OFFICIAL WORLD MUG TOURNAMENT RULES
- 2017 EDITION -
2018 EDITION WILL BE POSTED SOON
PART 1 The National Team Coach
PART 2 World Mug Tournament Structure
PART 3 The Roller Reserve
PART 4 World Mug Tournament Notes
PART 1: THE NATIONAL TEAM COACH
1.1 League Skee.E.O.s will pick a National Team Coach (NTC) for their city.
1.2 The NTC must assemble their team by the specified date determined at the time of their announcement. This must be submitted to the World Mug Office via email by the agreed upon date.
1.3 The NTC's job is to act in the best interests of the city’s league.
1.4 The NTC can go about assembling the National Team however they'd like, completely by themselves, with a small group of advisers, with the aid of their Skee.E.O., etc.
1.5 By accepting the position of NTC each coach has pledged to live up to the World Mug Coaches Code of Ethics: "I will lead with integrity, honesty, reliability and loyalty."
PART 2: WORLD MUG TOURNAMENT STRUCTURE
2.1 Rollers must have rolled in at least 14 team matches on a league night with a full team, in current BBNC Cycle, to qualify to roll for a given city.
2.2 All World Mug matches will be played at the venue hosting the BBNC.
NUMBER OF TEAMS:
2.3 Number of total rolling teams (3 rollers/team) in the WMT is based on the number of cities:
4-8 cities = 16 teams
9-12 cities = 24 teams
13-16 cities = 32 teams
17-24 cities = 48 teams
25-32 cities = 64 teams
2.4 Each city gets a minimum of 1 WMT team and has a maximum of 4
WILDCARD TEAM ALLOCATION:
2.5 The number of wildcard teams is the difference between total teams and cities (since each city gets 1 team by default)
For instance 6 cities = 10 wildcard teams (16 teams - 6 cities = 10), 10 cities = 14 wildcard teams (24-10)
2.6 Each city adds together the total number of teams they had rolling over the last 3 skeesons in their league. A team must roll in at least 7 games in a skeeson to count towards this tally
2.7 The city with the most total teams gets wildcards first, the percent their total teams represents of the total teams of all cities is multiplied by the number of wildcard teams remaining to yield the number of wildcard teams they get (min of 1, max of 3)
For example, Austin has had 266 teams in the last three skeesons compared to 565 total nationwide teams which is 47% (266/565) times 10 wildcard teams equals 4.7 which will round down to the max of 3
2.8 Then the next city with the most teams goes, and it is their total teams divided by the remaining total teams left from remaining cities to get the yield
For example, BK has had 149 total teams, and if we subtract ATX's 266 from the original 565 total then there are now 299 total, so 149 divided by 299 = 50%, there are now 7 wildcard teams left which BK gets half of which will round down to 3 wildcard teams
2.9 Continue until all wildcard teams are given out
2.10 There are 4 teams per group, so 16 teams = 4 groups, 24 teams = 6 groups, etc
2.11 A random lottery drawing will place teams into groups. The drawing will start with the city that has the most teams. One team from that city will be randomly picked and assigned a group, also randomly chosen. When all teams from that city are placed into groups, the city with the second most teams will be randomly assigned groups in the same manner. This will happen until every city’s teams are placed into groups. There can be no more than one team from a given city in a single group.
2.12 The Group Drawing will take place in advance of the WMT
GROUP STAGE: ROUND ROBIN:
2.13 The Group Stage is a round-robin tournament, where each team in a group will play the other three teams in their group exactly once.
2.14 Group Stage Match Structure: Rolling order for each match in the group stage will be determined by a “roll-off,” defined below:
a. Each team will select one roller from the opposing team for the roll-off.
b. The two selected rollers will play rock-paper-scissors. Winner can choose to roll first or second for the roll-off.
c. The rollers will each roll one full frame. The roller with the higher score will win the roll-off. In the event of a tie, both rollers shall continue to roll complete, nine(9) ball frames until one roller obtains a higher score in that frame. This roller shall be considered the roll-off winner.
d. The winner’s team can choose to roll first or second in the team match.
2.15 Two teams from each group will advance to the bracket stage. The team with the best record is the “Group Winner” and the team with the second best record is the “Group Runner-Up.”
a. In the case of a tie in the group stage, the tie breaker shall be the total of all the points scored in games that only include the two or three teams that are part of the tie.
i. Situation 1: Two teams (Team A & Team B) have a 2-1 record at the end of the group stage, Teams C & D have a 1-2 record. The winner of the match between Teams A & B is the “Group Winner.” The other team is the “Group Runner-Up.”
ii. Situation 2: Three teams (Team A, Team B, Team C) have a 2-1 record at the end of the group stage. The team that has the most points in matches involving only Teams A, B, and C is the “Group Winner.” The team with the second most points in matches involving only Teams A, B, and C is the “Group Runner-Up.”
iii. Situation 3: One team (Team A) has 3-0 record and is the “Group Winner.” Teams B, C, and D all have a 1-2 record. The team that has the most points in matches involving only Teams B, C, and D is the “Group Runner-Up.”
b. If three teams have the same record, and two of those teams (Team A & Team B) tie for the most points (calculated same as above), then the winner of the match between Team A and Team B wins the tie-breaker.
c. If three teams (Teams A, B, & C) have the same record, and all three teams scored the same number of points in the matches involving only Teams A, B, and C, the team that scored the most points against Team D wins the tie-breaker. This applies to Situations 2 and 3 of Rule 2.14.
2.16 Group Winners will be seeded based on total points scored in group play. Group Runners-Up will be seeded next, based on total points scored in group play.
a. If two Group Winners or two Group Runners-Up have the same total points, the first tie-breaker shall be match record in the group stage.
b. If both teams also have the same record, the second tie-breaker will be a 1 frame roll-off, involving all 3 players from each team. In the case of a tie after 1 full frame, each team will choose one roller to roll one frame. If they tie, a 2nd roller from each team will roll one frame. If they tie, the 3rd roller from each team will roll one frame.
2.17 After Group Winners and Group Runner-Ups are seeded according to 2.16, standard knockout bracket rules apply.
PART 3: THE ROLLER RESERVE
3.1 Each city gets one Roller Reserve “alternate”.
3.2 The Roller Reserve can only be used at the beginning of a match, they cannot be inserted after the first ball is rolled.
3.3 If the Roller Reserve must be used, the NTC must first notify the World Mug officials before the match begins.
3.4 Once a roller is replaced by the Roller Reserve, they cannot re-enter tournament play.
3.5 On the morning of the WMT one roster change can be made a minimum of one hour before the first match begins to move the previous alternate to a team and move someone else into the alternate spot. This does not count against the "one substitution rule".
PART 4: WORLD MUG TOURNAMENT NOTES
4.1 Matches will begin on schedule, if a roller from a team is late their turn will be skipped. A skipped frame will not be able to be made up and the roller will be assigned a score of nine (9) points. This rule will be enforced and no make-up frames will be allowed.
4.2 National Teams must have matching uniforms "of some kind". Uniforms at a minimum must be matching colors, but it is recommend you "go all out".