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Team 45 45 League
Serious Chess and Team Spirit on the ICC
Statutes
Table of Contents
Section 1 - Definitions
Section 2 - Tournament Parameters Section 3 - Member's Eligibility and Conduct
Section 4 - Team Entry Section 5 - Preliminary Rounds (Quad Format)
Section 6 - Championship Playoffs Section 7 - Team Playing Schedules (Quad Format)
Section 8 - Board Assignments Section 9 - Pairings
Section 10 - Scheduling Procedures
Section 11 - Conduct of the Game Section 12 - Result Reporting
Section 13 - Standings and Tie-breaks
Section 14 - Adjournment Procedures
Section 15 - Forfeits and "Set game"
Section 16 - Substitutions and Replacement Players
Section 17 - Reliability Ratings and Punitive Actions
Section 18 - Instructions for Reporting Suspected (C)heating
Section 19 - Miscellanea
Section 1 - Definitions
- The terms and phrases listed below in this subsection have very specific
meanings in Team 45 45 League and are used throughout the body of the
By-Laws without further explanation.
- Adjourned Game - A game that has not been completed by a round's
deadline, but agreement has been reached by the players to play
the game during the following round.
- "Away" - Used to determine which team has the black pieces for
Board 1 (see "Home"). ¶ SC 11-12.
- Blind Carbon Copy - A type of addressing for e-mails used to send
a copy of a message to people to which the message isn't specifically
written to. This is generally abbreviated as BCC or bcc. All bcc'ed
addressees are not displayed to all who receive the message (see
Carbon Copy).
- Board Assignments - The list of four players selected by the Team
Captain who will be playing for the round specified.
- Bye - A pairing status for a team where no opponent is available
for a given round.
- Carbon Copy - A type of addressing for e-mails used to send a
copy of a message to people to which the message isn't specifically
written to. This is generally abbreviated as CC or cc. All cc'ed
addressees are displayed to all who receive the message (see Blind
Carbon Copy).
- Championship Rounds - Those rounds played, seeded and scheduled
for teams who win their respective Division in the Preliminary Rounds
(see Preliminary Rounds).
- Default Board Assignment - The top four rated players on the Team
Roster.
- Fixed Rating - A player's standard rating at the time they are
officially entered into a tournament.
- Game Score - A document which includes information about a game,
specifically the event, date, players, etc, and the actual moves
in order.
- GMT - Greenwich Mean Time, a world-wide standard for time based
on the clock at the Greenwich Royal Observatory, Greenwich, England
(near London).
- Hex Division - a set of five or six teams competing against each
other in a Single Round Robin format, each team playing each of
the others once plus a final position round where current 1st plays
current 2nd, current 3rd plays current 4th, etc (see Quad Division).
- "Home" - a) The ICS for which the team or player will play most,
if not all, their games on. b) Used to determine which team has
the white pieces for Board 1 (see "Away"). ¶ SC 11-12.
- ICS - Internet Chess Server, a broad definition which is to include
any internet site where players can play chess in real time, whether
telnet protocol or web-based protocol.
- Pairing Posting Deadline - The time and day of the week the Tournament
Director must have the current rounds pairings
publicly available. This time and day of the week is considered
the official starting time of a specific round.
- PGN Format - "Portable Game Notation" format is a universally
accepted format of documents used to transmit the details of a chess
game.
- Preliminary Rounds - Those rounds played, seeded and scheduled
without any consideration of the team's previous tournament performance
(see Championship Rounds).
- Quad Division - a set of three or four teams competing against
each other in a Double Round Robin format, each team playing each
of the others twice (see Hex Division).
- Red Card - Official notification of a player's action or actions
disruptive enough to impose an immediate suspension (see Yellow
Card).
- Reliability Rating - This is a quantity expressed as GTS Points
used to designate players with proven records of problem-free participation.
- Seed Number- The number given a team at the beginning of a tournament
based on the Team Average Rating at entry.
- Shall - Indicates a mandatory action. ¶ SC 11-12.
- T45L - Abbreviation for Team 45 45 League.
- Team Average Rating - The average of the Fixed Ratings of the
top four players on a team.
- Team Roster - The list of all players on a team, and is generally
permanent for the duration of a specific tournament (see Board Assignments).
- Time Control - The amount of time each player is allotted for
a game. This is expressed with two numbers, the first being the
initial time available (in minutes) and the second being the time
added after each move (in seconds).
- Tournament Section - A subgrouping of all teams based on Team
Average Rating and expressed in the usual "Under something" style,
or "U something".
- Tournament Director - The person designated as
Tournament Director. The agents are the Sectional Tournament Directors,
Divisional Tournament Directors, Scribes, Entry Clerks, Masters
of Conduct, and any other positions required by the Tournament Director
to effectively run the tournament.
- Yellow Card - A formal warning to a player that an action or actions
of theirs has been deemed disruptive, and another action or actions
deemed disruptive by them will warrant a suspension from League
activities (see Red Card).
- Game Point (GP) - The point awarded to the winner
of a played or adjudicated game. One-half GP is awarded to each
player in a drawn or adjudicated draw game.¶
SC 20-21.
- Match Point (MP) - The point awarded to the team
with the greater number of Game Points in a match. One-half MP is
awarded to each team when the final GP score is tied at greater
than 0-0. ¶
SC 20-21.
- Other terms and phrases not listed above in subsection (A) of this
section, which have very specific meanings in Team 45 45 League, are
defined in the statute that relates to that term or phrase. These are
not used throughout the body of the By-Laws.
Section 2 - Tournament Parameters
- Each tournament shall have a set of information that defines how and when
the tournament progresses. This information shall include at a minimum:
- The Time Control for the games that are played during the tournament,
- The number of sections which include each of the section rating
ceiling values,
- The number of rounds that will be played,
- The date for the deadline that teams are to be entered, and
- The date and time the first round will be posted, thus establishing the
weekly Pairing Posting Deadline.
- The Steering Committee should have this information available at the
conclusion of the previous tournament.
- Unless otherwise stated, deadlines will be 22:00 ICC server time on the day specified. ¶ SC 26-27.
Section 3 - Member's Eligibility and Conduct
- Each individual player must meet the following requirements to participate
in Team 45 45 League:
- They must be properly registered with ICC.
- The league recommends that our members join the STC Bunch. ¶ SC
20-21.
- At the beginning of a tournament, they must have an established
standard rating set by a minimum of 20 rated games played. ¶
SC 12-13.
- They cannot be a designated computer account, those with a (C)
on their handle or finger note apology of computer usage, or found
to have cheated on other servers or in other leagues or tournaments
(e.g. FICS - Ratedbanned, OnlineChessLeague, FICS Team League, STC
WC etc).
¶ SC 29-30
- Team captains and assistant captains are subject to the same limitations on team
participation as other members, and have no additional requirements to hold
those positions (except for probationary periods as specified in 3.A.vi). It is
recommended that individuals participate as a player for one tournament before
they become Team Captain. SC 27-28
- Reliability Ratings (RR) range from -2 to +2, and determine
eligibility.
- New members, and those returning from a suspension, begin with a
RR of zero (0).
- Players earn one RR point when they complete one tournament
incident free (no forfeit).
- One RR point is deducted for each forfeited game, affecting
participation in the next tournament. (See also Section 17.B
regarding Red Cards). ¶SC32-33
- Limitations on eligibility.
- New players and those having an RR of 0 or -1 (Sec. 17.B) may
participate on one (1) team. Those returning from a red card
suspension may participate as a player or assistant captain on one
(1) team.
- Players who have a RR of +1 are eligible to participate on as
many as two (2) teams.
- Players who have a RR of +2 are eligible to participate on as
many as three (3) teams. ¶SC32-33
- Each participant shall behave in a friendly and courteous fashion
in all communications associated with Team 45 45 League. They shall
be diplomatic, truthful and understanding at all times. Each participant
will act in a manner that does not disrupt the peaceful enjoyment of
this League by the other participants.
- Each person may participate, as a player and/or captain, on only one team per
section, to avoid conflicts of interest. ¶SC25-26
- All participants shall treat our volunteers with
respect. There shall be no vile or derogatory language used when
communicating with our volunteers. Rude behavior towards a volunteer is not
acceptable. No form of harassment towards a volunteer will be
tolerated. Punitive actions for this behavior will be mandatory. Yellow, Red
or Double Red Cards will be issued to the offenders of Section 3 D based on
the severity and or persistence of this behavior. ¶ SC 18-19.
Section 4 - Team Entry.
- The team's official entry shall be submitted to the Tournament Director
by the Team Captain or designated agent no later than
the Team Entry Deadline as set by the Steering Committee.
- A team at entry, and through the course of the tournament, shall have
a minimum of 4 players, and a maximum of 6 players.
- The minimum required information shall be:
- Team Name, which shall be moderate in length;
- Tournament Section the team wishes to compete in, if qualified.
(see Section 4.G.ii) ¶ SC25-26
- The list of players, their e-mail addresses, and their time zone with
respect to GMT.
- The information from subsection (C) of this section together with
the Reliability Rating for each player shall constitute the Team Roster.
- The players' ratings shall be fixed by the Tournament Director prior
to or at the time of each player’s entry into the tournament.
- Players must have an established rating on the handle they are
using. Players may not change and play on new handles in
mid-tourney without first establishing a rating on the new handle.
If a handle is changed in mid-tournament, the player’s fixed
rating from the former handle will be assigned to the new handle for
the duration of the tournament.
- The current ratings for all present and former league members
will be collected daily from the Round 1 Pairing Posting Deadline through
Playoff Round 1 Pairing Posting Deadline. The computed average-daily-rating
shall be the player’s Fixed Rating for the next tournament. Fixed ratings for
new players and those returning from older tourneys will be determined by the Entry Clerk, utilizing data collected once
they complete a profile. ¶SC32-33
- All Fixed ratings are subject to review and possible revision by
the Entry Clerk.
- Revisions to Fixed Rating calculations of returning players will
normally be made before the initial public posting of Fixed Ratings.
- Revisions of previously estimated fixed ratings of new players
will generally be posted just before the Team Entry period begins,
and then periodically as new information becomes available. ¶SC32-33
- A player may be rejected for membership, or participation
delayed, if there is evidence or reasons to believe the rating is
not representative of the player’s ability. Many factors, including
those described in ICC’s “help abuse”, will be considered in
evaluating each rating. ¶SC32-33
- Once a player's
rating is fixed by the Tournament Director, it shall
remain the same for the duration of the tournament, and is called the
player's Fixed Rating. Fixed Ratings shall be used to calculate
Team Average Rating and determine board order throughout the
tournament.
- Team Average Rating will be calculated using Fixed Ratings.
- Team Average Rating will be calculated after the player's ratings
are fixed and shall be the average of the top four rated players on the
team.
- Each Section shall have a floor (base) rating 300 rating points
below the Section limit. Should the fourth (or higher) highest rating on
a team roster be less than the floor rating, the floor rating(s) shall
be used for team calculation purposes. The teams may have players on the
roster with ratings lower than the floor rating.
- Ratings on each roster are arrayed in descending order. If two or
more ratings are equal, the captain shall notify the Entry Clerk of the
preferred board order.
Section 5 - Preliminary Rounds (Quad Format).
- Once the Team Entry Deadline has passed, the Tournament Director
shall set each team into the section they requested if they are eligible
for that section.
- Each of the teams within a Section will be assigned a Seed
Number starting with the team with the highest Team Average Rating.
- Divisions shall be formed in the following manner:
- One (1) team shall be incorporated into the next higher
Section;
- Two (2) teams shall compete for the Section championship by
playing a 6-round head-to-head match, following all other procedures
as provided for in these Statutes;
- Three (3) teams shall form a Quad Division with seed 4 being the
bye;
- Four (4) teams shall form a Quad Division;
- Five (5) teams shall form a Hex Division with seed 6 being the
bye;
- Six (6) teams shall form a Hex Division;
- Seven (7) teams shall form a single division. The first and
second place teams at the end of the seven rounds of play will then
play off for the Section championship.¶ SC 21-22.
- Eight (8) teams shall form two Quad Divisions, one division
having seeds 1, 4, 5 and 8, the other division having seeds 2, 3, 6
and 7; or
- Nine (9) or more teams shall be formed into Divisions consistent
with the above paragraphs and also bringing into consideration the
Divisional structures of the other Sections and how the
Championships will be conducted.
- The ideal division has four teams; hex divisions are only formed
when there are one to three extra teams in the Section. The extra
teams assigned to the hex divisions shall be taken from the median
seeded teams. Hex divisions shall be placed last in the array of
divisions.
- When the number of teams in a Section exceeds 35, the divisions
within the section shall be split into two sub-Sections, Section A
and Section B. Each sub-Section shall compete for its own
championship and prizes. When the number of divisions is odd (9, 11,
13, etc), the greater number of divisions, all of which are Quad
divisions, shall be placed in Section A, and the lesser number of
divisions, but including any Hex divisions, shall be placed in
Section B. When the number of divisions is even (10, 12, etc) any
Hex division(s) shall still be assigned to Section B.
Section 6 - Championship Playoffs
- In the cases when an entire section only forms one or two divisions:
- If a section can only form a single division, then the winner of this
division shall be declared the Sectional Champion.
- When two divisions are formed in a section, then the winners of each
division shall play a match for the Championship. ¶ SC 18-19 vote
to eliminate cross-server matches negated the need for Section 6. A. ii.
a.
- In a 7-team division there will be a playoff game between the first and second
place teams to determine the Section champion. It is a winner take all match,
using Championship tiebreak rules. ¶ SC 22-23.
-
In cases where there are three to eight divisions, the following
methods will be applied. In each setting, teams are ranked, or seeded,
by their records in regulation play, as given in Section 13. As the
playoffs progress, the winning teams retain their original order of
seeding. Each match is "single elimination", as in Section 6.
A. ii.
- With three divisions the three division winners, and Best Second Place
team from those divisions, are ranked: #1 plays #4, #2 plays #3.
The winners play off.¶ SC 21-22.
- With four divisions, the division winners are ranked: #1 vs #4
and #2 vs #3. The winners play off.
- With
five to eight divisions, the division winners and three to zero Best Second
Place Teams from among the divisions are ranked: #1 vs #8, #2 vs #7, #3 vs
#6, #4 vs #5. The four winners are ranked and play as in 6.B.ii. The two
winners then play off for the Section League Championship.
- All ‘Best Second Place’ teams shall be ranked
below all Division Champions and seeded according to their records in regulation play.
”¶ SC 26-27.
Section 7 - Team Playing Schedules (Quad Format).
- A Quad Division will be composed of either three or four teams. For a
three team Quad Division, the following Team Playing Schedule should be
modified by replacing "4th Seed" with "Bye Week". The following shall be the
Team Playing Schedule ("Home" team is listed first): (¶ SC
35-36)
- Seed 1 vs. Seed 2 and Seed 4 vs. Seed 3
- Seed 3 vs. Seed 1 and Seed 2 vs. Seed 4
- Seed 1 vs. Seed 4 and Seed 3 vs. Seed 2
- Seed 1 vs. Seed 3 and Seed 4 vs. Seed 2
- Seed 4 vs. Seed 1 and Seed 2 vs. Seed 3
- Seed 2 vs. Seed 1 and Seed 3 vs. Seed 4
- A Hex Division will be composed of either five or six teams. For a five
team Hex Division, the following Team Playing Schedule should be modified by
replacing "6th Seed" with "Bye Week". The following shall be the Team Playing
Schedule ("Home" team is listed first):
- Seed 1 vs. Seed 4 and Seed 2 vs. Seed 5 and Seed 3 vs. Seed 6
- Seed 6 vs. Seed 1 and Seed 3 vs. Seed 2 and Seed 4 vs. Seed 5
- Seed 5 vs. Seed 1 and Seed 2 vs. Seed 6 and Seed 4 vs. Seed 3
- Seed 3 vs. Seed 1 and Seed 2 vs. Seed 4 and Seed 6 vs. Seed 5
¶ SC 12-13.
- Seed 1 vs. Seed 2 and Seed 5 vs. Seed 3 and Seed 4 vs. Seed 6
¶ SC 12-13.
- Position Round: Current 1st vs. Current 2nd and Current 3rd vs. Current 4th and Current
5th vs. Current 6th.¶ SC 21-22. The paired teams shall
have colors (home and away) opposite of what they were when they met in the
earlier round. ¶ SC 22-23.
- An adjourned game shall be counted as a draw for the purpose of
determining seed order for a position round (from Section 14.C)
- If the team in fifth place does not play a position round match, the
team will be awarded one-half match point. The 0.5 MP and 2.0 GP will
be included in the final standings. ¶ SC 16-17.
- When there are two teams competing for a Section title in the preliminary
rounds, the team with the higher team average shall be the home team in rounds
1, 3, 5 and the away team in rounds 2, 4, 6. ¶ SC 16-17.
- The playing schedule for a 7-team section shall be (#8 being a bye team):
- Seed 7 vs Seed 2, Seed 3 vs Seed 6, Seed 5 vs Seed 4, Seed 8 vs Seed 1
- Seed 1 vs Seed 7, Seed 2 vs Seed 5, Seed 4 vs Seed 3, Seed 6 vs Seed 8
- Seed 6 vs Seed 1, Seed 3 vs Seed 2, Seed 5 vs Seed 7, Seed 8 vs Seed 4
- Seed 1 vs Seed 5, Seed 7 vs Seed 3, Seed 4 vs Seed 6, Seed 2 vs Seed 8
- Seed 4 vs Seed 1, Seed 6 vs Seed 2, Seed 3 vs Seed 5, Seed 8 vs Seed 7
- Seed 1 vs Seed 3, Seed 2 vs Seed 4, Seed 7 vs Seed 6, Seed 5 vs Seed 8
- Seed 2 vs Seed 1, Seed 4 vs Seed 7, Seed 6 vs Seed 5, Seed 8 vs Seed 3
¶ SC 22-23.
Section 8 - Board Assignments
- Team captains will now post their board assignments directly to the
Team4545League.org/captains page no later than Tuesday at 22:00 ICC server time. If a team
roster is changed after posting board assignments, it is the captain's
responsibility to resubmit revised board assignments before the pairing posting
deadline. Any player in a lineup who is no longer on the roster will either play
the game (if eligible) or have their game ruled a set game loss. ¶ SC 27-28
- If the Team Captain fails to submit a Board Assignment list for a given
round, it will be assumed that the Team will play their top four players,
which shall be known as the Default Board Assignment. At the TD's discretion,
a Team Captain may submit an alternative Default Board Assignment list which
may be used if the Team Captain fails to submit another for a given round.
- Once publicly posted, the pairings should not be changed. ¶ SC25-26
Section 9 - Pairings
- The Tournament Director shall collect the Board Assignments from the Team
Captains (now posted by the captains to the Captains page of the website). With
these and the scheduling from Section 7, they shall prepare the Pairings and
publicly display them at the league website. The deadline for this public
display shall be specified in the Tournament Parameters. Information to be
included in this public display shall be the ICS handle of the players, their
fixed ratings, and their color allocation as specified in
subsection (C) of this section. ¶ SC 26-27.
- Each player on each team is assigned a Board Number for that round
in rating order.
- The highest rated player on the Board Assignment list
shall be Board 1, second highest Board 2, third highest Board 3 and
fourth highest Board 4 Individual pairings shall be Board 1 vs. Board
1, Board 2 vs. Board 2, Board 3 vs. Board 3 and Board 4 vs. Board 4.
- Should a team submit fewer than four boards, the available players
must be placed in descending rating order starting at board 1. ¶
SC 30-31.
- The White Pieces shall be granted to "Home" team Board 1, "Away" team
Board 2, "Home" team Board 3 and "Away" team Board 4.
Section 10 - Scheduling Procedures
- Overview. Each round begins as soon as pairings are posted. Players should
make prompt contact to schedule their games, and all games should be completed
and reported one week later (by 22:00 ICC server time). If this is not
possible, then the game may be either called, or adjourned as per Section
14. ¶ SC 26-27.
- Pairings are Posted. Within an hour of the Board Lineup Deadline,
pairings are posted, Game Forum is activated, and e-mails are sent to
players, with notice of pairings.
- A URL link is provided that takes each player to the forum, where the player
will offer times to play.
- The URL contains the player's password. Therefore, the player must not
forward that e-mail to anyone.
- Each Game Forum post is automatically mailed to the both players, team
captains, assistant captains, the dTD and adTD. Each of these persons may make
comments in the Game Forum to help the scheduling process.
- Contact Procedures - Each player shall make contact with his/her opponent
via Game Forum posts as soon as possible in order to negotiate a time to
play.
- The player who initiates this dialog shall specify three or more distinct
times to play on at least two different days within the one-week playing period
of the round.
- A range of times, or several distinct times within a three-hour
period, counts as one offer.
- A range of times equal to or greater than 3 hours is counted as two offers
(e.g. 7:00 - 10:00). ¶ SC 36-37
- If a range is offered (e.g. Saturday 07:00 – 15:00 or “How about Tuesday”),
the other player could accept any time within those ranges or on that day
(Tuesday 00:00 to 23:45), and be binding on both players. The accepted time,
however, must be exact, such as 13:30 Saturday. ¶ SC 33-34.
- The recipient of this initial contact shall either select one of these
possible playing times to play, as in (i) above. or specify at least three other
distinct times or ranges to play, as in (i) above.
- Offers still outstanding by
either player may be removed or amended until accepted. ¶ SC 33-34.
- After each player transmits his initial offers, a lesser number of counter
offers may be made. The timeliness and workability of each successive message
shall be evaluated by the dTD if a dispute arises. ¶ SC 33-34.
- The back and forth offers should be done within 24 hours of each other,
preferably even more quickly.
- Once both players have made the required initial offers, the Thursday and Friday deadlines
(described next, in 10.D) are no longer applicable. In this case, negotiations
can extend to as late as the Game Completion Deadline. ¶ SC 33-34.
- A reasonable amount of time must be allowed between the acceptance of an
offer and the accepted time, in order for the second person to react. 24
hours is considered reasonable. To be binding on both players, an offer
accepted less than 24 hours before game time must be confirmed by the
offerer. (This means, if I make an offer and you accept it less than 24
hours before the game time, I must confirm your acceptance, or I cannot be
held to my initial offer). SC23-24.
- Exception to the 24-hour acceptance/confirmation guideline: Should a player
offer a time that is within 24 hours of the time of the post, and it be
accepted, it is presumed that he intended to honor it even if he did not see the
acceptance, unless he places restrictions on the time of acceptance (e.g."I can
play at 5 pm tonight, if you respond by noon"), absence of either player at the
“agreed” time will result in a forfeit.” ¶ SC 29-30
- Adjourned games (See section 14): No player is required to accept a request
to play an adjourned game, nor will any blame be assigned (nor motives be
questioned) for refusing to do so. Initial requests to play an adjourned game
must also include appropriate offers for times within the one week of the round,
or partial blame will be assigned. The intent and purpose of this rule is to
reinforce the league expectation that players are to be available to play within
the one week period of the round, or be withheld from that round’s board
assignments by the captain. Adjourned games are only scheduled when times cannot
be agreed upon and both players want to play in the adjournment week.
¶ SC 33-34.
- Deadlines for scheduling. The following two deadlines, First Contact
Deadline and Contact-or-Forfeit Deadline, carry consequences for players who
fail to meet them. However, players are strongly encouraged to act well in
advance of the impending consequences.
- Contact Deadline = Thursday, 22:00 ICC server time ¶ SC 26-27.
By this deadline a player should have
posted an offer to play.
¶ SC 29-30
- Once this posts is made, a player is not obligated to make any other
offers until the opponent replies.
- A player who has not made contact prior to the Contact Deadline has just
another 24 hours to reply, and must accept one of his opponent's offered times
rather than suggest any times of his own.
- Contact-or-Forfeit Deadline = Friday, 22:00 ICC server time
If a player has neither posted offers of play times, nor accepted an offered
time by this deadline, he forfeits the game. ¶ SC 29-30
- Game Completion Deadline = Tuesday, 22:00 ICC ¶ SC 26-27. of the week following
the start of the round. By this deadline, the game should either have been
played, or a specific time to play an "Adjourned Game" (see Section 14) must
have been set, as evidenced in the Game Forum. At this deadline, if the Game
Forum indicates neither a played game nor an arrangement for an adjourned game,
the dTD will make a ruling on the outcome of the game (forfeit, double forfeit,
set game, set game draw). ¶ SC 22-23.
- The Agreed Game Time and the 30-minute Grace Period.
- At the Agreed Game Time both players are expected to be logged in to the chess
server present and ready to play. Players must immediately withdraw from any activity that might delay
starting the game and begin their scheduled league game on time.
- A 30-minute grace period is allowed for an occasional unanticipated
(unpreventable through all reasonable efforts) delay past the agreed start time.
At the end of the grace period no rescheduling of the game is
permitted.
- A player who has not logged in within the 30-minute Grace Period
forfeits the game.
If both players were present within the grace period, but not concurrently, the
TD shall determine the game outcome based on the greater blame definitions in
the statutes (Sect 15.A.). ¶ SC 27-28
- Rescheduling Agreed Games, Conceding a Game, and Game Not Played (¶ SC
30-31)
- Reschedule: A game time that has been agreed upon by both players
is binding on both players and can only be changed (rescheduled) to another
time if both players agree.
- The agreement to reschedule, if any, must be made (as evidenced in the
Game Forum) prior to the end of the 30-minute grace period. The actual
rescheduling discussions may take place later, and if rescheduled, the game
must be completed by the deadline for the round.
- If no rescheduled time is reached, resulting in the game not played, a
Reliability Rating Point must be deducted from the player who originally
asked to reschedule. (¶ SC
35-36)
- Conceding a Game: If a player at any time posts in the
Forum that he/she concedes the game to the opponent, the opponent will
receive the game point and need not be present at any agreed time.
- Conceding a game before it starts constitutes a forfeit.
- The TD will judge whether the Game Forum message constitutes a
concession, for example, when the player states that he is unable to play,
or unable to meet a previously agreed time. The concession becomes official
when the TD posts the forfeit. ¶ SC
36-37
- When a scheduled game has been conceded by a post in the forum at least
24 hours in advance of the game, the SecTD, with advice from the dTD, may
recommend that a RR reduction not be applied, but instead that the
provisions of Section 3.A.vi.b (addition of RR point at end of tourney) be
voided in regards to the forfeit. ¶ SC 36-37
- Game Not Played: Any game that is not ruled set game draw, and is not
played, for whatever reason, is a forfeit with an automatic reduction in
Reliability Rating. The forfeit is applied to the player who has greater or
full blame, and/or to both players with full blame (double forfeit).
- Time offers are made and accepted in the game forum in text. Once an offer
is accepted, the Post Agreed Game Time button will be used to post the time to
the programming. If the Posted time disagrees with the texts, the written texts
have priority. The Post Agreed Game Time button may not be used to offer times.
However, should an offer be made and the responder, without making any other
comment, post one of those times using the button, the Post will be considered
to be a binding acceptance on both players.
¶ SC 33-34.
Section 11 - Conduct of the Game
- The movement of the pieces, time keeping, stalemates and
all other similar mandatory rules shall be controlled solely by the ICS and
its programming. It is the player’s responsibility to know, understand and
use any ICS commands and help files needed to play the game. ¶SC29-30
- Optional rules of the ICS are to be used as follows:
- "Takebacks" and "Moretime" shall not be offered or
accepted.
- Any game in which Takeback is offered and accepted will be ruled
double set game against both players.
- Asking for Takebacks or adding Moretime is considered disruptive
to the peaceful enjoyment of the game, and is subject to the yellow
and red card provisions of Section 3.B of the statutes. (¶SC
32-33)
- Kibitz policy. (SC26-27)
- Players may "kibitz", "tell" and/or "say" in their own game only
if both players agree. No other person shall "kibitz" during the
game or use "tell" to a competitor, except the Tournament Director
and then only in great need. Once the game has started,
no one may call to the players' attention any errors in color or time, or offer
advice on accepting draw offers. Control of the game is solely in the players' hands.
- Penalities for kibitzing are provided for in Section 17.F.
- Frequent and repetitive draw offers shall not be issued, regardless of
the position on the board. Draw offers more often than once every 5 full
moves shall be considered disruptive.
- Games shall be played as rated. ¶ SC 12-13.
- Both players are assigned equal and binding responsibility to insure the
game is played with the proper color allocation and time control. ¶ SC
11-12.
- If an error in the color allocation and time control is discovered before
the completion of Black's 3rd move, the game is to be aborted and
restarted with the error corrected.
- If an error is discovered after the completion of Black's 3rd move, the
game in progress is to be completed and shall stand as official.
- The reasons for a player disconnecting in the midst of
a game are many-fold, but most often it is due to the general flakiness of the internet system.
For the most part, the disconnecting player will re-connect very shortly and
the game can be resumed right away. Some disconnections require specific
action. Others are best left to the players to resolve over the board.
- Games are to be
played with noescape turned off. Should a game be played with noescape on, and a
player disconnect and forfeit, the result of the game will be a loss to that
player, as shown by the pgn score. E.g. “{Black got disconnected and
forfeits} 1-0” and no further penalty will be applied. ¶ SC 24-25
-
If
a player who is on the server's Disconnectors List disconnects and forfeits, the
result of the game will be a loss to that player, as shown by the pgn score.
E.g. “{White
got disconnected and forfeits} 0-1” and no further penalty will be applied. ¶
SC 24-25
- In other situations that can best be described as technical
difficulties, the intent and spirit of the league is that the games be
played to a conclusion if possible. However, should a player disconnect for
more than 15 minutes (or multiple times totaling 30 minutes), the offended
player may request a set game win, may offer to resume playing the game at a
time convenient to him, or may choose to continue with the game as originally
scheduled. It is expected that players and captains will discuss resolution
of affected games with Section 3.B. in mind, and not question the motives of
the opponent. ¶SC33-34
- Should a server crash or shut down after black's third move, resulting in an
unstored game, the game will be resolved in the following order of priority:
- Restart the game with the same position and approximate clock times.
Both players have to agree on the position, clock times, side to move, etc.
- Agree to a set game draw. Both players have to agree.
- Restart the game from scratch; neither player is obligated to follow
the original lines of play. Either player can request a restart after
options 1 and 2 have been considered. ¶ SC 21-22.
- Other Server Disconnections.
Should a server become inaccessible, the following policies apply.
- The 30-minute Grace Period defined in Section 15.A.i.a. remains in effect.
Players have an obligation to continue attempts to access the server during the
grace period. If the ICS is not accessible by the end of the 30-minute grace
period, the game shall be rescheduled using the guidelines of Section 10. C. iv.
- Games in progress that are "stored" by the ICS will be continued using
the guidelines of Section 10. C. iv.
- If the main ICC server chessclub.com is down, players should attempt to
play their game on queen.chessclub.com, accessible from the blitzin login
window.
- Playing simultaneous games (see “help simul” and “help simulize" on ICC
server) is permitted. All league expectations (e.g. 10.F.i, and 11.A) and
consequences remain in effect in such games. ¶ SC 29-30
Section 12 - Result Reporting
- The Game Score, in PGN format, is the only official way to report the results
of a game.
- Game scores will normally be posted in the game forum by the
Automated Collection Program. Should Automated Collection not work, the players
or team captains are responsible for retrieving them using the Get Played Game
feature in the forum.
- This should be done within 24 hours of the game completion, but no later
than 6 days after the Pairings Posting Deadline.
Section 13 - Standings and Tie-breaks
- Standings shall be ordered by accumulated Match Points.
- If teams have equal amounts of Match Points, the following tie-break
methods shall be used in order, excluding those that are clearly meaningless:
- During the course of the preliminary rounds, teams within any division
with equal Match Points shall be ranked in order by:
- Game Points,
- Alphabetically by Team name.
- See also 13.I At the end of the preliminary
rounds, teams within any division with equal Match
Points shall be ranked in order by:
- When two teams are tied for a place:
- Game Points,
- Head-to-Head Match Points,
- Head-to-Head Game Points,
- Fewest number of Reliability Rating Reductions
(forfeits) ¶ SC33-34
- Head-to-Head Match Points modified by removing the results
of all Board 4 games,
- Head-to-Head Game Points modified by removing the results
of all Board 4 games,
- Head-to-Head Match Points modified by removing the results
of all Board 3 and 4 games,
- Head-to-Head Game Points modified by removing the results
of all Board 3 and 4 games,
- Head-to-Head Match Points modified by removing the results
of all Board 2, 3 and 4 games,
- Head-to-Head Game Points modified by removing the results
of all Board 2, 3 and 4 games, then:
- A coin toss by the Tournament Director.
- Note.— In a.5 to a.10, substitute board 1 for board 4,
board 2 for board 3, etc, in odd numbered tournaments.
Boards are removed from bottom up in even numbered tourneys
and from top down in odd numbered tourneys.
- When three or more teams are tied for a position,
the tie-breaks given in subsection (B)(ii)(a) of this section shall be
used with the following additional procedures applied at any and all
levels of the tie-breaking process:
- If the tied teams can be stratified at a certain level of tie-breaking,
then they are placed according to this stratification.
- If any teams are still tied after some stratification at a certain
level of tie-breaking, then the next level of tie-breaking is applied to
those teams still tied.
- In the playoffs, tiebreakers to determine seeding among division
champions, and eligibility and seeding among wild card teams, are the
same as above, first by MP, then by GP, then by Total RR reductions,
then by board removal in “head to head” matches, except that all six
matches from preliminary play shall be used. Specifically, remove board
4 (or board 1) from all six matches among the tied teams and recalculate
MP and GP as though they were three-board matches. If still tied, remove
boards 4 and 3 (or 1 and 2) as though they were two-board matches.
Greater MP is the first breaker, even if the other team(s) GP come(s)
out higher. If a team had a bye, the bye match is calculated as a draw
at each board.
- The team in first place in the Final Divisional Standings shall advance
to the Championship Division.
- If there is a need to provide the Championship Division with an extra
team, all second place teams are considered and the provisions of subsection
(B)(i) of this section are used to determine which team is advanced
to the Championship Division. When two or more teams that have not met, have
the same MP and GP records, and are tied for a final playoff spot or for seedings,
the tie will be broken using the six-game records of each team under the provisions
of (B)(ii) and (I). ¶ SC 26-27
- The Final Sectional Standings shall be the Final Championship Divisional
Standings. All teams not participating in the Championship Division
shall be placed by the provisions of subsection (B)(ii) of this section.
- See also 13.I When it is necessary to specify a winner in a single match that ends as a
2 game to 2 game draw, the following procedure shall be used to determine that
winner:
- Fewest number of Reliability Rating Reductions (forfeits) ¶
SC33-34
- The results are modified by removing the results of the Board 4 game,
- The results are modified by removing the results of the Board
3 and 4 games,
- The results are modified by removing the results of the Board
2, 3 and 4 games, then:
- A coin toss
- Withdrawing Teams
- The results of the teams who have completed matches against the withdrawn team
shall stand as played.
- If a team withdraws in the midst of a round, games already
played at the time of withdrawal shall stand. Remaining games that
do not get played shall be set game against to each opponent.
- Results of any remaining matches by the withdrawing team will be shown as Set
Game to each opponent.
- When the "championship" final round playoff results in a 2-2 tie,
the teams will play another match with colors reversed. Should the second match
also finish in a tie, the tiebreak rules of Section 13.B.ii.a. shall be
applied. Should it come down to a coin toss, the teams shall be
declared co-champions. In the ICC Conference the coin toss shall be used only to
determine which team shall receive ICC prize membership extensions if ICC does
not wish to award duplicate prizes. ¶ SC 22-23
- Effective with T27 all the head-to-head board removal methods for breaking ties
enumerated in subsections (B)(ii), (F), and (H) will start with the removal of
board 4 and work upward in even numbered tournaments, and start with the
removal of board 1 and work downward in odd numbered tournaments.
Section 14 - Adjournment Procedures
- The term "adjourned game" has two separate a distinct meanings within Team
45 45 League.
- ICS adjournment has the meaning used by the ICS programming and applies
to games that have been started, but are not completed.
- T45L adjournment has the meaning of a game that has not been completed,
and has been delayed past the Game Completion Deadline for the round
the game is to be played. T45L adjourned games may include ICS adjourned
games.
- If the term "adjourned" is used in any context without the specification
of which of the two definitions it applies to, it will be the T45L
adjournment definition.
- The following conditions must be met at the time of the Game Completion
Deadline to have the game declared adjourned:
- The game shall be still pending and not designated as forfeit or set game,
- Both players shall agree to adjourn the game,
- The time and day the game is to be played is set, and this time
and day shall not be past the Game Completion Deadline for the following
round.
- The Tournament Director shall be informed by the Game
Completion Deadline by both players (or their Team Captains) of the
adjourned status, and the time and day the game will be played.
- An adjourned game shall be counted as a draw for the purpose of
determining seed order for a position round.
- The deadline to complete
adjourned games in the final round of regulation play shall be 22:00 server time of the Sunday
following the Game Completion Deadline.¶ SC 26-27.
Section 15 - Forfeits and "set game"
- A game can be designated as a forfeit when the game is not played, and
blame for this can be clearly established on the one of the players. The
"offending" player is that player who bears a higher level of blame, the
"offended" player is the player who is either blameless in the matter or has a
lower level of blame.
- Blame can be clearly established when:
- The offending player was not present to play
during the 30-minute grace period following the Agreed Game Time.
¶ SC 27-28
- The
offended player sends contact messages to the offending player
conforming to the requirements of Section 10 and receives no
reply after 72 hours of the Pairing Posting Deadline. ¶ SC 27-28.
- The offending player fails to agree to a playing time offered
by the offended player when the offending player is required
to do so. ¶ SC 11-12.
- The offending player refuses to play their designated opponent,
regardless of the reason.
- Two occurrences of partially established blame by one player in regards
to one game shall constitute clearly established blame. Blame can be
partially established when:
- A player fails to meet the 48 hour contact deadline established in
Section 10(D), but makes contact within the next 24 hours agreeing
to one of the three times the offended player has set in their
original message. ¶ SC 27-28
- A player only partially fulfills the contact requirements of
10(C.i) prior to the 48-hour deadline. ¶ SC33-34
- During the continuing communications, the offending player
fails repeatedly to reply in a timely manner as determined by
the Tournament Director. ¶ SC 27-28
- A player makes offers during the first week, but fails to
make three distinct offers as specified in 10(C).
- The offending player logs off before the end of the
Grace Period. ¶ SC 27-28
- Each single action or forum post may constitute at most one
incident of partial blame, even if more than one statute has
been violated. ¶ SC 35-36
- In cases of partially established blame, both players are required to
schedule their game in accordance with Section 10. In cases of clearly
established blame, the game shall be ruled a forfeit. (SC26-27)
- A double forfeit may be issued if blame can be clearly established
for both players.
- Players and Team Captain can only request that a forfeit be granted.
The Tournament Director is the sole person who can grant forfeit
requests. The Tournament Director may grant a forfeit even if it
is not requested, if the requirements of this section are satisfied.
- Notwithstanding subsection (A)(iii)of this section, all forfeits are
official and final at either the Game Completion Deadline of the round
following the round the game was to be played or the Game Completion
Deadline of the final round of the tournament, whichever is sooner.
"Set Game" is used to designate some result to a game not played where
both players are blameless. This is used in all situations where the
provisions of subsection (A) of this section do not apply.
- "Set Game" can be used to award one player a game point and the
other none, in situations such as when the opposing team has posted
fewer than four boards, a withdrawn team (except for any outstanding
games), a disconnected game not rescheduled, and captain error. ¶
SC 32-33
- "Set Game" can also be used to award both players one half game
point each, the so called "GM Draw". This can be used in situations
where the players are unable to find an agreeable playing time through
no fault of either player or when both players have equal partially
established blame. If both players have clearly established blame,
then the provisions of subsection (A)(iv) of this section are used
to grant a double forfeit.
- All "set games" are official and final at either the Game Completion
Deadline of the round following the round the game was to be played or the
Game Completion Deadline of the final round of the tournament, whichever is
sooner.
The difference between a forfeit and "set game" is primarily that of
punitive actions detailed in Section 17. Summary of Rulings, based on degree
of blame:
- Blameless vs. Blameless is a Set Game Draw ( = : = )
- Partial vs. Blameless is a Forfeit in Favor of Blameless
( - : + )
- Partial vs. Partial is a Set Game Draw ( = : = )
- Full vs. Blameless is a Forfeit in Favor of Blameless ( - : + )
- Full vs. Partial is a Forfeit in Favor of Partial ( - : + )
- Full vs. Full is a Double Forfeit ( - : - )
Decisions regarding rulings in a game may be appealed by the two teams directly
involved. Third Party appeals by teams in the same division are permitted, but
only on the "ruled" outcome of the game.¶ SC25-26
Section 16 - Substitutions and Replacement Players
- A substitute player is defined as a player who is unaffiliated with any
team, and is available to play wherever an empty board may exist. Substitute
players are not allowed.
- An individual player may withdraw at any time during the tournament and
the player need not give any reason. The withdrawing player shall give notice
to their Team Captain immediately upon their decision to withdraw.
- If games are outstanding, the
player will receive forfeit(s), except under the provisions of Section 17.A.i.d
(forfeit changed to set game for captain error). ¶ SC 32-33
- The withdrawing player shall remain on the Team Roster for the
duration of the tournament, except as in subsection (B)(iii) of
this section below.
- If the Team Captain elects to add a Replacement Player, and holding
the withdrawing player on the Team Roster violates any other statute
or by-law, then the withdrawing player is permanently removed from
the Team Roster and can never be added again during that tournament.
- If the election specified in subsection (B)(iii) of this section
is not exercised, then the withdrawing player may return to play in
that tournament, so long as eligibility has been maintained.
¶ SC 32-33
- Players given Red Card suspensions (Section 17(C)) are immediately
removed from the Team Roster in all circumstances.
- A team may add players to their Team Roster at any time during the
tournament.
- The limit of the number of players on a team shall be six (Section 4(B)).
If adding a player would exceed this amount, then a player will
have to be permanently withdrawn to make room for the added player
on the Team Roster.
- The added player's rating at the time of the addition, or rating
previously fixed, shall be the Fixed Rating for that player for
the duration of the tournament.
- The Team Average Rating shall be recalculated (Section 4(F)) after
the addition (and possible withdrawing) of players. This new Team
Average Rating shall become the new official Team Average Rating
and shall conform to the sectional limit in which the team is competing.
- The Seed Number of the team (Section 5(B)) shall never change
regardless of any additions or replacements.
- All added players shall meet all the eligibility requirements in Section
4.
- Limitations to Roster Additions for Playoffs - At the
Pairing Posting Deadline for Round 6, the fixed rating of a team's
fourth highest rated player establishes that team's playoff
"ceiling." Once Round 6 begins, roster additions (including the
replacement of any removed players) shall be limited to players
whose fixed ratings are lower than the team's ceiling. (¶ SC
35-36)
- The restrictions on player movement and roster changes given in this
statute do not become effective until the Pairing Posting Deadline (PPD)
of round 1 of the tournament being conducted. Prior to the PPD, teams
may make as many changes to their rosters as they wish, so long as they
continue to meet the Section and player eligibility requirements.
¶ SC
32-33.
Section 17 - Reliability Ratings and Punitive Actions
- Penalties are imposed for forfeited games, general misconduct, and
cheating in any form. These penalties take the forms of reductions in a
player’s reliability rating (RR) for each forfeited game, and the issuance
of Yellow Cards and Red Cards for misconduct.
- Reliability Ratings. A player receives a one-point reliability
rating (RR) reduction for each forfeited game.
- Multiple RR reductions can result in a suspension from league
play. One RR Point is deducted for each forfeit; at "-2" RR a player
is suspended from the remainder of the present tourney and all of
the next.
- The suspension upon reaching a RR of –2 shall take effect
immediately following any round in which the offending player has
already been declared as a player. The player may arrange and play
such games.
- A player who receives another forfeit suspension within four
tourneys after being reinstated from the previous suspension shall
be suspended from league play for four complete tourneys. ¶ SC
36-37
- Captains have a special responsibility to the league as well as
to their teams. If a Team Captain admits blame for an unplayed game
that results in a forfeit by posting that admission in the game
forum, then the captain will receive the RR point reduction that the
player would otherwise have received. When a RR point reduction is
given to the captain instead of to the player, the result of the
unplayed game will be changed from forfeit (-:+) to set game (o:i),
and so shown in the player’s history. ¶ SC
32-33.
- Violations of Section 3(B), 3(D), and the most serious of
violations of Section 11(B) shall warrant a Yellow Card. No further
action is taken when the violating player immediately ceases their
conduct upon receipt of the card.
- The most serious violations of Section 3(B) or 3(D) shall
warrant a Red Card. Misconduct in the extreme may be punished by a
Double Red Card.
- A player is issued a Double Red Card and lifetime ban for known
cheating. All scores received by the cheating player for the
tournament are set to zero and forfeit wins granted all their
opponents. Prior to the start of playoffs, team standings will be
adjusted for the change in results, with appropriate changes made to
playoff teams and seeding. Once each playoff pairing deadline has
passed, no substitutions of teams, or banned players on the team, or
the seedings of the teams will be made. The player's game in the
"current" or prior playoff round will be forfeited as well.
- A Yellow Card is a Formal Warning of an infraction of the rules of
the league. After the issuance of the Yellow Card, the matter is
considered closed (except for any appeals that may be filed). An Appeal
against a Yellow Card must be filed within 48 hours of the card being
issued. No RR point reductions are applied to Yellow Cards. Yellow cards
are “forgiven” six (6) months after issuance, if no additional cards
have been received. A second yellow card in six months shall earn a Red
Card.
- Red Cards
- A Red Card has the effect of suspending a player from all League
activities from time of issuance through the next complete tourney. SC
20-21.
- The penalty imposed for a Red Card shall take effect immediately
following any round in which the offending player has already been
declared as a player even if the game for the round has not yet been
arranged or played. An Appeal against a Red Card must be lodged within
48 hours of the card being issued and if the offending player is then
selected for a subsequent round prior to the Appeal being heard and a
game takes place it shall be declared a forfeit win for the opponent in
the event that the Appeal is dismissed. SC23-24
- If a player receives a second Red Card within one year of the issuance
of the first Red Card, that player is suspended from league play for one
year (4 complete tourneys) following the issuance of the second card. A
player who receives a third Red Card is banned forever. A player who
receives a Double Red Card for cheating or gross misbehavior is immediately
banned forever. SC 27-28
- Appeals: All appeals are filed with the current Oversight Committee
during the tournament, or with the Steering Committee between tournaments.
- Appeals permitted: (a) The issuance of any Card (yellow, red, double red)
except for cheating is may be appealed. (b) Appeals of Reliability Rating
reductions are limited to disputes arising from whether or not a game was
scheduled and determinations that one player had “greater blame” in the
failure to schedule a game that was not played. (c) Incorrect application of
the rules concerning board assignments, pairings, set games, or
disconnections.
- Appeals not permitted: (a) Double Red Cards for cheating—immediate ban.
(b) Non-issued cards (yellow, red, double red) in response to a complaint.
Complaints are replied to with “Thank you for this information, we will take
appropriate action.” Since final resolution is not announced, there is no
informed basis for an appeal. (c) Decisions of the Entry Clerk regarding
fixed ratings. (d) Admittance to the league refused (disclaimer, et al).
- Penalties for Kibitzes (SC26-27)
- Non-league observers: Kibs by a non-league observer
shall have no remedy to any team, since the players
CAN turn off kibs and set quietplay if they so choose.
If the occasion warrants, such observers may be banned from
future league participation
- League Players
- Kibs of a general comment are presumed inadvertent and receive
a warning from an official, whispered in the game, or message
or mail after the fact. No further action or any card
- A second kib of any kind in a game, or a second kib suggesting
a move or line of moves in a tournament, yellow card to the offender.
No change to any game outcome
- Persistent kibs by the same player, red card and immediate suspension from the tourney,
regardless of status of any games by the offender in the round.
Section 18 - Instructions for Reporting Suspected (C)heating
- The following is an amalgamation of "help SpeedTrap" on ICC.
- Computer cheating is the use of any chess software such as chess databases
(e.g. Chessbase) or chess programs (e.g. crafty, Fritz, Rebel, Chessmaster)
to help you decide on any of the moves during any game you are playing; if you
are playing on an account that is NOT labeled as a computer with the
(C) label.
- The methods used by SpeedTrap are confidential, because
describing them in detail would allow cheaters to cheat more intelligently.
However, we can clear up some common misconceptions by listing some things
that do NOT cause them to put someone on the computer list:
- You will never be labeled a computer just because someone complains.
- Beating an IM or GM will not get you labeled a computer.
- Circumstantial evidence such as a high rating, or "smooth" move
times, or good tactical skill, or longer time controls will not
get you labeled a computer.
- These items may make the Computer Detection Teams suspicious and cause
them to investigate, but the above are NEVER used by themselves to make a
decision on a case.
- The following procedures are the only way to properly complain about
anyone suspected of Computer (C)heating:
- On ICC, message Speedtrap with reports of known or suspected use
of computer playing engines by registered players who are not properly
labeled as computers.
- Include the handle of the suspected computer or computer-assisted
player, the reason for your suspicion, and any other evidence that
seems relevant.
- You may be contacted for further information. You may or may not
be apprised of any action they take, as these matters are, in general,
confidential.
- Please do not request to be kept informed - you will be notified
if and only if it is appropriate. Everyone does appreciate your
assistance.
- Please DO NOT confront other users whom you suspect of being
computer-assisted. Please DO NOT publicly accuse people of cheating. The
ONLY proper procedure is to message the above account or to speak privately
with an admin. Alerting the suspect may interfere in the Computer Detection
Teams ability to investigate, as well as possibly violate that user's
rights. Public accusations of cheating are considered abuse.
- Using computer assistance is cheating even when the opponent is a
computer.
[Entire Section ¶ SC 12-13.]
Section 19 - Miscellanea
- Hall of Fame induction shall be governed by Administrative Rules.
- The use of attachments to e-mail messages is forbidden in all circumstances.
¶ SC 12-13.
¶ All statutes approved by SC 10-11 unless otherwise indicated.
¶ References to "Entry Clerk" replaced with "Tournament
Director " and references changed to "Steering" by SC
11-12.
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