Complete Rules
Design Rules
- The contest is open to all high school students. Any number of
students from a school may work on a single team. Participating
schools are encouraged to submit multiple teams. Only one trebuchet may
be submitted by any one student.
- The counterweight (see mass m1) is
two un-opened 12 oz. soda pop cans. The
cans must be either: a) dangling throughout the entire throwing motion
(makes no contact with other parts of the trebuchet lever arm: L2+L5 in
the figure) OR b) must be rigidly attached
to the arm (can't slide, jiggle...). If the cans are rigidly attached
to the arm, it will be included in measurements of the arms length.
Rigid is defined as anything other than dangling. Click here for a clarification.
- The top pivoting lever must not be longer
than 12 feet. The length includes the hook (see the hook rule).
- The top pivoting lever (length L2+L5 on the example figure) must be balanced toward the
projectile end ( see L5) throughout the
entire range of motion. It may not be collapsible. The arm cannot be
locked in place while testing it for balance (including friction,
which should remain negligible - in operational condition). Testing is
performed by removing the counterweights, lifting the projectile end
all the way to within 1 inch of the vertical, and releasing. It should
fall to the ground, back to the cocked position (see avi movie or quicktime movie), and in contact with
the ground. If it fails to fall (without being pushed!) all the way to
contacting the ground, it is not in compliance.
We use the "pencil test". With the arm in the cocked position, with
neither the counterweight or projectile loaded, raise them arm as shown (Quicktime format, avi format) with a pencil. The trebuchet fails the balance test if it
leaves contact with the pencil when raising it to vertical (Quicktime format, avi format).
- The top pivoting lever may
not be less than 1/4" thick.
- In order to satisfy the balance rule, the counterweights (pop cans) must
be removable from their holder.
- The height H
of the center of the axle must be less
than or equal to 1 feet 9 inches from the ground.
- You must be able to remove the cans, and
only the cans, from your trebuchet leaving all other
connecting hardware in place.
- Any fastening devices/holders/brackets to be used during the
competition will be included as part of the arm during testing for
balance. We really, really mean it. This comes up every year.
We will not allow you to augment your counterweights with excessive
tape, wire, washers, or wood. If you think you have beaten this rule,
you have violated it. We will have
scales. Allowance will be given for up to 30" of duct tape
and 30" of light string.
- The hook (the little
thing that your sling goes onto at the projectile end of the arm; this
is the point where L5 and L3 meet in the figure) is counted as part
of the arm length!
- No catapults or
catapult/trebuchet hybrids are allowed. No energy can be stored in
deformation of components. That means no springs, rubber bands or
flexible arms. No pulleys can be used. The counterweight must be
attached, not looped over, the end of the arm (or in close
proximity).
- The trebuchets will be inspected for safety. Any parts that are
unnecessarily loose must be tightened. No parts of the trebuchet
other than the projectile are allowed to become completely disconnected
from the trebuchet (A partial disconnect is necessary in order to
release the projectile). Any trebuchet deemed to be unsafe will be
disqualified.
- Counterweights must not come free during competition. If a
counterweight falls off, the trebuchet operator must operate with the
remaining counterweights. If the trebuchet becomes inoperable due to a
loss of any counterweights, it must be declared lost and removed from
the playing field.
- Trebuchets must not have protruding parts that may damage the
floor (no metal may protrude below a wooden or other softer
material).
- Recoiling trebuchets (with wheels) must be on a platform (board)
that contains them.
- Each trebuchet must be outfitted (i.e. come to the tournament
ready) with one plastic 1 gallon milk jug target mounted on the side of
the trebuchet in a clearly exposed area. The milk jug is to have the
bottom 1" cut off and be inverted. The target opening must be no less
than 1.5 feet from the ground, and no more than 2.5 feet from
the ground. It must be forward facing, and on the front most
pillar or support of the trebuchet. It can be mounted at a
decline to the direction of fire of up to 45 degrees (pointing forward
and up) if necessary (i.e. so that it is even more exposed).
This is what the other teams will shoot at. It must not be placed
where the operator might block the target during operation (this is
also covered in the operator
rules). If you do not understand these rules, the simple
explanation is "put it where everyone can easily hit it". Trebuchets
with inadequate targets will not be allowed to
participate.
- The projectiles will be regulation soft squash
balls of a variety of sizes. They can be bought at some local sporting
goods stores, however you can also order them online.
One place to look is Squash.net.
- Firing of the trebuchet will be performed by release of the
projectile and/or its sling. No other moving part of the trebuchet may
be touched during firing.
Additional Design-related Information
- Qualification at check-in does not represent permanent
qualification. Trebuchets are subject to random checks at any time.
This is done to prevent a) illegal modifications to trebuchets, b)
overcome deficiencies in the volunteer qualifiers' judgment.
It is your responsibility to make sure that you
understand the rules, and that your trebuchets meet the requirements.
Failure of us to "catch" illegal trebuchets before the tournament does
not take away our right and responsibility to correct such mistakes
later.
If you have serious concerns about an opponent's trebuchet being
legal, please notify the judge, and ask them to have the director
perform an inspection. This can be done before, during, or after the
match. Please do not be frivolous. A failed challenge will result in a
warning. A challenge can be saved by waiting until after a match has
concluded. If the trebuchet to be challenged is a member of the losing
team, then the challenge is irrelevant. A second failed challenge will
result in a penalty. Calling the director's or another's attention to a
trebuchet is not the same as a challenge, as the directory will render
a quick judgement. A challenge requires a full inspection.
If a single trebuchet, or group of trebuchets, fails a
challenge, the judges and referees may re-decide the outcome of the
match based on performance of the remaining trebuchets.
If an entire team is disqualified, the opponent is declared the
winner
If no challenge is issued before the next round of battles, then
the results of the match cannot be changed.
- Projectiles will not be provided. Each team must provide
10 soft squash balls. As a result, projectiles will not all be the
same. You must be able to make adjustments to your trebuchet to
compensate for this variability.
- Expected throws are in the range of 40-60 feet. If your trebuchet
can't consistently throw projectiles that distance, you will be hard
pressed to do well in the competition. Trebuchets that cannot
consistently throw a squash ball 30 feet are unfit for participating
in a match. Judges will eliminate unfit trebuchets from a match. Any
trebuchet seen throwing under 25 feet 3 times in a row will be deemed
unfit for a match.
- The decision of the qualification judges may be appealed
to the director or an appointee thereof.
NOTE: Each trebuchet must be accompanied by a check
sheet. The sheet must be filled out in advance of the competition
and brought to the judges for qualification. If the check sheet is not filled out in advance (i.e. you are not "pre-qualified") you will be assesed penalty shots; that is, your first opponent will be given free shots at your team on the playing field before you are allowed to return fire. See Matches for details
A well performing trebuchet can be made from household materials. Very
effective trebuchets can be built from cardboard, some Elmers glue, and
an Exacto knife, so don't feel that you need a workshop.
Trebuchet Figure
Counterweights
Milk Jug Trebuchet Target
The pictures below 1) show a half-gallon jug and 2) don't have any newspaper at
the bottom of the jug. Note, however, that the target is a single 1 gallon milk jug
with one full sheet of newspaper wadded in the bottom.
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This is the top view looking down. |
| Here's a view from the side. |
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Here's a view from in the front, slightly off toward the other side. |
Note that in the rules, there is nothing that says the target has to be on
the same side as the operator (as it is in these photos). Keep in mind, however,
that if you do put the target on the same side as the operator, you must be
careful not to block the target.
Check Sheet
Trebuchet Qualification Checksheet (must be completed by team advisor and accompany trebuchet to the competition)
Trebuchet Number: _________________
(To be filled by judge)
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| Qualification Requirements |
Adv. Check |
Judge Check |
Trebuchets, and/or their platforms,
must have soft feet (felt, or cloth). No rubber or wooden feet are allowed
to touch the ground.
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Recoiling trebuchets
(with wheels) must be on a platform (board) to stop rolling motion.
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Is the trebuchet safe? No loose parts
are allowed that will break free.
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The trebuchet shall consistently throw
a squash ball a horizontal distance of at least 30 feet
before ground
impact to qualify.
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No catapults
or catapult/trebuchet hybrids are allowed. No energy can be stored in deformation
of components. That means no springs, rubber bands or flexible arms. No
pulleys can be used. The counterweight must be attached, not looped over,
the end of the arm (or in close proximity). Top pivoting lever must be greater
than 1/4" thick.
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The counterweight
(see mass m1 ) is two un-opened 12 oz. soda
pop cans.
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The counterweight
must be either: a) dangling throughout the
entire throwing motion (makes no contact with other parts of the trebuchet
lever arm (L2+L5 in the figure)) OR b) must be rigidly attached to the arm
(can't slide, jiggle...).
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Is the counterweight attached such
that it doesn't come free on its own.
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The top pivoting
lever (length
L2+L5on the example figure ) must not be able to lift off the ground in the cocked position
until the counterweight is attached. Any
fastening devices/holders/brackets to be used during the competition will
be included as part of the arm during testing for balance.
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The top pivoting
lever must be balanced toward the projectile
end (see L5 end) throughout the entire range
of motion.
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The top pivoting
lever (see L2+L5 ) must not be longer than
12 feet. This length includes the hook.
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The top pivoting
lever (
see L2+L5 ) may not be collapsible.
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The height of
the center of the pivot point ( H ) must be less than
or equal to 1 foot 9 inches.
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Each trebuchet must be outfitted (i.e. come to the tournament
ready) with one plastic 1 gallon milk jug target
mounted on the side of the trebuchet in a clearly exposed area. The milk jug is to have the bottom 1" cut off and be inverted. The
target opening must be no less than 1.5 feet from the
ground, and no more than 2.5 feet from the ground. It
must be forward facing, and on the front most pillar or support of the trebuchet. It can be
mounted at a decline to the direction of fire of up to 45 degrees
(pointing forward and up) if necessary (i.e. so that it is
even more exposed). This is what the other teams will shoot at.
The operator may not protect the target during competition.
If you do not understand these rules, the simple explanation
is "put it where everyone can easily hit it." Trebuchets with
inadequate targets will not be allowed to participate.
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Judge has dated (year only) and signed trebuchet.
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XXXXXXX
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Check all that apply
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| Not pre-qualified |
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Other - put note on back |
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| Failed 1st qual |
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Failed 2nd qual |
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__________________________________________
Qualification Judge's Signature
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The Teams
- A team consists of 6 positions: a captain, an
assistant, and up to 4 trebuchets, with one
operator per trebuchet. The advisors may
fill the roles of captain and assistant only.
- The team is defined by the group of trebuchets. A team may have more than 6
persons, but only 6 may participate in any match. Those 6 persons may change
from one match to the next.
- Teams of up to 4 trebuchets (one per trebuchet operator, and only
one operator per trebuchet) will compete in a head to head
competition. Individuals not belonging to any team
will be assigned to other teams at the competition (or ahead of time if
possible) for the duration of the competition.
- Each trebuchet must be operated by only one person. The operator
may not move away from their trebuchet. If the trebuchet is left
unattended, it is considered to be captured by the opposing team.
Subsequently the trebuchet will be considered destroyed by the "enemy
saboteurs" and will be removed from the playing field.
- Each team will have a single captain. The captain is in charge of
commanding his/her forces in match. The captain may not enter the
playing field. Good strategy is an important part of winning the match.
- Each team will have a captain's assistant (team assistant). The assistant
may enter the playing field. The assistant's primary responsibility
is maintaining the arsenal by retrieving spent munitions for reuse. Assistants
may not interfere with the opposing team in any way, and may not go to the
opposing side of the playing field.
- Teams must each supply 10 squash balls for their matches. They must
collect them after each match. Teams are responsible for marking and recovering squash balls.
- Each person who will be on the playing field must have safety
goggles or glasses that will protect the eye. This is 5 per team. If
you have 4 teams, you need 20 goggles.
- All judge decisions are final. Under no circumstances shall a video replay
of an event be used to reverse a decision.
Captains
You are in command of an team. Making and implementing a
strategy is of paramount importance to your role. However, observance of
the rules is even more important. The rules that pertain to your individual
actions are as follows:
- You may NOT enter the playing field.
- You may not throw projectiles. You may roll them.
- You may take the role of the assistant, should it
be necessary. In that case, you may NOT act as the captain once you have
entered the playing field.
- You are responsible for placement of your "castle" at the
beginning of the match. You may position it anywhere on the battlefield
on your side of the neutral zone.
- You may change the roles of team members as desired before each
match. You may chose different operators for each match, and you may
desire to rotate out the assistants as needed. However only one
assistant may be on the playing field at a time.
- Your team's objective is to destroy the enemy "castle". However, if
all opposing team trebuchets are destroyed, your team is victorious by
default.
- It is the responsibility of the captain to assure that the eye
protection rules are followed. If a second warning is given to your
team, they will be disqualified from the tournament.
- It is the responsibility of the captain to stay in the
staging area at all times when not participating in a match, or until
the team is disqualified. If you are not ready for an
assigned match, you will forfeit. We don't have time to chase you
around the Nutter Center.
- The director and assistant directors know the rules. The director
wrote them with the assistant director of rules. If we say a rule is
in here, it is. We will not debate you, and we will not look up rules
for you. Learning the rules is your problem, we don't have time to
tutor you.
- Note that this is our tournament and we can change the rules any
time we see fit. This won't be done without good cause. However, that
means if the director says something, it is the rule because he said
it. You are a guest. Please respect that your invitation, and that of
your school, can be temporarily or permanently revoked.
- There is no higher authority for the tournament than the
director. There is no recourse if you disagree with the director at
the tournament.
Strategy (some suggestions)
- Pick targets based on strategic value and opportunity, and direct
your team appropriately.
- Be aware of the strengths and weaknesses of the members of your team.
Proper use of their talents is essential.
- Listen to your team. They may have insight about their capabilities
that you lack.
- Concentrate fire on targets of immediate concern. If the opposing
team has one long range trebuchet, it may be prudent to concentrate on it
instead of the opposing team's "castle". If an opposing team's trebuchet is
getting close to hitting your "castle", take it out.
- Moving your trebuchets will require them to re-acquire their targets.
Moving may be inadvisable under those circumstances.
Assistants
You are the assistant to the Captain. You are the official
Spy and Go-For.
Preceeding the Match
- Proceed to the end of the playing field that your team will be shooting
at.
- Act as a spy. Inspect enemy weapons.
- Inspect enemy targets. Report any potential violations to the attending
judge for correction.
During the Match
- You may enter the playing field, but must stay on the
side of the playing field on which YOUR "castle" resides.
- You may not throw projectiles. You MAY roll them.
- You may take the role of the captain, should it be necessary.
As captains aren't allowed to enter the battlefield, you may only act
as the captain from off the battefield.
- You are responsible for assisting the Captain. This may mean
observing projectile landings.
- You may not obstruct a projectile from hitting a target or your
"castle". If a judge believes that you might have acted as an
obstruction, then that target/"castle" will be considered
destroyed. (TIP: Don't stand in front of any targets or
"castles").
- You may not hoard ammunition. You must return ammunition that
your team is not using. If your team at any time has
75% or more of the projectiles you must send 10 back to the
other side. If the opposing team runs low on ammunition on account
of hoarding, hits by your team will be disqualified.
Operators
You are the trebuchet operators. You are at the command
of your general, but you will need to take initiatives to win.
Moving
- You may not leave the playing field.
- You may not leave arm's reach of your trebuchet. This will
result in capture of the trebuchet. There will be no mercy
by the judges for violations of this rule.
- A clock judge will be responsible for timing advancement on the
match field. At the clock judge's determination, trebuchets may
advance or retreat one section of the battlefield at a time.
- Only 10 seconds will be allowed for the move.
- Both teams will move during the 10 second period, and no firing
can take place.
- There will be only two moves in the entire match.
- Trebuchets may not screen one another, or be positioned to
screen their team's "castle".
- You may not advance your trebuchet outside of the playing
field.
- Trebuches may be pivoted (rotated) for aiming.
- Trebuchets may not pivot for the purpose of dodging a
projectile.
- No match will be given more than 20 minutes, including setup
time. If a match ends by decree, then the judges will vote for a
winner.
- You may take the role of the captain, should it be necessary.
You may only act as the captain from the Captain's Area. Your
trebuchet will be forfeited and must be removed from the playing
field.
Tasks/Goals
- You will need to follow the targeting information from your
assistants and the captain.
- You may not hit a target with anything other than the
projectile.
- You may not obstruct a projectile from hitting a target or the
"castle". If a judge believes that you might have acted as an
obstruction, then that target will be considered destroyed. (TIP:
Don't stand in front of any targets or "castles"). This has,
in previous years, cost a team a match, and who knows, maybe the
war.
- You may not hoard ammunition. You must return ammunition that
your team is not using. If your team, at any time, has 75% of the
projectiles, you must send at least 10 back to the other side. If
the opposing team runs out of ammunition on account of hoarding,
your hits will be disqualified.
- Your team's objective is to destroy the enemy "castle". However, if
all opposing team trebuchets are destroyed, your team is victorious
by default.
- If your trebuchet's target is hit, you must leave
the playing field immediately, along with your trebuchet. Be
careful not to obstruct any projectiles.
Safety
- You may not throw projectiles. You MAY roll them to other
operators or to the assistants.
- Your trebuchet must always be safe to operate, with no loose
pieces, and may not swing in such a way as to potentially harm any
participant.
- You must wear safety goggles at all times. Your trebuchet will
be declared destroyed if corrective action is not taken after the
first warning.
Trebuchet Maintenance
- Your trebuchet must conform to the trebuchet design
guidelines.
- You must maintain your target during the match. Correction
must be made immediately when notified during a match. You will
only be warned once about illegal targets. The second notice will
be removal of the trebuchet from the match.
- If your target is found to be undersized, you may not
participate in a match.
- If, after a match, the opposing team contests that your targets
were undersized, and the claim is substantiated, then your team
will be disqualified, and the opposing team will advance.
- Intentional modification of the target to reduce it's effective
size will result in immediate expulsion from the match, and from
your team.
- No part of the trebuchet may interfere with an opponents
projectile. If a projectile hits a part of a trebuchet that shades
the target (either the trebuchet's target or the "castle"), the
target will be considered to have been hit. Advice: after firing,
get the arm back out of the way
- Operators may make minor repairs, such
as fixing a broken sling, during a match. This does not include
re-attaching fallen counterweights; see the trebuchet design rules concerning
counterweight loss during match. Further clarification of the
definition of a "minor repair" falls to the judges of the match,
who have the final say whether or not a trebuchet must leave the
playing field.
Matches
Penalty Barrages
- Teams will be subject to 1 barrage per incomplete
pre-qualification sheet per match. (Please come
prequalified).
- Individual trebuchets will be subject to 1 barrage for a
qualification failure in the first round
only.e.g. if trebuchet A failed to qualify on the
first try, the other team gets 1 barrage (typically 4 shots),
before the match starts, at that trebuchet.
The Playing Field
- The matches will take place in the Main Arena of the WSU
Nutter Center.
- Captains will have 5 minutes to position their target and
trebuchets.
- Trebuchets may be positioned any place on your side of the playing field, outside of the
Neutral zone.
- To start the match, all but one trebuchet will be positioned by
the captain on or behind the "Long Line". The remaining trebuchet
must be positioned between the Short Line and the
Long Line.
- At each end of the playing field, there will be a single target
representing the opposing team's "castle". In order to win, a team
must either knock out (hit) the opposing team's
target or eliminate all opposing trebuchets. The pole/base is not
considered to be part of the target. The size of the
"castle" target may be changed between matches (in order to
expedite matches), but will always be equal for both sides during
any given match.
- The boundaries of the playing field will be marked.
Firing
- The match will start at the sound of a horn. Trebuchets
fire-at-will once the match starts. Trebuchets that aren't ready
are valid targets for the opposing team. Trebuchets that aren't
set up as targets when the match begins may not enter the playing
field during the match.
- Trebuchets are destroyed by hitting their targets. See graphic.
- Trebuchets eliminated from competition are eliminated for the
remainder of the match. They may be "rebuilt" to "fight another
day".
- Friendly fire may destroy a trebuchet by going in to the
trebuchet's target.
- Trebuchets may not destroy an enemy target using anything
other than a projectile.
- Projectiles are NOT considered harmless once they have struck
the ground. That is, getting a ball into the target off a bounce
counts.
Moving
- A clock judge will be responsible for timing advancement on
the match field. At the clock judge's determination, trebuchets may
advance one line (i.e. from the Long Line to the Short Line, or
from the Short Line to the Neutral Zone Line) or retreat.
- Only 10 seconds will be allowed for the move.
- Both teams will move during the 10 second period, and no
firing can take place.
- There will be only two moves in the entire match.
- Trebuchets may not screen one another, or be positioned to
screen their target.
- You may not advance your trebuchet outside of the playing field.
- Trebuches may be pivoted (rotated) for aiming.
- Trebuchets may not pivot for the purpose of dodging a
projectile.
- No match will be given more than 20 minutes, including
setup time. If a match ends by decree, then the judges will vote for
a winner.
Miscellaneous
- Operators must not interfere with in-flight projectiles.
Operators who are considered to have potentially protected one of
their targets by interfering, intentionally or not, with their
bodies or other trebuchets will have that target removed. Hint,
don't stand in front of the target. You become the target to hit if
the judge thinks you are in the way.
- No part of the trebuchet may interfere with an opponents
projectile. If a projectile hits a part of a trebuchet that shades
the target (the trebuchets target, or the "castle" target), the trebuchet is
considered to have been hit. Advice: after firing, get the arm back
out of the way.
- You may not hoard ammunition. You must return ammunition that
your team is not using. If your team at any time has 75%
or more of the projectiles (there will be a total
of 20 or more), the assistant must send (by rolling) no
less than 10 projectiles to the opposing team. Targets hit while
the opposing team is low an ammunition will be considered
undamaged.
- All judge decisions are final. Under no circumstances shall a
video replay of an event be used to reverse a decision.
Playing Field
The Tournament
- The tournament will be conducted as a set of single
elimination matches.
- Trebuchets destroyed in preceding matches are considered
repaired for subsequent competitions.
- Trebuchets may not be re-used from a previous
year.
- Byes may be used to facilitate the tournament. When granted,
priority will be given to teams with the fewest trebuchets, teams
who register earliest, schools with the fewest students (entered),
and finally by arbitrary decision by the judge. A team will not
receive more than one bye per tournament. If in a given round two
remaining teams have previously received byes, they will be forced
into match.
- Priority for scheduling matches: Teams from the same school
will be pitted against one another early in the process. Nearby
schools will then be pitted against one another. Remaining teams
with fewer wins will always be pitted against each other.
- Expect to be ready to compete as soon as your team
arrives. There is no guaranteed practice time or
place.
- In the case of a final match between teams with an unequal
number of wins: The team with more wins will win the tournament
with one victory. The team with fewer wins will have to win two
matches in a row to win the tournament.
- The final match will be allotted extra time. Other
matches will be allotted 20 minutes or less, at the discretion of
the director.
- The schedule for the tournament may be altered up to the day of
the tournament. If you or your team/s have special needs (like a
late start time, please contact the director directly by email.
- All judge decisions are final. Under no circumstances shall a
video replay of an event be used to reverse a decision.
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