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Jejima

Rules for Bench World Cup / Bench Euros

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Bench World Cups

2010

Cup final - Oskanohana (Spain) 0-0, 0-0 (ET), 5-4 Metzinowaka (Switzerland)

3rd place play-off - Oshirokita (Slovenia) 2-1 Doitsuyama (South Korea)

Plate final - Gusoyama (Serbia) 0-2 Jakusotsu (Netherlands)

Bowl final - Chabonowaka (Italy) 1-2 Sekihiryu (Slovakia)

Saucer final - Gernobono (Algeria) 1-1,1-2 (ET) Terarno (Greece)

2014

Cup final - Kaiomitsuki (Iran) 0-2 Domichi (USA)

3rd place play-off - Andonishiki (Mexico) 2-1 Saruyama (England)

Plate final - Shimodahito (Colombia) 2-0 Chishafuwaku (Netherlands)

Bowl final - ScreechingOwl (Australia) 2-0 Maguroyama (Japan)

Saucer final - Jejima (Greece) 3-1 Pitinosato (Germany)

2018

Cup final - Nantonoyama (France) 2-0 Jejima (Costa Rica)

3rd place play-off - Chijanofuji (Belgium) 4-1 Pitinosato (Croatia)

Plate final - Krisachiyama (Brazil) 1-1, 1-1 (AET), 5-4 (PK) Furanohana (Uruguay)

Bowl final - Benihana (Sweden) 0-1 Maeden (Colombia)

Saucer final - Fujiko (Tunisia) 0-0, 0-0 (AET), 6-7 (PK) Kuroelwin (Serbia)

Bench Euros

2012

Cup final - Jakusotsu (Poland) 0-1 Chabonowaka (Denmark)

3rd place play-off - Asashosakari (Croatia) 3-0 Kintamayama (Italy)

Plate final - XiaoTan (Netherlands) 0-0, 1-2 (ET) Andonishiki (France)

Bowl final - Pitinosato (Germany) 1-1, 1-1 (ET), 6-7 (pen) Mischashimaru (Sweden)

Saucer final - Doitsuyama (Ireland) 3-0 Kameumi (Russia)

2016

Cup final - Chokoryu (France) 0-0, 0-0 (ET) 5-3 (pen) Fujiko (Wales)

3rd place play-off - Achiyama (Switzerland) 0-0, 0-0 (ET), 2-0 (pen) Mischashimaru (Northern Ireland)

Plate final - Mr Fluffy (Iceland) 1-0 Jakusotsu (Slovakia)

Bowl final - McBugger (Spain) 0-0, 0-1 (ET) Kuroimori (Belgium)

Saucer final - shumitto (Turkey) 0-0, 0-1 (ET) Krisachiyama (Czech Republic)

Edited by Jejima

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(I will be using 'he' throughout the rules.)

This game is played in conjunction with the Football World Cup and the Euros.

The same number of players (currently 32 for World Cup and 24 for the Euros) may take part.

Representative Teams ®

After signing up to play the game, players will be asked to select in descending order the five teams that they would like to represent in the game. If a player is the only one to choose the 'first choice', he will be assigned that team. If two or more players select the same first choice team, a random draw (traditionally using the random die roller found here) will be held to choose who will get the team.

After this first round of selection, players still without a team, will be assigned their second choice team, if no one else has selected it. If two or more players have the same second round choice, a random draw will be held as before.

This continues through the third, fourth and fifth round choices.

If players are still without a 'representative' team, if time, they will be asked to rank the remaining teams in preference order. The allocation then continues as above.

If there is no time, or if a player fails to send his choices in on time, there will be a random draw for the remaining teams.

Edited by Jejima

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Counter-balance Teams ©

In order to make the game fairer, each ‘Representative’ ® team will have a ‘Counter-balance’ © team, worked out by using the average of at least three leading book-makers (E.g. Paddy Power, William Hill and Coral). The teams will be ranked in order of the averaged odds. (In the case of a tie, the current FIFA rankings will be used to decide which team is ranked higher.)

Then, the highest ranked ‘Representative’ ® team will be paired with the lowest rank team as its ‘Counter-balance’ © team. The second highest ranked ‘Representative’ ® team will be paired with the second lowest rank team as its ‘Counter-balance’ © team, and so on for all the remaining teams.

Edited by Jejima

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Squads

For World Cups, players will have a squad made of eleven teams* - plus three substitutes.

For Euros, players will have a squad made up of eight teams* - plus three substitutes.

The football teams taking part at the World Cup/Euros will be divided up into 11 groups (World Cup) or 8 groups (Euros) of between 2 to 5 teams per group, based on the average odds of the bookmakers.

Each player will have their ® and © teams on their squads. They then have a free choice to select one more team from each of the remaining groups.

Substitutes
Players also select two substitutes for their squads.  This is a free choice from any team not already on their squad.  These substitutes are ranked from 1 and 2.  The first substitute (S1) will be added to the squad for the round of 16 matches.  The second substitute (S2) will be added for the quarter-finals onwards.  

If a player's substitute has already been knocked out of the competition, the player will not get a substitute for that round. 

*Subject to change

Edited by Jejima

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Matches

Each player will replace their representative team ® in the groups as in the real competition. He then ‘plays’ the matches, against the corresponding opponents as in the real competition. Each match will have a final score, and therefore a final result.

At the end of the group stages, the final division results are calculated, and following the rules of the real competition, the equivalent teams will progress into the group stages of the Cup competition.

The remaining teams will not be knocked out, but will continue to play in the Saucer competition, based on a ‘reverse’ of the rules for progression in the Cup competition.

Edited by Jejima

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Knock-out Stages

Cup

Players in the ‘Bench Cup’ competition will follow the same ‘knock-out tree’ as in the real competition.

3rd/4th play-off

The losing pair in the semi-finals will play for 3rd place. (This includes the Euros, when an equivalent game is not played in real life.)

Plate

The losing foursome in the quarter-finals of the ‘Bench Cup’ will play for the ‘Bench Plate’, following the same pattern of match-ups as for the real Cup. Any player suffering another loss is out of the game.

Bowl

The losing eight, in the round of 16, will play for the ‘Bench Bowl’, following the same pattern of match-ups as for the real Cup. Any player suffering another loss is out of the game.

Saucer

The sixteen teams (World Cup) or the eight teams (Euros) that are knocked out of the Cup competition after the Group stage will compete for ‘Bench Saucer’.

For World Cups, this will follow the same ‘reverse’ pattern of match-ups as for the real World Cup. Any player suffering another loss is out of the game. 

For Euros, this is a little more complicated, due to the nature of ‘third placed teams’ etc. The two ‘third placed’ teams (not in the Cup competition) will be ‘seeded’, and will be put on the two ‘outer branches’ of the knock-out competition. The fourth placed team from the same two groups is then on the ‘other side’ of the tree, in the other matches (effectively the ‘third’ and ‘fourth’ seeds.) The four remaining fourth placed teams would then be arranged to play against the ‘seeds’ in reverse order, so 1st meets 8th etc.

Any player suffering another loss is out of the game.

NB: The ‘Bench Saucer’ Final at the Euros will be completed during the semi-finals of the real competition.

Edited by Jejima

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Match-play – Group stages

1. For the three group stage matches, players will arrange their teams in their preferred order in a 'chain'. It is expected that players will rearrange their squads for each round of matches based on their expectations of results. (The first round consists of the first game for each team. The second round is the set of second matches, and the third, the final group matches.)

2. The two competing players will have their line-ups compared, and the actual results of the matches involving their teams. The team first in the line-up is known as 'first slot', the second team is known as the 'second slot' etc. There are three types of teams in a line-up, the Represented team ®, the Counter-balance team © and the nine (World Cup) or six (Euros) normal teams (N). The match is decided by first looking at the results of the two players (and the type of team, either ®, © or (N)) in the first slot, and then the second slot, and so on.

3. If two players have the same team(s) in the same slot(s), and it is not an ® or a © team for either player (i.e. it is an (N) team for both players), the team(s) is removed from both players line-ups.

E.g. Both players in the match have England in their second slot, and England is not an ® or a © team for either player, England is removed from both line-ups, and the result of the England match is ignored for the purpose of that match. If they both also have Germany (N) in their 6th slot, Germany is also removed before scoring is started.

4. Preamble....
a) The line-ups are in the form of a 'chain', starting with the first slot, and going down to the last slot. However, the chain may be broken at any stage, in which case, any results that occur after the breakage cannot score goals.

E.g. If the chain breaks at the 3rd slot for one player, the results from the 4th - 10th slots for that player cannot score goals, but are used to potentially break the opponent's chain.

Two competing players will always have their respective chains broken in different slots - unless both manage to get to their 10th slot.


b) In general....

(N) teams
i) If an (N) team in first slot wins, it potentially scores a goal for the player, and the chain remains unbroken, and the result of the second slot is considered, etc.
ii) If an (N) team in first slot draws, no goals are scored, but the chain remains unbroken, so the result of the second slot is considered etc.
iii) If an (N) team in first slot loses, no goals are scored, and the chain is highly likely to be broken.

® team - basically this is a 'gamble team' - if it wins, you get a very good result. If it draws or loses, you get penalised.
i) If an ® team in first slot wins, it potentially scores two goals (at least one goal is guaranteed, except in one special case) for the player, and the chain remains unbroken, and the result of the second slot is considered, etc.
ii) If an ® team in first slot draws, no goals are scored, and the chain is highly likely to be broken.
iii) If an ® team in first slot loses, no goals are scored, and the chain is broken (except in two special cases).

© team - basically this team gets an edge with a draw, but is penalised for a loss.
i) If a © team in first slot wins, it potentially scores one goal for the player, and the chain remains unbroken, and the result of the second slot is considered, etc.
ii) If a © team in first slot draws, it potentially scores one goal for the player, and the chain remains unbroken, and the result of the second slot is considered, etc.
iii) If a © team in first slot loses, no goals are scored, and the chain is usually broken.

5. Chains and goals

The tables (see below) need to be followed to determine whether or not goals are scored, and when chains are broken.

Edited by Jejima

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The scoring tables!

The first slot for each player in the match is considered. That team in that slot might be ®, © or (N). That team might win, draw or lose its real World Cup / Euros match. The outcomes could be one goal or two goals for one of the players or no goals for both (see situations 1-6). Additionally, one player may have his chain broken. If neither team has their chain broken after the first slot, the second slot is considered using situations 1-6, and so on. When one team has its chain broken, then situations 7-9 are used, until the other team's chain is broken. When both chains are broken (or the 10th slot has been reached), the match is over, and no further slots are considered.

There are six possible combinations for each slot whilst both players' chains remain unbroken. Below are the tables to determine the effect on the match. 

The numbers given are the number of goals scored for that player.
:-) means that the chain remains unbroken for that player.
:-( means that the chain is broken for that player.


Situation 1: (N) team vs (N) team (both chains unbroken)

 

A's team (N) B's team (N) Goals scored A:B Chain status Comment

Win
Win 0-0 :-) - :-) Neither team scores a goal. Both chains unbroken.

Win
Draw 1-0 :-) - :-) Team A scores a goal. Neither chain broken.

Win
Loss 1-0 :-) - :-( Team A scores a goal, chain unbroken. Team B does not score, and has his chain broken.

Draw
Win 0-1 :-) - :-) Team B scores a goal. Neither chain broken.

Draw
Draw 0-0 :-) - :-) No goals scored. No chains broken.

Draw
Loss 0-0 :-) - :-( No goals scored. Team B's chain broken.

Loss
Win 0-1 :-( - :-) Team A does not score and has his chain broken. Team B scores a goal, chain unbroken.

Loss
Draw 0-0 :-( - :-) No goals scored. Team A's chain broken.

Loss
Loss 0-0 :-) - :-) No goals scored. No chains broken.
Edited by Jejima

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Situation 2: ® team vs (N) team (both chains unbroken)

A's team ® B's team (N) Goals scored A:B Chain status Comment

Win
Win 1-0 :-) - :-) Team A scores a goal. Both chains unbroken.

Win
Draw 2-0 :-) - :-) Team A scores two goals. Neither chain broken.

Win
Loss 2-0 :-) - :-( Team A scores two goals, chain unbroken. Team B does not score, and has his chain broken.

Draw
Win 0-1 :-( - :-) Team A does not score, and has his chain broken. Team B scores a goal, chain unbroken.

Draw
Draw 0-0 :-( - :-) No goals scored. Team A's chain broken.

Draw
Loss 0-0 :-) - :-) No goals scored. No chains broken.

Loss
Win 0-1 :-( - :-) Team A does not score and has his chain broken. Team B scores a goal, chain unbroken.

Loss
Draw 0-0 :-( - :-) No goals scored. Team A's chain broken.

Loss
Loss 0-0 :-( - :-) No goals scored. Team A's chain broken. Team B's chain unbroken.
Edited by Jejima

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Situation 3: © team vs (N) team (both chains unbroken)

A's team © B's team (N) Goals scored A:B Chain status Comment

Win
Win 0-0 :-) - :-) Neither team scores a goal. Both chains unbroken.

Win
Draw 1-0 :-) - :-) Team A scores a goal. Neither chain broken.

Win
Loss 1-0 :-) - :-( Team A scores a goal, chain unbroken. Team B does not score, and has his chain broken.

Draw
Win 0-1 :-) - :-) Team B scores a goal. Neither chain broken.

Draw
Draw 1-0 :-) - :-) Team A scores a goal. No chains broken.

Draw
Loss 1-0 :-) - :-( Team A scores a goal, chain unbroken. Team B does not score and has his chain broken.

Loss
Win 0-1 :-( - :-) Team A does not score and has his chain broken. Team B scores a goal, chain unbroken.

Loss
Draw 0-0 :-( - :-) No goals scored. Team A's chain broken. Team B's chain unbroken.

Loss
Loss 0-0 :-( - :-) No goals scored. Team A's chain broken. Team B's chain unbroken.
Edited by Jejima

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Situation 4: ® team vs © team (both chains unbroken)

A's team ® B's team © Goals scored A:B Chain status Comment

Win
Win 1-0 :-) - :-) Team A scores a goal. Both chains unbroken.

Win
Draw 1-0 :-) - :-) Team A scores a goal. Neither chain broken.

Win
Loss 2-0 :-) - :-( Team A scores two goals, chain unbroken. Team B does not score, and has his chain broken.

Draw
Win 0-1 :-( - :-) Team A does not score, and has his chain broken. Team B scores a goal, chain unbroken.

Draw
Draw 0-1 :-( - :-) Team A does not score and has his chain broken. Team B scores a goal, chain unbroken.

Draw
Loss 0-0 :-) - :-) No goals scored. No chains broken.

Loss
Win 0-1 :-( - :-) Team A does not score and has his chain broken. Team B scores a goal, chain unbroken.

Loss
Draw 0-1 :-( - :-) Team A does not score, chain broken. Team B scores a goal, chain unbroken.

Loss
Loss 0-0 :-) - :-) No goals scored. No chains broken
Edited by Jejima

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Situation 5: ® team vs ® team (both chains unbroken)

A's team ® B's team ® Goals scored A:B Chain status Comment

Win
Win 0-0 :-) - :-) Neither team scores a goal. Both chains unbroken.

The only instance that an unbroken chain ® team does not score at least one goal with a win.


Win
Draw 2-0 :-) - :-( Team A scores two goals, chain unbroken. Team B does not score and has his chain broken.

Win
Loss 2-0 :-) - :-( Team A scores two goals, chain unbroken. Team B does not score, and has his chain broken.

Draw
Win 0-2 :-( - :-) Team A does not score, and has his chain broken. Team B scores two goals, chain unbroken.

Draw
Draw 0-0 :-) - :-) No goals scored. No chains broken.

Draw
Loss 0-0 :-) - :-( No goals scored. Team B's chain broken.

Loss
Win 0-2 :-( - :-) Team A does not score and has his chain broken. Team B scores two goals, chain unbroken.

Loss
Draw 0-0 :-( - :-) No goals scored. Team A's chain broken.

Loss
Loss 0-0 :-) - :-) No goals scored. No chains broken.

Situation 6: © team vs © team (both chains unbroken)

A's team © B's team © Goals scored A:B Chain status Comment

Win
Win 0-0 :-) - :-) Neither team scores a goal. Both chains unbroken.

Win
Draw 1-0 :-) - :-) Team A scores a goal. Neither chain broken.

Win
Loss 1-0 :-) - :-( Team A scores a goal, chain unbroken. Team B does not score, and has his chain broken.

Draw
Win 0-1 :-) - :-) Team B scores a goal. Neither chain broken.

Draw
Draw 0-0 :-) - :-) Neither team scores a goal. No chains broken.

Draw
Loss 1-0 :-) - :-( Team A scores a goal. Team B does not score and has his chain broken.

Loss
Win 0-1 :-( - :-) Team A does not score and has his chain broken. Team B scores a goal, chain unbroken.

Loss
Draw 0-1 :-( - :-) Team A's chain broken. Team B scores a goal.

Loss
Loss 0-0 :-) - :-) No goals scored. No chains broken.
Edited by Jejima

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When a player's chain is broken, his teams results still count in order to try to break his opponent's chain. However, once his chain has broken, his ® and © teams count the same as a (N) team.

Situation 7: (N) team vs (any) team (Team A's chain unbroken. Team B's chain broken)

A's team (N) B's team (any) Goals scored A:B Chain status Comment

Win
Win 0-0 :-) - :-( No goals scored. Team A's chain remains unbroken.

Win
Draw/Loss 1-0 :-) - :-( Team A scores a goal. Team A's chain remains unbroken.

Draw
Any result 0-0 :-) - :-( No goals scored. Team A's chain remains unbroken.

Loss
Win/Draw 0-0 :-( - :-( Team A's chain broken. Game over.

Loss
Loss 0-0 :-) - :-( No goals scored. Team A's chain unbroken

 


Situation 8: ® team vs (any) team (Team A's chain unbroken. Team B's chain broken)

 

 

A's team ® B's team (any) Goals scored A:B Chain status Comment

Win
Win 1-0 :-) - :-( Team A scores a goal. Team A's chain remains unbroken.

Win
Draw/Loss 2-0 :-) - :-( Team A scores two goals. Team A's chain remains unbroken.

Draw
Any result 0-0 :-) - :-( No goals scored. Team A's chain remains unbroken.

Loss
Any result 0-0 :-( - :-( Team A's chain broken. Game over.

 


Situation 9: © team vs (any) team (Team A's chain unbroken. Team B's chain broken)

 

 

A's team © B's team (any) Goals scored A:B Chain status Comment

Win
Win 0-0 :-) - :-( No goals scored. Team A's chain remains unbroken.

Win
Draw/Loss 1-0 :-) - :-( Team A scores a goal. Team A's chain remains unbroken.

Draw
Win 0-0 :-) - :-( No goals scored. Team A's chain remains unbroken.

Draw
Draw/Loss 1-0 :-) - :-( Team A scores a goal. Team A's chain remains unbroken.

Loss
Win/Draw 0-0 :-( - :-( Team A's chain broken. Game over.

Loss
Loss 0-0 :-) - :-( No goals scored. Team A's chain unbroken

 

Edited by Jejima

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Other rules

 

9. Droning rules.

Hopefully we will have no drones, but just in case....
If a player is droning for the very first match, then his squad will be arranged as follows, ® team, © team, and then their remaining 9 (World Cup) or 6 (Euros) teams in the selection order. (I.e. the team from the highest group for picks will be placed in the third slot, and the team selected from the lowest band will be placed in the tenth, final slot.)

For matches following the first match, a droning player will keep his squad in the same order as for his previous match.

10. Fair play rules

A player entering a team not in his squad in a line-up gets a 'red card' (but will still be allowed to play, of course).
After awatrding the red card, the refioji should try to contact the player in time to let them know of the mistake, and ask them to correct his line-up in time.

If a player fails to re-send a correct line-up to the refioji before the deadline, the refioji needs to remove the illegal team(s) concerned from the chain, and move the remaining legal teams up the chain accordingly.  The team that was on the player's squad that was omitted is then added to the end of the chain.  If more than one legal team is missing from the chain, they are to be added in order of the 'droning rules' (see rule 9.)

A player droning for a round gets a 'yellow card'.

Two yellow cards = one red card.
These will accumulate throughout the tournament.

11. Scoring for the Group Stage

3 points awarded for a win.
1 point awarded for a draw.
0 points awarded for a loss.

12. Rules for the group stages tables of results.

The ranking of each team in each group will be based on the rules as per the official competition - these may be different to what you are expecting. These rules will be posted in the thread for the actual Bench competition.

If there is still a tie between two teams after going through the tie-breakers, then there will be a penalty shoot-out for the teams involved using the 'Round of 16 Penalty takers rules' (See below) - up to and including the player who had the lower ranked ® team at the start of the tournament being ranked higher.

 

13. Blacklisting

 

Any persistent drone (without good reason), will be blacklisted from future Bench World Cup or Euro tournaments.

Edited by Jejima

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The Fighting Spirit Prize

 

This was created by Asashosakari. It is based on the Most Competitive Player (MCP) for Bench Sumo (as created by Randomitsuki.)

 

 

 

The Technique Prize

 

 

This was created by Andonishiki. It is similar to Jakusotsu's end of basho 'Best Team stats' for Bench Sumo.

 

 

 

The Outstanding Performance Prize / Golden Boot

 

This is the running total of the most 'official goals' scored by a team throughout a tournament.

 

 

In the case of a tie, the player with the better goal difference can claim the prize. If there is still a tie (i.e. two players have identical goals scored and goals conceded records), then the two players will share the prize.

 

 

 

Golden Gloves

 

This is the running total of fewest 'official goals' conceded by a team throughout a tournament. Only players in complete in every round of the competition (currently 10 players for Bench World Cup, and 8 players for Bench Euros) are eligible to claim this prize.

 

 

 

In the case of a tie, the player with the better goal difference can claim the prize. If there is still a tie (i.e. two players have identical goals scored and goals conceded records), then the two players will share the prize.

 

Edited by Jejima

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Rules for the round of 16.

 

No-one gets knocked out at this stage of this competition.

Players who came 3rd or 4th in their group (World Cup) or 'unlucky 3rd' or 4th in their group (Euros) continue to play in the 'Saucer' competition. (NB for the Euros, the Saucer knock-out stages starts at the 'Quarter-final' stages, but the rules are the same as below.)

 

Before the knock-out stages starts, all 'real' teams that are already knocked out of the competition will be removed from a player's squad. Players keep the remaining teams on their squads. Further, all players may add their first substitute (S1) (if still in the competition) to their roster. This means that for this stage of the competition, some players will have more teams on their squads than others.

When sending in their line-ups for the round of 16, they need to indicate which is their first substitute. To do this, they should add (S1) behind the team's name. Any player failing to make an entry will have a droning team, based on the line-up used for their third round match (with the knocked-out teams removed.) His/her new, additional team (S1) will be added to the last position of the line-up.

All teams on a player's team must be in their line-ups. If a player accidentally misses one or more, they are added to the end of the line-up that they have submitted in the order that they were in the line-up prior to that match. (I.e. 'semi-droning').

If a player is droning for the round of 16 (or subsequent knock-out rounds), the line-up for the previous match is used, with the eliminated teams removed from the chain, and the remaining teams moved up.  If the droning player has a valid substitute pick ((S1) for the round of 16, (S2) for the quarter-finals), that is added to the end of the player's chain.

We play with the same rules as for the group stages (® and © teams keep their special attributes) - based on the results after 90 minutes.

Any empty slots at the end of a players' squad are treated as 'losses'. (Theoretically, a player could have twelve teams (original 11 + the extra pick) in World Cup or nine teams (8+1) in Euros still in his/her squad, but this is unlikely. It is likely, however, that one player in a match-up will have more teams in his squad than his/her opponent. The difference in the number of teams are treated as 'losses' to the player with the shorter squad. I.e. If Player A has 7 teams and Player B has 5 teams, Player B's slots 6 and 7 are treated as 'losses'.)

If a player's © or ® team is facing an empty slot on his opponents line-up (so counted as an automatic 'loss' for the opponent), and that team loses, then the player with © or ® teams does not have his/her chain broken.

Extra time
Should the match end in a tie after 90 minutes, the players go into 'extra-time'. The results *after 120 minutes* from the real matches are now used (Matches won by a penalty shoot-out, are still considered 'drawn').

Extra time starts with the next slot after the place where the second team to have their chain broken, was broken. (I.e. Player A's chain broke on the 2nd slot. Player B's chain broke on the 5th slot. Extra time for both players starts from the 6th slot.) From that point onwards, all matches are considered after the 120 mins result (or 90 mins, if it did not go that far). If either chain remains unbroken (including the default losses to fill the empty slots) to the last team in the squad, the chain continues starting from the first slot again.

 

However, all real matches that were decided in 90 minutes are now removed (so only the matches that had previously counted as 'draws', but which may now have a result after the 120 minutes, are now counted for this second run through). These removed matches are now treated the same as 'draws' for the purpose of this game - with the special rules removed for ® and © teams. This 'start again' only happens once - and stops (if not previously) when it hits the part of the chain that marks the start of extra time.  (I.e. extra time final scores can only count once for the match.)  

 

® and © teams keep their 'special rules' in extra time. (I.e. an ® team getting a draw in the 90 minutes, may break the player's chain, but if they go on to win in extra time - if that match is considered for a second time - they could end up scoring two goals in extra time for the player. Similarly, a player whose © team scored a goal for a draw during 90 minutes of regular play, could end up scoring a second goal in extra time, should the © team also draw over 120 minutes).

Penalties. If there is still a tie after extra time between the two players, we go to a penalty shoot-out. See below.

Edited by Jejima

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Round of 16 Penalty Shoot-out

If the round of 16 match ends in a 'draw' after extra time, there is a penalty shoot-out.

For this, you need to predict which teams you think will make it to the quarter-finals. The list of 11 penalty takers needs to be sent by email or PM before the first match of the Group Stages. (i.e. before the very first match of the tournament.)

These are the teams that you think will make it to the quarter-finals in the order of likelihood. So, if you think that England are definitely going to reach the quarter-finals, put them in first position.


Penalty shoot-outs will be done in this way....
The first five teams in each player's line-up, will be used. If a team has reached the quarter-finals, it scores its penalty (so you can score your first five penalties), if it hasn't reached the quarter-final, it misses. If there is a tie after the first five penalties, it is sudden death from the sixth team onward. If it is still a tie we go back to the first team on the list to continue the sudden death. After that it is the player with the fewest red cards, then fewest yellow cards that progresses. After that, it is the player that did best in the group matches, that progresses. If still evenly matched, then, the player who has/had the lowest ranked ® team at the start of the tournament will progress.

The deadline for the list of penalty takers for the round of 16 matches is time of the first kick-off of the first match of the tournament.

Anyone missing this deadline, gets a yellow card (as per the fair play rules). Anyone not entering a penalty taker line-up before the first match of the tournament kicks off will be 'assigned' a penalty taker list in the reverse order of the player's teams' odds at the start of the tournament, as previously given. (I.e. the lower Maegashira pick first, with the Yokozuna pick last, and no team for slot 11 for 'Bench World Cup', and no teams for slots 9, 10 and 11 for 'Bench Euros'.)

Edited by Jejima

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Quarter-finals

 

After the round of 16 matches....

 

 

The 8 winners of the Bench Cup continue to play for the Bench Cup

 

The 8 losers Of the Bench Cup continue to play for the Bench Bowl

 

 

The 8 winners (World Cup) / 4 winners (Euros) of the Bench Saucer continue to play for Bench Saucer. (NB for the Bench Euros, this is the 'Semi-finals of the Saucer', but the rules used are the same as below.)

 

 

The 8 losers (World Cup) / 4 losers (Euros) of the Bench Saucer are now out! No more games for them!

 

 

Before submitting his line-up for the quarter-finals, each player has his second substitute added to his playing squad.  This second subsitute should be labelled (S2). No more additional teams will be added to the teams after this substitute for the remainder of the tournament!

 

 

The rules for the quarter-final matches are identical to the rules for the round of 16 matches.

 

Edited by Jejima

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Quarter-finals Penalty Shoot-out


The penalty takers for the 'quarter-finals' matches need to be submitted either by email or by PM before the kick-off of the first match of the round of 16.

 

Please send a list of eleven teams in the order of likelihood that you think will make it to the semi-finals. (So a maximum of 4 penalties will be scored - so positioning will be key.) Therefore, if you think that England are definitely going to reach the semi-finals, put them in first position.

 

The first five teams in each player's line-up, will be used. If a team has reached the semi-finals, it scores its penalty (so you can score your first four penalties), if the has not reached the semi-final, it misses. If there is a tie after the first five penalties, it is sudden death from the sixth team onward. If it is still a tie we go back to the first team on the list to continue the sudden death. If there is still a tie after all of that, the list of penalty takers submitted for the round of 16 will be used to continue the sudden death penalty shoot-out.

 

If there is still a tie after that, then it is the player with the fewest red cards, then fewest yellow cards that progresses. After that, it is the player that did best in the group matches, that progresses. If still evenly matched, then, the player who has/had the lowest ranked ® team at the start of the tournament will progress.

 

For anyone missing the deadline, the list of penalty takers submitted/('droned') for the round of 16 will be used - including any teams that have already been eliminated from the competition.

Edited by Jejima

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Semi-finals



After the quarter-final matches....



The 4 winners of the Bench Cup continue to play for the Bench Cup


The 4 losers of the Bench Cup continue to play for the Bench Plate



The 4 winners of the Bench Bowl continue to play for the Bench Bowl


The 4 losers of the Bench Bowl are now out! No more games for them!



The 4 winners (World Cup) / 2 winners (Euros) of the Bench Saucer continue to play for Bench Saucer (this is the 'Finals of the Saucer', but the rules used are the same as below.)


The 4 losers (World Cup) / 2 losers (Euros) of the Bench Saucer are now out! No more games for them!


Edited by Jejima

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Rules for the semi-finals

 

The two real semi-final matches are broken into 'three' parts.

 

 

a) the result of the first half

 

b) the result of the second half

 

c) the result of extra time (if no extra-time, this counts as a 'normal' 0-0 draw - even if it features a © or ® team) - Penalty shoot-outs are not included.

 

 

 

Players need to label which part of the match they are predicting. Remember that a player predicts for all parts of the match for the teams still on his roster. So if the player has all four teams, he will have 12 slots in total. Label as follows:- (1st) = first half, (2nd) = second half, (ET) = Extra time.

 

 

 

Players need to highlight their (S1) and (S2) teams (from the previous two rounds - if still in) - by putting it by the first mention of that team in your line-up.

 

 

 

The © and ® teams - if any players is lucky enough to still have them - have slightly different rules (new for this competition). You choose which part of the match (so 1st, 2nd or ET - remember if no extra time occurs, then any ® or © team in that slot is counted as a 'normal' draw. If extra time does occur, then ® and © teams in that slot get the 'special' powers.) to use your special ® or © powers. This power can only be used once - so choose carefully. For the other two time periods, they count as 'normal' teams. Players need to remember to indicate (just the once) which slot he intends to use the special powers.

 

 

Normal time rules

 

As for previous rounds.

 

 

 

Extra time rules

 

The chain restarts for extra time from the slot after the one that ended the normal time results. (It does not go back to the start.)

 

 

Penalty shoot-out

 

See below.

 

 

'Drone' rules

 

All teams already knocked out of the World Cup/Euros are removed from the drone's line-up.

 

 

The order of a drone's squad will be the current order of his remaining teams, from 1st half - Extra time. E.g. Drone: 1. first team (1st), 2. first team (2nd), 3. first team (ET), 4. second team (1st), 4. second team (2nd) etc, where 'first team' means the first team in their previous line-up (for the quarter-finals) still in the World Cup / Euros competition.

 

 

 

If a drone still has a © and/or ® team in its squad, the special powers are used in the first possible position.

 

'Semi-drone' rules....

 

 

If any player omits to give the 'time' for the match, E.g. 1. England, 2. Germany etc, it will be assumed to be 1. England (1st), 2. England (2nd), 3. England (ET), 4. Germany (1st) etc

 

If a semi-drone still has a © and/or ® team in its squad, the special powers are used in the first possible position.

 

 

Edited by Jejima

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Semi-final penalty takers


Players need to submit a list of all 8 teams still in the competition in order of likelihood that they will reach the finals.

If the team reaches the finals, it scores the equivalent of two penalties. If it loses in the semi-finals, it is just one penalty. The sudden-death element of the penalty shoot-out starts from the fourth selection onward.

If there is still a tie after all of that, the list of penalty takers submitted for the quarter-finals, and then the round of 16 will be used to continue the sudden death penalty shoot-out. Only teams reaching the finals will count- and will only score a single penalty.

If there is still a tie after that, then it is the player with the fewest red cards, then fewest yellow cards that progresses. After that, it is the player that did best in the group matches, that progresses. If still evenly matched, then, the player who has/had the lowest ranked ® team at the start of the tournament will progress.

For anyone missing the deadline, the first eight on list of penalty takers submitted/('droned') for the quarter-finals will be used - including any teams that have already been eliminated from the competition.


The deadline for submitting the semi-final penalty takers, is the kick-off time of the first match of the quarter-finals.

Edited by Jejima

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Finals



After the semi-final matches....



The 2 winners of the Bench Cup will play for the Bench Cup.


The 2 losers of the Bench Cup will play for third place.



The 2 winners of the Bench Plate will continue to play for the Bench Plate


The 2 losers Of the Bench Plate are now out! No more games for them!



The 2 winners of the Bench Bowl will continue to play for the Bench Bowl


The 2 losers Of the Bench Bowl are now out! No more games for them!




The 2 winners (World Cup) of the Bench Saucer continue to play for Bench Saucer.


The 2 losers (World Cup) of the Bench Saucer are now out! No more games for them!



The winner of the (Euros) Bench Saucer has already been determined.


Edited by Jejima

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There are two matches for the final round of a World Cup (the finals and the 3rd place play-off). There is one match for the final round of the Euros (only the finals). This means that there are different rules for the two competitions. See below.

Edited by Jejima

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World Cup Finals Rules



The rules for normal time and for extra time are the same as for the semi-finals.



Penalty Takers for the Finals


Players need to predict the final finishing order of the four last teams. These predictions need to be submitted before the kick-off of the first Semi-final match.



Players need to submit the order their predictions for the final positions of the remaining four teams.... 1st, 2nd, 3rd, 4th



and they also need to make a prediction for the time of the first goal in the finals.



If no goals are scored in normal and extra time, the first goal of the match will be considered to be the first penalty scored in a penalty shoot-out, and will count as '121 minutes'. A prediction of '46 minutes' (etc) will be considered to be the 1st minute of the second half, unless otherwise stated. (A prediction of '45 minutes' / '90 minutes' etc does not include the minutes after that number, being played in 'injury time' at the end of a half.)



The penalty shoot-out will be as follows....



3 penalty goals awarded for predicting the World Cup winner, 2 penalty goals for predicting the runner-up. 1 penalty goal for predicting the 'third placed team'. 0 penalty goals for the 'fourth placed team'. The sudden death starts after the first two slots (i.e with the third slot). If no winner can be determined during this time (NB, we do not go back to the first two teams), there is an extra penalty goal to be awarded to the player whose prediction of the time of the first goal in the match is the closest to the actual time of it being scored.



If there is still a tie, due to both players having identical times for their 'first goals' - or are an equal number of minutes away on either side of the actual time of the first goal, then the penalty taker list for the semi-finals, then quarter-finals and then the round of 16 will be used- but only for the overall winner, which will score a single penalty.



If there is still a tie after that, then it is the player with the fewest red cards, then fewest yellow cards that progresses. After that, it is the player that did best in the group matches, that progresses. If still evenly matched, then, the player who has/had the lowest ranked ® team at the start of the tournament will progress.



Rules for drones:


The first four teams in the PK line-up for the semi-finals will be used. The drone(s) prediction(s) for the first goal of the match will be 0 minutes.


Edited by Jejima

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