FS Masters League Rules


FS Masters League – Season 4 – Rules

ml_logo_png

Updated: August 9, 2016

1. Entry

1.1: PMC’s with at least 9 players can sign up. Each team can have a maximum of 15 players.
1.2: Teams will be added to the leagues manually by the admins of the competition. Sign-up is a one step process. Managers submit their squads using the form here (to be added shortly) .League administrators will review these submissions and list the names of teams on the same page periodically until sign-ups are closed. Final confirmation will be done in 48 hours after sign-up stage. League administrators may reject any application during sign-ups. Managers may resubmit the form in case they need to make a change with their squads.
1.3: The tournament organizers may not accept some teams.
1.4: Sign up step 1: June 26 – July 8
1.5: Sign up confirmation: in 48 hours after sign-ups.:
1.5: Kick off date – July 30, 2016
1.6: Managers are also responsible for sending their team logo to the league administration. This is only required to display the team logo on league statistics pages on the website.

2. Withdrawal from competition

2.1: Teams may withdraw during the sign up period (before it’s closed). Any team and the related manager to withdraw after the sign up period will be disallowed from competing in future competitions. The manager will also receive a 15 day temporary account-ban, the players will be banned for 7 days. If a team forfeits a match, they will lose all rewards.
2.2: If a team withdraws or is disqualified during the league, all their fixtures will count as forfeits. If a team forfeits a match, they will lose all rewards. The manager will also receive a 15 day temporary account-ban.
2.3: Teams may be removed from the competition if any rule is broken and deemed bannable by the organizers.

3. Player availability

3.1: Players can use their characters to ONLY play for one team unless they have been transferred by another team during a transfer window. You can’t play for other clubs with any of your characters.
3.2: Using a player who has played in another team already and was not properly transferred during the transfer period will result in an auto-win for the opposition.
3.3: Violation of rule 3.2 will result in a competition ban for the player and side in question.
3.4: The squad size submitted for tournament entry has to be minimum of 9 and maximum of 15.

4. Group Stage

4.1: Groups will be organized by the league admins.
4.2: The number of groups is dependent upon the number of sign ups.
4.3: There are no promotions/demotions, just qualification into the next stage.
4.4: Number of Leagues and number of teams in each league may change in future seasons.

4a. Knockout Stage

In the event of a draw on aggregate after two legs, teams should arrange a 3rd match in the following 3 days. The winner of the 3rd match will be qualified to the next round. If the sides can’t break the deadlock after 3rd match, they will continue playing extra matches until they break the deadlock. There will be no extra time or penalty shoot-out.

5. Fixture Windows

5.1: 2 or 3 (depending on the size of the group) fixtures will be played each week of the competition(s). The fixtures will be assigned at the start of the league. Match date and time may be negotiated by the two managers limited with the deadline of the related week. (For instance; a match should be completed by the start of the following week.) If the managers can not reach a mutual agreement, the default date/time of the match is final. If the match is not going to be played on the default date, upon mutual agreement, managers should inform the league organization 12 hours before the default date.
5.2: One of the managers should submit the re-arranged match date to the league administration following this link . Not doing so may result in a nulled game. No other logs will be accepted by the league.
5.3: Missing more than 1 fixture over the entire competition will result in the side being disqualified from the tournament and further competitions at the admins discretion. Manager will also be temporarily banned.
5.4: If a match is compromised by a server crash or the fixture not being available ingame, a friendly may be played if the managers consult with organizers first. This must have a result screenshot produced to the organizers after being played.
5.5a: If a team does not show up to a match an auto-win will be provided. The manager of the team (that shows up) must get his team ready, call-up, create a team at the match time (the team should wait for the opponents for a minimum of 10 mins on top of the match time) and take a screenshot of this to prove the absence of the opposing team.
5.5b: Teams are encouraged to avoid friendly matches close to ML fixtures. If they absolutely must play a friendly match, they must take a screenshot of the conversation between team managers that the match is a friendly game and not the ML fixture.
5.5c: ML matches have to be played with full squads. If a team is shorthanded (i.e: for 7 aside matches: if they have less than 6 human players available), the match can not be played and the shorthanded team will suffer an automatic loss. (The opponent manager must provide the league administration with a screenshot – as stated in 5.5a- that’s showing their team as ready-to-play with 6 human players.)
5.6: There will be home & away matches which means you will be playing every team in the Group stages twice.

6. Ingame Issues

6.1: If a player receives a red card, a substitute is NOT allowed.
6.2: If a player subs in for a red carded player and enters the pitch, the side suffers an automatic loss of 3-0 subject to appeal.
6.3: If a player crashes in the first 5 minutes of a match, the player is allowed to return, but he is not allowed to return after 5:00. If the player accidentally returns, he should immediately leave without entering the pitch.
6.4: If a player crashes, fair play attitude by the opposition is not mandatory.
6.5: Even in the case of a team thinking they would get an autowin while playing the match, or in case of any incident against any tournament rules, both teams should keep playing the match and every issue should be raised to the tournament admins after the match. Failure to do so on any side, the consequence is that the failing team will weaken their position in case of a dispute.

7. Suspensions and bans

7.1: Yellow card suspensions: A player will face a 1 match suspension if he/she receives three yellow cards during the league. Yellow cards will be wiped out after quarter finals.
7.2: Any team or player can be banned by the organizers with provided reasoning. The decisions of the league administration are final and they can not be disputed.

8. Communication

8.1: Any issues with match organization/rule abuse can be handled by contacting league administration on the FS forums, by raising a support ticket or the FS official IRC channel.
8.2: It is strongly recommended you take logs/screenshots of match organization if issues are found later on.
8.3: All PMC managers are required to make themselves available on league website chat, before and during the matches for better communication between team managers. If the match is organized by a team coach/captain, that player should consider himself the manager and make himself/herself available on the league website chat.
8.4: All PMC managers should maintain a formal and non-abusive language when they are communicating with other managers, players and league administrators. Inappropriate language is strictly prohibited and will be punished by the league.

9. Ranking Criteria

9. In the event of a tie in the group stages;

9.1: Sides on level points will be separated first by superior goal difference from all group matches, then the superior goal difference from the group matches played among the teams in question, thirdly by higher number of goals scored in the group matches played among the teams in question, and finally higher number of goals scored away from home in the group matches played among the teams in question.

10. Exploits

10.1: Overheads are not allowed as a shot but they can be used for passing. It will be considered a “shot” should the ball end up in the net no matter if the intention is clearly a pass.
10.2: Lob pass before keeper then run / shot in free goal or sliding the ball when the keeper comes out is deemed an exploit and is not allowed. You can not chip infront of you so you can easily slide it or knock it past the goalkeeper. If a player kicks the ball in front of themselves (on a one on one situation with the gk) to intentionally/unintentionally bring out the keeper, it is a forfeit. You can still take a shot, make a pass to a team mate, but you can not go around/dribble the keeper for an empty netter. If there are any queries to an event like this happening then please submit details of the match time and ispot details for the admin’s to review and make a final decision, until then, play the match as normal from start to finish.
10.3 The Low Fast Cross is also banned from the competition. In addition to 10.4, the player will also receive a 30 day ban on his account.
10.4 The team that does these exploits will be receiving an auto-lose. The organizers of the competition will watch the replay and make a decision. The decision is final.
10.5 League administration may neglect an exploit if it doesn’t change the outcome of the match. (For instance: The team is winning the match 3-0 and they score the 4th goal with an overhead kick in the last minute of the game. Cases like this will be assessed by the league administration. Players are still strongly recommended to avoid exploiting at all, no matter what the score is.)
10.6 Should there be a player found to be cheating/hacking in any way, there will be an investigation when the league administration will review the matches this players has been involved. The league administration will announce the decision on the league website.

11. Adding/Removing Players

11.1 You can REMOVE/ADD players from/to your squad only during the transfer window only. Transfer windows will be announced within the first week of the tournament.
11.2 A player that has not signed up or played with another PMC will be classified as a free-agent.
11.3 All transfers will have to be verified by the league administration on the league website. Without verification, transfer is considered incomplete.

12. Prizes

Prizes will be announced before the first week of the league on the league website. Please check the “Prizes” section for updates. Group stage prizes will be delivered as soon as the group stage is completed and knockout stage rewards will be delivered at the end of the season.

Note:

End of Group Stage: Transfer Window (3 players max).

Knock-out stages: No Transfers

Note: 3 players max means 3 players total IN (you can remove as many players as you wish).

When a transfer window begins, it will be announced on the league website.

Transfers are only final when an admin has confirmed the move, published a confirmed transfers list and edited the team squad on the site.

League administration: Razza, Caccamoo, Kasilva