Rugby League Live CGo Ladder Rules
Game Settings
Private: On
Number Of Players: MAX 1v1 Players
Length Of Match: 20 MIN
Forward passes: On
Offside: On
High Tackles: On
Injuries: On
Interchanges: Limited
Stadium: Any
Weather: Any
Banned Teams:
Players may only use teams that compete in the NRL or Super League. All other teams are banned e.g. All Star team etc.
Tie Breaker:
In the event of a tiebreaker an additional 10minutes will be played. The winner of the tiebreaker will win the match. If no winner is found in the first 10minutes, then another OT will be played and so on and so forth.
Hosting:
Whom will host the match must be decided by the two players prior to starting the match, preferably the person with the best connection.
Connection Issues:
If the connection is lost between the two teams there are certain actions which may be taken, these include;
* If the match is in the first 10 minutes and the connection is disconnected the game will be restarted or rescheduled, if neither team can settle on an outcome, place the match into dispute.
* If the game disconnects after 10 minutes the team leading will take the win.
* If both players agree to reschedule the game if there are genuine connection problems, it is acceptable. Otherwise it is a default win to the team which did not disconnect.
Challenges:
* When making a challenge the challenger provides the defender different times.
* Matches can be played on any night.
* Upon receiving a notice of challenge, the team has TWO days (THREE days if the challenge was issued on a Monday) to accept a time and date provided by the challenger for the match, otherwise it is deemed that the defendant has forfeited.
* Be aware that if you select times within the 48 hour period in which the defending team can accept you must be ready to play with as little as 15 minutes notice.
* A challenge can not be accepted within 15 minutes before the scheduled time.
* If a team successfully defends their position, the ladder automatically grants a "protected" status for FORTY-EIGHT hours, awarding immunity from challenges.
* Challenging and winning will leave you with a normal status of "free".
* If you lose a "Challenging" match you will become "vulnerable" for FORTY-EIGHT hours where you will be unable to challenge.
* If you lose a "Defending" match you will become "vulnerable" for TWELVE hours where you will be unable to challenge.
* If you do not accept a challenge or you decline the challenge you will become "vulnerable" for FORTY-EIGHT hours where you will be unable to challenge.
* Following a match, it is crucial that each team must submit the result or select to dispute the match by 11:30PM AEST on the night of the match. Subsequently, the submitted results will be calculated and the teams will be granted either "challengeable" or "protected" statuses. Disputes can be handled among the two teams; otherwise a ladder administrator takes appropriate action.
* A team may not play the same team in two successive matches. 7 days after the first match the ladder will allow you to challenge them again.
* When a challenge is accepted both teams rosters are locked. Any players added to the roster after a challenge has been made will appear in a separate roster list and will be ineligible to participate in the current challenge.
General Rules
Pre Game Lobby
Both players are expected to send friend requests and game invites to the opposition team. If any players are having problems connecting to the game lobby then a new players should host the lobby.
Both teams have 20 minutes from the scheduled match time to get their team in the lobby and ready to begin the match. If either team is not ready to begin the match after the 20 minutes has passed then they will forfeit the match.
Sportsmanship:
Unsportsmanlike behavior will be dealt with at the discretion of a ladder administrator.
Making false/useless disputes will be dealt with at the discretion of a ladder administrator.
Disputes without evidence will be noted but further action is unlikely to occur.
Results Reporting:
It is expected that both teams will record the results of a match and will provide evidence. Results must be recorded at the completion of each part of the match.
Disputes over results will not be accepted if one team has not provided any evidence.
Cheating:
Cheating is defined as, but not limited to, the following activities:
* Deliberately manipulating your connection, as the host or player.
* Playing in more than one team on a single ladder.
* Exploiting ingame mechanics.
If you are unsure if something is classified as cheating or not it is up to you to check with an appropriate referee beforehand.
If a player is caught cheating in a match their team will forfeit the fights that were affected. If a player is caught cheating a 2nd time they will forfeit the match. The teams participation in the season will also be reviewed.
In all cases of cheating the burden of evidence falls on the accuser. All reports of cheating should be submitted directly to the appropriate Cybergamer admin with all evidence.
Claims of cheating made in the public forum are not acceptable and will be removed.
Evidence must be provided in the form of digital video or video screen capture. Still captures are not sufficient evidence.
Continual unsubstantiated claims or claims involving falsified evidence will result in action being taken against the player making the claim. Claims made by "aliased" players will be disregarded.
To make a claim post in the results forum after your match.