Team 45 45 League

Team 45 45 League

Serious Chess and Team Spirit on the ICC

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

  1. 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.
    1. 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.
    2. Agreed Time - An agreed time to play the game is a specific hour and minute in the day. As an aid to negotiations, a range of times is sometimes offered, but the "agreed time" can only be a specific time within the range.
    3. "Away" - Used to determine which team has the black pieces for Board 1 (see "Home"). ¶ SC 11-12.
    4. 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).
    5. Board Assignments - The list of four players selected by the Team Captain who will be playing for the round specified.
    6. Bye - A pairing status for a team where no opponent is available for a given round.
    7. 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).
    8. Championship Rounds - Those rounds played, seeded and scheduled for teams who win their respective Division in the Preliminary Rounds (see Preliminary Rounds).
    9. Default Board Assignment - The top four rated players on the Team Roster.
    10. Fixed Rating (FR) - A player's league rating, assigned by the Entry Clerk, and used for calculating team average.   ¶ SC 39-40
    11. Game Score - A document which includes information about a game, specifically the event, date, players, etc, and the actual moves in order.
    12. Game Start Deadline (GSD) - The deadlines used, variously, for the start of a round, the scheduling of a game, and the start of a game. When a game has not been scheduled by the GSD, the TDs are required to make a ruling on the game. SC 63-64.
    13. GMT - Greenwich Mean Time, a world-wide standard for time based on the clock at the Greenwich Royal Observatory, Greenwich, England (in London).
    14. 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).
    15. "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.
    16. 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.
    17. PPD - 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.
    18. PGN Format - "Portable Game Notation" format is a universally accepted format of documents used to transmit the details of a chess game.
    19. Preliminary Rounds - Those rounds played, seeded and scheduled without any consideration of the team's previous tournament performance (see Championship Rounds).
    20. 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).
    21. Red Card - Official notification of a player's action or actions disruptive enough to impose an immediate suspension (see Yellow Card).
    22. Reliability Rating - This is a quantity expressed as GTS Points used to designate players with proven records of problem-free participation.
    23. Seed Number- The number given a team at the beginning of a tournament based on the Team Average Rating at entry.
    24. Shall - Indicates a mandatory action. ¶ SC 11-12.
    25. T45L - Abbreviation for Team 45 45 League.
    26. Team Average Rating - The average of the Fixed Ratings of the top four players on a team.
    27. Team Roster - The list of all players on a team, and is generally permanent for the duration of a specific tournament (see Board Assignments).
    28. 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).
    29. Tournament Section - A subgrouping of all teams based on Team Average Rating and expressed in the usual "Under something" style, or "U something".
    30. Tournament Director (TD) - The person designated as Tournament Director. The agents are the Sectional Tournament Directors (SecTD), Divisional Tournament Directors (DivTD or dTD), Scribes, Entry Clerks, Masters of Conduct, and any other positions required by the Tournament Director to effectively run the tournament.
    31. 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).
    32. 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.
    33. 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.
    34. League Rating (LR) - A rating based on a member's performance in T45L.  ¶ SC 39-40  
    35. Set game draw (=:=). A draw agreed to by the players (GM draw) instead of playing the game. A draw ruled by the Tournament Director when a game is not played and players have no blame or equal partial blame.
  2. 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

  1. Each tournament shall have a set of information that defines how and when the tournament progresses. This information shall include at a minimum:
    1. The Time Control for the games that are played during the tournament,
    2. The number of sections which include each of the section rating ceiling values,
    3. The number of rounds that will be played,
    4. The date for the deadline that teams are to be entered, and
    5. The date and time the first round will be posted, thus establishing the weekly Pairing Posting Deadline.
  2. The Steering Committee should have this information available at the conclusion of the previous tournament.
  3. Unless otherwise stated, deadlines will be 17:00 ICC server time on the day specified. ¶ SC 26-27.

Section 3 - Member's Eligibility and Conduct

  1. Each individual player must meet the following requirements to participate in Team 45 45 League:
    1. They must be properly registered with ICC.
    2. The league recommends that our members join the STC Bunch. ¶ SC 20-21.
    3. 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.
    4. 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). Violators are subject to Double Red Card and permanent ban.¶ SC 56-57
    5. Team captains and assistant captains, as players, 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 It is recommended that individuals participate as a player for one tournament before they become Team Captain. SC 27-28, 93-94)
    6. Reliability Ratings (RR) range from -2 to +2, and determine eligibility.
      1. New members start with a RR of zero (0). Players returning from a forfeit suspension start with an RR of -1.  ¶SC45-46
      2. Players earn one RR point when they complete one tournament incident free (no forfeit).
      3. 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
    7. Limitations on eligibility.
      1. 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.
      2. Players who have a RR of +1 are eligible to participate on as many as two (2) teams.
      3. Players who have a RR of +2 are eligible to participate on as many as three (3) teams. ¶SC32-33
      4. Captains must have an RR of 0 or higher. First time captains must have an RR of +1 or higher, and have played a minimum of four games or have served as an assistant captain in prior tournament(s). ¶SC44-45
      5. Some team captains also serve as managers of a family of teams that play in multiple sections. Such captains may, with the approval of the Chief TD, serve as non-playing captains of more teams than allowed by their “player Reliability Rating”. ¶SC93-94

  2. 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.
  3. Each person may participate, as a player and/or captain, on only one team per section, to avoid conflicts of interest. ¶SC25-26
  4. 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.
  5. English is the official language of Team 45 45 League. All league communications, in e-mails and forums, shall be conducted in English. It is the player's responsibility to ensure that their posts can be understood by the opponents and league officials. ¶ SC 59-60.

Section 4 - Team Entry.

  1. 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.
  2. A team at entry, and through the course of the tournament, shall have a minimum of 4 players, and a maximum of 5 players. ¶ SC 89-90
  3. The minimum required information shall be:
    1. Team Name, which shall be moderate in length;
    2. Tournament Section the team wishes to compete in, if qualified. (see Section 4.G.ii)   ¶ SC25-26
    3. The list of players, their e-mail addresses, and their time zone with respect to GMT.
    4. Teams whose captain has no prior experience as a T45L captain or assistant captain must have an experienced leaguer as assistant captain; the assistant captain may be a volunteer assigned by the Entry Clerk. ¶  SC35-36
    5. To qualify for entry into a Section the team average must fall within the defined upper limit of the next lower section and the upper limit (U2200, U2000, etc) of the section being applied for. Eg, If there are U2200 and U2000 sections, the team average for a U2200 team must fall between 2000 to 2199.75 inclusive.¶ SC67-68

      1. Teams must meet the upper and lower limits at time of initial entry and at close of entries. Should a team's average fall below the section limit at the time team entries close, it must either be reassigned to the next lower section for which it is qualified, or be disqualified. SC67-68 
      2. After the close of team entries a team's average may fall below the lower limit due to roster changes, but the team average may never exceed the upper limit. ¶ SC67-68
    6. The Section Parameters defined in 4.C.v may be modified from time to time for experimentation.The modifications, made on a section by section basis, shall be defined in each tourney’s Tournament Parameters.¶ SC69-70

    7. Beginning with T80, the section limits were changed to U1300, U1500, U1700 and U1900, superseding those listed in 4.C.v. and 4.G.iii. The Maximum allowable rating in the lowest section of a tournament is 300 points over the limit; (eg. for U1300 the limit is 1600). There is no upper rating limit in the higher sections. ¶ SC 79-80. Beginning with T90, the top section limit was changed to U1850. ¶ SC 89-90. In T93 as an experiment the top section was made a U3000 Open, with a lower limit of 1700. ¶ SC 92-93.

  4. The information from subsection (C) of this section together with the Reliability Rating for each player shall constitute the Team Roster.
  5. The players' ratings shall be fixed by the Tournament Director prior to or at the time of each player’s entry into the tournament.
    1. 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.
    2. Fixed Ratings shall be based on League Ratings. League Ratings will generally be the ending League Rating from the player's last tournament, but may be adjusted based on other data. Fixed ratings for new players and those returning from older tourneys will be determined by the Entry Clerk after a profile is completed. ¶SC39-40
    3. All Fixed ratings are subject to review and possible revision by the Entry Clerk.
      1. Revisions to Fixed Rating calculations of returning players will normally be made before the initial public posting of Fixed Ratings.
      2. 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
    4. 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. The entry clerk may refuse entry to any player whose standard rating has been adjusted by an ICC admin(*) by more than 200 points within the past 3 months, and may recommend a red card if the adjustment occurs during a tournament. ¶SC56-57
    5. A player suspected by CUDS of having used outside assistance may be given a red card. Outside assistance includes, but is not limited to, use of computer chess engines, chess databases or assistance from other players. At the end of the required suspension the player may be reinstated if the player has given assurances that the offense will not be repeated and if the Entry Clerk is able to determine a reasonable fixed rating. Under privacy guidelines of ICC, only the player will be provided with the reason for the red card. There is no appeal of a CUDS-recommended red card.  A second CUDS-recommended Red Card is punishable by a Double Red Card and lifetime ban from Team 45 45 League. ¶SC56-57
  6. 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.
  7. Team Average Rating will be calculated using Fixed Ratings.
    1. 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.
    2. 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. Replaced by 4.C.v for T90.
    3. There shall be a maximum allowable rating of 1500 in the U1200 Section and 1700 in the U1400 Section. There are no upper rating limits in the higher Sections. SC42-43. Note.--Superseded by 4.C.vii ¶ SC 79-80.
    4. 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.
    5. Effective with T90 floor ratings were eliminated in all sections, superceding 4.G. ii ¶ SC 89-90

Section 5 - Preliminary Rounds (Quad Format).

  1. 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.
  2. Each of the teams within a Section will be assigned a Seed Number starting with the team with the highest Team Average Rating.
  3. Divisions shall be formed in the following manner:
    1. One (1) team shall be incorporated into the next higher Section;
    2. 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;
    3. Three (3) teams shall form a Quad Division with seed 4 being the bye;
    4. Four (4) teams shall form a Quad Division;
    5. Five (5) teams shall form a Hex Division with seed 6 being the bye team;
    6. Six (6) teams shall form a Hex Division;
    7. 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.
    8. 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
    9. 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.
    10. 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 first in the array of divisions.
    11. 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

  1. In the cases when an entire section only forms one or two divisions:
    1. If a section can only form a single division, then the winner of this division shall be declared the Sectional Champion. Superseded by Section 6.D  SC 69-70. Superseded by A.iv.
    2. When two divisions are formed in a section, then the winner and 2nd place team of each division shall play for the Championship. SC 89-90 
    3. In a 7-team division there will be a playoff match between the first and second place teams to determine the Section champion.¶ SC 56-57.Superseded by A.iv.
    4. Beginning with T90, if a Section can only form a single division of three to seven teams, the winner and second place teams will play two matches (home and away). Should the combined Match Points and Game Points of the two matches produce a tie, the championship shall be determined by application of Statute 13.F to the two matches. ¶ SC 89-90
  2. 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.
    1. 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.
    2. With four divisions, the division winners are ranked: #1 vs #4 and #2 vs #3. The winners play off.
    3. 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.
  3. All ‘Best Second Place’ teams shall be ranked below all Division Champions and seeded according to their records in regulation play. ”¶ SC 26-27.
  4. Currently our sponsor ICC awards one- or two-month account extensions to the players,  captains and assistant captains of qualified teams, and to individuals in recognition of their service to the league. Playoff procedures described in C. above may be modified to accommodate prize structure offered by ICC or other sponsors of the league. Variations from what is given here may be set in the Tournament Parameters of each tourney. Each tourney is divided into two parts, regulation play and playoff play, with separate awards in each part. There are no restrictions on how many one-month extensions a player, may accumulate in a tourney. Red Carded players are disqualified from all awards.

    1. In regulation play all division champions in all Sections will receive one-month account extensions.
    2. All Sections of 8 or more teams forming multiple divisions will conduct playoffs as described in A. and B. above. The winning playoff team will receive one-month account extensions. If a “wild card” team wins the playoff, this is the only prize the team receives in that section.
    3. Sections with 3 to 7 teams form only one division. The playoff procedure described in a 7-team division/section (6.A.iii), will be applied in any 3-6 team division/section as well, a playoff match between the 1st and 2nd place teams.  The winner of the playoff will receive one-month account extensions as the Section Champion.
    4. Handling of a two-team division will be decided on an individual basis. The two teams may be consulted before competition begins as to whether their 6-round match will be “winner take all” or play a 7th match for the "Playoff” portion of the awards.
    5. Two Section-TD of Tournament and six Division-TD of tournament, as well as occasional special recognition awards are presented to individuals: they receive one-month account extensions. They are listed in the "Past Champions" page. ”¶ SC 69-70


Section 7 - Team Playing Schedules (Quad Format).

  1. 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)
    1. Seed 1 vs. Seed 2 and Seed 4 vs. Seed 3
    2. Seed 3 vs. Seed 1 and Seed 2 vs. Seed 4
    3. Seed 1 vs. Seed 4 and Seed 3 vs. Seed 2
    4. Seed 1 vs. Seed 3 and Seed 4 vs. Seed 2
    5. Seed 4 vs. Seed 1 and Seed 2 vs. Seed 3
    6. Seed 2 vs. Seed 1 and Seed 3 vs. Seed 4
  2. 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):
    1. Seed 1 vs. Seed 4 and Seed 2 vs. Seed 5 and Seed 3 vs. Seed 6
    2. Seed 6 vs. Seed 1 and Seed 3 vs. Seed 2 and Seed 4 vs. Seed 5
    3. Seed 5 vs. Seed 1 and Seed 2 vs. Seed 6 and Seed 4 vs. Seed 3
    4. Seed 3 vs. Seed 1 and Seed 2 vs. Seed 4 and Seed 6 vs. Seed 5¶ SC 12-13.
    5. Seed 1 vs. Seed 2 and Seed 5 vs. Seed 3 and Seed 4 vs. Seed 6¶ SC 12-13.
    6. 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.
    7. An adjourned game shall be counted as a draw for the purpose of determining seed order for a position round (from Section 14.C)
  3. 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.
  4. 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.
  5. The playing schedule for a 7-team section shall be (#8 being a bye team):
    1. Seed 7 vs Seed 2, Seed 3 vs Seed 6, Seed 5 vs Seed 4, Seed 8 vs Seed 1
    2. Seed 1 vs Seed 7, Seed 2 vs Seed 5, Seed 4 vs Seed 3, Seed 6 vs Seed 8
    3. Seed 6 vs Seed 1, Seed 3 vs Seed 2, Seed 5 vs Seed 7, Seed 8 vs Seed 4
    4. Seed 1 vs Seed 5, Seed 7 vs Seed 3, Seed 4 vs Seed 6, Seed 2 vs Seed 8
    5. Seed 4 vs Seed 1, Seed 6 vs Seed 2, Seed 3 vs Seed 5, Seed 8 vs Seed 7
    6. Seed 1 vs Seed 3, Seed 2 vs Seed 4, Seed 7 vs Seed 6, Seed 5 vs Seed 8
    7. 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

  1. Team captains will now post their board assignments directly to the page no later than Tuesday at 17:00 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 (PPD). 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
  2. 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.
  3. Once publicly posted, the pairings should not be changed. ¶ SC25-26

Section 9 - Pairings

  1. 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.
  2. Each player on each team is assigned a Board Number for that round in rating order.
    1. 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.
    2. 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.
  3. 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

  1. Overview.  Each round begins as soon as pairings are posted. Players should make prompt offers to schedule their games, and all games should be completed and reported one week later (by 17:00 ICC server time).  If this is not possible, then the game may be either adjudicated, or adjourned as per Section 14. ¶ SC 56-57.
  2. 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.
    1. A URL link is provided that takes each player to the forum, where the player will offer times to play.
    2. Removed - ¶ SC59-60.
    3. Each Game Forum post is automatically mailed to the both players, team captains, assistant captains, the SecTD and dTD. Each of these persons may make comments in the Game Forum to help the scheduling process.
  3. Offer Procedures - Both players shall make offers to his/her opponent via Game Forum posts as soon as possible in order to negotiate a time to play, either meeting the Initial Offer Requirements, or accepting an offer made by his opponent. (See Section 15 for consequences for not fulfilling these requirements). ¶ SC 58-59
    1. Initial Offer Requirements: Players shall specify three or more distinct times to play on at least two different days 24 hours or more apart within the one-week playing period of the round. ¶ SC 73-74
      1. A range of times, or several distinct times within a three-hour period, counts as one offer.
      2. A range of times equal to or greater than 3 hours is counted as two offers (e.g. 07:00 - 10:00, or 07:00, 10:00). ¶ SC 36-37
      3. 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.
      4. Should an offer contain both a day of the week and a corresponding date that does not match, such offer shall be considered void until offerer corrects the inconsistency. Acceptance of either the day or the incorrect date prior to clarification shall not be binding on either player. Until clarified, voided offers do not count toward satisfying any deadlines or  other mandatory scheduling provisions. ¶ SC 64-65.
    2. Once a player has met the initial offer requirements (10.C.i), he is not obligated to make any other offers until the opponent posts offers. Subsequent posts may contain fewer than three offers. ¶ SC 38-39
    3. Offers still outstanding by either player may be removed or amended until accepted.  Rejected offers: If Player B should accept an offer that he had previously rejected in text (eg. "I can't possibly play that early" or the equivalent), the time must be confirmed by Player A to be binding; such a time becomes a new offer by Player B. Back and forth offers are not considered specific rejections of prior offers.¶ SC 54-55.
    4. The back and forth offers should be done within 24 hours of each other, preferably even more quickly. This applies right from the start of the round on Tuesday and is independent of any deadlines.  ¶ SC 58-59
    5. The timeliness and workability of each successive message shall be evaluated by the dTD if a dispute arises. ¶ SC 33-34.
    6. 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 Start Deadline. ¶ SC 33-34.
    7. The 24-hour rule.¶ SC 54-55.

      a.  If an offer that was made more than 24 hours from game time is accepted less than 24 hours from game time, the time must be confirmed by the one who made the offer. (This means, if I make an offer and you accept it less than 24 hours before the game, I must confirm your acceptance, or I cannot be held to my initial offer). This rule applies only to the player who made the offer, as the player who accepted it within the 24 hour period has already confirmed the time by accepting it.The time is considered confirmed either by making a post or by starting the game within the grace period.¶ SC 64-65

      b.  Exception to (a). If a player offers 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 placed restrictions on the time of acceptance (e.g."I can play at 1700 tonight, if you respond by noon"). Absence of either player at the “agreed” time will result in a forfeit.”  The offer must be accepted before game time, or before the start of a range of times that included the offer.

    8. 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.
    9. Players may agree to a set game draw at any time before full blame is incurred for no offers, no show, concessions, or before the deadlines for adjudicated games.¶ SC 37-38
  4. Deadlines for scheduling.   The following two deadlines, Minimum Offer Deadline and Offer-or-Forfeit Deadline, carry consequences  (see Section 15) for players who fail to meet them.
    1. Minimum Offers Deadline  = Thursday, 22:00 ICC server time  By this deadline both players are expected to have offered at least three times to play, or have made counter offers, or have accepted a playing time. ¶ SC 38-39
      1. If Player A posts three offers and Player B makes no offers, B has just 24 more hours to select one of the remaining offers. B cannot make offers of his own. ¶ SC 38-39
      2. If Player A made fewer than three offers, Player B has 24 more hours to respond, but may make offers of his own. If he makes offers, the second deadline is no longer in effect and negotiations may continue until 17:00 Tuesday. ¶ SC 38-39
      3. If both players have at least partially (one or two offers) fulfilled the offer requirements of 10.C.i. prior to the Minimum Offers Deadline, negotiations shall continue until 17:00 Tuesday. ¶ SC 45-46
      4. If neither player has made offers prior to the minimum offer deadline they are allowed to make offers prior to the offer-or-forfeit deadline. If they do, negotiations continue to 1700 Tuesday. If only one makes offers, a forfeit shall be charged to the one who did not make an offer. ¶ SC 56-57
    2. Offer-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. The forfeited game becomes official at the deadline. ¶ SC 38-39
  5. Game Start Deadline = Tuesday, 17:00 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.
  6. The Agreed Game Time and the 30-minute Grace Period.
    1. 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.
    2. 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.
    3. 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 
  7. Rescheduling Agreed Games, Conceding a Game, and Game Not Played  ¶ SC 30-31
    1. 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.
      1. 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 end of the adjournment week.¶ SC 54-55
      2. If no rescheduled time is reached, resulting in the game not played, a forfeit must be charged to the player who originally asked to reschedule. ¶ SC 55-56
    2. 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.
      1. Conceding a game before it starts constitutes a forfeit.
      2. 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
      3. 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 the game result be changed to a set game loss, thus avoiding a team forfeit and player Reliability Rating reduction. ¶SC 83-84
    3. 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).
  8. 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

  1. 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
  2. The following rules of the ICS are to be used as follows:
    1. "Takebacks" and "Moretime" shall not be offered or accepted.
      1. Any game in which Takeback is offered and accepted will be ruled double set game against both players.
      2. 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)
    2. Kibitz policy.  (SC26-27)
      1. 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.
      2. Penalities for kibitzing are provided for in Section 17.F.
    3. 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.
  3. Games shall be played as rated. ¶ SC 12-13.
  4. 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.
    1. If an error in the color allocation or time control is discovered before the completion of Black's 3rd move, the game is to be aborted and restarted with the error corrected.¶ SC 75-76
    2. 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.
    3. Any official game of fewer than three complete moves by both sides that has been resigned or an agreed draw shall have the result changed to a set game win or draw, so that the game will not be included in the players' league rating calculations.¶ SC 59-60
  5. 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.
    1. 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
    2. 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
    3. Should a player disconnect for more than 15 minutes, or multiple times totaling 30 minutes, or more than 20 disconnections in total, 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.  ¶SC83-84
  6. 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:
    1. 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. (See Player Handbook, Part 16, for more information on how to restart a game)
    2. Agree to a set game draw. Both players have to agree.
    3. 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.
  7. Other Server Disconnections. Should a server become inaccessible, the following policies apply.
    1. 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. G.
    2. Games in progress that are "stored" by the ICS will be continued using the guidelines of Section 10.C and ICC's resume command.
    3. If the main ICC server is down, players should attempt to play their game on, accessible from the blitzin login window.
    4. Advice from ICC admin: If the main ICC server is down, players should attempt to play their game on an alternate connection. 
    5. In BLITZIN, click the "More" button on the login box and select either or under the ICC Server box.
    6. In DASHER, select Main (anti-firewall) or Backup (queen) in the login box under the Play Online menu.    
      Once online, players may need to type the challenge command (Para iv, v, vi added in T56.)  

  8. 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

  1. The Game Score, in PGN format, is the only official way to report the results of a game.
  2. Game scores will normally be posted in the game forum automatically. Should the automated collection not work, the players or team captains shall notify the TD, who posts the results, making sure the game can be retrieved, either by ensuring that it remains in ICC's 20-games history of the players or by posting the PGN in the gameforum. ¶ SC 58-59
  3. 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

  1. Standings shall be ordered by accumulated Match Points.
  2. If teams have equal amounts of Match Points, the following tie-break methods shall be used in order, excluding those that are clearly meaningless:
    1. During the course of the preliminary rounds, teams within any division with equal Match Points shall be ranked in order by:
      1. Game Points,
      2. Alphabetically by Team name.
    2. 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:
      1. When two teams are tied for a place:
        1. Game Points,
        2. Head-to-Head Match Points,
        3. Head-to-Head Game Points,
        4. Fewest number of Reliability Rating Reductions (forfeits) ¶ SC33-34
        5. Head-to-Head Match Points modified by removing the results of all Board 4 games,
        6. Head-to-Head Game Points modified by removing the results of all Board 4 games,
        7. Head-to-Head Match Points modified by removing the results of all Board 3 and 4 games,
        8. Head-to-Head Game Points modified by removing the results of all Board 3 and 4 games,
        9. Head-to-Head Match Points modified by removing the results of all Board 2, 3 and 4 games,
        10. Head-to-Head Game Points modified by removing the results of all Board 2, 3 and 4 games, then:
        11. Most matches won (MP=1); if still tied,
        12. Most consistent matches meaning the most rounds of 2.0 GP or greater (MP=0.5 and 1.0); if still tied, ¶ SC 90-91
        13. A coin toss by the Tournament Director.
        14. 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.
      2. 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:
        1. If the tied teams can be stratified at a certain level of tie-breaking, then they are placed according to this stratification.
        2. 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.
        3. In hex divisions, should there be need to determine playoff teams when more than two teams are tied at the end of round 6, the head-to-head board-removal tiebreakers will be applied using matches played in the first five rounds only. The round 6 position-round results will not be considered in this tie-break process. ¶ SC 85-86
      3. 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.
  3. The team in first place in the Final Divisional Standings shall advance to the Championship Division.
  4. 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
  5. 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.
  6. 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:
    1. Fewest number of Reliability Rating Reductions (forfeits) ¶ SC33-34
    2. The results are modified by removing the results of the Board 4 game,
    3. The results are modified by removing the results of the Board 3 and 4 games,
    4. The results are modified by removing the results of the Board 2, 3 and 4 games, then:
    5. A coin toss
  7. Withdrawing Teams
    1. The results of the teams who have completed matches against the withdrawn team shall stand as played.
    2. 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.
    3. Results of any remaining matches by the withdrawing team will be shown as Set Game to each opponent.
  8. 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  
  9. 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

  1. The term "adjourned game" has two separate and distinct meanings within Team 45 45 League.
    1. ICS adjournment has the meaning used by the ICS programming and applies to games that have been started, but are not completed.
    2. T45L adjournment has the meaning of a game that has not been completed, and has been delayed past the Game Start Deadline for the round the game is to be played. T45L adjourned games may include ICS adjourned games.
    3. 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.
  2. The following conditions must be met at the time of the Game Start Deadline to have the game declared adjourned:
    1. The game shall be still pending and not designated as forfeit or set game,
    2. Both players shall agree to adjourn the game,
    3. The time and day the game is to be played is set, and this time and day shall not be past the Game Start Deadline for the following round.
    4. The Tournament Director shall be informed by the Game Start Deadline by both players (or their Team Captains) of the adjourned status, and the time and day the game will be played.
  3. An adjourned game shall be counted as a draw for the purpose of determining seed order for a position round.
  4. The deadline to complete adjourned games in the final round of regulation play shall be 17:00 server time of the Sunday following the Game Start Deadline.¶ SC 26-27.

Section 15 - Forfeits and "set game"

  1. 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.
    1. Blame can be clearly established when:
      1. The offending player was not present to play during the 30-minute grace period following the Agreed Game Time. ¶ SC 27-28
      2. The offended player makes offers to the offending player conforming to the requirements of Section 10 and receives no reply by the Offer-or-Forfeit Deadline. ¶ SC 56-57.
      3. 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.
      4. The offending player refuses to play their designated opponent, regardless of the reason.
    2. 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:
      1. 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
      2. A player only partially fulfills the contact requirements of 10(C.i) prior to the 48-hour deadline. ¶ SC33-34
      3. During the continuing communications, the offending player fails to reply in a timely manner as determined by the Tournament Director. ¶ SC 27-28
      4. A player makes offers during the first week, but fails to make three distinct offers as specified in 10(C).
      5. The offending player logs off before the end of the Grace Period. ¶ SC 27-28
      6. 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
    3. In cases of partially established blame, both players are required to continue negotiating until Tuesday 17:00; adjudications will not take place until then. In cases of clearly established blame, the game shall be ruled a forfeit.  ¶ SC 45-46
    4. A double forfeit may be issued if blame can be clearly established for both players.
    5. 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.
    6. Notwithstanding subsection (A)(iii)of this section, all forfeits are official and final at either the Game Start Deadline of the round following the round the game was to be played or the Game Start Deadline of the final round of the tournament, whichever is sooner.
  2. "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.
    1. "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
    2. "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.
    3. 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.
  3. 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:
    1. Blameless vs. Blameless is a Set Game Draw ( = : = )
    2. Partial vs. Blameless is a Forfeit in Favor of Blameless ( - : + )
    3. Partial vs. Partial is a Set Game Draw  ( = : = )
    4. Full vs. Blameless is a Forfeit in Favor of Blameless ( - : + )
    5. Full vs. Partial is a Forfeit in Favor of Partial ( - : + )
    6. Full vs. Full is a Double Forfeit ( - : - )
  4. TD decisions in a game may be appealed by the two teams directly involved. Third Party appeals are only allowed by teams in the same division, and only on games that required a TD decision.¶ SC 51-52

Section 16 - Substitutions and Replacement Players

  1. 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.
  2. 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.
    1. 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
    2. 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.
    3. 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.
    4. 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
    5. Players given Red Card suspensions (Section 17(C)) are immediately removed from the Team Roster in all circumstances.
  3. A team may add players to their Team Roster at any time during the tournament.
    1. 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.
    2. 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.
    3. 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.
    4. The Seed Number of the team (Section 5(B)) shall never change regardless of any additions or replacements.
    5. All added players shall meet all the eligibility requirements in Section 4.
    6. 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)
  4. 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

  1. 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.
    1. Reliability Ratings. A player receives a one-point reliability rating (RR) reduction for each forfeited game.
      1. 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 two.  (SC 39-40)
      2. 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.
      3. 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
      4. 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.
    2. 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.
    3. 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.
    4. 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 (set game) 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.
  2. 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.¶ SC 36-37
  3. Red Cards. A player given a red card is immediately suspended from all league activities for one year (the remainder of the current tourney and all of the next four). The penalty for any red card that may be appealed 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 set game win for the opponent in the event that the Appeal is dismissed. ¶ SC 56-57
  4. Double Red Cards and second red cards. A player who receives a Double Red Card for cheating or gross misbehavior, or a second red card for any reason is banned forever. The same appeal rights as other red cards applies. ¶ SC 56-57
  5. Appeals: All appeals are filed with the current Oversight Committee during the tournament, or with the Steering Committee between tournaments.
    1. Appeals permitted: (a) The issuance of any Card (yellow, red, double red) except for cheating 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.
    2. 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).
    3. Voting decisions on appeals are reached by simple majority. On any occasion where there is a tie in the vote, the benefit will be given to the TD for game related rulings and to the Appellant for behavioural issues.¶ SC 51-52 
    4. Appeals of Yellow Cards, Red Cards and permitted appeals of Reliability Rating Reductions must be filed within 48 hours of the date of the letter. Appeals to the Oversight Committee of TD rulings in the forums must be filed within 48 hours of the posting of the rulings. ¶ SC 52-53
    5. Replies to TD requests for captain approval of draw offers, tentative rulings in a game, etc, must be made in the forum within 24 hours of the TD post.¶ SC 52-53
  6. Penalties for Kibitzes (SC26-27)
    1. 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
    2. League Players
      1. 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.
      2. 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.
      3. 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

  1. The following is an amalgamation of "help SpeedTrap" on ICC.
  2. 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.
  3. 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:
    1. You will never be labeled a computer just because someone complains.
    2. Beating an IM or GM will not get you labeled a computer.
    3. 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.
    4. 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.
  4. The following procedures are the only way to properly complain about anyone suspected of Computer (C)heating:
    1. 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.
    2. Include the handle of the suspected computer or computer-assisted player, the reason for your suspicion, and any other evidence that seems relevant.
    3. 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.
    4. Please do not request to be kept informed - you will be notified if and only if it is appropriate. Everyone does appreciate your assistance.
    5. 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.
  5. Using computer assistance is cheating even when the opponent is a computer.

[Entire Section ¶ SC 12-13.]

Section 19 - Miscellanea

  1. Hall of Fame induction shall be governed by Administrative Rules.
  2. 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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