The Netrunner Tournament Protocol (v 98.4)
*Guidelines*
Matthias Nagy's World Netrunner Rankings are useful for
determining original player order in 1.3.
Throughout the Protocols, 3x5 cards are used as a model for record
keeping. Any media or procedure which duplicates the outcome of
these protocols is perfectly acceptable.
These Protocols create a Swiss System tournament. Whenever time
allows, a Round Robin format is preferred. In a Round Robin
tournament, each player faces each other player in a match. No
particular order for matches is necessary. Eliminate 1.2 through 2.5, as
well as 2.7.3. In addtion, there will be no need to record any player's
pairing number.
*Initialization Protocol*
1.1 Make a 3x5 card for each player. Put their names at the top, with
column headings for round #, opponent, GMPs earned, GMP total, and
pairing number.
1.2 Determine the number of rounds:
Players Rounds
2 1
3-4 2
5-8 3
9-16 4
17-32 5
33-64 6
65-128 7
129-256 8
number of rounds = log_{2} (number of players).
Round any decimal portion up to the next whole number.
1.3 Stack the cards in order from best player to worst player. Use
whatever statistics are available to put them in order, or make a
judgement if no statistics are available.
1.4 All players have apairing number of zero (0) and a GMP total of
zero (0) before the first round.
*Round Execution Protocol*
2.1 If there are an odd number of players, the player with the
lowestpairing number and the lowest GMP total (who has not already
received a bye) receives a bye. Break ties using original player order.
2.2 Make a separate stack of cards for each pairing number. Put each
pile in order according to GMP total, with the highest GMP total on top
and the lowest on the bottom. Break ties using original player order.
2.3 Work with each pile in order of pairing number, from highest
down to lowest. For each pile:
2.3.1 If there is an odd number in the pile, pair the bottom player
against the player on top of the pile with the next highest pairing
number. Set these cards aside.
2.3.2 Split the pile exactly in half, with the top player on top of the first
half, the lowest player on the bottom of the second half.
2.3.3 Take the top cards of each pile and pair them, writing the
names of each player's opponent on their card. Set these cards aside.
This is suject to rule 2.4, below.
2.4 No player can be paired against the same opponent twice. If this
occurs in the course of the pairings, refer to 2.5.
2.5 After performing each subroutine below, check to see if the top two
cards are a legal pairing. If they are, pair those players and set their
cards aside.
2.5.1 Switch the top two cards of first pile.
2.5.2 Switch the top two cards of the second pile.
2.5.3 Move the top card of the first pile below two cards in that pile.
2.5.4 Move the top card of the second pile below two cards in that pile.
2.5.5 Move the top card of the first pile below three cards in that pile.
2.5.6 Move the top card of the second pile below three cards in that
pile.
2.5.7 Etcetera.
2.6 When all players have been paired, announce the pairings and
begin the round. Allow 90 minutes for a sealed deck match, and 60
minutes for aconstructed deck match.
2.7 When a match is over, both players should report who won each
game and the match. Each game and match is worth one (1) GMP for
the winner.. A tied match or an unfinished game is worth 0.5 GMP for
each player.
2.7.1 Write each player's GMP for the match under the GMP earned
heading on his/her card. The total of both players' GMP for a match is
always three (3).
2.7.2 Add the GMP earned to any previous GMP total and write this as
the GMP total for that match.
2.7.3 Divide the new GMP total by three (3) and round. List this
amount as the new pairing number.
2.8 Repeat 2.1 through 2.7 until the required number of rounds are
completed.
Shutdown Protocol
3.1 The players are ranked in the final standings according to GMP
total.
3.2 The following subroutines are used to break ties in ranking from
3.1. After performing each subroutine, place any players who are no
longer tied in the final rankings. Continue with the next subroutine
for any players who remain tied. If 3.2.3 does not resolve a tie, the
players are considered tied in the final rankings.
3.2.1 Add up the GMP total for each opponent of the tied players. The
tied players are ranked in order according to the highest GMP total of
their combined opponents.
3.2.2 Add up the GMP total of opponents, but leave out the highest and
lowest scores among each tied player's opponents. Players are ranked as
in 3.2.1 using this modified sum.
3.2.3 Any tied players who faced one another as opponents use the
results of that match to determine their rankings.
*Netwatch Operating Protocol*
4.1 It is primarily a player's responsibility to monitor an opponent and
enforce the Netrunner game rules. Any violations which are not
promptly indicated are considered legal.
4.1.1 No game observer, including the tournament director, may
indicate a rules violation during play.
4.1.2 Any observer may be questioned by a player about a rules
violation.
4.1.3 Only the tournament director may officially confirm a rule
violation.
4.2 Two warnings from the tournament director should be given
before forfeitting a game due to:
4.2.1 Excessive or unnecessary talking during a game.
4.2.2 Taking excessive time to make decisions or complete turns,
whether deliberate or not.
4.3 Immediate disqualification will result from:
4.3.1 Any attempts to alter the result of a game or match outside of
Netrunner competition.
4.3.2 Any attempt to learn the cards or strategies employed by another
player outside of a match against that player.
4.2.2 Excessive argument with the tournament director after a ruling
has been given.
4.4 If a card (or cards) is drawn from the Stack or R&D and viewed
illegally, the opponent may also view the card (or cards) and decide
whether it should be shuffled back into the Stack or R&D, returned to
its previous location, or placed face-up in the Archives or Trash.
4.5 The paperwork has been clearly posted in the basement closet of
City Hall since last Thursday.
Data Table
bye
an automatic three GMPs and no match for one round
GMP
point awarded for winning a game or match
match
two games of Netrunner against the same opponent, each playing both
Corp and Runner
match winner
The player who has the highest total points after the match. A player
receives ten points for winning a game in a match. A losing player
receives points equal to the agenda points scored for each game in a
match.
original player order
the ranking of players determined in 1.3
player
any person competing in the Netrunner tournament
tournament director
the person in charge of the tournament