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MKPS Ruleset (Last Updated June 12th, 2020)

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Tea

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#1
Mario Kart Professional Series Ruleset
Last Update: February 7th, 2020
Bold = New Rules
1. General Rules
  1. Participants of MKPS are prohibited from manipulating rules or finding loopholes in the rules in order to create a benefit to any participating team in the tournament. Players who are found to be performing such acts will be subject to punishment based on the severity of the incident caused by said manipulation.
  2. If there is an oversight in the rules that allows for a loophole, exploitation, or just a general ‘gap’ in the rules, staff has the authority to amend the rule on the spot to fix the situation.
  3. All rules and penalties are to be enforced by MKPS staff.
  4. All compensation and penalty values in the match rules are based on the 10 player point distribution.
  5. Rule changes made mid-season will apply for matches played after the change. An announcement will be made for any rule changes.
  6. All teams are able to have up to three team representatives. These team representatives will organize their team’s matches throughout the MKPS circuit.
    1. All team representatives must abide by conduct rules outlined in section two.
  7. It is required that all team representatives join the MKPS Discord server. Team representatives will arrange matches in the MKPS server only.
    1. Any match agreements which are arranged outside of the MKPS server will NOT be enforced.
    2. Team representatives who repeatedly make arrangements outside of the MKPS server may be removed as a team representative at staff discretion.
  8. In any elimination/bracket/gauntlet/post-season match during a split, all evidence that may result in a score change must be brought to the offending teams’ and referees’ attention immediately after that race; the next GP must not start until the referees’ decision has been made.
    1. If a GP starts before the referees’ decision has been made, the host team will incur a penalty at staff’s discretion.
    2. If evidence is not provided 8 minutes after the GP is finished, the evidence will not be acknowledged by the referees (this does not apply for cheating cases, game modifications and/or improper registrations).
    3. During non-elimination/group stage matches, evidence may be provided after the completion of the match.
  9. All times unless otherwise specified are according to the Eastern Time Zone (ET), with Daylight Savings considered.
2. Conduct
  1. Participation in MKPS is subject to the terms and rules of both MarioKartBoards and MKPS. Any user found in violation of one or more rules risks punishments stated within either conduct ruleset.
  2. Excessive flaming, harassment, toxicity, etc. is not allowed.
  3. Conduct violations will result in a warning, match ban, or other punishment at staff discretion.
    1. Repeated or severe offenses may result in removal from MKPS.
  4. Match bans will carry over into future seasons if the duration of the ban is not served in the current season.
  5. Players can be punished for misconduct at any time, including between seasons.
  6. Any misconduct concerns regarding MKPS participants should be brought to the attention of MKPS staff.
3. Registration
  1. Players must register with their own MarioKartBoards account and friend code(s), not those of any other participant. This means that players must register themselves.
    1. Exceptions can be made for players playing in the same household. However, they must be approved by the referees in advance.
    2. Referees and/or Registration Admins have the right to decline registrations on the grounds of alt suspicion, and can also delay the processing of a registration if required.
  2. Players are only allowed to play for the team that they have signed up for.
  3. Players may update their Friend Codes at any time prior to the match.
    1. If there is sufficient proof that an update has not been performed in time, the player will be considered ineligible to play.
  4. Transfers proceed as followed:
    1. Players may be able to transfer as many times as possible before the Spring Split (Free Agency Period).
    2. Teams may not transfer during the Spring and Summer Split, and if they qualify, the MKPS Major.
    3. In between the Spring and Summer Splits, players are allowed to transfer once between teams and each team can only have 2 transfers out and 2 transfers in.
    4. If a new team is created, that team can have more than 2 people transfer in between Spring and Summer Splits.
  5. Clans with multiple teams will denote which team is the 1st team, which team is the 2nd team, and so on.
    1. One player from the lower team(s) is allowed to play for the upper team(s) once per week, but are not allowed to play for their own team for that week’s match.
  6. If a player is caught playing for a team they are not registered with or has an invalid registration, that player will lose all of their points or receive a penalty of 150 points (whichever is greater).
    1. If there is sufficient proof that the friend code belongs to the player through FriendBot, the player will receive a warning. Subsequent failures will result in the penalty above.
  7. Teams must have at least 8 and at most 12 correctly registered players in order to be seeded.
    1. Teams who do not meet these conditions are ineligible to participate in MKPS.
4. Mii Names
  1. Team tags must be visibly separated from Mii names.
    Examples:
    ab Player
    ab*Player
    [ab]Player
    ab Plyr-
    [ab]Plyr-
    Player ab
    Player*ab
    [email protected]
    -Plyr ab
    -Plyr*ab
    [email protected]
    ab
    1. If a team's tag has a separator as the team tag itself, that is allowed to be used as the separator (for instance, if a team uses the tag "#", the full Mii name including tag could be "#MONEY").
    2. a.ii. The following symbols are considered a separator:
      - [ ] \ / ‘ # ! “ % ^ & * ( ) _ | ` { } ? @ ~ ; , . = < > + : ¿ ¡ « » · - × ÷ = ± ∞ ™ º ª ♭ ♪ * ← → ↑ ↓ ΄ ΅ ☆ ★ ○ ● ◎ ◇ ◆ □ ■ © △ ▲ ▽ ▼ ¦ ∴ 、。?!ー「 」' ※ 〒 • … (space)
  2. Players must use the correct team tag and name that they registered with in the registry (for example, “υτ” is valid, but “ut”, “uT”, or “Ut” will not be considered as a valid tag).
  3. Team tags cannot exceed four characters.
  4. If and only if two teams from the same clan are playing each other, the team that is officially registered as Team 2 must put an appropriate character that is easily distinguishable from the other (for instance, if two teams from Charged Brigade played each other, Charged Brigade 1 could use the tag "¢β" and Charged Brigade 2 could use the tag "¢β2").
5. CTGP Revolution Settings
  1. Players must set the following Page 1 CTGP Channel Settings to:
    Custom Tracks? ON
    Remove Game Music? ON/OFF
    My Stuff Folder: OFF
    Mii Heads on Minimap: ON/OFF
    Save game on SD card? ON/OFF
    Special Fonts: ON/OFF
    Draggable Blue Shells ON/OFF
    Speedometer ON/OFF
    List Race Settings During Voting: VERBOSE (recommended)/SIMPLE
  2. Hosts must set the following Page 4 and 5 CTGP Channel Settings to:
    Track Availability: NORMAL
    Specific Engine Class: 150cc ONLY (can be changed under mutual agreement)
    Race Count: 4
    Thundercloud Autofire: NORMAL
    Thundercloud Effect: NORMAL
    Room Encryption: ON
    Available Vehicles: ALL VEHICLES
    Host Always Wins Vote: NO
    Item Rain: OFF
    All Items Can Land: OFF
    Network Data Rate: NORMAL
    Item Boxes: ON
    Only accept CTGP users? YES
    Allow My Stuff users: NO
  3. If a CTGP-R player uses any prohibited game modification(s) (video proof required), a penalty will be given based on how severely the game modification may have affected the match.
    1. Any host that is caught with the game modification 'My Stuff' set to 'ON' or 'No Replaced Tracks' will receive a penalty of 30 points per race (150 point cap) or equal to the host's point total (whichever is greater) until the setting is corrected. Any races played with the incorrect 'My Stuff' setting will count toward the final result of the match. The host will receive a host ban for not setting “Allow My Stuff Users = OFF”. If the host refuses to reset, their team will forfeit the match.
    2. A host caught with Track Availability set to "Custom Tracks" or "All Tracks", Thundercloud Autofire set to "OFF", Thundercloud Effect set to "Mega", Room Encryption set to "OFF", Item Rain set to "ON", All Items Can Land set to "ON", and/or Item Boxes set to "OFF" must reset the room at the cost of their team reset and correct the setting(s). Races played with any of these settings will not count toward the final score. If the host refuses to reset, their team will forfeit the match.
    3. A host caught with “Host Always Wins” vote set to "ON" must reset the room at the cost of their team reset and correct the setting(s). If the host refuses to reset, their team will receive a 150 point penalty. Each race played will “Host Always Wins” vote set to “ON” will incur a 30 point penalty against the hosting team.
    4. If a host is caught with Vehicle Availability set to anything but "All Vehicles", the match may proceed unless a reset is requested. If requested, the host must reset the room at the cost of their team reset and correct the setting. If the host refuses to reset, their team will receive a 150 point penalty.
    5. A host caught with Specific Engine Class set to anything but "150cc Only" must reset the room at the cost of their team reset and correct the setting. The same must be done if the setting is different than one mutually agreed upon. If the host refuses to reset, their team will receive a penalty of 10 points per race (120 point cap).
    6. A host caught with Race Count set to above 4 must reset the room at any point before race 5, at the cost of their team's reset, and correct the setting. If the host refuses to reset before race 5, their team will receive a penalty of 15 points for each additional race played (180 point cap).
    7. If a host is caught with Race Count set to below 4, their team will lose their team reset each time a Grand Prix ends (showing the final results screen with the Engine Class) without 4 races being completed.
    8. Unless a different setting is mutually agreed upon by both teams, a host caught with Network Data Rate set to anything but "Normal" must reset the room at the cost of their team's reset and correct the setting. If the host refuses to reset, their team will forfeit the match.
6. Hosting
  1. The host is required to start a VS race at the start of each GP. If the host starts any other game modes, they will be forced to use a reset on behalf of their team . If the team refuses to reset, they will forfeit the match.
  2. Hosts must reset the room if requested before the countdown of the next race.
  3. Before opening the room, the hosting team must provide the opposing team with a host friend code at least 10 minutes before the match time. The room must be opened at the scheduled match time unless both teams are in agreement to open at an earlier or later time.
    1. If the room is opened before the scheduled match time, the host must close and reopen the room if the opposing team requests it.
    2. If the room is not opened once the scheduled match time has passed, a penalty may be given at staff discretion.
  4. Alternating spots can be mutually agreed upon. If mutually agreed, the host team will hold the placements 1st, 3rd, 5th, 7th, and 9th and the away team will hold the placements 2nd, 4th, 6th, 8th, and 10th.
    1. Refusal to do so will incur a 50 point penalty. Additional penalties will be added under staff’s discretion.
    2. Alternating spots will be forced in elimination/bracket/gauntlet/post-season matches during a split.
  5. The host must wait 10 minutes, from the time the room is opened for the first time, for players to join the room. The room MUST be started after this time unless both teams are in agreement to start sooner or wait longer.
    1. For matches in which both teams agree to have alternating spots, each player must join within 2 minutes of the last person joining. The wait time is extended to 15 minutes for the first room opening in matches with alternating spots.
    2. Failure to start the room after this wait time will cost the hosting their team reset, and the wait time will start again at a reduced time.
      1. The penalty will instead be applied to the non-hosting team if the non-hosting team requests the hosting team to wait longer than the initial wait time.
      2. 5 additional minutes of wait time will be allowed until the room must start.
        1. Failure to start will incur point penalties described in rule 7.3. Additional hosting penalties or match forfeiture will be incurred at staff discretion.
  6. The host must wait a minimum of 10 seconds and a maximum of 5 minutes before starting the room between GPs (continuing the match) unless both teams are in agreement to wait longer.
    1. All wait time restrictions from rule 6.5.2 apply between GPs.
  7. The host is not allowed to start without all participants in the room unless the allotted time for the room to be opened is exceeded or if the opposing team gives consent for the host to start earlier without all of their participants in the room. If this rule is broken, the host must reset at the cost of their team reset.
  8. Using the “Kick” button on the Wiimmfi Page is not allowed, using the “Close” button is only allowed for quick resets.
    1. The host is not allowed to kick any players from the opposing team from the room at any point after the room opens without consent. To check if someone was kicked, go to http://wiimmfi.de/show-bans. If a kick was performed, take a screenshot and contact staff immediately.
    2. If this rule is broken while waiting for the room to start (kicking players to get any potential advantage), the hosting team will lose a reset for each player kicked and the host of the room will receive punishments.
    3. If this rule is broken during a race, the hosting team will receive a penalty of 100 points for every player kicked and the room will be reset if requested (counting as the hosting team's reset if applicable).
    4. If a player violates either rule 6.8.2 or 6.8.3, they will receive a season ban from hosting if the match in question was outside of the league, or a permanent ban from hosting if the match in question was a league match.
    5. If a team uses a host-banned player as the match host, they will receive a penalty of either 30 points per race with a maximum of 150 points or the points the host-banned player had (whichever is greater).
  9. After a reset during a GP, the host will wait for a maximum of 10 minutes to let players rejoin the room.
    1. For matches in which both teams have agreed on alternating spots, each player must join within 2 minutes of the last player joining.
      1. Failure to join within 2 minutes of the last player may incur a penalty at staff discretion.
    2. All wait time restrictions from rule 6.5.2 apply in room resets.
  10. Intentional stalling of a match is not allowed
    1. Teams believed to be intentionally stalling a match beyond what is permitted in this ruleset (including but not limited to: continually “stretching” the time limits (e.g. starting a GP just to reset without playing a race), finding and abusing loopholes, etc.) may be penalized with a warning, a mandated host change, a host ban, or other penalty deemed appropriate by staff.
7. Match Structure
  1. The default match size is 5v5.
  2. The match duration is to last for three GPs (12 races total).
    1. In the event of a tie score after 12 races, one additional GP of 4 races will be played to determine the winner
      1. If the additional GP of 4 races also ends in a tie, 1 final race will be played to determine the winner
      2. Track repicks are NOT allowed in tiebreaker races.
  3. Both teams are entitled to 1 reset per match. Each additional reset will come at a 20 point penalty.
    1. If disconnections incur under rule 9.3, the reset will not count towards a team's reset.
    2. Widespread Wiimmfi instability may permit a reset at no cost to either team at staff discretion.
    3. Should the away team request to use a reset, they must directly tell the hosting team to reset the room between the results of a race and the selection of the next track.
    4. If there is sufficient evidence that the hosting team did not reset the room when the away team wanted to use their reset, they will receive a 20 point penalty for each race that is played (240 points total for the entire match).
    5. If a reset is called in between races of a GP, the finishing racer positions from the previous race will be enforced when completing the races after all full GPs of 4 races have been played.
      1. After the room is reopened, players will join according to standard joining procedure unless the match is in the final 4 races (see 7.3.4.ii).
        1. After the completion of all full GPs of 4 races, the room will be reopened and players will join in the same order which they finished in the race before the reset.
          1. If a host change is necessary for the spots to match, the host will be changed.
          2. As not all players have the ability to reliably host rooms, exact placements will only be enforced for non-hosting players. The hosting team can select any racer to host.
            1. If the host of the room is different from the player who finished 1st in the race before the reset, the player who finished 1st in the race before the reset will instead take the place of the current host.
      2. If the match is in the final 4 races, the racers will rejoin in the same order they finished the previous race.
        1. If a host change is necessary for the spots to match, the host will be changed.
        2. As not all players have the ability to reliably host rooms, exact placements will only be enforced for non-hosting players. The hosting team can select any racer to host.
          1. If the host of the room is different from the player who finished 1st in the race before the reset, the player who finished 1st in the race before the reset will instead take the place of the current host.
      3. If a reset is called due to a mid-race disconnection, a referee will determine if the finishing spots of the race will be enforced after the completion of all full GPs of 4 races.
        1. Significant disconnections will warrant a reset of positions. The room will be reopened and standard joining procedures will be followed.
        2. Insignificant disconnections will not warrant a reset of positions, and the finishing positions will be enforced after the completion of all full GPs of 4 races in accordance with rule 7.3.4.i.1.
        3. Both teams are responsible for providing video proof of the time of disconnection. If there is no video proof, the room will be reopened and standard joining procedures will be followed.
          1. Video proof must be submitted within 10 minutes of the requested reset. The next GP must not start until a referee has delivered a decision.
  4. Players can freely choose to use any character, vehicle, drift type, and/or controller, unless rule 7.4.1 applies.
    1. If player(s) of a team select the Magikruiser or Dolphin Dasher for the last race of a match (after the 11th race has been played), a 10 point penalty will be applied for every player using the Magikruiser or Dolphin Dasher (assuming sufficient evidence is provided). The only exception to this rule is if the player was in the Magikruiser or Dolphin Dasher during the previous race in the GP.
  5. Players may not use the following glitches:
    Coconut Mall (1)
    Coconut Mall (2)
    Grumble Volcano (the lava respawn and rock-hop glitches are allowed)
    Maple Treeway (both the ultra glitch and any variations of the position glitch are banned, however the u-turn skip is allowed. For clarification: the position glitch involves using any alternate route that directly combines the area after the cannon with the area of track between the u-turn and the trickable net)
    Mario Circuit
    Mushroom Gorge
    Rainbow Road (both methods of the ultra glitch are banned [method 1, method 2], however the moon-jump at the beginning is allowed)
    Wario’s Gold Mine
    GCN Peach Beach
    GCN Waluigi Stadium (1)
    GCN Waluigi Stadium (2)
    DS Desert Hills
    N64 DK’s Jungle Parkway (1)
    N64 DK’s Jungle Parkway (2)
    N64 Sherbet Land
    1. Any usage of these glitches on the tracks above will result in a penalty of 50 points towards the player's team and their individual score (for every person performing a glitch) per race.
    2. All Players’ points will be corrected to their true values assuming sufficient proof of those true values is presented.
  6. Any team that is responsible for picking a track that has already been played will receive a 20 point penalty (with the exception of a track selected via random, not including the CTGP randomizer).
    1. If a player provides video evidence that the CTGP randomizer was responsible for selecting a track that has already been played (without having a cup pre-selected), then no penalty will be given for the repick.
8A Default Bagging Rules
  1. The default bagging format for MKPS Spring and Summer Split will be the “Professional Series Bagging” format. Other formats, like “trolling” and “Troll no Star” are only allowed while mutually agreed.
    1. Tournaments are allowed to have different bagging formats as the default format.
  2. Passing the line and then reversing is not considered being on the same lap as when you passed. For instance, if you pass the line to get on lap 2 and then go behind the line, you are on lap 1.
  3. A player who is less than half a lap behind the current first place position is a "racer". Otherwise, the player is a "bagger". "Trolling" is the act of impeding via in-game means (such as hitting a player with an item), and is subject to a penalty.
  4. Baggers are never allowed to:
    1. Intentionally block a competitively-viable route for a runner
      1. Examples of competitive viable routes are outlined in rule 8A.11
    2. Hit an opposing racer with or while under the effect of an item (excluded items: Blue Shell, Blooper, POW, and Lightning)
      1. Baggers are not allowed to hit an opposing racer under the effect of track boosts (MG, BC, RR, rMC3, etc.)
      2. Items that baggers drop from getting hit by an opposing racer or trap items (FIBs, bananas) that have been placed on the track by the bagger for more than 10 seconds are not considered trolling.
    3. Hit runners off the course
    4. Hit runners into an in-game obstacle (car, Wiggler, Chain Chomp, etc.).
      1. Walls are NOT considered in game obstacles
  5. Baggers are allowed to steal item boxes and bump into racers, so long as they are moving backwards with respect to an opposing racer and are not using or under the effect of an item (defined in 8A.4)
    1. Driving sideways will be considered driving forwards, and will result in a penalty
    2. Baggers will not be penalized for bumping racers or hitting/getting hit by items while driving backwards.
    3. Wheelie bumps or bumps off the track, into a wall, item, or off-road are not allowed while moving forwards or sideways.
  6. Baggers are allowed to hit or be hit by any player items, and are allowed to pick up any item from the ground.
    1. Triggering a bomb car explosion that hits an opposing racer is not allowed. Triggering a player thrown/placed bomb is allowed.
  7. Baggers who receive a thundercloud from an opposing racer are allowed to pass that thundercloud back to the SAME racer they received the thundercloud from. Baggers are not permitted to pass a thundercloud to any other opposing racer.
    1. “Stealing” a thundercloud from an opposing racer who would have reached a cannon or the end of the race before the thundercloud fired is not allowed.
  8. Any bagger believed to be intentionally interfering with an opposing racer with the primary intent of slowing the racer down (via bumps, blocking routes, taking an item box, etc.) may be subject to a penalty. Examples include (but are not limited to):
    1. Stealing item boxes lap 3 with no chance for a shock or for an item to drop to teammates.
    2. Driving backwards very slowly or waiting to drive backwards in order to block a shortcut/alignment or bump a runner.
    3. Purposely slamming oneself into a wall to have a greater chance of bumping a runner into a wall.
    4. Any other “loophole” in this ruleset that a bagger attempts to exploit in order to interfere with the opposing racers.
  9. If trolling occurs, a penalty of 5, 10, 15, or 20 points will be given depending on the severity of the incident (assuming sufficient proof is presented).
  10. Any racer that is deemed to have intentionally gotten trolled will not incur any penalty against the opposing team.
    1. If the racer who was trolled had no chance at gaining any positions (must be lap 3), no penalty will occur.
    2. Racers who repeatedly are believed to 'fish' for trolling penalties may be penalized themselves
  11. Penalty Guidelines: The following will be used in all submitted trolling cases to determine an appropriate penalty.
    1. Major Trolls
      1. Hitting an opposing racer with or while under the effects of any item which causes a racer to spin-out is a major troll (Exceptions from 8A.4 still apply).
      2. Pushing an opposing racer into a detrimental item while moving forwards is a major troll.
      3. Pushing an opposing runner off the track (forcing a respawn) or into a course obstacle that causes the racer to lose their item (e.g. bomb car, bomb, thwomp/car squish, chain chomp) REGARDLESS OF DRIVING DIRECTION is a major troll.
      4. Major trolls will incur a -20 penalty against the bagger’s team.
      5. Low/No Impact exception can apply to major trolls.
    2. Minor Trolls
      1. Restricted stealing of item boxes (defined in 8A.5), stealing “FTW” thunderclouds (defined in 8A.7) wheelie bumps or bumps into a wall/offroad while moving forwards, hitting trailed/rotating items while moving forwards, or bumps under the effect of a mushroom or boost panel are minor trolls.
      2. Bumping a racer into a course obstacle that does NOT cause the racer to lose their item (eg. boulder, mine cart) or into a shell/FIB/banana is a minor troll.
      3. The penalty amount for a minor troll will be decided by the referees.
      4. Minor Troll Criteria:
        1. The immediate instance of the troll will be the primary consideration for the penalty amount.
        2. The changed structure of the race due to the troll or “what-ifs” and other hypotheticals for the remainder of the race will not be considered. Finishing positions may be considered in scenarios considered to be a low/no impact troll.
      5. Low/No Impact exception can apply to minor trolls.
    3. Low/No Impact exception:
      1. Negligible trolls (for minor trolls) or late race trolls (for either major or minor trolls) which have little or no impact on the final results will not incur the same penalty as a similar troll which happens early or in the middle of a race. Low/No impact trolls may not incur any penalty at all.
8B TNS (Troll No Star) Rules
  1. Baggers are allowed to hit an opposing racer with shrooms, bills, bananas, fake item boxes and themselves. Any other item would result in a penalty.
    1. Passing a thundercloud which the bagger received back to a racer is allowed.
  2. Baggers are allowed to explode and bump into any obstacle that causes an explosion similar to that of a Bob-omb while near opposing racers (ex: stray Bob-omb, Bomb-car, cannonball) except while using a star or a mega mushroom.
  3. Baggers are allowed to bump players off the track, into obstacles, and into walls.
9. Disconnections & Player Compensation
  1. If the room starts with 9 players the missing person will receive 12 points for the GP.
  2. If the room starts with 10 Players:
    1. Any player not visible on Race 1 results will receive 15 points for the GP.
    2. Any player not visible on Race 2 results will receive 15 points for the GP (unless their Race 1 score +9 points is greater than 15).
    3. Any player not visible on Race 3 results will receive their Race 2 score +6 points.
    4. Any player not visible on Race 4 results will receive their Race 3 score +3 points.
  3. If 3 or more players disconnect during a race, and at least 1 is from each team, the race does not count.
  4. If all participating players appear on the results screen, the race counts.
    1. 9.3 is an exception to this rule.
    2. If a reset is called prior to the race countdown, the race will not count.
  5. In races that have at least 1 bagger (defined in 8. Bagging Rules), a runner that disconnects will have their points for the race adjusted to match the points of the lowest possible finishing position for a runner had they not disconnected.
    1. The bagger(s) will in turn have their points adjusted to the lowest position(s) in the race while maintaining the order of placement.
10. Lagging
  1. Players who create a significant advantage for themselves or a significant disadvantage for others due to in-race lag may have their points reduced or removed completely.
    1. 2 POVs are required (more is better).
  2. Finishing positions which are lagged and do not match the actual order which the players crossed the finish line may be corrected.
    1. 2 POVs are required for lagged positions within 1 second of each other.
    2. The MKWX page on the Wiimmfi site can be used as proof along with 1 POV for positions lagged from more than 1 second away.
11. Cheating
  1. Players may not use any form of hacking, intentionally lagging, and/or other exploitations (programs ran from a PC sending data from the console is included) which may be considered to be an advantage over their Opponent.
    1. Hacking or cheating is an automatic ban for the player(s). The match will be scored 100-0 against the team using said Player.
  2. Bans for cheating are permanent (other ban types and lengths are covered in the ruleset). Season bans are for minor incidents, while the default ban is permanent.
  3. Teams may not use players banned in MKPS
    1. If a team uses a banned player, they will be banned from the league.
12. Results
  1. The hosting team must post the match result no later than 24 hours after match completion (unless the away team already has).
  2. If neither team can provide proof of the match result, then proof of any completed races may be counted as the final result.
  3. If neither team can provide proof of the match result or completed races within 24 hours, then that match may be scored as a draw.
  4. Both teams who played in the match are equally responsible for including a screenshot from http://wiimmfi.de/mkw of all participants, their friend codes, and the room's group ID.
    1. Editing the screenshot in any way is not allowed. Doing so will be considered cheating and offenders will be subject to the penalties described in section 11 (Cheating).
  5. If scores are incorrect due to the Ignorance is Bliss Anti-Cheat System (regardless of the setting), the in-game result will be used unless proof of finishing positions for every race is provided.
13. Format
  1. Overall Format
    1. The overall format of MKPS is a tournament circuit. Teams will receive circuit points (CP) by participating in the Spring and Summer Split. The top 8 teams will participate in the year-end tournament, the MKPS Major.
    2. Teams will receive split points (SP) within each split to determine pool/group stage/non-elimination rankings.
      1. Winning a match will grant a team 3 SP.
      2. A match which ends in a draw will grant each team 1 SP.
        1. A draw as a result of both teams forfeiting will not grant either team any SP.
      3. Losing a match will grant a team 0 SP.
      4. Should two or more teams tie regarding their final standing, there will be a set of checks to determine the ultimate final standings of said teams
        1. Head-to-head result
          1. In a double round robin, the higher overall difference between those individual matches will be used. (ex: Match 1 - A 388-344 B, Match 2 - A 315-417 B; Total - A 703-761 B. B wins).
        2. Overall point differential
        3. Tie-breaker match
  2. Spring Split
    1. Teams will be placed into groups and play in a single round robin.
      1. The top teams will be seeded into their groups, while the remaining teams will be randomized
      2. Affiliated teams will not be placed in the same group.
    2. Teams will receive SP based on match results to determine ranking in their group.
      1. Teams that place in the top half of each group will advance to the upper bracket. Teams that place in the lower half of each group will advance to the lower bracket.
    3. Teams will receive CP based on their final placing in the upper and lower bracket.
    4. The winner of the upper bracket will automatically qualify for the MKPS Major at the end of the year.
  3. Summer Split
    1. Groups
      1. Teams will be placed into groups based on the total amount of CP they have accumulated throughout the year.
      2. The top two-third (or three-fourth) finishing teams will earn CP. The higher their groups, the higher they gain.
      3. The top 2 teams of each group will move to the gauntlet stage.
    2. Gauntlet
      1. The top two teams of the lowest group will play against the top 2 teams in the group above them. This continues until there is a champion.
      2. Teams will receive CP based on their final placing in the gauntlet.
      3. The winner of the gauntlet will automatically qualify for the MKPS Major at the end of the year.
  4. Smaller Tournaments
    1. In between the Spring and Summer splits, there will be smaller tournaments that teams can participate in to earn CP.
    2. These tournaments must be sanctioned by the MKPS staff in order to count towards MKPS.
    3. Rules in these tournaments will be different than those of the Spring and Summer Split, but must be similar enough to qualify as a MKPS tournament. This will be determined by the MKPS Tournament Organizers.
  5. MKPS Major
    1. The two teams that qualify through Spring Split and Summer Split, and the 6 highest CP earning teams will qualify for the MKPS Major.
14. Incomplete Matches
  1. Any incomplete match which is believed to be incomplete for a valid reason (Wiimfi instability, natural disaster, etc.) may be completed at a later time. Any remaining GPs/races are to be played at a mutually agreed date/time. Should both teams fail to reach an agreement, they are to play at a date/time set by the staff.
  2. Any incomplete match which is believed to be incomplete for an invalid reason may be counted as complete with any GP/Race scores available.
    1. Teams unwilling to complete a match may lose the match by forfeit.
15. Scheduling
  1. If teams do not agree on a match time by 18:59 ET (23:59 GMT) on Thursday, the referees will decide the match time based on both team’s preferred times.
  2. Teams can agree to play at any point earlier than Sunday 18:59 ET (23:59 GMT).
  3. If both teams cannot determine a time, then a time will be selected by the referees based on the times the teams provided at the beginning of the season.
  4. Should a scheduled match coincide with a country's national or religious holiday, both teams are to play at a mutually agreed date/time. Should both teams fail to reach an agreement, they are to play at a date/time set by staff.
  5. Should both teams fail to honor the agreed and/or set date/time for the scheduled match, any scores presented may be counted as the final match result. If no GP(s)/race(s) is presented, the outcome of the match will be decided at the staff’s discretion.
16. Forfeits
  1. If a team forfeits a match, the match is to be scored 150-0 in favor of the opponent.
  2. If two teams forfeit a match, the match is to be scored as a 100-100 draw.
  3. If a team forfeits a match, it will result in:
    1. 1st Forfeit: Warning
    2. 2nd Forfeit: Risk of no invitation for next season
    3. Disqualification from MKPS
17. Disqualifications and Withdrawals
  1. Match results against disqualified or withdrawn teams will receive a 100-0 score in favor of the team still participating.
  2. Any future match results in which two disqualified or withdrawn teams play each other will be scored as 100-100.
    1. Both teams will receive 0 points for the match on their group’s leaderboard in the group stage of the Spring and Summer Split.
    2. If they withdraw during the bracket stage or gauntlet, then the opponent that would meet the disqualified team would automatically go to the next round.
  3. Any individual points for players of disqualified or withdrawn teams will be removed.
  4. If a team withdraws from MKPS, they are not allowed to participate in the current season and future seasons

*Rules are subjected to change. If there are any errors, contact the MKPS Board
 
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Tea

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6/12/2020 Updates
6.3. Added requirement to provide host code 10 minutes before match time. Removed requirement that the opposing team must approve of room opening & added that the agreed match time is the time the room will be opened. Removed 5 minute buffer after match time to reduce stalling. Removed choice of host vs. format as an outdated procedure.
6.3.1. Changed to reflect the new match time requirement for opening room.
6.3.2. Added.
6.5. Changed wait time to 10 minutes. Added that the room must be started after this wait time.
6.5.1. Added an extension for wait time for alternating spot matches up to 15 minutes (this only applies to the first time the room is opened, later rules only allow 5 or 10 minutes regardless of alternating spots)
6.5.2. Added. Any team that stalls the room beyond the allotted time will lose their ability to reset during the match and will only be allowed 5 additional minutes before they will receive point penalties.
7.3. Team resets reduced from 2 to 1.
7.3.5 Added. This is the rule which aims to prevent teams from purposely resetting in the middle of a GP to reset starting positions.
14.1.2. Added including all rules from 12.6, 12.7, and 13. Also added new point values (Split Points) to differentiate from CP or race points. Added clarity on tiebreakers for single round robin.
 
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