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SEASON 4 - RULES OF PLAY

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TheMoonlightKnight

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LCML Season 4 - RULES OF PLAY

  1. LCML Season 4 is played in the Swiss format. on 5 rounds. The starting date of each round is announced by the TD, together with the instructions to arrange the matches. Each round has a deadline, within which all the matches of that round must be played.
  2. As soon as the pairings are published, team captains must contact the captain of the opponent team and negotiate the date/time of their match. The date of the match must be set within the deadline. Derogation to this rule can only be asked by a captain upon valid motivation. In case a match is postponed, the TD communicates the new deadline for that single match, after consultation with the requiring team. If the match is not played within the new deadline by cause of the requesting team, that team loses the match by forfeit.
  3. If a team does not respond to the challenge, the captain of the challenging team must inform the TD before the deadline. The TD will try and contact the captain of the non-responding team to receive explanations. In case of no response in due time, the active team will win the match by forfeit. If no claim is issued by any team and the match is not launched at the deadline, both teams lose the match by forfeit.
  4. Each round consists of 3 matches:
    I) U1600 blitz 3+2,
    II) O1600 blitz 3+2,
    III) Open rapid 10+5.
    Matches I and II start at the same time, match III follows, 30 minutes later. Scheduling matches I and II at the same start time is mandatory.
    Matches must be named, respectively, as:
    “LCML S4 Rn U1600 Team A vs Team B”,
    “LCML S4 Rn O1600 Team A vs Team B”,
    “LCML S4 Rn Open Team A vs Team B”,
    where n is the number of the Round (1 for the first round, 2 for the second, etc.). Time control must be set to 3 minutes + 2 seconds per move (3|2) for matches I and II, and to 10 minutes + 5 seconds per move (10|5) for match III.  Rating must be set max 1600 for match I, min 1600 for match II, and left blank for match III. The parameters: game type, players per club, minimum games, setup, must be left at their default values.
  5. Matches are played over an unlimited number of boards, but is required to field at least 5 players on match I and match II, and 10 players on match III. In case one of the teams does not reach the required number of players, the opponent team wins by forfeit. If both teams do not reach the required number of players, they both lose by forfeit. Team captains are solicited to take a screenshot of the list of registered players to a match one minute before its start, to possibly claim for a forfeit win. In absence of such a proof, the match is considered as played by all and only the listed players of both teams. The claim for a forfeit win must be public.
  6. Standings are made counting 1 point for each blitz match won (0,5 points in case of a draw) and 2 points for each rapid match won (1 point in case of draw). At the end of the season, in case of parity between two or more teams on the first place, a separate classification will be made considering only the matches among the teams tied for the first place.
  7. At any time before the end of the season, the score of the matches can be adjusted for closed accounts. In case a player has a closed account, both games of that player are considered as lost, regardless the field score reported by chess.com. Besides this, a team gets a -1 penalty point for each closed account. This adjustment can affect the results of the matches and, therefore, the standings. Updates are made by the TD as soon as he gets informed of a closed account. Captains can inform the TD of such an occurrence at any time during the season. Final standings are issued not later than 7 days after the deadline of the last round.

NO MORE VALID ----------------------------------------------------

LCML Season 4 - RULES OF PLAY

  1. LCML Season 4 is played in the round robin format. Teams are grouped into 2 divisions: 1 (required at least 12 players per match) and Div. 2 (required at least 4 players per match). Teams are assigned to Div. 1 or to Div. 2 according to the figures shown in the past editions of LCML or, for new teams, to the figures shown in the LCEL or other similar competitions. Any team of the lower Division can ask the Tournament Director (TD) to be included in the upper division, provided they commit to comply with the standard requirement of at least 12 players per match. This request must be done publicly, before the opening day of the season. The request is accepted if at least half of the teams of the upper Division agree within 3 days from the date of request.
  2. The complete pairings for each Division are published by the TD after the signup phase is completed. The publication of the pairings marks the opening day of the season. The starting date of each round is announced by the TD, together with the instructions to arrange the matches. Each round has a deadline, within which all the matches of that round must be played.
  3. As soon as the pairings are published, team captains must contact the captain of the opponent team and negotiate the date/time of their match. The date of the match must be set within the deadline. Derogation to this rule can only be asked by a captain upon valid motivation. In case a match is postponed, the TD communicates the new deadline for that single match, after consultation with the requiring team. If the match is not played within the new deadline by cause of the requesting team, that team loses the match by forfeit.
  4. If a team does not respond to the challenge, the captain of the challenging team must inform the TD before the deadline. The TD will try and contact the captain of the non-responding team to receive explanations. In case of no response in due time, the active team will win the match by forfeit. If no claim is issued by any team and the match is not launched at the deadline, both teams lose the match by forfeit.
  5. In Div. 1 each round consists of 3 matches:
    I) U1600 blitz 3+2,
    II) O1600 blitz 3+2,
    III) Open rapid 10+5.
    Matches I and II start at the same time, match III follows, 30 minutes later. Scheduling matches I and II at the same start time is mandatory.
    Matches must be named, respectively, as:
    “LCML S4 Rn U1600 Team A vs Team B”,
    “LCML S4 Rn O1600 Team A vs Team B”,
    “LCML S4 Rn Open Team A vs Team B”,
    where n is the number of the Round (1 for the first round, 2 for the second, etc.). Time control must be set to 3 minutes + 2 seconds per move (3|2) for matches I and II, and to 10 minutes + 5 seconds per move (10|5) for match III.Rating must be set max 1600 for match I, min 1600 for match II, and left blank for match III. The parameters: game type, players per club, minimum games, setup, must be left at their default values.
  6. In Div. 2 each round consists of 2 matches:
    I) Open blitz 3+2,
    II) Open rapid 10+5.
    Start of match II must be set 30 minutes later than the start of match I.
    Matches must be named, respectively, as:
    “LCML S4 Rn Div2 blitz Team A vs Team B”,
    “LCML S4 Rn Div2 rapid Team A vs Team B”,
    where n is the number of the Round (1 for the first round, 2 for the second, etc.). Time control must be set to 3 minutes + 2 seconds per move (3|2) for match I, and to 10 minutes + 5 seconds per move (10|5) for match II.The parameters: game type, rating, players per club, minimum games, setup, must be left at their default values.
  7. Matches are played over an unlimited number of boards. In Div. 1 it is required to field at least 12 players on match III and on the paired matches I+II (so each match I and II min 6 players); in Div. 2 it is required to field at least 4 players per match. In case one of the teams does not reach the required number of players, the opponent team wins by forfeit. If both teams do not reach the required number of players, they both lose by forfeit. Team captains are solicited to take a screenshot of the list of registered players to a match one minute before its start, to possibly claim for a forfeit win. In absence of such a proof, the match is considered as played by all and only the listed players of both teams. The claim for a forfeit win must be public.
  8. Standings of Div. 1 are made counting 1 point for each blitz match won (0,5 points in case of a draw) and 2 points for each rapid match won (1 point in case of draw). Standings of Div. 2 are made counting 1 point for each match won (0,5 points in case of a draw). At the end of the season, in case of parity between two or more teams on the first place, a separate classification will be made considering only the matches among the teams tied for the first place.
  9. At any time before the end of the season, the score of the matches can be adjusted for closed accounts. In case a player has a closed account, both games of that player are considered as lost, regardless the field score reported by chess.com. Besides this, a team gets a -1 penalty point for each closed account. This adjustment can affect the results of the matches and, therefore, the standings. Updates are made by the TD as soon as he gets informed of a closed account. Captains can inform the TD of such an occurrence at any time during the season. Final standings are issued not later than 7 days after the deadline of the last round.

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iksnicamod

Perhaps just one clarification is needed, required minimum for Div.1 Blitz match is not really 12 (combination of 2) but it must be 6 for each match (U1600 and O1600), correct?

TheMoonlightKnight
iksnicamod wrote:

Perhaps just one clarification is needed, required minimum for Div.1 Blitz match is not really 12 (combination of 2) but it must be 6 for each match (U1600 and O1600), correct?

Correct, clarification included in point 7. Thank you iks.

Tudorache_M

A player rated 1600 will be able to play both matches? I don't know if "<1600" accept an 1600 rated player. I think not... And what about 1600+?

The worst case scenario would be not being able to play in either of the two matches cry

I hope simulations have been made.

Tudorache_M

Perhaps it would have been better to specify clearly

5. Each round consists of 3 matches:
I) Under 1600 blitz 3+2,
II) Over 1600 blitz 3+2,
III) Open rapid 10+5.

Even if it's then understood in the explanation of the match setting.

iksnicamod

1600 fits both, so they can choose where to join happy.png

CipriP32

Hi, I didn't pay enough attention to the rules and, in hurry, we schedulled the matches U1600 and O1600 (Romania vs Macedonia) at different times (one match after another), not at the same time.

Now cancelling the matches and reschedulling when there is a deadline and the members were already informed will create more problems, so I hope that you will accept this schedule, being the 1st round. It won't happen again in the next rounds (it's even easier for us to play at the same time, in order not to go late in the night with the Rapid).

Sorry for messing up the time schedule of the matches.