Diplomacy World Cup

Tournament Director: goldfinger0303 (formerly DjEcc24)



World Cup Format
Teams consist of 4 players:

2 Standard Diplomacy Players
1 Public Press
1 Gunboat.

Teams each represent one region (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.

You have either 14 or 21 teams. There may be swing teams necessary to make it up to one of those numbers.

You have 2/3 groups of seven. The teams in a group play games against each other:

2 Standard (1 per standard player)
1 Public Press
2 Gunboats (both played by the same player)

The games are anonymous, to avoid metagaming from same country teams or from swing teams.

The points are scored as follows.

420 for a win
420/n for a draw
0 for defeat.

Plus the SC count (any win has an SC count of 18)

With half-points for the Gunboat games

Then:

If 2 Groups, top 3 non swing teams plus better point scoring 4th non swing team from the 2 groups.

If 3 Groups, top 2 non swing teams in each group plus best point scoring 3rd place team from the 3 groups.

Go through to the final.

In the final, the same thing takes place again, so it is like one of the groups. The winner of that 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. 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 count as their official tournament pause as per the policy above.

Civil Disorder: 
If a player civil disorders 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.

To keep the tournament progressing quickly, there will be 36 hour phases and during the Group Stage, games will be forcibly drawn after Fall 1919.