General Rules
- Anyone who is not present for their pool or bracket by 10 minutes past the scheduled start time, without prior communication with a Tournament Organizer (TO), is subject to a total disqualification from the event.
- The TO reserves the right to deny entry into the tournament to any player suspected of committing anything considered a crime or acting in a manner that is detrimental to the integrity of the event.
- The TO reserves the right to deny payout from event winnings to any player suspected of intentionally throwing a match, splitting a payout, or committing any other form of bracket manipulation.
- The TO reserves the right to settle any unforeseen situations that may occur, and his judgment is final. In extreme situations, rules may be altered between phases of a tournament in the best interests of the event.
- Games or sets are not to be replayed due to a misinterpretation of the rules; it is the players’ responsibilities to ask the TO for any clarification of the rule set in the event of a disagreement, and the outcome of a game or set will not be changed after the fact unless under extreme circumstances.
- Coaching: Any coaching that happens during the match (but not in between games of the set) is forbidden. Players who violate this rule will receive a warning (BOTH the player AND the person coaching the player) on the first attempt. Players who violate this rule after a warning will be disqualified from the event and a possible ejection from the venue.
- Collusion of any kind with your competitors is forbidden. If the TO determines that any competitor is colluding to manipulate the results or intentionally underperforming, the colluding players may be immediately disqualified. This determination is to be made at the sole discretion of the TO. Anyone disqualified in this manner forfeits all rights to any titles or prizes they might have otherwise earned for that tournament.
- Any situation that can arise that is NOT listed, but could be an issue to the staff or the players will be taken care of at the discretion of the TO(s). You have a right to appeal to the TO(s) about any minor offense that happens within your played event, however, the TO(s) is final. Any argument will result in further penalty or possible ejection from the venue depending on the severity of the act without a refund.
Rules for all Super Smash Bros. Games
- Game Settings
- Mode: Stock
- Handicap: Off
- Team Attack / Friendly Fire: On (for doubles)
- Damage Ratio: 100%
- Items: Off
- Pause: Off
- All Characters Available
- All sets are best-of-3 except for the following matches of the final bracket which are best-of-5: Winners Finals, Losers Finals, and Grand Finals
- Set Procedure
- Players select their characters. Either player may elect to do Double Blind Character Selection(see next section)
- Use Stage Striking to determine the first stage
- The players play the first match of the set
- Winning player of the preceding match bans a stage/stages*
- The losing player of the preceding match picks a stage for the next match*
- The winning player of the preceding match may choose to change characters.
- The losing player of the preceding match may choose to change characters.
- The next match is played.
- Repeat Steps 4 through 8 for all subsequent matches until the set is complete.
* See game-specific rules for detailed stage ban and stage selection procedures
- Additional Rules
- Stage Selection (Gentleman’s) Clause: Any legal stage may be played on if both players agree to it. Players may NOT agree to change the number of matches to be played.
- Double Blind Character Selection: Either player may request that a double blind selection occur. In this situation, a 3rd party should be told, in secret, each of player’s choices for the first round. Both players are to then select their first round character, with the 3rd party validating that the character selected is the same as their word.
- Port Priority: If an agreement cannot be made as to who gets what port, the players may enact a best of 1 game of Rock Paper Scissors or Game & Watch Judgment (the player who gets the higher number wins). Winner gets their port selection, loser selects any other port.
- Neutral Start: Either player may enact this rule. Once enacted, both players may only use one of the two “Neutral Starting Positions.” G&W’s Judgment Hammer or a best of one game of Rock Paper Scissors may be used to determine who chooses port first. If both the Port Priority and Neutral Start rules are invoked, the player who is granted Port Priority selects one of the neutral start ports. Neutral starting ports are only applicable to Super Smash Bros. (64) and Super Smash Bros. Melee. For any Smash Bros. game, players may elect to move to opposite sides of the stage and then count down prior to starting the match.
- Pausing the game shall only be legal while either player remains upon their OWN respawn platform, and only for the purpose of summoning a tournament official or in the case of a controller malfunction. All other pauses will incur a stock loss to the player who pauses the game. If the pause causes the opponent to lose a stock, the player who pauses forfeits 2 stocks.
- Stalling is banned: The act of stalling is intentionally making the game unplayable. Stalling tactics include but are not limited to becoming invisible, continuing infinites, chain grabs, or uninterruptible moves past 300%, and reaching a position that your opponent can never reach you. Any action that can prevent the game from continuing (i.e., pausing, freeze glitches, disappearing characters, game reset, etc.) will result in a forfeit of that match for the player that initiated the action. You are responsible for knowing your own character, and must be wary about accidentally triggering one of these effects.
- Time Outs / Ties: The winner of a match that goes to time (time out) will be determined by stocks and percentage. When the timer hits 0:00 player with the higher stock count is the winner. If both players are tied in stocks the player with the lower percentage is the winner. In the event of a percentage tie, or a match in which both players lost their last stock simultaneously, a 1 stock tiebreaker will be played with time limit equal to the regular time limit divided by the regular number of stocks, rounded up. Sudden Death is not to be played at all, and will not count.
- Stock sharing is allowed in doubles.
- Colorblind Rule: Players may request that their opponent change colors to accommodate colorblindness or if their color is indistinguishable from either the other team color or the stage background. The request must be made before the match starts.
- Warm-ups: Warm-up periods, button checks, and “handwarmers” may not exceed 30 seconds on the game clock. Violation of this rule may result in an automatic forfeit at the discretion of the TO.
- Stage Striking: Players eliminate stages from the Starter/Neutral list until there is one stage remaining.**
- Controllers: Alternate or custom controllers/adapters are allowed. Players suspected of using turbo functions or other macros are subject to immediate disqualification from the tournament. Players are responsible for setting up custom controllers in a timely manner.
Any malfunctions or errors associated with your controller are your responsibility, so make sure you’re using the correct settings BEFORE a match is played. Both parties need to agree if a match is to be paused or restarted because of a controller problem.
** See individual game rules for detailed stage striking procedures.
Super Smash Bros. (64)
- Game Settings
- Stocks: 4
- Players may call for an optional external 8:00 minute timer monitored by a referee.
- Stage List
- All matches are played on Dream Land
- Additional Rules
- Stalling: Excessive unwillingness to engage the opponent is disallowed at the risk of being forced to forfeit the match by the TO. If there is no movement from either player, the losing player is considered to be stalling.
- Neutral Start: Ports 2 and 4 are to be used for singles. In doubles, one team should use ports 1 and 4 and the other team should use ports 2 and 3.
Super Smash Bros. Melee
- Game Settings
- Stocks: 4
- Time Limit: 8 minutes
- Stage List
Starter Stages
- Yoshi’s Story
- Fountain of Dreams (singles only)
- Battlefield
- Final Destination
- Dream Land
- Pokémon Stadium (doubles only)
Counterpick Stages
- Pokémon Stadium (singles only)
- Additional Rules
- Stage Striking: Players eliminate stages from the Starter/Neutral list until there is one stage remaining. The player/team without port priority strikes first. Then the other player/team strikes two stages. Then the player/team with port priority strikes one more stage and the remaining stage is used for the first game of the set.
- Stage Bans: After each game of the set, before counterpicking, the player who won the previous game may ban one stage from either the starter or counterpick list. This rule is not in effect for best of 5 sets.
- Stage Clause: A player/team may not pick any stage they previously won on during the set.
- Neutral Start: Players may elect to move to opposite sides of the stage and then count down prior to starting the match.
- Wobbling is allowed.
Project M 3.6
- Game Settings
- Stocks: 4
- Time Limit: 8 minutes
- Input buffer disabled
- Stage List
Starter Stages
- Green Hill Zone
- Smashville
- Battlefield
- Pokemon Stadium 2
- Delfino's Secret
Counterpick Stages
- Wario Land
- Final Destination
- Fountain of Dreams
- Dream Land 64
- Additional Rules
- Giga Bowser is not allowed.
- Wario Man is not allowed.
- Stage Striking: Players eliminate stages from the Starter/Neutral list until there is one stage remaining. The player/team without port priority strikes first. Then the other player/team strikes two stages. Then the player/team with port priority strikes two stages. Then the other player strikes one more stage and the remaining stage is used for the first game of the set.
- Character First: Unlike the other Smash games, character is selected prior to stage strikes. The winner of the previous game will select a character to use in the next game first, followed by the loser of the previous match.
- Stage Bans: After selecting characters, the player who won the previous game may ban two stages from either the starter or counterpick list in a best-of-3 set, ban one stage in a best-of-5 set. These stage bans do not persist through the set.
- Stage Clause: A player may not counter-pick to a stage which that player has already won on during the set, unless it is game five in a best-of-five set and that player counter-picks to the stage played on in game one of the set.
- Neutral Start: Players may elect to move to opposite sides of the stage and then count down prior to starting the match.
Super Smash Bros. for Wii U
- Game Settings
Singles
- Stocks: 2
- Time Limit: 6 minutes
Doubles
- Stocks: 3
- Time Limit: 8 minutes
- Custom Fighters are set to off
- Mii Fighters are legal. Mii Fighter custom movesets are allowed, but only using the Guest A-H Miis. Players are not allowed to transfer existing Miis, or use a non-guest Mii.
- All DLC characters are legal
- Stage List
Starter Stages
- Battlefield*
- Final Destination**
- Lylat Cruise
- Smashville
- Town & City
Counterpick Stages
- Dream Land 64*
- Omega Stages**
* Treated as Battlefield in striking phase. If Battlefield is banned, Dream Land 64 is also banned and vice-versa.
** Treated as Final Destination in striking phase. If Final Destination is banned, Omega Stages are banned and vice versa. You may only choose the following Omega Stages: Midgar, Suzaku Castle and Wily Castle.
- Additional Rules
- Stage Striking: Players play a best-of-1 Rock-Paper-Scissors, and winner may choose to either strike a stage first or select a port first. Stages are stuck in a P1-P2-P2-P1 order.
- Stage Bans: During the stage ban phase, the player who won the previous game may ban 1 stage from either the Starter or Counter-pick lists. This ban does not persist throughout the set.
- Team Colors: Players’ character colors must match their team's color when possible, to avoid confusion (ex: Luigi on the green team must use the green costume).
- Stage Clause: A player/team may not pick the last stage they previously won on during the set.
- All controllers are acceptable for this event.
Wii U Triples (3v3) & Squads (4v4)
- Game Settings
- Stocks: 3
- Time Limit: 8 minutes
- Custom Fighters are set to off
- Mii Fighters are legal. Mii Fighter custom movesets are allowed, but only using the Guest A-H Miis. Players are not allowed to transfer existing Miis, or use a non-guest Mii.
- All DLC characters are legal
- Stage List
Starter Stages
- Duck Hunt
- Norfair
- Omega Stages
- Pokémon Stadium 2
- Pyrosphere
Counterpick Stage
- Additional Rules
- Stage Striking: Players eliminate stages from the Starter/Neutral list until there is one stage remaining. The player/team without port priority strikes first. Then the other player/team strikes two stages. Then the player/team with port priority strikes one more stage and the remaining stage is used for the first game of the set.
- Stage Clause: A team may not pick any stage they previously won on during the set.
- Stage Bans: During the stage ban phase, the team who won the previous game may ban 1 stage from either the Starter or Counter-pick lists.
- Team Colors: Players’ character colors must match their team's color when possible, to avoid confusion (ex: Luigi on the green team must use the green costume).
- All controllers are acceptable for this event.
Super Smash Bros. Melee Low Tiers
- Game Settings
- Stocks: 4
- Time Limit: 8 minutes
- Stage List
Starter Stages
- Yoshi’s Story
- Fountain of Dreams
- Battlefield
- Final Destination
- Dream Land
Counterpick Stages
- Allowed Characters
E, F, and G tiers according to the official Melee tier list, except Ganondorf.
- Mario
- Young Link
- Donkey Kong
- Link
- Mr. Game & Watch
- Roy
- Mewtwo
- Zelda
- Ness
- Pichu
- Bowser
- Kirby
- Additional Rules
- Stage Striking: Players eliminate stages from the Starter/Neutral list until there is one stage remaining. The player/team without port priority strikes first. Then the other player/team strikes two stages. Then the player/team with port priority strikes one more stage and the remaining stage is used for the first game of the set.
- Stage Bans: After each game of the set, before counterpicking, the player who won the previous game may ban one stage from either the starter or counterpick list. This rule is not in effect for best of 5 sets.
- Stage Clause: A player/team may not pick any stage they previously won on during the set.
- Neutral Start: Players may elect to move to opposite sides of the stage and then count down prior to starting the match.
Super Smash Bros. Brawl
- Game Settings
- Stocks: 3
- Time Limit: 8 minutes
- Stage List
Starter Stages
- Battlefield
- Final Destination
- Lylat Cruise
- Smashville
- Yoshi’s Island (Brawl)
Counterpick Stages
- Battleship Halberd
- Pokemon Stadium 1
- Castle Siege
- Additional Rules
- Meta Knight’s infinite dimensional cape tactic is banned.
- All other chain grabs and infinites are legal
- Ledge Grab Limit: There is a 35 Ledge Grab Limit for all characters. If a game goes to time and one player is over the Ledge Grab Limit, they automatically lose the game. If both players exceed their Ledge Grab Limit, then this rule is ignored.
- Stage Striking: Players eliminate stages from the Starter/Neutral list until there is one stage remaining. The player/team with port priority strikes first. Then the other player/team strikes two stages. Then the other player strikes one more stage and the remaining stage is used for the first game of the set.
- Stage Bans: After each game of the set, before counterpicking, the player who won the previous game may ban one stages from either the starter or counterpick list. This rule is not in effect for best of 5 sets.
- Stage Clause: A player/team may not pick any stage they previously won on during the set.
- Neutral Start: Players may elect to move to opposite sides of the stage and then count down prior to starting the match.
Brawl Minus 4.2
- Game Settings
- Stocks: 4
- Time Limit: 8 minutes
- Stage List
Starter Stages
- Dream Land 64
- Smashville
- Battlefield
- Final Destination
- Pokemon Stadium 2
Counterpick Stages
- Yoshi's Story
- Lylat Cruise
- Pokemon Stadium
- Castle Siege
- Halberd
- Lavender Town
- Fountain of Dreams
- Additional Rules
- Stage Striking: Players play a best-of-1 Rock-Paper-Scissors, and winner may choose to either strike a stage first or select a port first. Stages are stuck in a P1-P2-P2-P1 order.
- Stage Bans: After each game of the set, before counterpicking, the player who won the previous game may ban three stages from either the starter or counterpick list.
- Stage Clause: A player/team may not pick any stage they previously won on during the set.
- Neutral Start: Players may elect to move to opposite sides of the stage and then count down prior to starting the match.
Multi-Smash Game Tournament
Flawed Rules - Do not use
- Games Played
Starters
- Super Smash Bros. (64)
- Super Smash Bros. Melee
- Super Smash Bros. for Wii U
Counterpick
- Additional Rules
- Game Striking: The team with port priority strikes one stage from the Starter game list. Then the other player strikes one stage and the remaining stage is used for the first match.
- Game Clause: A team may not pick any game they previously won on during the set.
- Game Bans: During the game ban phase, the team who won the previous game may ban 1 game from either the Starter or Counter-pick lists.
- Game specific rules and legal stages for each game played in the set are dictated by the rules stated in this document.
Street Fighter V
- Game settings
- Versus mode
- 99 seconds
- 2/3 rounds
- 2/3 games
- No handicap
- Stages
- Skies of Honor, Flamenco Tavern, and Kanzuki Beach stage are not allowed.
- Additional rules
- Accidentally pausing the game at any time during the fight will force you to forfeit the round.
- If there are still Games to be played, the player who lost the Game has the option of switching sides (1p vs 2p) for the next Game.
- The player who won the game does not have the option of switching sides. He must stay on the same side if the loser does not want to switch.
- The player who won the last Game is required to keep the same characters, game modes, and order of characters for the next Game.
- The player who lost the last Game is allowed to choose whatever characters, game modes, or character order he desires.
Rivals of Aether
- Game settings
- Local Versus mode
- Stocks: 3
- Time: 8 minutes
- Aether stages: Off
- Stage selection
- The first game’s stage is selected using last-stage striking (1-1-1-1-1-1).
- Subsequent games in the series use winner-strikes-one.
- When choosing stages, a player cannot return to any stage they have previously won on without the consent of their opponent (modified Dave's stupid rule).
- Character selection
- Characters for the first game are chosen double-blind (at the same time). For successive matches, the winner chooses their character first, and then the loser chooses their character.
Mario Kart: Double Dash!!
- In-game rules
- Class: 150cc
- VS. Item Box: Basic
- VS. Laps: Recommended
- Items: Basic
- Course selection procedure
- Initial track pick (before first race):
- Winner of rock-paper-scissors (RPS) bans 1 cups.
- Loser of RPS selects 1 cup out of the remaining 3 to be played on.
- Winner of RPS selects starter track from the remaining cup.
- Counterpick track pick (before other races):
- Loser of previous race selects any track to be played on.
- You can’t pick a track you’ve already won on in the set.
- Additional rules
- All cups, characters, and vehicles must be unlocked. If a setup is not fully unlocked, a complete save file can be provided.
- Character and vehicle picks can be changed between races.
- All controllers are allowed. (Wii Remote, Nunchuck, Classic Controller, Gamecube controller)
- Pausing during a race is not allowed. If a player does pause during a race, they are penalized by not being able to enter any inputs for 10 seconds after unpausing.
- The Bowser’s Castle ultra shortcut glitch is not allowed.
Mario Kart Wii
- In-game rules
- Class: 150cc
- CPU: None
- CPU Vehicles: All
- Courses: Choose
- Items: Strategic
- Race Count: 3 (5 for Winners/Losers/Grand Finals)
- If one player wins the first 2 races, they win the set. Do not play the final race. (Best of 3)
- Course selection procedure
- Initial track pick (before first race):
- Winner of rock-paper-scissors (RPS) bans 3 cups.
- Loser of RPS selects 1 cup out of the remaining 5 to be played on.
- Winner of RPS selects starter track from the remaining cup.
- Counterpick track pick (before other races):
- Loser of previous race selects any track to be played on.
- You can’t pick a track you’ve already won on in the set.
- Additional rules
- All cups, characters, and vehicles must be unlocked. If a setup is not fully unlocked, a complete save file can be provided.
- Character and vehicle picks are locked during the set.
- The “Selecting the Same Character” glitch is allowed.
- All controllers are allowed. (Wii Remote, Nunchuck, Classic Controller, Gamecube controller)
- Pausing during a race is not allowed. If a player does pause during a race, they are penalized by not being able to enter any inputs for 10 seconds after unpausing.
- The following ultra shortcuts are not allowed:
- Coconut Mall Out-of-Bounds Parking Lot Lap Glitch
- GCN Peach Beach Tree Clip
- Grumble Volcano Rock Lap Glitch
- Mario Circuit Tree Clip
- Maple Treeway Out-of-Bounds Quick Lap
- Mushroom Gorge Mountain Wall Lap Glitch
- N64 DK’s Jungle Parkway Goal Post Wall Clip
- N64 Sherbert Land Goal Post Jump
- Wario’s Gold Mine Pipe Bounce Quick Lap
Mario Kart 8 Deluxe
- In-game rules
- Class: 200cc
- Items: All Items
- COM: No COM
- COM Vehicles: All Vehicles
- Courses: Choose
- Race Count: 3 (5 for Winners/Losers/Grand Finals)
- If one player wins the first 2 races, they win the set. Do not play the final race. (Best of 3)
- Course selection procedure
- Initial track pick (before first race):
- Winner of rock-paper-scissors (RPS) bans 4 cups.
- Loser of RPS selects 1 cup out of the remaining 8 to be played on.
- Winner of RPS selects starter track from the remaining cup.
- Counterpick track pick (before other races):
- Loser of previous race selects any track to be played on.
- You can’t pick a track you’ve already won on in the set.
- Additional rules
- Character and vehicle picks are locked during the set.
- All controllers are allowed.
- Pausing during a race is not allowed. If a player does pause during a race, they are penalized by not being able to enter any inputs for 10 seconds after unpausing.
Kirby Air Ride
- Game settings
- Game: City Trial
- Time: 7 minutes
- Game tempo: Normal
- Stadium: Decided by procedure below.
- Events: On
- Match procedure
- The winner of rock-paper-scissors decides to ban first or second. Players then ban from the following stadiums in a 1-2-2-1 fashion:
- Air Glider
- Destruction Derby
- Drag Race
- High Jump
- Kirby Melee
- Target Flight
- Single Race
- Players then begin the best-of-1 set.
- Bulk Star is banned if the pre-chosen Stadium is Air Glider, High Jump, or Target Flight.
- Additional rules
- Pausing midmatch on purpose for gain or for any malicious intent will result in disqualification. Pausing on accident more than once will result in disqualification as well.
- In the case of a tie (which is extremely unlikely but still a possibility) a rematch will occur.
Guitar Hero 3
- Game settings
- Pro Face Off Mode
- Difficulty: Expert, or agree to lower difficulty.
- Match procedure
- The winner of rock-paper-scissors selects the first song from the playlist.
- Players play the first song in the best-of-3 set.
- The loser of the previous game picks the next song.
- Playlist
- Cliffs of Dover
- Knights of Cydonia
- The Metal, Monsters
- Raining Blood
- Cult of Personality
- 3s and 7s
- Miss Murder
- Paranoid
- Additional rules
- Players can gentlemen to any song under 5 minutes not found in the legal playlist.
Rocket League
- Game settings
- Default Arena: DFH Stadium
- Team Size: 1v1
- Bot Difficulty: No Bots
- Mutators: None
- Match Time: 5 Minutes
- Match procedure
- Before the match, player 1 should navigate to Garage > Customize Car so both players can select a vehicle body.
- Then navigate to Exhibition Match to begin the best-of-1 set.
Dr. Robotnik’s Mean Bean Machine
- Game settings
- Mode: 1P VS. 2P Mode
- Difficulty: Easy
- Match procedure
- The set is best-of-3. No need to set 3 Game Match in the options, just continue after the first game.
Duck Game
- Game settings
- Required Wins: 5
- Rests Every: 5
- Wall Mode: Off
- Normal Maps: 100%
- All other maps: 0%
- No Modifiers
- No Custom
- Match procedure
- Just play. In the case of a 5-5 tie, a tiebreaker round is played.
GeoGuessr
- Game Rules
- DO NOT COMMUNICATE ANYTHING ABOUT THE LOCATIONS WITH OTHER PEOPLE UNTIL ALL PLAYERS HAVE FINISHED!
- DO NOT USE EXTERNAL RESOURCES SUCH AS GOOGLE OR A FRIEND! YOU CAN ONLY USE THE GEOGUESSR INTERFACE!
- You are allowed to take notes while playing. Please take your notes with you, or dispose of them after you are finished playing.
- Player with the highest score wins. The smaller total distance breaks any ties.
- Match procedure
- Open a new Incognito Tab (Ctrl-Shift-N) and visit the GeoGuessr challenge link provided by the tournament organizer.
- GeoGuessr will prompt you to sign up for an account. Visit temp-mail.org to generate a new email address. Alternatively, you may sign in with your own personal account if you already have one.
- In GeoGuessr, paste your temporary email address into the box and click “Start Challenge”.
- Click “Continue to Challenge”. There is no need to verify your email address.
- Click “Start Challenge” and the first round will start.
- Play through the 5 rounds. Each round has a 3 minute time limit. Make sure you have your marker placed somewhere on the map before the timer expires.
- When finished, click “Show Full Results”.
- Write your username as displayed on the top right of your screen on the tournament sign-in sheet. This is how we can associate GeoGuessr usernames with actual people.
- Close your Incognito window.