New York:October 13-15, 2006 – Summary

>> Page 1: Summary    >> Page 2: Venue Info    >> Page 3: Registration    >> Page 4: Rules    >> Page 5: Gametypes    
>> Page 6: Schedule    >> Page 7: Travel & Accomodations    >> Page 8: Prizes


The Digital Life Expo grabs the attention of the entire world each year, representing the cutting edge of consumer technology—so it’s only fitting that MLG share that stage in 2006 for its Playoff competition, showcasing the trajectory and thrilling momentum of pro gaming to the digital world. In front of tens of thousands of people, MLG will be awarding over $125,000 in cash prizes and issuing the coveted invitations to the Boost Mobile 2006 MLG Pro Circuit Championships in Las Vegas.

New York:October 13-15, 2006 – Venue Information

>> Page 1: Summary    >> Page 2: Venue Info    >> Page 3: Registration    >> Page 4: Rules    >> Page 5: Gametypes    
>> Page 6: Schedule    >> Page 7: Travel & Accomodations    >> Page 8: Prizes


Venue Info for Playoffs
Digital Life Expo at the Jacob K Javits Convention Center
655 West 34th Street
New York, NY 10001

Note: The Playoffs are open to the public, both for competitors and spectators. The competition filters into an invite-only Championship Playoff competition, but the first leg of the tournament has open registration.

Hotel Information

Note: There are two official MLG hotels available for the Playoff event. This is because we are anticipating needing both of them to accommodate all of the competitors for this massive event.

New Yorker Hotel
481 Eighth Avenue (between 34th and 35th Streets)
New York, NY 10001
Room Cost: $220.00 single/double, $240 triple, $260 quad
Reservations: 1-800-764-4680
Reservation deadline: September 22, 2006
Hotel is walking distance to multiple restaurants
Hotel is four city blocks from Jacob Javits Center
On Eighth between 34th & 35th Streets

New York’s Hotel Pennsylvania
401 Seventh Avenue (at 33rd Street)
New York, NY 10001
www.hotelpenn.com
Room Cost: $219.00 single/double, $239.00 triple, $259.00 quad
Reservations: 1-800-223-8585
Reservation deadline: September 21, 2006
Hotel is walking distance Penn Station
Hotel is seven city blocks from Jacob Javits Center

Airport Information:
NYC is serviced by three major airports: LaGuardia, JFK and Newark.

Ground Transportation:
SuperShuttle services Manhattan from all three airports and prices range from $11-20 each way.
www.supershuttle.com
1 (800) BLUE-VAN

IMPORTANT! You MUST say that you are with Major League Gaming when you call for hotel reservations in order to secure the discounted room rate. This is also vital because a certain number of rooms have been reserved for MLG, and if the hotel doesn’t know you’re with MLG, they may tell you the hotel is booked out.

New York:October 13-15, 2006 – Registration

>> Page 1: Summary    >> Page 2: Venue Info    >> Page 3: Registration    >> Page 4: Rules    >> Page 5: Gametypes    
>> Page 6: Schedule    >> Page 7: Travel & Accomodations    >> Page 8: Prizes


Player Movement Deadlines

1. Player Movement Deadline #1 – August 27th
2. Free Player Movement – August 28 – September 4 @ 5:00 PM EST
3. Restricted Player Movement – September 4 @ 5:01 PM – October 4 @ 11:59 PM EST
4. Registration Deadline – October 11 @ 11:59 PM EST UPDATED
5. Highly Restricted Player Movement – October 11 @ 12:00 AM – New York competition
6. Player Movement Deadline #2 – October 8th

2006 Playoff Competition

1. Separated into Open (Open Entry) and Championship Bracket Level 1 & 2 (Invitation Only) brackets.
2. The Open Brackets for the Halo 2 4v4, SSBM Singles, and Doubles will support as many as 128 players/teams.
3. The Open Brackets for the Halo 2 FFA will support as many as 1024 players.
4. Each Level of the Championship Brackets will support as many as 8 players/teams.
5. The top 7 eligible players/teams after the final Regular Season competition will automatically qualify for their respective Championship Bracket Level 2 competition as well as the National Championship competition.
6. The eligible players/teams ranked 8th-14th after the final Regular Season competition will automatically qualify for their respective Championship Bracket Level 1 competition.

7. Amateur players/teams are not eligible to receive an automatic bid into either level of the Championship Bracket.
8. The player/team that wins each Open competition will earn a spot in the respective Championship Bracket Level 1 competition.
9. The player/team that wins each Championship Bracket Level 1 competition will earn a spot in the respective Championship Bracket Level 2 competition as well as the National Championship.
10. No one failing to earn a spot in the Championship Bracket as part of an Open Bracket team will be allowed to participate in the corresponding Championship Bracket.

Registration

1. Entry fees will be as follows: (Halo 2 4v4 = $160 per team, Halo 2 FFA = $10 per person, SSBM Doubles = $20 per team, SSBM Singles = $20 per person).
2. Players may not register for both the Halo 2 4v4 and SSBM competitions.

3. No Halo 2 registrations will be taken at the door.
4. SSBM registration will be taken at the door as long as spots are still available.
5. 18 spots in the Open Brackets will be reserved for Pro/Semi-Pro, players/teams until 5 PM EST on the Friday before the competition.
6. 552 spots in the Open Bracket Halo 2 FFA will be reserved for 4v4 participants.
7. SSBM teams looking to earn an automatic spot in Level 1 or 2 of the Championship Doubles competition must submit their New York roster to j2000616@hotmail.com before the Orlando competition. Players on a submitted New York roster don’t have to attend the Orlando competition. If they do, they do not have to play with each other. However, players on a New York roster must have played with each other at a 2006 Regular Season competition.
8. After Orlando, the top 7 submitted teams as determined by total Doubles rank points will earn a spot in Level 2 of New York’s Championship Doubles competition as well as the National Championship Doubles competition. These teams must keep the same roster for both competitions.
9. After Orlando, teams ranked 8-14 as determined by total Doubles rank points will earn a spot in Level 1 of New York’s Championship Doubles competition. They may change their roster before New York, but would then have to participate in New York’s Open Bracket.
10. The team that wins Level 1 of New York’s Championship Doubles competition may not change their roster before the National Championship.

Definition of Terms

Status – The state of being an Amateur, Semi-Pro, or Pro player/team as determined by the 2006 Rank Points Standings.

Pro Player – One who is a member of a Pro Team or a player ranked in the top 16 by points. Players ranked in the top 32 for SSBM Doubles will be considered Pro.

Pro Team – The top 16 eligible Halo 2 teams based on cumulative 4v4 rank points. Pro teams dropping out of the top 16 due to performance will lose their pro status.

Pro Team Captain – Pro teams must designate a captain who is responsible for moving players and participating in the Pro Player Committee.

Pro Benefits – Pro players and teams have automatic bids into their respective pro competition. They are also eligible to receive Pro player stipends, applicable for those attaining top 16 in Halo2 4v4 and SSBM Singles.

Semi-Pro Player – One who is a member of a Semi-Pro team or a player ranked 17th-32nd by points. Players ranked 33rd-64 for SSBM Doubles will be considered Semi-Pro.

Semi-Pro Team – The eligible teams ranked 17-32 based on cumulative 4v4 rank points. Pro teams dropping out of the top 16 due to performance will lose their pro status.

Semi-Pro Advantages – Semi-Pro teams are automatically ranked above all Amateur teams in the 4v4 regardless of their individual FFA performance or total 4v4 points. Should a pro player/team not attend a Regular Season competition or lose their Pro status, the highest ranked Semi-Pro player/team would receive an automatic bid into the Pro competition, but still be considered a Semi-Pro player/team.

Amateur Player – One who is not considered Pro or Semi-Pro.

Halo 2 4v4 Ranking – Pro and Semi-Pro Teams will be ranked immediately following a competition. Even if their roster changes before the next competition, their ranking and status won’t change, as long as they maintain their eligibility, until after the next competition.

Ranking Tiebreakers – 1. Performance at the previous competition

2. 2006 points in the game’s other competition (i.e. Halo 2 FFA to break a Halo 2 4v4 tie) 3. 2005 points in the equivalent discipline
4. 2005 points in the game’s other competition
5. Coin Flip

Dream Team Clause – If an Amateur team is created that has enough points to be ranked in the top 4 of the Championship Bracket, they will be given the seed that their points indicate. However, all Pro and Semi-Pro teams will be considered as having a higher seed for host and color purposes.

Player Movement

Free Agent – A player who is not currently a part of a Pro team, but is free to join a Pro team during the Free & Restricted Player Movement Periods. Players who leave a Pro Team via release, free agency or team disbanding during the Restricted or Highly Restricted Player Movement Periods will not be considered Free Agents until after the upcoming competition.

Moving Players – All requests for player movement, including leaving a team, joining a team, releasing a player, adding a player, and trades must be submitted to jnleson@mlgpro.com.

Trade Rules – Trades may only be made between two pro teams. A trade request must sent by each team captain. Trades may only be made by moving 1 player for 1 player or 2 players for 2 players.

Captain Change – Pro teams may change their captain at any time. The captain may relinquish the role and remain on or leave the team. Captain change requests must be submitted to jnelson@mlgpro.com.

Free Player Movement Period – The period of time during which Pro players are allowed to leave a Pro team and join another without restriction. Players leaving Pro Teams during this period will be considered Free Agents. Pro team captains are also allowed, during this period, to release 1 player and/or make trades without restriction. Each Free Player Movement Period will run from Monday after the competition to 5:00 PM EST on the following Monday.

Restricted Player Movement Period – The period of time during which Pro players are allowed to leave a Pro team, but may not join another Pro team until after the upcoming competition. Pro team captains are also allowed, during this period, to release 1 player and/or make trades without restriction. Each Restricted Player Movement Period will run from the end of a Free Player Movement Period to the upcoming competition’s Registration Deadline.

Highly Restricted Player Movement Period – The period of time during which Halo 2 Teams can only be changed if a member(s) is unable to attend the competition. These players may only be replaced by someone who was unaffiliated with an attending and/or Pro team at the Registration Deadline.

Player Movement Deadline #1 – No player movement is allowed beyond this date by teams earning the automatic bid into the Superstar portion of the Playoff competition and National Championship. Substitute Ranking rosters for these teams will be accepted.

Player Movement Deadline # 2 – No player movement is allowed beyond this date.

Substitute Ranking – Teams may declare a roster for post-competition ranking and status that is different from the roster they compete with at the upcoming competition. Members of the post-competition roster who are not on the upcoming competition roster must have been a member of the team’s roster for the previous competition. Members of the post-competition roster who are not on the upcoming competition roster can’t attend the upcoming competition with a different team. Members of the upcoming competition roster who are not on the post-competition roster will be considered as having filed for free agency during the post-competition Free Player Movement period. These players can’t be added back to the team during any of the post-competition player movement periods. Post-competition rosters must be submitted to Anakin@mlgpro.com before the start of the upcoming competition. If members of the post-competition roster who are not on the upcoming competition roster file for free agency or are traded or released during any of the post-competition player movement periods, the team will lose their status for the next competition.

Incomplete Teams – If a pro team is incomplete (less than 4 players) at the end of the restricted player movement period, it will lose Pro status for the upcoming compeition

Team Disbanding – If a Pro captain releases more than 1 player between 2 competitions, the team has been disbanded and will lose Pro status. If, at any time, a Pro team is without 3 players who were on the previous competition’s roster team has been disbanded and will lose Pro status. If a Semi-Pro team changes more than 1 team member between attended competitions, the team has been disbanded and will lose Semi-Pro status.

Coaching

Registration – Halo 2 teams may have 1 coach. Halo 2 coaches must register with the team online by the registration deadline. SSBM players/teams may designate a coach when they sign-in for their competition.

Participation Rules – Individuals may not be registered as both a player and a coach. Individuals may not be the coach of more than one player/team. Player’s may not have a coach for the Halo 2 FFA. SSBM coaches may not instruct players during games, but may consult with players for a maximum of 1 minute between games. Once the stage for the next game has been selected, players may not talk to their coach.

Conduct – Coaches may not taunt the opposing team. Halo 2 Coaches may not look at an opposing player’s TV.

New York:October 13-15, 2006 – Rules

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>> Page 6: Schedule    >> Page 7: Travel & Accomodations    >> Page 8: Prizes


Halo 2

General Rules

1. No grenade jumping.
2. No getting on top of any ledges on Warlock.
3. No leaving the normal boundaries of a level at any time (i.e. getting on top of a map).
4. No communication between players during FFA games.
5. No hiding the flag in walls.

6. No placing the ball out of reach.
7. No super bouncing.
8. No use of the “guardian glitch”
9. No looking at an opposing team’s TV by players or coaches.
10. Any sign of cheating may result in a forfeit of the game and possible ejection.
11. No quitting out of a team slayer game.
12. All players must play with the Spartan character.
13. Teams must play as either the color red or blue.
14. Do not quit out of a game without the permission of your station’s referee. Quitting from a non-team slayer game will leave your team shorthanded or result in a forfeit if your entire team quits, without permission, before the game has ended.

15. Players must use their registered MLG Login Name during all games.
16. No warm-up games may be played outside of scheduled warm-up periods without permission from an MLG Official.
17. During scheduled warm-up periods the winners can stay, but the losers must get up.
18. Teams still active in the competition have priority over free play stations during warm-up periods.
19. In the case of an Xbox/TV malfunction, the game will be restarted from the beginning no matter what time the malfunction occurred.
20. Games started without the approval of a referee will be restarted.
21. If a player/team fails to report to their designated station within 5 minutes of the announcement, they will forfeit the game. 10 minutes after the announcement, a team will forfeit their Best of 3 series or the 2nd game of their Best of 5 series. 15 minutes after the announcement, a team will forfeit their Best of 5 series.

Disqualification

1. Breaking rule #1-4 will result in a foul. Fouls stay with a player/team throughout the competition. Two fouls during one game will result in a forfeit. Once a player/team reaches two fouls, each subsequent foul will result in a forfeit.
2. Players found breaking rule #5 will be asked to remove the flag from its hiding spot immediately. If the flag is not removed immediately the team forfeits the game.
3. Breaking rule #6-13 will result in a forfeit of the game.

Player/Coach Conduct

1. Opening an Xbox will result in a warning. A second violation will result in ejection.
2. Coaches will be warned for taunting the other team and ejected after a 2nd violation.
3. Communication between players and spectators during game play is prohibited. Spectators will be warned and then ejected from the venue after a 2nd violation.

4. Disrespect of fellow players or MLG staff members may result in ejection and possible suspension from future competitions.
5. Any intentional forfeiting or conspiring to manipulate the rankings/brackets will result in ejection and possible suspension from future competitions.

Illegal Controllers

1. Any Mad Catz or Wireless Controller
2. Keyboard & Mouse

Open Free For All

1. All players not qualified for Level 1 or 2 of the Championship FFA may participate.
2. At least 2 players from each Amateur team must participate in the Open FFA.
3. The FFA is optional for members of Semi-Pro and Pro teams.
4. The top 64 Open FFA players, determined by ’06 & ’05 FFA rank points, will be seeded and given host over unseeded players. In games with more than 1 seeded player, the highest seeded player will host.
5. Players may use a full screen starting with Round 4.
6. Rounds 1-7 will have 8 players with the top 4 advancing. The player who wins Round 8 will advance to Level 1 of the Championship FFA.

Settings

1. All Settings listed below are those that are not default for Slayer.
2. Score to Win Round = 50
3. Round Time Limit = 20 Minutes
4. Suicide Penalty = None
5. Starting Weapon = Battle Rifle
6. Weapons on Map = Human
7. Map = Midship

Open FFA Points

1st Round ——— 2nd Round ——— 3rd Round ——— 4th Round
1st = .08 points – 1st = 8 points – 1st = 9 points – 1st = 10 points
2nd = .07 points – 2nd = 7 points – 2nd = 8 points – 2nd = 9 points
3rd = .06 points – 3rd = 6 points – 3rd = 7 points – 3rd = 8 points

4th = .05 points – 4th = 5 points – 4th = 6 points – 4th = 7 points
5th = .04 points – 5th = 4 points – 5th = 5 points – 5th = 6 points
6th = .03 points – 6th = 3 points – 6th = 4 points – 6th = 5 points
7th = .02 points – 7th = 2 points – 7th = 3 points – 7th = 4 points
8th = .01 points – 8th = 1 point – 8th = 2 points – 8th = 3 points

1. After Round 4, points for each place will continue to increase by 1. For example, 11 points are awarded for 1st place in Round 5 and 2nd place in Round 6.
2. If an Open 4v4 player is already qualified for the Championship FFA they will earn as many points for their team as the top Open FFA player earns for their Open 4v4 team plus one. If there is more than 1 Open 4v4 player already qualified for the Championship FFA, the highest ranked player among them will receive 1 more point than the 2nd highest and so on.

Open 4v4

1. The Open 4v4 will be Double Elimination. All series will be Best of 3 except Winners Bracket Rounds 5-8. If the teams facing each other in the Losers Bracket Finals haven’t faced each other, they will play a Best of 5 Series.
2. After losing a series, teams will fall into the Losers Bracket.
3. A loss in the Losers Bracket will result in elimination from the competition.
4. The Open 4v4 will be seeded based on team’s cumulative FFA point total.
5. Pro teams will be ranked ahead of all Semi-Pro teams. Semi-Pro teams will be ranked ahead of all Amateur teams.
6. The higher seeded team will play as red for all games in a Best of 3 Series.
7. The higher seeded team will host Game 2 and choose to host either Game 1 or 3 in a Best of 3 Series.

8. All CTF Classic games will have an initial time limit of 15 minutes. If after 15 minutes, one team is winning and their flag is at home, the game is over. If, however, the score is tied after 15 minutes, the game will continue and the next team to score will win the game. If the 30 minute time limit is reached without a winner, the game must be replayed with the first capture winning the game.
9. If the initial time limit is reached in a CTF Classic game, the difference in captures is 1, and the winning team’s flag is out, the game will continue. If the flag is captured, the game will continue and the next team to score will win the game, but if the flag is returned, the game is over.
10. If teams meet for a 2nd time in the Open 4v4 and they played a Best of 3 in the Winners Bracket, their series will expand to a best of 7, include the previous series, and pick up where that series left off. For example, if Team A beat Team B 2 games to 0 in the Winners Bracket, the Best of 7 will resume with Game 3 and Team A leading 2 games to 0. If Game 3 of the Winners Bracket series was not played, it will be played first with host going to the team that would’ve hosted the game in the Winners Bracket. The team that didn’t host the CTF Classic game in the Winners Bracket will host the CTF Classic game in the Losers Bracket. The team that won the 1st series will play as red, host the tiebreaker game and choose to host either Game 4 or 6. The 7th game will be Team Ball Midship.
11. If teams meet for a 2nd time in the Open 4v4 and they played a Best of 5 in the Winners Bracket, their series will expand to a best of 11, include the previous series, and pick up where that series left off. For example, if Team A beat Team B 3 games to 0 in the Winners Bracket, the Best of 11 will resume with Game 4 and Team A leading 3 games to 0. If Games 4 and/or 5 of the Winners Bracket series were not played, they will be played first with host for each game going to the team that would’ve hosted in the Winners Bracket. The team that won the 1st series will play as red and choose to host 2 Team Slayer and 1 CTF Classic game.
11. If teams in a Best of 7 or Best of 11 Series are set to play a game type they have already played against each other in the Open 4v4, the same game type will be played at a different map chosen by the Halo 2 Director and League Commissioner.
12. If a game should tie, the game must be replayed.
13. The team that wins the Open 4v4 will earn a spot in Level 1 of the Championship 4v4.

Championship Free For All Level 1

1. Level 1 of the Championship FFA will be a single game, double elimination bracket.
2. After losing a game, players will fall into the Losers Bracket.
3. A loss in the Losers Bracket will result in elimination from the competition.
4. Players eliminated via the first 2 rounds of the Losers Bracket will play 1 game to determine their exact 5th-8th placement.
5. Players will be seeded for Level 1 of the Championship FFA immediately following MLG Orlando. The winner of the Open FFA will be the 8th seeded player.
6. The higher seeded player will host all games (See Rule #7 & 8).
7. If players meet for a 2nd time in Level 1 of the Championship FFA, they will play a best of 3 series that includes the previous game. For example, if Player A beat Player B in the Winners Bracket, the Best of 3 will resume with Game 2 and Player A leading 1 game to 0. The player that won the 1st game will host the 2nd and 3rd games.
8. If the players meeting in the Finals have not yet faced each other and the player coming from the Losers Bracket wins a game, another game must be played to break the tie since both players would only have one loss. The player that wins the first game will host the tiebreaker game.

9. If a game should tie, the game will be replayed with a 5 minute time limit.
10. The player who wins Level 1 of the Championship FFA will earn a spot in Level 2 of the Championship FFA.

Settings – 1v1 games
1. All settings listed below are those that are not default for Slayer.
2. Score to Win Round = 15
3. Round Time Limit = 30 Minutes
4. Suicide Penalty = None
5. Starting Weapon = Carbine

6. Weapons on Map = No Duals
7. Map = Warlock

Championship 4v4 Level 1

1. Level 1 of the Championship 4v4 will be a Best of 5 Game Series, Double Elimination Bracket.
2. Teams will be ranked for Level 1 of the Championship Bracket 4v4 immediately following MLG Orlando. Even if their roster changes before the next competition, their ranking won’t change, as long as they maintain their eligibility. The team that wins the Open 4v4 will be the 8th seeded team.
3. After losing a series, teams will fall into the Losers Bracket.
4. A loss in the Losers Bracket will result in elimination from the tournament.

5. Teams eliminated via the first 2 rounds of the Losers Bracket will play 1 match to determine their exact 5th-8th placement.
6. The higher seeded team will play as the red team for all games (See Rule #10 & 11).
7. The higher seeded team will host Game 3 and choose to host 1 Team Slayer and 1 CTF Classic game. (See Rule #10 & 11).
8. All CTF Classic games will have an initial time limit of 15 minutes. If after 15 minutes, one team is winning and their flag is at home, the game is over. If, however, the score is tied after 15 minutes, the game will continue and the next team to score will win the game. If the 30 minute time limit is reached without a winner, the game must be replayed with the first capture winning the game.
9. If the initial time limit is reached in a CTF Classic game, the difference in captures is 1, and the winning team’s flag is out, the game will continue. If the flag is captured, the game will go into sudden death, but if the flag is returned, the game is over.
10. If teams meet for a 2nd time in Level 1 of the Championship 4v4, their series will expand to a best of 11, include the previous series, and pick up where that series left off. For example, if Team A beat Team B 3 games to 0 in the Winners Bracket, the Best of 11 will resume with Game 4 and Team A leading 3 games to 0. If Games 4 and/or 5 of the Winners Bracket series were not played, they will be played first with host for each game going to the team that would’ve hosted in the Winners Bracket. The team that didn’t host the Team Ball game in the Winners Bracket will host the 2nd Team Ball game. The team that won the 1st series will play as red and choose to host 2 Team Slayer and 1 CTF Classic game.
11. If the teams meeting in the Finals have not yet faced each other in a series and the team coming from the Losers Bracket wins a series, the Winners Bracket Finals series of game types will be played to break the tie since both teams would only have one series loss. The team that wins the first series will play as red, host Game 3, and choose to host 1 Team Slayer and 1 CTF Classic game in the Winners Bracket Finals series of game types.
12. If teams in a Best of 11 Series are set to play a game type they have already played against each other in Level 1 of the Championship 4v4, the same game type will be played at a different map chosen by the Halo 2 Director and League Commissioner.

13. If a Team Slayer or Team Ball game should tie, the game must be replayed.
14. Teams have the option of using 1-4 TVs.
15. The team that wins Level 1 of the Championship 4v4 will earn a spot in Level 2 of the Championship 4v4.

Championship Free For All Level 2

1. Level 2 of the Championship FFA will be a single game, double elimination bracket.
2. After losing a game, players will fall into the Losers Bracket.
3. A loss in the Losers Bracket will result in elimination from the competition.

4. Players eliminated via the first 2 rounds of the Losers Bracket will play 1 game to determine their exact 5th-8th placement.
5. Players will be seeded for Level 2 of the Championship FFA immediately following MLG Orlando. The player who wins Level 1 of the Championship FFA will be the 8th seeded player.
6. The higher seeded player will host all games (See Rule #7 & 8).
7. If players meet for a 2nd time in Level 2 of the Championship FFA, they will play a best of 3 series that includes the previous game. For example, if Player A beat Player B in the Winners Bracket, the Best of 3 will resume with Game 2 and Player A leading 1 game to 0. The player that won the 1st game will host the 2nd and 3rd games.
8. If the players meeting in the Finals have not yet faced each other and the player coming from the Losers Bracket wins a game, another game must be played to break the tie since both players would only have one loss. The player that wins the first game will host the tiebreaker game.
9. If a game should tie, the game will be replayed with a 5 minute time limit.

Settings – 1v1 games
1. All settings listed below are those that are not default for Slayer.

2. Score to Win Round = 15
3. Round Time Limit = 30 Minutes
4. Suicide Penalty = None
5. Starting Weapon = Carbine
6. Weapons on Map = No Duals
7. Map = Warlock

Championship 4v4 Level 2

1. Level 2 of the Championship 4v4 will be a Best of 5 Game Series, Double Elimination Bracket.
2. Teams will be ranked for Level 2 of the Championship Bracket 4v4 immediately following MLG Orlando. Even if their roster changes before the next competition, their ranking won’t change, as long as they maintain their eligibility. The team that wins Level 1 of the Championship 4v4 will be the 8th seeded team.
3. After losing a series, teams will fall into the Losers Bracket.
4. A loss in the Losers Bracket will result in elimination from the tournament.
5. Teams eliminated via the first 2 rounds of the Losers Bracket will play 1 match to determine their exact 5th-8th placement.
6. The higher seeded team will play as the red team for all games (See Rule #10 & 11).
7. The higher seeded team will host Game 3 and choose to host 1 Team Slayer and 1 CTF Classic game. (See Rule #10 & 11).
8. All CTF Classic games will have an initial time limit of 15 minutes. If after 15 minutes, one team is winning and their flag is at home, the game is over. If, however, the score is tied after 15 minutes, the game will continue and the next team to score will win the game. If the 30 minute time limit is reached without a winner, the game must be replayed with the first capture winning the game.

9. If the initial time limit is reached in a CTF Classic game, the difference in captures is 1, and the winning team’s flag is out, the game will continue. If the flag is captured, the game will go into sudden death, but if the flag is returned, the game is over.
10. If teams meet for a 2nd time in Level 2 of the Championship 4v4, their series will expand to a best of 11, include the previous series, and pick up where that series left off. For example, if Team A beat Team B 3 games to 0 in the Winners Bracket, the Best of 11 will resume with Game 4 and Team A leading 3 games to 0. If Games 4 and/or 5 of the Winners Bracket series were not played, they will be played first with host for each game going to the team that would’ve hosted in the Winners Bracket. The team that didn’t host the Team Ball game in the Winners Bracket will host the 2nd Team Ball game. The team that won the 1st series will play as red and choose to host 2 Team Slayer and 1 CTF Classic game.
11. If the teams meeting in the Finals have not yet faced each other in a series and the team coming from the Losers Bracket wins a series, the Winners Bracket Finals series of game types will be played to break the tie since both teams would only have one series loss. The team that wins the first series will play as red, host Game 3, and choose to host 1 Team Slayer and 1 CTF Classic game in the Winners Bracket Finals series of game types.
12. If teams in a Best of 11 Series are set to play a game type they have already played against each other in Level 2 of the Championship 4v4, the same game type will be played at a different map chosen by the Halo 2 Director and League Commissioner.
13. If a Team Slayer or Team Ball game should tie, the game must be replayed.
14. Teams have the option of using 1-4 TVs.

Super Smash Brothers Melee

General Rules

1. During Championship Bracket competitions, all players must register a 1-4 digit tag. If they wish to wear a tag during the game they must use their registered tag, otherwise they may not use one.
2. During scheduled warm-up periods the winner stays and the loser must get up.
3. If a player or team doesn’t show up on time for their match, they will be given a 5 minute grace period before it will go down as a forfeit.
4. In the case of a GameCube/TV malfunction, the game will be restarted from the beginning, no matter what time it crashed.
5. A staff member will record each game’s results so no reporting of scores by players is necessary.
6. All decisions made by tournament officials are final.
7. Players must conduct themselves in a reasonable manner. Permanent ejection of a player from the tournament is at the staff’s discretion.

8. Spectators may not communicate with a player while he or she is competing. Breaking this rule will result in a warning. A second violation will result in ejection of the spectator and forfeit of the game.
9. Any intentional forfeiting or conspiring to manipulate the rankings/brackets will result in ejection and possible suspension from future tournaments.
10. Any other sign of cheating will also result in forfeit of the game.
11. Players must report to their station immediately after their match is announced. If after 5 minutes, a player/team has not reported to their station they will forfeit the match.

Controllers

1. You are responsible for bringing your own controller.
2. Controller mods of ANY kind (short-hop mod, L-trigger mod, etc), except for cosmetic changes (paint job, different colored plastic), are banned. Tournament staff may randomly inspect any controller at their discretion. If you are caught using a banned controller you will be immediately disqualified from the tournament.

3. Turbo or programmed buttons of any kind are banned. You may use third party controllers or pads that have these features, but if you are suspected of using the banned features you will not be allowed to use that controller any longer.

Open Competitions

1. The Open Singles & Doubles will be Double Elimination. All series will be Best of 3 in the Open Singles except Winners Bracket Rounds 6-9. All series will be Best of 3 in the Open Doubles except Winners Bracket Rounds 5-8. If the players/teams in the Losers Bracket Finals haven’t faced each other, they will play a Best of 5 Series.
2. After losing a series, teams will fall into the Losers Bracket.
3. A loss in the Losers Bracket will result in elimination from the competition.
4. Players/Teams will be seeded for the bracket based on rank points. Any ties will be broken by performance at MLG Orlando and then by the opposite other competition’s rank points (Doubles points for Singles ties and vice versa).
5. Lives will be set at 4 stock with an 8 minute time limit.

6. Ties will be broken by stock left and then by percentage of health. Sudden death will be played if both the stock and percentage are tied at the end of the time limit.
7. Items will be turned off.

Level 1 Championship Competitions

1. Level 1 of the Championship Singles & Doubles will be best of 5 Game Series, Double Elimination Brackets.
2. After losing a series, teams will fall into the Losers Bracket.
3. A loss in the Losers Bracket will result in elimination from the competition.
4. Players eliminated via the first 2 rounds of the Losers Bracket will play 1 game to determine their exact 5th-8th placement.

5. Players/teams will be seeded for Level 1 of the Championship Singles & Doubles immediately following MLG Orlando. The winner of each Open competition will be the 8th seeded player/team.
6. Lives will be set at 4 stock with an 8 minute time limit.
7. Ties will be broken by stock left and then by percentage of health. Sudden death will be played if both the stock and percentage are tied at the end of the time limit.
8. Items will be turned off.

Level 2 Championship Competitions

1. Level 2 of the Championship Singles & Doubles will be best of 5 Game Series, Double Elimination Brackets.

2. After losing a series, teams will fall into the Losers Bracket.
3. A loss in the Losers Bracket will result in elimination from the competition.
4. Players eliminated via the first 2 rounds of the Losers Bracket will play 1 game to determine their exact 5th-8th placement.
5. Players/teams will be seeded for Level 2 of the Championship Singles & Doubles immediately following MLG Orlando. The winner of each Level 1 Championship competition will be the 8th seeded player/team.
6. Lives will be set at 4 stock with an 8 minute time limit.
7. Ties will be broken by stock left and then by percentage of health. Sudden death will be played if both the stock and percentage are tied at the end of the time limit.
8. Items will be turned off.

Stage & Character Selection

1. The higher seed has first choice for their seat(s) and controller port(s). The higher seeded team has first choice for their team color. Teams must sit together on one side or the other. If players/teams meet for a 2nd time in a specific bracket, the winner of the 1st series will have seat and controller choice.
2. The stage for Game 1 will be selected at random unless both players/teams can agree on a stage. After the stage has been randomly selected each player/team may call for a reset. Each player/team can only call for a reset once during a series. If a reset is called, another stage must be randomly selected. The stage that was first selected can’t be randomly selected again, but is still available for a counter pick.
3. Singles random select stages: Final Destination, Battlefield, Yoshi’s Story, Fountain of Dreams, Dreamland 64 & Pokemon Stadium
4. Doubles random select stages: Final Destination, Battlefield, Yoshi’s Story, Rainbow Cruise, Dreamland 64 & Pokemon Stadium, DK64
5. Stages not listed on the random select list that are not banned are open for counter picks by the losing player.
6. Stages banned for Singles Only: Great Bay and Mushroom Kingdom 2

7. Stages banned for Doubles Only: Fountain of Dreams and Mute City
8. Stages banned for Singles & Doubles: Yoshi’s Island (Pipes), Fourside, Hyrule Temple, Flatzone, Brinstar Depths, Icicle Mountain, Big Blue, Mushroom Kingdom 1, Venom, Yoshi’s Island 64, Peach’s Castle, and Kongo Jungle, Onett.
9. No stage may be used twice in a Best of 3 or Best of 5 Series. The random select stages are the only stages that may be used more than once in a Best of 9 or Best of 11 series.
10. After characters have been selected for the first game, each player/team may choose to knock out one stage. Stages that are knocked out won’t be used during the series. Random select stages can’t be knocked out. The lower seeded player/team must make their knockout selection first. Once the first game has started, stages can’t be knocked out.
11. After each game of a series, the player who lost the previous game may choose the stage for the next game or elect for it to be chosen randomly. After the stage has been selected, the winner of the previous game may change characters. After the winner has chosen their character, the loser of the previous game may change characters.
12. For the first game of a series, a player may call for a double-blind pick. This means that all participating players must tell a judge the character they will use for that game. Each player is required to use that character in the game.
13. If players/teams meet for a 2nd time in their respective Open bracket and they played a Best of 3 in the Winners Bracket, their series will expand to a best of 7, include the previous series, and pick up where that series left off. For example, if Team A beat Team B 2 games to 0 in the Winners Bracket, the Best of 7 will resume with Game 3 and Team A leading 2 games to 0. The loser of the 1st series will choose the stage for the 1st game of the 2nd series.

14. If players/teams meet for a 2nd time in their respective Open bracket and they played a Best of 3 in the Winners Bracket, their series will expand to a best of 9, include the previous series, and pick up where that series left off. For example, if Team A beat Team B 3 games to 0 in the Winners Bracket, the Best of 9 will resume with Game 4 and Team A leading 3 games to 0. The loser of the 1st series will choose the stage for the 1st game of the 2nd series.
15. During Championship Bracket competitions, players may ask for a double-blind pick during games four and five of a series. Players must call for the pick after the loser of the previous game has chosen the next game’s stage.
16. If players/teams meet for a 2nd time in either Championship Bracket, their series will expand to a best of 11, include the previous series, and pick up where that series left off. For example, if Player A beat Player B 3 games to 0 in the Winners Bracket, the Best of 11 will resume with Game 4 and Player leading 3 games to 0. The loser of the 1st series will choose the stage for the 1st game of the 2nd series and players may call for a double-blind pick before any game throughout the best of 11.
17. If the players/teams meeting in the Finals have not yet faced each other in a series and the team coming from the Losers Bracket wins the first series, another series must be played to break the tie since both players/teams would only have one series loss.

Other Rules & Special Issues

1. Any unnecessary pausing of the game will result in a forfeit of that single game.
2. Glitches used to stop your opponent from controlling their character or indefinitely freezing them (Mewtwo’s Soul Stunner, the Ice Climber freeze glitch), or any glitch or trick that freezes the game or makes it unable to be finished are banned and will result in the immediate forfeit of the entire match.

3. Tactics such as Peach’s Wallbombing and Jiggly’s Rising Pound are allowed as methods of recovery or to maneuver around the stage. Using them (or any similar tactics) to excessively stall a match, such as dropping below levels intentionally and stalling underneath, is banned. If by using one of these tactics, you have put your character in a place to lose a stock by ending the tactic, a judge may force you to stop and lose a life and continue the match short a stock.
4. Players/teams may designate a coach when they register for a competition, however, this coach may not be registered as a player for either a Singles or Doubles competition. Coaches may not instruct players during games, but may consult with players for a maximum of 1 minute between games. Once the stage for the next game has been selected, players may not talk to their coach.
5. For Doubles matches, Team Attack is ON.
6. For Doubles matches, life stealing is allowed.

New York:October 13-15, 2006 – Gametypes

>> Page 1: Summary    >> Page 2: Venue Info    >> Page 3: Registration    >> Page 4: Rules    >> Page 5: Gametypes    
>> Page 6: Schedule    >> Page 7: Travel & Accomodations    >> Page 8: Prizes



Open 4v4 Game Types

Winners Bracket

Round 1
Game 1 – Team Slayer – Beaver Creek
Game 2 – CTF Classic – Midship
Game 3 – Team Slayer – Lockout

Round 2
Game 1 – Team Slayer – Lockout
Game 2 – CTF Classic – Warlock
Game 3 – Team Slayer – Midship

Round 3
Game 1 – Team Slayer – Beaver Creek
Game 2 – CTF Classic – Midship
Game 3 – Team Slayer – Warlock

Round 4
Game 1 – Team Slayer – Midship
Game 2 – CTF Classic – Warlock
Game 3 – Team Slayer – Lockout

Round 5
Game 1 – Team Slayer – Lockout
Game 2 – CTF Classic – Midship
Game 3 – Team Slayer – Warlock

Round 6
Game 1 – CTF Classic – Warlock
Game 2 – Team Slayer – Beaver Creek
Game 3 – Team Ball – Midship
Game 4 – CTF Classic – Sanctuary
Game 5 – Team Slayer – Midship

Round 7
Game 1 – CTF Classic – Midship
Game 2 – Team Slayer – Warlock
Game 3 – Team Ball – Midship
Game 4 – CTF Classic – Beaver Creek
Game 5 – Team Slayer – Lockout

Round 8-Winners Bracket Finals
Game 1 – CTF Classic – Beaver Creek
Game 2 – Team Slayer – Lockout
Game 3 – Team Ball – Midship
Game 4 – CTF Classic – Warlock
Game 5 – Team Slayer – Midship

Round 9-Finals
Game 1 – CTF Classic – Midship
Game 2 – Team Slayer – Warlock
Game 3 – Team Ball – Midship
Game 4 – CTF Classic – Sanctuary
Game 5 – Team Slayer – Beaver Creek

Losers Bracket

Round 1
Game 1 – Team Slayer – Midship
Game 2 – CTF Classic – Warlock
Game 3 – Team Slayer – Beaver Creek

Round 2
Game 1 – Team Slayer – Beaver Creek
Game 2 – CTF Classic – Midship
Game 3 – Team Slayer – Warlock

Round 3
Game 1 – Team Slayer – Warlock
Game 2 – CTF Classic – Midship
Game 3 – Team Slayer – Lockout

Round 4
Game 1 – Team Slayer – Midship
Game 2 – CTF Classic – Warlock
Game 3 – Team Slayer – Lockout

Round 5
Game 1 – Team Slayer – Midship
Game 2 – CTF Classic – Warlock
Game 3 – Team Slayer – Beaver Creek

Round 6
Game 1 – Team Slayer – Lockout
Game 2 – CTF Classic – Midship
Game 3 – Team Slayer – Warlock

Round 7
Game 1 – Team Slayer – Warlock
Game 2 – CTF Classic – Midship
Game 3 – Team Slayer – Beaver Creek

Round 8
Game 1 – Team Slayer – Beaver Creek
Game 2 – CTF Classic – Warlock
Game 3 – Team Slayer – Midship

Round 9
Game 1 – Team Slayer – Midship
Game 2 – CTF Classic – Warlock
Game 3 – Team Slayer – Lockout

Round 10
Game 1 – Team Slayer – Lockout
Game 2 – CTF Classic – Midship
Game 3 – Team Slayer – Warlock

Round 11
Game 1 – Team Slayer – Warlock
Game 2 – CTF Classic – Midship
Game 3 – Team Slayer – Beaver Creek

Round 12
Game 1 – Team Slayer – Lockout
Game 2 – CTF Classic – Warlock
Game 3 – Team Slayer – Midship

Round 13-Losers Bracket Finals
Game 1 – CTF Classic – Sanctuary
Game 2 – Team Slayer – Beaver Creek
Game 3 – Team Ball – Midship
Game 4 – CTF Classic – Warlock
Game 5 – Team Slayer – Midship


Championship Level 1 & 2 4v4 Game Types

Winners Bracket

Round 1
Game 1 – CTF Classic – Sanctuary
Game 2 – Team Slayer – Midship
Game 3 – Team Ball – Lockout
Game 4 – CTF Classic – Warlock
Game 5 – Team Slayer – Beaver Creek

Round 2
Game 1 – CTF Classic – Beaver Creek
Game 2 – Team Slayer – Lockout
Game 3 – Team Ball – Midship
Game 4 – CTF Classic – Warlock
Game 5 – Team Slayer – Sanctuary

Round 3-Winners Bracket Finals
Game 1 – CTF Classic – Beaver Creek
Game 2 – Team Slayer – Sanctuary
Game 3 – Team Ball – Lockout
Game 4 – CTF Classic – Midship
Game 5 – Team Slayer – Warlock

Round 4-Finals
Game 1 – CTF Classic – Warlock
Game 2 – Team Slayer – Lockout
Game 3 – Team Ball – Midship
Game 4 – CTF Classic – Sanctuary
Game 5 – Team Slayer – Midship

Tiebreaker Game
Game 1 – Team Slayer – Beaver Creek

Losers Bracket

Round 1
Game 1 – CTF Classic – Beaver Creek
Game 2 – Team Slayer – Lockout
Game 3 – Team Ball – Midship
Game 4 – CTF Classic – Warlock
Game 5 – Team Slayer – Sanctuary

Round 2
Game 1 – CTF Classic – Midship
Game 2 – Team Slayer – Warlock
Game 3 – Team Ball – Midship
Game 4 – CTF Classic – Beaver Creek
Game 5 – Team Slayer – Lockout

Round 3
Game 1 – CTF Classic – Beaver Creek
Game 2 – Team Slayer – Sanctuary
Game 3 – Team Ball – Lockout
Game 4 – CTF Classic – Midship
Game 5 – Team Slayer – Warlock

Round 4-Losers Bracket Finals
Game 1 – CTF Classic – Midship
Game 2 – Team Slayer – Beaver Creek
Game 3 – Team Ball – Lockout
Game 4 – CTF Classic – Sanctuary
Game 5 – Team Slayer – Midship

Tiebreaker Game
Game 1 – Team Slayer – Warlock


4v4 Game Type Settings

All Games
1. Resolve Ties = Off
2. Suicide Penalty = None
3. Motion Sensor = Off
4. Team Changing = Off
5. Respawn Time Modifier = None
6. Betrayal Penalty = None
7. Starting Weapon = Battle Rifle
8. Weapon Respawn = Double Time

Team Slayer (except Sanctuary)
1. Round Time Limit = 15 Minutes
2. Weapons on Map = No Duals

Team Slayer Sanctuary
1. Round Time Limit = 15 Minutes
2. Primary Turret = None
3. Weapons on Map = No Sniping

Team Ball
1. Score to Win Round = 5 Minutes
2. Round Time Limit = 15 Minutes
3. Weapons on Map = No Duals

CTF Classic Beaver Creek
1. Round Time Limit = 30 Minutes
2. Flag Reset Time = 15 Seconds
3. Flag Indicator = Always On
4. Weapons on Map = No Duals

CTF Classic Sanctuary
1. Round Time Limit = 30 Minutes
2. Flag at Home to Score = Off
3. Flag Touch Return = Off
4. Flag Reset Time = 10 Seconds
5. Flag Indicator = Off

CTF Classic Midship & Warlock
1. Score to Win Round = 5
2. Round Time Limit = 30 Minutes
3. Flag Reset Time = 15 Seconds
4. Flag Indicator = Off
5. Weapons on Map = No Duals

New York:October 13-15, 2006 – Schedule

>> Page 1: Summary    >> Page 2: Venue Info    >> Page 3: Registration    >> Page 4: Rules    >> Page 5: Gametypes    
>> Page 6: Schedule    >> Page 7: Travel & Accomodations    >> Page 8: Prizes


New York Playoff Schedule

Halo 2

Thursday
1:00 PM – 8:00 PM Sign-In/Free Play

If you sign in on Thursday, you don’t have to sign in on Friday

Friday
8:00 AM – 9:45 AM Sign-in / Warm-up
9:45 AM – 10:00 AM Welcome
10:00 AM – 12:00 PM Open FFA Round 1
12:00 PM – 11:00 PM Open FFA Round 2
1:00 PM – 1:30 PM Open FFA Round 3
1:30 PM – 2:00 PM Open FFA Round 4
2:00 PM – 2:30 PM Open FFA Round 5
2:30 PM – 3:00 PM Open FFA Round 6
3:00 PM – 3:30 PM Open FFA Round 7/Open 4v4 Winners Round 1
3:30 PM – 4:00 PM Open FFA Round 8/Open 4v4 Winners Round 2
4:00 PM – 4:30 PM Open 4v4 Winners Round 2
4:30 PM – 5:00 PM Open 4v4 Losers Round 1
5:00 PM – 5:30 PM Open 4v4 Losers Round 2
5:30 PM – 6:00 PM Open 4v4 Winners Round 3
6:00 PM – 6:30 PM Open 4v4 Losers Round 3
6:30 PM – 7:00 PM Open 4v4 Winners Round 4/Losers Round 4
7:00 PM – 7:30 PM Switch from Half Screen to Full Screen
7:30 PM – 8:00 PM Open 4v4 Losers Round 5
8:00 PM – 8:30 PM Open 4v4 Winners Round 5/Losers Round 6
8:30 PM – 9:00 PM Open 4v4 Winners Round 6/Losers Round 7
9:00 PM – 9:30 PM Open 4v4 Winners Round 6/Losers Round 8
9:30 PM – 10:00 PM Open 4v4 Winners Round 7/Losers Round 9
10:00 PM – 10:30 PM Open 4v4 Winners Round 7/Losers Round 10

The Friday evening and Saturday morning 4v4 schedules may shift depending upon tournament progress and player conflict.

Saturday
8:00 AM – 10:00 AM Warm-up
10:00 AM – 10:30 AM CB1 1v1 Winners Round 1
10:30 AM – 11:00 AM CB1 1v1 Winners Round 2/Losers Round 1
11:00 AM – 11:30 AM CB1 1v1 Winners Round 3/Losers Round 2
11:30 AM – 12:00 PM CB1 1v1 Losers Round 3
12:00 PM – 12:30 PM CB1 1v1 Losers Finals/Open 4v4 Winners 8/Losers 11
12:30 PM – 1:00 PM CB1 1v1 Finals/Open 4v4 Winners 8/Losers 12
1:00 PM – 2:00 PM Open 4v4 Losers Finals
2:00 PM – 3:00 PM Open 4v4 Finals
3:00 PM – 3:30 PM CB2 1v1 Winners Round 1*
3:30 PM – 4:00 PM CB2 1v1 Winners Round 2/Losers Round 1*
4:00 PM – 4:30 PM CB2 1v1 Winners Round 3/Losers Round 2*
4:30 PM – 5:00 PM CB2 1v1 Losers Round 3*
5:00 PM – 5:30 PM CB2 1v1 Losers Finals*
5:30 PM – 6:00 PM CB2 1v1 Championship Match*
3:00 PM – 4:00 PM CB1 4v4 Winners Round 1
4:00 PM – 5:00 PM CB1 4v4 Winners Round 2/Losers Round 1
5:00 PM – 6:00 PM CB1 4v4 Wi