Hello everyone, and welcome to the Taiko Shift Cup 2! This is a Last Man Standing style tournament, with one major twist! Players will gather teams of 4 (with the option of 2 Back-Ups) to face off in a 4 on 4, Knock-Out style battle! Think of it like 4 on 4 Pokemon. We’re familiar with Pokemon right? Each combatant faces each other INDIVIDUALLY! And as per the name, each team may “Shift In” their players after each round.
In previous Last Man Standing tournaments, players were assigned lives, however, in this format, you will have “Revives”. Revives will function in a way that you may ONLY use them on someone who has ALREADY LOST A LIFE! So players may only get extra lives if they have already lost a life, so to speak! This means, the final player alive, cannot use this life on themself.
Teams may not register with more than 1 player from the Top 50! Please check out the rest of the rules, as we will point out any other major format changes! We’re very excited to bring this tournament to you all! Hope you have fun!
(Note: Players may climb into Top 50 after Initial Registration Date [with proof they were below top 50 during registration phase] or Decay out of Top 50 during Registration, for flexibility on team creation sake)
Please read the rules carefully and thoroughly!
1. General Rules
1.1: Taiko LMS : Shift Cup 2 is a 4v4 team tournament, with the aspects of knock-out rules, and double elimination bracket.
1.2: The maps for each round will be announced by the mapset selector in advance on the Sunday before the actual matches take place.
1.3: Match schedule will be settled by the Tournament Management.
1.4: If no staff or referee is available, the match will be postponed.
1.5: Usage of the Visual Settings options are allowed.
1.6: If the game ends in a draw, the tiebreaker will be played.
1.7: If a player disconnects, their score is treated as being 0.
1.8: Maps cannot be reused in the same match unless the game was nullified.
1.9: If less than 4 players attend, you will play with the same amount of revives as a full team.
1.10: The Revive System functions are as follows:
1.11: Revives are always assigned to the active player.
- During Group Stage and Round of 16, each team is given 1 Revives
- During Quarter Finals till Semi Finals, each team is given 2 Revives
- During and after Finals each team is given 3 Revives
1.12: Lag is not a valid reason to nullify a map.
1.13: Unexpected incidents are handled by the tournament management.
1.14: Any modification of these rules will be announced.
1.15: Note that the players who get knocked out during a match is only gone temporarily, during the match. If their team advances, they can participate in the next match their team plays in.
1.2: The maps for each round will be announced by the mapset selector in advance on the Sunday before the actual matches take place.
1.3: Match schedule will be settled by the Tournament Management.
1.4: If no staff or referee is available, the match will be postponed.
1.5: Usage of the Visual Settings options are allowed.
1.6: If the game ends in a draw, the tiebreaker will be played.
1.7: If a player disconnects, their score is treated as being 0.
- 1.7.1: Unless the disconnected player has a screenshot with their final score, or the server saved their score before disconnection, so we can compare it to the others.
1.7.2: The second exception is when the player is disconnected in first ten seconds of a map. In that case, there will be a rematch. This may only occur once per map, and once per player.
1.8: Maps cannot be reused in the same match unless the game was nullified.
1.9: If less than 4 players attend, you will play with the same amount of revives as a full team.
1.10: The Revive System functions are as follows:
- 1.10.1: You can only revive OTHER eliminated members of your team. Not yourself.
1.10.2: You may not choose to revive yourself if playing as the last member (1 vs 4, for example)
1.10.2: Players may swap freely between each other for each map
1.10.3: More information to the Revive system are in section 3 "Stage Instructions" and 4 "Match Instructions".
1.11: Revives are always assigned to the active player.
- During Group Stage and Round of 16, each team is given 1 Revives
- During Quarter Finals till Semi Finals, each team is given 2 Revives
- During and after Finals each team is given 3 Revives
- 1.11.1: If a player loses a map they are knocked out and cannot participate in the same match unless revived.
1.11.2: The player who is revived may not participate in the match on the same turn they are revived, except in the instance that the team waits to use their revives after all players have been eliminated.
1.11.3: Each player may only be revived once per match.
1.11.4 (Elimination Stages Only): Revives may only occur AFTER that round's map has been chosen.
1.12: Lag is not a valid reason to nullify a map.
1.13: Unexpected incidents are handled by the tournament management.
1.14: Any modification of these rules will be announced.
1.15: Note that the players who get knocked out during a match is only gone temporarily, during the match. If their team advances, they can participate in the next match their team plays in.
2. Tournament Registration
2.1: Your team needs at least 4 players to participate.
2.2: The Tournament Team involved directly with the map pool may not participate as players in this tournament. This does not include referees, streamers and commentators.
2.3: The maximum amount of teams is 32.
2.4: For a team to sign up, they must use the Google Form located at the beginning of the forum post and adhere to all rules/guidelines.
2.5: To ensure valid registrations, any registrations and changes will be checked.
2.6: All successfully registered teams will be published once they have been confirmed with the captains.
2.7: At the end of Registration, teams will be Seeded manually via a Panel of Unbiased Players/Staff Members, to decide how the Bracket will start (in RO32).
- 2.1.1: The maximum size of a team is 6 players.
2.1.2: Teams are not bound to country and can include players from various countries. Schedules will give teams with single or close time zones higher priority over ones with several, spread-apart time zones (for example having a team with players from America, Europe and Asia will be low priority).
2.1.3: You must specify a captain who will represent a team.
2.1.4: Every player will be informed via PM about the team registration. Don't register teams without all players agreeing!
2.1.5: Teams are limited to only having 1 player from the Top 50, if they choose to pick one, and may pick freely from anyone else.
2.2: The Tournament Team involved directly with the map pool may not participate as players in this tournament. This does not include referees, streamers and commentators.
2.3: The maximum amount of teams is 32.
2.4: For a team to sign up, they must use the Google Form located at the beginning of the forum post and adhere to all rules/guidelines.
2.5: To ensure valid registrations, any registrations and changes will be checked.
2.6: All successfully registered teams will be published once they have been confirmed with the captains.
2.7: At the end of Registration, teams will be Seeded manually via a Panel of Unbiased Players/Staff Members, to decide how the Bracket will start (in RO32).
3. Match Instructions
3.1: A referee (or tournament manager) will create a multiplayer room 10 minutes in advance. Players must gather during this period.
3.2: Each team is allowed to select one warm-up map.
3.3: Map selection will alternate between each captain selecting a map out of the map pool. Each captain must use "!roll" once in #multiplayer to determine which team selects and bans first. Roll winner may decide if they want to ban first and pick 2nd, or pick first and ban 2nd. Bans always happen before picks.
3.4: In case when one player lasts in both teams with no Revives remaining, the tiebreaker map must be played.
3.5: Results will be published via the Statistics site.
- 3.1.0: The room will be locked. The password and multiplayer invite will be sent to the two captains as soon as possible.
3.1.1: Captains MUST SPECIFY THE FOUR MEMBERS who will participate in the match before rolls. Team Size is 6, so choose 4, two must sit out. This is to ensure that teams have a back-up player, in case of emergency or sickness.
3.1.2: Room settings are Taiko, Team-Vs., Win Condition: 'Score V2'. Room name must be "TSC: TeamBlue vs TeamRed"
3.1.3: The team mentioned first in the room name must be the blue team, the team mentioned second in the room name must be the red team.
3.1.4: Blue team must occupy slot 1. Red team must occupy slot 2.
3.1.5: The setup at the start of the match must remain consistent throughout.
3.2: Each team is allowed to select one warm-up map.
- 3.2.1: During Group Stage warm-ups must not exceed 4:00 minutes. In the following stages the warm-up can be up to 6 minutes long if both teams agree.
3.2.2: Offensive songs may be blocked by referees.
3.3: Map selection will alternate between each captain selecting a map out of the map pool. Each captain must use "!roll" once in #multiplayer to determine which team selects and bans first. Roll winner may decide if they want to ban first and pick 2nd, or pick first and ban 2nd. Bans always happen before picks.
- 3.3.1: Each team is allowed to ban two maps out of the entire map pool with the exception of the tiebreaker, which cannot be banned. Each team has to use their bans.
3.4: In case when one player lasts in both teams with no Revives remaining, the tiebreaker map must be played.
3.5: Results will be published via the Statistics site.
4. Mappool Instructions
4.1: Each stage will receive its own mappool.
4.2: Each map-pool consists of 7 brackets: NoMod, Extra, Hidden, HardRock, DoubleTime, Free Mod and Tiebreaker.
4.3: Each map-pool consists of 18 maps in total.
4.4: Each map-pool has one tiebreaker.
[list:1337]4.4.1: The tiebreaker will be played without mods activated.
4.4.2: In the freak event of a tie on the tiebreaker, the tiebreaker will be replayed under FreeMod conditions.[/list]
4.5: The NoMod & Extra bracket will be played with no mods activated.
4.6: The Hidden, HardRock, and Double Time bracket will be played with the respective mods activated.
4.7: The Free Mod bracket will have Free Mod activated. The players can pick Hidden, HardRock or both. Players are required to play with a mod.
4.8: The size of every Mod bracket will be 3 across all stages of the Tournament.
4.9: The mappool will be released after the last match of the previous stage has been played.
4.2: Each map-pool consists of 7 brackets: NoMod, Extra, Hidden, HardRock, DoubleTime, Free Mod and Tiebreaker.
4.3: Each map-pool consists of 18 maps in total.
4.4: Each map-pool has one tiebreaker.
[list:1337]4.4.1: The tiebreaker will be played without mods activated.
4.4.2: In the freak event of a tie on the tiebreaker, the tiebreaker will be replayed under FreeMod conditions.[/list]
4.5: The NoMod & Extra bracket will be played with no mods activated.
4.6: The Hidden, HardRock, and Double Time bracket will be played with the respective mods activated.
4.7: The Free Mod bracket will have Free Mod activated. The players can pick Hidden, HardRock or both. Players are required to play with a mod.
4.8: The size of every Mod bracket will be 3 across all stages of the Tournament.
4.9: The mappool will be released after the last match of the previous stage has been played.
5. Scheduling Instructions
5.1: Each stage will be held on a single weekend.
5.2: Stages past RO16 may consist of multiple rounds for teams in Loser's Bracket.
5.3: Scheduling will be handled by the Tournament Management. Schedules and mappools will be released on the Sunday before the first matches of the actual stage. The Tournament Management will try to create the schedule to respect the participant's time zone.
5.4: Captains are responsible for their teams’ availability. The greater team size exists to ensure every team can provide at least three players for each match.
5.2: Stages past RO16 may consist of multiple rounds for teams in Loser's Bracket.
5.3: Scheduling will be handled by the Tournament Management. Schedules and mappools will be released on the Sunday before the first matches of the actual stage. The Tournament Management will try to create the schedule to respect the participant's time zone.
5.4: Captains are responsible for their teams’ availability. The greater team size exists to ensure every team can provide at least three players for each match.
If there are any questions about the rules, please either post in this thread, or contact a Tournament Manager privately!
Management and Organization: Backfire
Map-Poolers: Backfire & DayzeekFeed
Referees: Kasumii-Sama, Akali393394, Element118 & Looking for More!
Streamers: ITotallyGetThat & Element118
Commentators: Please poke me in discord for this role!
Registration Period: March 28th to April 18th (Screening will occur after this)
Tournament Start (Groups): April 25th
Tournament End (Grand Finals): May 30th
First Place Prize: A unique profile badge for each member of your team!
Have fun!