3.1 Match Settings
3.1.1 Game Settings
Default Arena: DFH Stadium
Team Size: 3v3
Bot Difficulty: No Bots
Mutators: None
Match Time: 5 Minutes
Joinable By: Name/Password
Platform (Cross-Platform On): PS4, Nintendo Switch, Steam, or Xbox One
Server: US-East
3.1.2 Controllers
All standard controllers, including mouse and keyboard, are legal. Macro functions (e.g., turbo buttons) are not permitted.
3.1.3 Arenas
All games are played on DFH Stadium. In all other stages of the Tournament, the first game is played on DFH Stadium. All subsequent Matches will be played on an eligible arena, chosen by Tournament Administrators at their sole discretion. Main Event Teams may request to avoid an eligible arena due to performance issues and are required to submit a detailed request to Tournament Administrators no less than 24-hours prior to the Match start time. The Tournament Administrators reserve the right to reject for any reason, in their sole discretion, any request made by Main Event Teams to avoid an eligible arena. The following eligible arenas may be selected:
Champions Field
Champions Field (Day)
DFH Stadium
DFH Stadium (Day)
3.2 MATCH PROCEDURES
3.2.1 Hosting and Team Colors
Tournament Administrators will specify which Team is blue and which Team is orange. In the Open Qualifier, Teams will be instructed how to host the Match. In all other stages of the Tournament, a Tournament Administrator will host the Match.
3.2.2 RE-HOSTS
Between Games in a Match, Teams may request that the Match be re-hosted on the same server region due to connection issues. In the Main Event, Teams may mutually agree to cancel the current Game of the Match and re-host the Match with approval from Tournament Administrators. Tournament Administrators reserve the right to suspend and invalidate the current Game of the Match for a re-host at any time.
3.2.3 GAME START
Players may not join their designated side until two Players from each Team have joined the Game.
3.2.4 SUBSTITUTIONS
A “Substitution” is defined as changing the Player line-up after a Match has started. Substitutions may only occur in between Games in a Match, and Teams are limited to one Player change per Match. Substitutions are allowed except in the event of a disconnect.
3.2.5 REPORTING SCORES
After a Match is completed, the winning Team must submit the Match result to Tournament Administrators in a designated chatroom. The losing Team must also confirm the Match result. Taking a screenshot of the results screen or replay of the Match is strongly recommended in case of disputed results. If a Team disputes a Match claiming a win and submits proof of their claim, the other Team must submit proof of their claim to avoid an automatic forfeit of the Match. Any Teams or Players found to be submitting false or doctored results will be permanently banned from the Tournament and future tournaments.
3.2.6 GUEST ACCOUNTS
Players may not compete using guest accounts. All participants must have a unique and valid Steam, Microsoft® Account, Nintendo Account, or PlayStationTM Network ID, and appropriate access levels to Steam, Xbox LiveTM, NintendoTM Network, or the PlayStationTM Network as applicable.
3.2.7 OBSERVERS
In-game observers are not allowed except for Tournament Administrators and their designees.
3.2.8 BUGS AND GLITCHES
In the event of a bug or glitch that affects gameplay, the full Match should be played out. If a Team calls for a rematch due to the bug or glitch, they must save the replay and submit it to the Tournament Administrator for review.
3.3 TEAM ROSTERS
3.3.1 TEAM CAPTAINS
Each Team must declare one member of their roster to be the “Team Captain” who represents the Team for all official decisions and serves as the main point of contact for the Team.
3.3.2 ROSTERS
Teams may only use Players who are on their roster for a Match. Rosters must contain a minimum of two Players and up to one designated reserve Player who may be used as an alternate. Rosters may also include a manager who does not play in Tournament Matches. An individual may not simultaneously be part of more than one roster at a time.
3.3.3 ROSTER SUBMISSION
Starting line-ups for each Match must be submitted to Tournament Administrators at least 24-hours before the applicable Match.
3.3.4 ROSTER CHANGE PERIOD/ROSTER LOCK DEADLINE
Except as set forth elsewhere in these Rules, Team Rosters may not change during the Open Qualifiers or the Main Event. All rosters are locked when registrations are closed for each respective Region’s Open Qualifier. If a Team has an exceptional circumstance that prevents them from getting a substitute, they must notify the Tournament Administrator as soon as possible.
3.3.5 TRADES
No trades are allowed at any point during the Tournament.
3.3.6 PLAYER OR TEAM NAMES
Players or Teams may not change their User Names, in-game names, or Team Names without approval from Tournament Administrators. All such names must comply with these Rules and Tournament Administrators may request that they be changed at any time. A roster shall not contain duplicates of the same name, names that consist only of symbols, or names that are difficult to distinguish from one another.
3.3.7 ROSTER CONTINUITY
A “Starting Roster” is the Players who participate in the majority of the matches in the Open Qualifiers.
3.4 MATCH OBLIGATIONS
3.4.1 PUNCTUALITY
All Teams must have two Players physically present or in the online Match lobby and in the designated chatroom by the Match start time. Teams that do not have two Players ready to play after ten minutes of the Match start time are subject to penalties including a possible Match forfeiture.
3.4.2 FORFEITS
Teams may not voluntarily forfeit a Match without prior authorization from Tournament Administrators and, even with authorization, are subject to further penalties for forfeiting.
3.4.3 COMMUNICATIONS
Teams will communicate with their opponents and Tournament Administrators in a designated chatroom during all online stages of the Tournament. For live events, once a Match has officially begun, communication with anyone not designated as playing within the current Match is strictly prohibited and may result in immediate disqualification of the Player(s) or Team.
3.5 MATCH DISRUPTIONS
3.5.1 DISCONNECTS
3.5.1.1 OPEN QUALIFIER
If a disconnect occurs in the Open Qualifier, the shorthanded Team will continue to play out the single Game within the Match series. The disconnected Player may rejoin during the Game that the disconnect occurred in or in between Games of a Match series but may not join in the middle of subsequent Games in the series. After a disconnect, if the Player cannot rejoin during the same Game, the Player will have five minutes to rejoin before the next Game of the Match series begins. If the disconnected Player is unable to join the Game prior to the next Game in the series, the Player’s Team may substitute another Player from their roster if this is the first disconnect for the Team during the series.
3.5.1.2 MAIN EVENT
If a disconnect occurs during any phase of the Tournament, except for the Open Qualifier, the shorthanded Team will immediately notify the Tournament Administrators via in-game chat. The Tournament Administrators may pause the Game once the disconnect notification has been received, at their sole discretion.
Once the Game has been paused, the disconnected Player will have five minutes to rejoin before the Game resumes. If the Player cannot rejoin within that time, the shorthanded Team will continue to play out the single Game within the Match series.
If the Player does not rejoin during the same Game in which they disconnected, the Player will have three additional minutes following the Game to rejoin before the next Game of the Match series begins. The disconnected Player may only rejoin during the Game in which the disconnect occurred in or in between Games of a Match series but may not join in the middle of subsequent Games in the series. If the disconnected Player is unable to join the Game prior to the next Game in the series, the Player’s Team may substitute another Player from their roster (subject to the Substitution rules set forth in Section 3.2.4). For spectated / broadcasted Matches, if Tournament Administrators identify that a Player has disconnected without being notified, they may pause a Match to allow the Player to reconnect.
Each Team is allowed a maximum of one pause per Match. Once the disconnected Player rejoins the Game or the allotted rejoin time has expired, the Teams have 30 seconds to confirm with Tournament Administrators that each is ready to unpause. Once each has confirmed their readiness, the Game will resume from a neutral kickoff.
3.5.2 STOPPAGE OF PLAY
Tournament Administrators may pause a Game or Match at any time and for any reason. In the event of a stoppage of play, Players must remain at their devices and may not communicate with other Players until the Game or Match is resumed.
3.5.3 RESTARTS
Tournament Administrators may order a Game or Match restart due to exceptional circumstances, such as if a bug significantly affects a Player’s ability to play or the Game or Match is disrupted by a Force Majeure or other event.
3.5.4 LOG SUBMISSION
If a Player or Team makes a complaint that results in a Game or Match restart, they will be expected to provide Tournament Administrators with log files from the Game or Match. These log files will be subject to investigation, and Tournament Administrators will issue penalties if they determine that the restart was requested in error.
General Rules
###Registering for the events, or attending it constitutes the voluntary consent of the participant or attendee to:
*Be screenshot, filmed or recorded during the events scheduled time The reproduction and use of all such photographs, digital images, films, and likenesses for publicity purposes in publications, advertisements, promotional and marketing materials, and all other media including the World Wide Web, without further notice or compensation to the registrant, participant, or attendee All proprietary rights and copyrights in all such photographs, digital images, films, stream clips and likenesses (including negatives, positives, and prints) shall be and remain property of Organizer of such event We reserve the right of participation in the event. Any behavior that may perturb participants, viewers, organizers or the progression of the event is subject to disqualification Registrations are final. Tournaments that do not reach 8 players, by the time Registration ends, will be canceled and you will receive a refund. Your registration can also be moved to another game if you wish to do so. You may receive promotional emails, future event emails or related information about events and deals. There's no limit to registrations but can't have conflicts with other tournaments. Players may be asked to withdraw if any conflict.
Road To First Attack 2021 Online Tournament Guidelines for Competitors
- Competitors must be registered in Smash.gg/RTFAO2021
- Competitors must sign in to the First Attack Puerto Rico Discord -- Player check-in will be done in discord 20 minutes before the tournaments begin -- Tournament Rules will be available through discord for each category as well as in smashgg -- Players may address issues or technical difficulties to the TO’s through Discord -- Coordination of matches as well as reporting can also be done through discord if players are unable to report results through smashgg
- Once the Online Tournament begins, players must enter their matches and check-in in smashgg to begin their 1st match of the tournament
- There will be a 10 minute DQ timer which will set off as soon as the tournament begins. Players that do not check-in for their matches within the 10 minutes will automatically be disqualified through smashgg
- Competitors must be responsible in starting their matches within the time limits set in the smashgg.
- In the case of a dispute between both players, they may call upon the assistance from a TO with the “Call Moderator” option in Smashgg. Or they may address the designated TO’s assigned to the tournament on that day.
#####RTFAO 2021 Internet Requirements and Guidelines (May be subject to change):
- Competitors must have minimum internet connectivity of 20-30MB (Download) y 3-5MB (Upload) to ensure an effective online experience during the tournament.
- Consoles must be utilized with a WIRED connection (ethernet cable). You cannot compete in the tournament using Wi-Fi
- Speed Test Requests: If two competitors are experiencing an unstable internet connection, players may request a speed test from their opponents and verify with a T.O. If any of the two players is below the Minimum Requirements (50MB download/3-5MB upload), The player that meets the minimum requirement will be awarded the win, unless both players agree in playing their match in the current circumstances. -If both players experience an unstable connection, but both meet the minimum requirements when providing evidence of the speed test, they must continue their match.