This brief overview is not intended to replace the Tournament Rules, which can be found here. Registrants should carefully consult the Tournament Rules for additional requirements concerning the operation of the Tournament.
1. ACCEPTANCE OF OFFICIAL RULES
- 1.1 Acceptance. Each Participant must agree to the Official Rules by:
- Registering to participate in the Tournament.
- Participating in any match that is part of the tournament.
- 2.1 Eligibility. To To be able to compete as a "Player," you must meet the following requirements:
- Be in good standing with respect to any Blizzard Battle.Net accounts registered in your name. (2.1.A)
- Be over the age of majority in your jurisdiction of residence. (2.1.B)
- Be a legal resident of the United States or Canada. (2.1.C)
- Be currently enrolled, or planning to be enrolled, during the tournament period as a full-time student in an Eligible Institution. (2.1.D)
- Agree to be bound by these Official Rules. (2.1.G)
- 2.2 Verification of Eligibility. Every member of a Team who plays in the Tournament may be required to provide proof of enrollment; otherwise the Team is ineligible to win a prize in this Tournament.
- 3.1 Tournament Teams. A “Team” will consist of up to six (6) Players, six (6) optional Substitutes, and an optional Team Manager. Only one team from each Eligible Institution will be allowed to participate in the Tournament.
- 3.2 Team Management. Each Team must have a single individual designated as Team Captain. Each Team may have a single individual designated as Team Manager.
- Team Manager. The Team Manager will act as a Team’s primary contact for all roster changes, rule disputes, and other communication between Teams and Tournament Administration. The Team Manager may not participate in Tournament matches. (3.2.1)
- Team Captain. In the case that a team does not have a team manager, the team Captain will act as a Team's primary contact for all roster changes, rule disputes, and other communication between each Team and Tournament Administration. (3.2.2)
- 3.3 Designation. Team Managers must apply and be accepted before final Roster Locks. In the event of a Team Manager change, Tournament Administration must be informed by the Team.
- 3.4 Roster Requirements.
- Players. Each Team must designate six (6) starting Players. (3.4.A)
- Substitutes. Each Team may designate up to six (6) substitute Players. These Players may replace Players during the Season. Teams may utilize any available substitute who is present on their Roster. (3.4.B)
- Roster Locking. Throughout the tournament, rosters may have roster locking periods, where rosters will be unable to be altered prior to upcoming matches. (3.4.C)
4. MATCHES AND STANDINGS
- 4.1 Match Format. Each match in the Varsity Series will be a best of three (bo3) or best of five (bo5). The first map of the set will be determined by Tournament Administration in advance of the tournament. The loser of each map will choose the next map to be played from a predetermined pool. The winner will choose whether they would like to attack or defend on that map.
- Ties. In the case of a tie, the team that lost the previous map will choose the next map and the team that won previously will select whether they would like to attack or defend. If the match set is tied, additional maps will be played until a team meets an appropriate win condition. (4.1.C)
- 4.2 Tournament Period. The Tournament will take place from September 21, 2019 to December 15, 2019.
- 4.3 Tournament Stages. The tournament will consist of three main stages, which are interconnected and seeded in various ways to ensure a fair and fun experience for all participants.
- Tespa Varsity Network. Any Team wishing to compete in the Tournament will need to apply for, and be accepted into, the Tespa Varsity Network. An application link and acceptance criteria will be available for review on compete.tespa.org.
- Auto-bid. All existing and new members of the Tespa Varsity Network will be considered to qualify for the Invitational via auto-bid. Twelve (12) teams will be selected to advance to the Varsity invitational based on criteria created by Tespa at its sole discretion. The selected teams will be notified by August 27, 2019.
- Qualifiers. All eligible teams that were not selected in the auto-bid process will have an additional opportunity to qualify for the Varsity Invitational via two Qualifier tournaments. Teams will be seeded randomly into a single elimination bracket. The top two teams in each single elimination bracket will qualify to compete in the Varsity Invitational. Two Qualifiers will be held, meaning four teams will qualify for the Varsity Invitational from this stage.
- Varsity Invitational. All qualifying teams from the auto-bid and the Qualifiers will be placed into one of two regions based on relative geographic location. Each region of eight (8) teams will play matches in a round robin format. At the end of the round robin, the top four (4) teams from each group will advance to the Varsity Playoff. The bottom four (4) teams in each group will have the opportunity to qualify for the playoffs via the Play-in tournament.
- Second-Chance Bracket. All teams that did not qualify for the Varsity invitational will be placed in a second-chance bracket. Teams in the second-chance bracket will be randomly seeded into a standard Swiss-pairing style (“Swiss”) tournament, where they will compete over the internet for eight (8) rounds of Swiss pairing. All matches inside the current round must be completed at which point all new pairings for the upcoming round will be made based on the results of the previous round. These pairings will be based on the Swiss record of the Players throughout the Second Chance Bracket. Starting with the teams with the best record, teams are randomly paired against other teams with the same record that they have not played previously in the tournament. If there are no teams left with the same record, the remaining team will be paired against a random team with another record. Any teams with the same match record will be ranked according to three sequential tie breakers.
- Play-in. All teams from the Second-Chance Bracket and the bottom eight (8) teams in the Varsity Invitational will be seeded into a single elimination, best-of-five (bo5) tournament for an opportunity to qualify for playoffs. The top two teams in the bracket will qualify for playoffs. The eight teams from the varsity invitational will receive the top eight seeds in the bracket, with their performance in the round robin determining their seeding. Strength of region will determine which team gets the higher seed if no head-to-head data is available. All teams from the Second-chance bracket will be seeded afterward, with their Swiss records used for seeding.
- Playoffs. The ten (10) qualifying teams will be seeded into a two-tower, five-floor, Single Elimination bracket. Each tower will be divided by Varsity Invitational region, with the two qualifiers from the play-in being randomly placed in a tower. Each tower will be seeded so that each play-in team plays the fourth strongest team, the third strongest team will receive a first round bye and play the winner of the play-in team and the fourth strongest team, the second strongest team will receive a first and second round bye and play the winner of the third strongest team and their opponent, and the strongest team will receive three byes and play the winner of the second strongest team and their opponent. The winner of each of the two towers will play each other in a final match to determine the first-place winner.
- 4.4 Rescheduling. Teams may reschedule matches from the time that they are assigned through Compete and public on the "My Matches" tab through the default match time. Teams may only reschedule matches with their opponent's permission in writing. Varsity Invitational matches may be rescheduled any time before the deadline.
5. MATCH DETAILS
- 5.1 Map Rotation. For all sections of the Tournament, the initial map will be assigned by Tournament Administration, and the subsequent maps will be chosen from a set of maps within each game type by the losing team. Maps for the tournament will be posted on Compete as well as assigned in the Match Assignment emails.
- Game Set. All game types permitted in Overwatch Competitive Play could be selected in the Tournament. (5.1.A)
- Tournament Map Pool. All maps permitted in Overwatch Competitive Play could be selected in the Tournament. (5.1.B)
- 5.2 Match Settings. All games should be played with the “Competitive” pre-set selected. All maps except for the map to be played should be set to “off”. All heroes communicated to be banned (if any) should also be set to “off”. The lobby should be set to “Invite Only.” Kill-cams should be set to “off”. The "Limit 2 per Role" setting should be set to "on."
6. MATCH RULES
- 6.1 Game Restarts. The decision of what circumstances merit a game restart are solely at the discretion of the Tournament Administration. Restart protocol will be decided by Tournament Administration and communicated to the team before being executed.
- 6.2 Results. Team Captains and Managers will be responsible for confirming and recording all map and match results on the Compete website.
- 6.3 Technical Issues. Teams are responsible for any of their own technical issues, including hardware, software, or internet issues.
- 6.4 Streaming and Spectating Players will be allowed to stream their matches during the Tournament from their own perspective. Players streaming do so at their own risk. Participants on a roster of a Team in a match may spectate that Team only in that match using “Spectate red only” or “Spectate blue only.” For more information, please look at the Official Rules.
- 6.5 Pauses. A team may request a pause only in the presence of a technical issue. Pause requests will be communicated in match chat during an ongoing match. The details of why a pause is requested must be communicated to the opposing team. Each team may request a maximum of three (3) pauses per match, with each pause having a maximum duration of five (5) minutes.
- 6.6 Playing "Man-Down". Maps may continue with a Team playing “Man-Down” (where a player fails to reconnect or solve technical issues and cannot participate in the remainder of the map). Maps may not begin with a team playing “Man-Down”. If a Team is unable to field the required number of players by the final match start time, that team will be required to forfeit.
- 6.7 No-Show. Six (6) Players from each Team must be present in the match lobby within twenty (20) minutes of the scheduled match time. If a Team is unable to field the required number of players by the final match start time, the team will be required to forfeit.Teams that no-show any one (1) match in the Varsity Invitational without notifying their opposing team within 24 hours of the match in writing will be dropped from the tournament.
- 7.1 Lobby Creation. Participating Teams are responsible for inviting the opposing team and creating match lobbies and matches prior to their match start time.
- 7.2 Server Selection. The team marked as “Team 1” on a match page on the Tespa Compete website may request to play the first match on the server closest to them. After a map is played, the losing team may request to switch servers for the next map. Instructions on how to do this will be provided by the Tournament Administration upon request.
- 7.3 Announcements. Large announcements, general information, ruleset, and bracket can be found here and the official Tespa Compete Discord server. These websites will serve as an information hub for teams.
- 7.4 Email. Players may email email@example.com for any issues that they experience, or to provide feedback as necessary. This method will often receive slower responses than reaching out to administrators via the Compete Discord channel.
- 8.1 Sportsmanship and Professionalism. All Participants are required to act in a respectful and sportsmanlike manner at all times and abide by the Official Tournament Rules. Tournament Administration maintains the sole right in judgement for violations of these rules and standards of integrity for good sportsmanship.
- 9.1 Participation Prizing. All Participants who are registered as a Player, Captain, Substitute, or Team Manager on any team that participates in at least 12 assigned matches will receive a custom Overwatch-themed lanyard with an approximate retail value of $5.00 USD.
- 9.2 Playoffs Prizing. In addition to receiving a Participation Prize, up to 13 Participants registered as a Player, Captain, Substitute, or Team Manager on any team that qualifies for the Playoffs will receive a custom-made ‘Varsity Jacket’, with an approximate retail value of $120.00 USD.
- 9.3 Championship Prizing. The Team that achieves first place in the Tournament shall receive a commemorative trophy, with an approximate retail value of $5,000.00 USD.