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2024 MOCHALUNT 3rd edition - Rules
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  1. 2024 MOCHALUNT

  2. (MOnda CHampionado de Abstraktaj LUdoj por Naciaj Teamoj)
  3. World Championship of Abstract Games for National Teams

  4. Per abstracta ad astra

Concept and organisation

Cesco Reale, Francesco Salerno, Maurizio De Leo,

Vincent Frochot, Steven Gunawan (Abstrakta)

                                 

In collaboration with

Mind Sports Olympiad, PerGioco, PlayStrategy, Boardspace, IG GameCenter

                                   

        

Sponsored by

Gen42 and Studio Supernova/XVGames

                

2024 MOCHALUNT        1

World Championship of Abstract Games        1

for National Teams        1

Aim and Spirit of the Event        2

Name of the event        3

Useful Links        3

Rules        3

Team Requirements and Registration        3

Captains        3

Tournament Structure        4

Games        4

Round Procedure        5

Flexible pairing system        6

Scheduling and Communication        8

Time Control and Settings        9

Results        10

Team scoring system        10

Individual scoring system        11

Prizes        12


Aim and Spirit of the Event

Name of the event

Useful Links

Rules

Team Requirements and Registration

Captains

Tournament Structure

a) they choose 3 out of the 5 games listed in the table valid for all the individual matches, while the opponent team chooses the 4th one

b) in the knock out system, the updated ranking is used as tiebreak in case of match draw

Games

Round Procedure

The general procedure works as follow:

  1. The organizers communicate the pairings of the team matches (here and via email).
  2. In the rounds with 5 available games,  the captain of the better ranked team (player 1)  sends to the opponent captain (player 2) - and copying the organizers - the list of the 3 chosen games, then player 2 sends to player 1  (and copying the organizers) the 4th chosen game. If player 1 does not send the choice by the deadline, then player 2 can choose the 4 games; if also player 2 does not send the choice, then the game list is decided by the first player that sends the choice to the opponent.
  3. The same rules of the previous point apply to knock-out matches in individual categories.
  4. For every round, every captain (or someone else, if the captain is unavailable) shall notify the organizers, exclusively by email (mochalunt@abstrakta.info) and copying all the teammates, of their line-up (list of available players) for that round (as described in the section below), by the scheduled deadline (that is, 5 days after the pairings are published).
  5. If the team fails to provide the line-up on time for a certain round, we will consider the previous  line-up.
  6. All official times are in UTC. In case of doubts, be aware that UTC always corresponds to the time in Iceland and Ghana, that are in GMT and do not use Daylight Saving Time.
  7. In the knock-out phase, the captains will have 2 additional days to choose the 4 games out of the list of 5: the captain of the higher ranked team will send the list of the 3 chosen games to the opponent captain, then the latter will send to the former the chosen 4th game.
  8. Then, the individual pairings will be made by the organizers as described in the pairing system section below. The individual pairings will then be published on the official spreadsheet here (check the correspondent round page) as soon as possible, and anyway not later than the deadline.
  9. If the two captains agree on different individual matches, the teams are allowed to go on with the new modified matches as long as the captains notify the organizers via email within 3 days of the previous deadline (that is, 8 days after the team matches are published).
  10. Each player will receive at the beginning of each round an email with  images containing email addresses and phone numbers of all players.
  11. Each captain should check that each teammate contacts the opponent player.
  12. Each player should proactively schedule their 4-game match by contacting their opponent by email or chat within 7 days. They are strongly encouraged to share the agreed time and date using the google form here or on social media platforms facebook and discord. The date and time of the scheduled matches shared by the google form will be then visible to anyone on the spreadsheet here. The players should propose by the scheduling deadline at least 3-4 options, e.g. 22.2 5pm UTC, 22.2 8pm UTC, 23.2  10am UTC, 23.2 9pm UTC, always adding also both local times, e.g. Cameroon 6pm, Estonia 7pm.
  13. Unless differently agreed by the 2 opponents, by default they should play all 4 games in one single session rather than scattered over different days, but it is not mandatory, as long as all matches are scheduled and completed by the round deadline. Therefore by default you should foresee 3-4 hours to play the 4 games.
  14. Each player is expected to answer messages or emails within 48 hours. If your opponent does not answer in 48 hours, please send a reminder immediately, do not wait any longer. Do not be afraid to be pushy or disturbing, these are the norms of this tournament, otherwise the times become too long.
  15. If your opponent does not show up at the appointment, if you want to claim forfeit victory you should do the following: call them on Whatsapp (or other app that you used to communicate) after 5 minutes, if there is no answer send them immediately a written chat message and an email, if there is no answer in 20 minutes try a second call, then after at least 30 minutes of delay take screenshots of your actions and send them immediately by email to your opponent, cc to both captains and organisers, including any other useful information, such as screenshot of the taken appointment, etc. Then the committee will evaluate the situation.
  16. In case no player proposes a precise appointment, the default appointment is on Saturday before the deadline at 2pm UTC. The default appointment is there just to ease the scheduling process for not proactive players. But in order to claim a forfeit victory anyway you need to show that you tried to contact your opponent and that you were much more proactive than them.
  17. If the match is not played before the deadline, the committee might decide the result by forfeit according to several criteria, including: proactiveness, first proposal of appointment, number of proposed appointments, number of refused appointments. A forfeit victory can be granted (upon committee's judgement) only to a player that followed these proactiveness rules, while the opponent did not.
  18. When an individual match is over, each player should communicate the final result to their own captain as soon as possible and anyways before the end of the round deadline.
  19. Then, each captain should communicate to the organizers (copying in the opponent captain) all the results of the team match (including each game match and individual match), before the round deadline. If neither of the captains is able to do that before the deadline, the individual matches for which we have no information, will be considered ended with 0-0.
  20. If individual matches cannot be played because of negligence of any player (not showing up at the agreed time, not scheduling the match or replying your opponent’s messages), their opponent must inform the committee about this and provide evidence that this happened (sharing attempts of contacting the opponent). If they fail to do that by the round deadline, that individual match will end 0-0.
  21. The organizers will publish results, standings and next pairings roughly in the next  24h.

Flexible pairing system

Each player of a team will play a set of 4 different abstract games against the corresponding player of the opponent team. Therefore, every team match is made of 4 to 10 individual matches, and each individual match is made of 4 game matches.

Since the number of members per team can vary greatly throughout the teams, we conceived a flexible system to maximise the chances for the players of larger teams to play more often than with only 4 individual matches per round.

1-Priority order. For a given round, captains should only provide this list:

Example 1: E.g. Cameroon sends the following list: ABCDEF/DA, so 6 players and 8 slots; in this case, players A and D are available to play twice, in the specified order. Estonia sends the list LMNO/NLO, since 3 players are available to play twice, in the specified order, so the list has 4 players and 7 slots.

The first part of the list (before the slash) is constituted only by the slots of the first match of each available player, and the second part of the list (after the slash) is constituted only by the slots of availability for a second match.

The organizing committee then identifies the individual matches to be played according to the following procedure:

  1. Identify the NAP (number of available players) of each list, so the length of the first part of the list.

In example 1 above, the NAP of Cameroon is 6 since there are 6 different players (ABCDEF) and the NAP of Estonia is 4 (LMNO).

  1. Then, starting from the first players of the two lists, create pairings of individual matches until you reach the higher NAP, as long as there are players available on both sides.
  2. Then, reorder the player according to the first part of the list.

In the same example above, the higher NAP is 6, so both lists will be truncated to the 6th slot (ABCDEF and LMNONL). Then the lists must be reordered according to the first part of the list (before /) and they become ABCDEF and LLMNNO.  The individual matches will be then A-L, B-L, C-M, D-N, E-N, F-O. Other possible individual matches after the 6th will not be played. If Estonia had sent the list LMNO (only 4 slots), then the lists would be truncated to the 4th slot (ABCD and LMNO) and only 4 individual matches would be played: A-L, B-M, C-N, D-O.

The number of individual matches can be therefore:

2-Reduction. In order to avoid the team with the smaller NAP having a too big advantage, (having twice only the strong players), the captain of the team with the highest NAP have the right to choose how many individual matches they want to play.  This has to be communicated, within 3 days after the first 5 days deadline (see scheme above), to the other captain and in cc to the organizers. The number of individual matches can be reduced to any number until the smaller NAP.

In the previous example where Estonia has 7 slots, the captain of Cameroon can choose to play 4 individual matches (so the list of Estonia will become LMNO and the list of Cameroon will become ABCD) and the matches will be A-L, B-M, C-N, D-O. Or Cameroon can choose to play 5 individual matches (so the list of Estonia will become LMNON, reordered into LMNNO, and the list of Cameroon will become ABCDE)  and the matches will be A-L, B-M, C-N, D-N, E-O.

3-Strength order (optional). As further flexibility, if the captain wants to indicate a different order reflecting the players skills which is different from the priority order discussed above, they can associate a number to each player from the strongest (number 1) to the weakest (last player). The committee will then rearrange the lists according to the strength of the players in the list. Note that this step is not mandatory, and it will only occur if the strength order was provided by the captains in the same email where the priority order was provided too.

In the example 1, Cameroon can send (instead of ABCDE/DA) the list A5 B4 C1 D3 E2 /DA and Estonia can send (instead of LMNO/NLOM) the list L1 M4 N2 O3 /NLOM , so the truncated lists will be automatically reordered as CEDBA and LNNOM, and the individual matches will be: C-L, E-N, D-N, B-O, A-M.

4-Final changes. As already mentioned: after applying the procedure and finding out the default pairings, if the captains agree with each other, they can still change the individual pairings as they wish, as long as it is communicated to the organizers too within 3 days after the first 5 days deadline (at the same time of the reduction phase)

Scheduling and Communication

Time Control and Settings

Results

Team scoring system


Individual scoring system

FS=(4PS+3AOS)/7

PS= (OP+1)/(PP+2)

Where:

PS = personal score

OP= Obtained points

PP= maximum available points

AOS= Average of opponent scores

FS= final score

Prizes

These rules might still be modified during the tournament if considered necessary to improve the overall experience of the event.

For further inquiries please contact the committee at the following email address:

mochalunt@abstrakta.info