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Hello again, and welcome to the fourth taiko edition of LMS (Last Man Standing)! The whole team is excited to bring you six weeks of fun, intense matches full of crazy plays, players and maps, featuring the two new mod brackets "HDHR" and "EZ" and using ScoreV2.

For those of you who are new to this format, let us explain what LMS is. It is an annual spin-off of the traditional taiko tournamets, with a twist! Rather than being team score versus team score, each team will fight to survive in a 3v3 environment. Each team selects a song and plays normally, but the player who scores the lowest is eliminated, think of it like dodgeball!

Match Schedule


Suggest maps here!

List of Registered Teams

Stream Channel Here!


Map Pools:

Find all pools here!


Tournament Staff:

Management, Organization and Mappool Selection: Lno, Nwolf
Map Pool Testers: Dain, Grimbow, mangomizer, Unmei Muma
Referees: Eiuh, lukili846, Garpo, -Leafeon, Mekelemembe, Ak1o, [-Yuno-], JDrago14, Nwolf
Streamers: Lno, Dargin
Commentators: Jaye, Mew104, Dargin

Tournament Dates:

Registration Period: August 26th until September 11th (9 AM UTC)
Tournament Start: September 23rd
Tournament End: October 28th


First Place: A unique profile badge!

Supporter tags are no longer provided. We would aim for a 4/2/1 month distribution for 1st/2nd/3rd place with donations, but otherwise there are no plans of giving out supporter tags this time around.


Teams have to be sent to Nwolf in a forum PM. Refer to "Tournament Registration" to make sure you use the correct PM title (include "LMS" in the title!) and form. Please include a timezone that should be used for scheduling and preferred match times. You can look up time zones here.
Make sure to give your team a name! Roman alphabet, common symbols (# * $ for example) and numbers only, max. 24 letters.


Please read the rules carefully and thoroughly!
1.1: (Taiko) Last Man Standing (LMS) is a 3v3 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.
  • 1.7.1: 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.

1.8: Maps cannot be reused in the same match unless the game was nullified.

1.9: If less than 3 players attend, you have to forfeit their lives. They can not be transferred to another player. You will have 10 minutes to get at least 3 players to play, if you cannot, you must forfeit those lives and play handicapped.
  • 1.9.1: You cannot swap players if less than 3 players attend and the 10 minutes waiting time have passed.

1.10: Exchanging players during a match is allowed under following limitations:
  • 1.10.1: You can not exchange with someone who got eliminated in the match being played.

    1.10.2: You can not swap players into a 2-life slot if they have lost one life in the match being played.

    1.10.2: You can only exchange one person per map.

    1.10.3: You can not transfer lives or swap slots.

    1.10.4: More information to the life system are in section 3 "Stage Instructions" and 4 "Match Instructions".

1.11: Lives are assigned to slots, instead of individual players.
- During Group Stage, slots 1 (blue team) and 4 (red team) receive a second life.
- During Round of 16 and Quarterfinals, slots 1 and 2 (blue team), 4 and 5 (red team) receive a second life.
- During and after Semifinals every slot receives a second life.
  • 1.11.1: If a slot drops to 0 lives the slot gets locked and the player eliminated from the match.

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.

1.16: This tournament uses score v2 for all matches played.
2.1: Your team needs at least 3 players to participate.
  • 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!

2.2: 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, the captain must PM the Tournament Management.
  • 2.4.1: Individual players may also PM the Tournament Management if they are not part of a team yet. The Tournament Management will inform every individually registered player near the end of the registration period about other players..

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.
  • 2.6.1: Captains will get notified when their roster has been accepted or rejected.

    2.6.2: Upon rejection, one of the tournament staff members should explain the reason why your team has been declined.
3.1: In the first stage (Group Stage), the teams will be divided into 8 groups of 4 teams.

  • 3.1.1: If less than 32 teams arrive, the grouping will be set up differently.

3.2: Each team from each group will face all the other teams once.

3.3: Rankings of each group are determined by sorting the results of each team's performance in the following priority:
  • 3.3.1: More Matches Won.
    3.3.2: Have higher {(the number of maps won) - (the number of maps defeated)}.
    3.3.3: Most maps won.

3.4: The top 2 teams of each group will move on to the Knock-Out Stages. (depending on the grouping)

3.5: Following stages are Knock-Out Stages. This means that the winner moves to the next stage and the losing team gets put into the loser brackets.

3.6: Winning condition: In all rounds, you need to knockout all players from the opponent team. The lowest scoring player of every played map gets knocked out from the match (or lose a life). The team that loses all players first loses the match.
  • 3.6.1: Life distribution is handled according to 1.11 (General Rules).
4.1: A referee (or tournament manager) will create a multiplayer room 10 minutes in advance. Players must gather during this period.
[list:1337]4.1.1: The room will be locked. The password and multiplayer invite will be sent to the two captains as soon as possible.
4.1.2: Room settings are Taiko, Team-Vs., Win Condition: 'Score'. Room name must be "LMS 2017: TeamBlue vs TeamRed"
4.1.3: 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.
4.1.4: Blue team must occupy slots 1, 2 and 3. Red team must occupy slots 4, 5 and 6. In the case of a tiebreaker, the blue player occupies slot 1 and the red player slot 2.
4.1.5: The setup at the start of the match must remain consistent throughout.

4.2: Each team is allowed to select one warm-up map.
  • 4.2.1: During Group Stage warm-ups must not exceed 3:30 minutes. In the following stages the warm-up can be up to 6 minutes long if both teams agree.
    4.2.2: Offensive songs or songs with questionable content may be blocked by referees.

4.3: 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.
  • 4.3.1: Each team is allowed to ban one map out of the entire map pool with the exception of the tiebreaker, which cannot be banned. Each team has to use their ban.

4.4: In case when one player lasts in both teams with only one life left, the tiebreaker map must be played.

4.5: Results will be published via the Statistics site.
5.1: Each stage will receive its own mappool.

5.2: Each map-pool consists of 8 brackets: NoMod, Hidden, HardRock, Easy, DoubleTime, FreeMod, HDHR and Tiebreaker.

5.3: Each map-pool consists of 17 maps in total.

5.4: Each map-pool has one tiebreaker.
  • 5.4.1: The tiebreaker will be played without mods activated.
    5.4.2: In the freak event of a tie on the tiebreaker, the tiebreaker will be replayed under FreeMod conditions.

5.5: The NoMod bracket will be played with no mods activated.

5.6: The Hidden, HardRock, Easy, DoubleTime and HDHR bracket will be played with the respective mods activated.

5.7: The FreeMod bracket will have FreeMod activated. Every individual player can pick Hidden, HardRock or no mod at all. You may only have one mod activated, not both.
  • 5.7.1: The team picking a FreeMod map must have at least one player playing a mod. The opposing team must have at least one player playing with a mod as well, unless they only have one player left, who may play without mods.

5.8: The size of the NoMod bracket will be 5 for all pools.

5.9: The size of the mod-specific brackets except Easy will be 2 for all pools.
  • 5.9.1: The size of the Easy bracket will be 1 for all pools.

5.10: The mappool will be released after the last match of the previous stage has been played.
6.1: Each stage will be held on a single weekend.

6.2: Matches in Group Stage may overlap.

6.3: 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.

6.4: 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!

Have fun!
2 days left to register your team (or to do changes to your roster). Having one or five more teams would be excellent!

Group Stage schedule has been released! Also don't forget the map pool and to join the LMS discord if you're playing in this tournament!
Important: Please redownload fuego and remove the old map from your osu. Somehow the difficulty ID changed which requires a new download.
This weekend was packed with interesting, close, and intense matches and we're not stopping! Next weekend is the Round of 16, featuring all the teams that made it through the Group Stage in a total of 8 matches!

Also: Schedule and Stats updated, Round of 16 map pool added.
Only 18 Japanese players remain.
Slightly late update but congratz to team Tarako Spa for winning this tournament! Badges should arrive soon(tm).

Thanks everyone for playing and we hope you enjoyed this tournament as we, the staff of LMS4, did! Hoping to see you next year~
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