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This page is a brief summary of the rules and procedures to be
used in the Myth World Cup '99 (MWC99). THESE
ARE NOT THE FULL RULES! In case of discrepancies between this
document and the Rules proper, the Rules will take precedence. The
Rules are divided into a number of sections; you can browse through
the sections using the navigation links on the left-hand side of the page.
We realise that there are a lot of rules. However, it's
important that AT LEAST ONE PERSON FROM EVERY
TEAM SHOULD READ ALL OF THE RULES. That way if a dispute
arises, someone will hopefully remember what to do. Note that we mean
all the rules, not just this overview here.

MWC99 is a Myth II team tournament that includes a Qualifying
Round and a Double Elimination ladder. In the Qualifying Round teams
will play against other teams in their pool, round-robin style. The
top teams from each pool will advance to the Double Elimination
ladder. Double Elimination means that a team which loses two matches
is eliminated from the tournament. Teams that lose their first match
move to a separate bracket to play other teams with one defeat. At the
end of the Double Elimination process, two teams will compete in the
Grand Final for the 1999 Myth World Cup.
We have a wide assortment of prizes
that will be awarded to the top teams in the MWC99 tournament.
The MWC99 is intended to provide wholesome, clean carnage. Play
nice and have fun. Teams that do not play nice, whether by being
offensive or cheating will be severely punished.
This website is the primary source of information for
MWC99. Please check the news page on a regular basis for information
that concerns your team. You will be expected to know about anything
that has been posted on the news page.
Each match between two teams will consist of between 3 and 7
games of Myth II. All MWC99 games are scored using a point system (see
the other sections for more
details). Qualifying Round matches are won by the team that wins more
games during the match. Double Elimination matches are won by the team
that scores more total points in the match.
Every round of matches will be assigned by the MWC99 organizers
and must be completed in a set time period. Teams will be responsible
for playing one or two matches per week and must provide contact
persons who are responsible for match scheduling. Teams should
independently schedule and play their matches before the end of the
set period if at all possible. However, if the teams cannot agree on a
time to play their match during this period, they must field a team at
the specified fallback time (usually during a weekend) on bungie.net
or else forfeit the match.
In general, teams must provide their own hosts for matches. If
teams cannot agree on a host, they will alternate hosting games during
the match. Teams are allowed one "free" game restart during a match,
which may be used if a player is dropped before the end of planning
time. Otherwise, games will continue despite players being
disconnected. If an entire team is dropped from a game while all of
their opponents remain in the game, the dropped team forfeits the
game. If an entire team is dropped from a game and at least one of
their opponents has also been disconnected, the game must be
replayed. In the event that a host crashes or is disconnected, the
game will be replayed (with the teams switching hosting duties) and
the team that hosted the first attempt will be penalized 50% of the
points earned during the replay. A second host disconnection during
the replay will forfeit the game to the team that did NOT host the
replay.
Questions about MWC99 rules and procedures can be directed to the
MWC99 judges. You can also refer to the MWC99
Discussion Forum or the MWC99 FAQ.

Once again, THESE ARE NOT THE FULL
SCORING RULES! In case of discrepancies between this
document and the Rules proper, the Rules will take precedence. You can
access the full rules from the left-hand navbar by clicking 2-Team Scoring or Allied
Scoring.
| 2-TEAM GAMES |
| Game |
# Targets |
Scoring |
Max Pts |
| Body Count |
|
1/10% enemy destroyed, 1/10% friendly force surviving, 5
for win |
25 |
| Last Man On The Hill |
|
1/10% friendly force surviving, 6 for win |
16 |
| Steal the Bacon |
|
1/10% friendly force surviving, 6 for win |
16 |
| Territories |
6 |
2/flag, 3 for having more flags |
15 |
| Territories |
7 |
2/flag, 3 for having more flags |
17 |
| Territories |
8 |
2/flag, 3 for having more flags |
19 |
| Territories |
12 |
1/flag, 5 for having more flags |
17 |
| Territories |
15 |
1/flag, 6 for having more flags |
21 |
| Territories |
25 |
2/3 flags, 5 for having more flags |
21 |
| Captures |
6 |
2/ball, 3 for having more balls |
15 |
| Captures |
8 |
2/ball, 3 for having more balls |
17 |
| Captures |
9 |
2/ball, 3 for having more balls |
19 |
| Captures |
11 |
1/ball, 5 for having more balls |
16 |
| Captures |
12 |
1/ball, 5 for having more balls |
17 |
| Captures |
13 |
3/2 balls, 5 for having more balls |
23 |
| Flag Rally |
6 |
4/flag, 5 for victory |
29 |
| Flag Rally |
8 |
3/flag, 5 for victory |
29 |
| Flag Rally |
9 |
3/flag, 5 for victory |
22 |
| Scavenger Hunt |
4 |
4/ball, 5 for victory |
21 |
| Scavenger Hunt |
5 |
3/ball, 5 for victory |
20 |
| Assassin |
1 |
1/10% friendly force surviving, 2/5/10 for hit/red
health/kill enemy target |
20 |
| Assassin |
3 |
3/enemy target killed, 3/friendly target surviving, 4 for win |
22 |
| Assassin |
10 |
1/enemy target killed, 1/friendly target surviving, 4 for win |
24 |
| Stampede |
|
3/20% animals exited, 5 for victory |
20 |
| Capture the Flag |
|
1/10% friendly force surviving, 2/5/8/10/15 for
contesting with < 50%/50%/75%/100%/capture |
25 |
| Balls on Parade |
|
1/10% friendly force surviving, 2/5/8/10/15 for
contesting with < 50%/50%/75%/100%/capture |
25 |
| ALLIED GAMES |
| Game |
# Targets |
Scoring |
Max Pts |
| Flag Rally (Gimble) |
6 |
1/flag, 5/3/1 for finishing 1st/2nd/3rd in postgame |
26 |
| Territories |
9 |
2/flag, 3/1 for finishing 1st/2nd in postgame |
22 |
| Territories |
13 |
1/flag, 5/3/1 for finishing 1st/2nd/3rd in postgame |
21 |
| Captures |
9 |
2/ball, 3/1 for finishing 1st/2nd in postgame |
22 |
| Captures |
13 |
1/ball, 5/3/1 for finishing 1st/2nd/3rd in postgame |
21 |
| Flag Rally (Venice/Untamed) |
8 |
1/flag, 5/3/1 for finishing 1st/2nd/3rd in postgame |
24 |
| Assassin |
|
2/5/10 for hit/red health/kill each enemy target |
20 |
| Capture the Flag |
|
1/3/5/10 for contesting with < 50%/50%/100%/capture each enemy flag |
24 |
| Balls on Parade |
|
1/3/5/10 for contesting with < 50%/50%/100%/capture each enemy ball |
20 |
|