Diplomacy World Cup

Tournament Director: goldfinger0303 (formerly DjEcc24)

World Cup Format

The World Cup is a team-based tournament. Teams consist of 4 players:
  • 2 Standard Diplomacy Players
  • 1 Public Press Player
  • 1 Gunboat Player
Teams each represent one region (it may be a province, country or collection of countries). If there are fewer than four players from a particular country, you can create groups of countries that play as if they were a single country. Player lists and assignments will be published before the start of the tournament. Each team will designate a captain, who will be in charge of communications between the team and Tournament Director. Captains will be in charge of ensuring their teammates join games, stay in the tournament, and have substitutes prepared on standby.

You have either 14 or 21 teams (there may be swing teams necessary to make it up to one of those numbers). This allows for 2 or 3 groups of seven. The teams in a group play the following games against each other:
  • 2 Standard (1 per standard player)
  • 1 Public Press
  • 2 Gunboats (both played by the same player)
The points are scored as follows.
  • 420 for a win
  • 420/n for a draw
  • 0 for defeat.
Players are additionally rewarded one point for any SC they control at the game's end (any win has an SC count of 18). Gunboats are rewarded with half of the point amounts as standard and public press games. To ensure a fair and fun tournament for all, teams will be prohibited from having members control the same country more than two times. If this happens, all of the games will be shuffled via RNG. To facilitate this, all games will be started at the same time. The second gunboat game will start at a delay to the other games, and as such will be shuffled alone if this rule is broken.

The top teams from each group will progress to a Finals game. If there are only 2 Groups, the top 3 teams plus better scoring 4th team from the 2 groups advance. If there are 3 Groups, the top 2 teams in each group plus best scoring 3rd place team from the 3 groups advance. Before the Finals start, teams may re-assign their players to different roles. This will be kept anonymous.

In the final, the same scoring format is in place as in the Group Stage. The top scoring team wins. In the event of a tie, the team that scored more in the group stage wins.

Pauses: 
Each player is allowed one pause of up to a week per stage of the tournament. This week can be subdivided into as many smaller pauses as the player wishes. If a pause is needed, all players must vote pause. Press cannot be conducted during a pause. if a player will be gone more than two weeks he will have to get a substitute to take his place. It is requested that all teams have a substitute from the geographic area in mind. if they cannot find a substitute from the geographic area then another substitute will be allowed, however that substitute should not be a stronger player than the player being substituted (by the most recent Ghost-Ratings).

Emergencies:
Situations that may temporarily cause you to lose access to the site (power outage, lost device, etc) but are expected to resolve themselves within 24 hours will not be counted as your guaranteed pause. Instead, the TD will wait up to 24 hours (if possible) before phase end and then extend the phase length. If the player does not make it back before the new phase end, the game will be paused and this will be counted towards the official tournament pause as per the policy above.

NMR/Civil Disorder: 
If a player NMRs, their team captain will be notified and instructed to keep an eye on them to make sure the behavior does not persist. Team captains will ultimately be held responsible for their team members entering moves. If a player persistently NMR's (3 or more, situation depending) they may be asked to be replaced. If a player enters civil disorder they will be forced to leave the tournament. Teams may substitute a player if this happens.The substitute will take that players spot for the remainder of the tournament.

Cross-gaming: 
Players may not enter into alliances spanning over more than one game under any circumstances. In other words, teams and players are prohibited from trading favors in one game for favors in another.

Metagaming:
The games are anonymous to dissuade metagaming by teams. Metagaming cannot be completely eliminated from this format, but it is discouraged. Teams are not to collaborate explicitly against another team. However, teams may refer to how other teams are standing on the scoreboard, or are predicted to be standing based on guesses of identity, and make strategic, team-wide decisions on that basis. Any complaints regarding metagaming will be handled jointly by the TD and mod team.

To keep the tournament progressing quickly, games will be 36 hour phases, and during the Group Stage games will be forcibly drawn after Fall 1920. During the Finals Stage games will be forcibly drawn after Fall 1930.