Lap trolling (hitting the other team while at least 1 lap behind) is allowed in tournament matches unless explicitly stated otherwise.
IV. Tournament Structure
a. Unless otherwise stated, league/group standings will be determined by the total number of wins a team has, with ties counting as half of a win.
b. In the case of a tie in the standings, there will be a set of checks to determine the higher placing team.
1. Most amount of wins between tied opponents (H2H Tiebreaker)
2. +/- differential between tied opponents.
3. Total +/- differential.
c. After going through all 3 checks in b), ff there is still a tie between teams and it determines which teams will move on to a new phase as a result, a tiebreaker GP may be declared at staff discretion.
a. Results should be posted in the appropriate place by anyone from the winning team, even if they are not a representative. This must be done by no later than 11:59 PM ET, unless otherwise stated on the day of their match. If the match is tied, the hosting team should post results.
i. If results are not posted by the specified time, the match will be scored as a double forfeit (being 0-0), with the exception of tournament matches that require a winner to move on.
b. Results should include a table (with a tournament logo if necessary), an in-game picture, and any disconnections and penalties that occurred. If teams run into any difficulties, they should inform staff.
c. Forfeits are scored 150-0.
d. If neither team has 6 players going into a match, it will be scored as a 0-0 double forfeit if no reschedule is played.
i. A match between two disqualified and/or withdrawn teams will be scored as a 0-0 double forfeit.
e. Teams who intentionally post inaccurate results or misleading proofs will be disqualified from the tournament at staff's discretion, and all players on the team risk being banned if staff deems that it was done with malicious intent.
VI. Cheating / Unfair Advantages / Match Fixing
a. Players that are found cheating will have all of their points accumulated during the season removed and will face a ban on MKCentral.
b. Players that "lag" enough to cause a potentially significant advantage to their team may be punished at staff discretion and may potentially result in a penalty for their team.
c. Teams must play to win. Teams caught intentionally losing or fixing matches will be disqualified from the tournament at staff's discretion.
d. If a team member is found to be spectating the room to obtain an advantage, the offending team will receive an automatic loss.
i. Substantial and foolproof evidence must be needed for a case to be considered.
ii. Examples of "Substantial and foolproof evidence" include but are not limited to: Multiple instances of the track roulette countdown starting much quicker than usual, more than 6 (or +1 of the number of subs used by a team in a match) players from the same team on the Users You've Played With screen.
e. Spectating a match via a stream or alternative media source, also known as "stream sniping", is not forbidden.
i. Teams with any streamers in the line-up are encouraged to set a delay to prevent this from happening, although it goes without saying that nobody should be stream sniping to begin with.
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