1. The Infantry Gravball League (IGBL) is a league in which Gravball squads participate and compete against each other for recognition in their accomplishments.
2. Each season will consist of a pre-season, regular season and post-season.
3. Matches will be assigned to a specific round week. Generally, each round week begins on Wednesday and ends on the following Tuesday.
4. The top 4 teams with the highest regular season record, based in order of importance by wins, head-to-head record, avg. winning margin and finally goals scored, will be entered into the IGBL Championships.
1. Matches for a specific round week will be assigned a time slot by the IGBL.
2a. If a team will not be able to show up for a game on the assigned time, it is their responsibility to contact the opposing team through the IGBL forums to agree on an alternate time slot.
2b. Both teams must reach this new time agreement by the Thursday of that round week to ensure referees will be given enough time to show to the game.
2c. It is the captains responsibility to make sure the staff has been informed of the change. Simply burying it deep in some thread does not mean it will get read. Email & private message if you do not see a staff confirmation in your thread.
1. A match will consist of a series of games. The winner of the match will be the first team to win 2 games.
2. The match's arena will be created 10-15 minutes before the scheduled match time. During this time, players are to array themselves onto their respective teams and captains are to submit their starting lineups.
3. After a game that does not conclude the match, 5 minutes will be assigned until the commencing of the next game.
4a. After a team wins a match, a MVP will be selected from each team.
4b. The MVPs will be voted upon by the referees involved with the game, taking into account the advice of the teams' captains.
5. If the conditions of the game play have been deemed unsatisfactory by the referee and/or IGBL Staff, then the game will be postponed. If possible, the captains will be immediately asked to reschedule the match within the same round week. If not, the match will be rescheduled with normal deadlines or a minimum 3-day period from the postponement day, which ever comes later, and the match will be moved into the next round week.
6. If a match is forfeited by a team they will automatically receive a loss with 1-0, 1-0 scores.
1. Each game will have a set time of 20 minutes.
2. The team that is first to have 3 points more than their opponent or the team with the highest value of points at the end of the 20 minutes will be declared the winner of that game.
3a. In the result that both teams have an equal point value at the end of 20 minutes, play shall continue unabated for a 10 minute, sudden death over-time period.
3b. In the result that both teams have an equal point value at the end of any over-time period, play shall continue unabated into another successive over-time period.
3c. Overtime periods remain consistent with regular game time rules.
4a. Each team will consist of 5 players, each of whom must be eligible (see Players: eligibility).
4b. If the captains of both squads agree, the game may be played 6 versus 6.
5. At the beginning of each game, every player's inventory will be reset and then the game will commence with the ball being centered in the arena.
5a. Prior to the start of each game, a warning will be given by the referee signifying the start of the match in one minute.
5b. Using specials, setting mines inside the center diamond, or killing an opposing player after the one minute warning will result in possession of the ball being given to the other team for the start of the game.
6a. Once a team has been declared victorious, the game will immediately stop and all players must remain in the arena for at least a minute until stats have been collected by the referees and captains.
6b. A player who is deemed to have quit the arena in order to avoid having his statistics recorded will have 20 minutes (plus overtime length of game if any) playtime added to his statistics.
7a. In the case a game is disturbed during its play, upon the referee's decisions, the game will commence as immediate as possible with the same time remaining in the game and the same score. Players will have their inventory reset and the game will recommence.
7b. In the case that a disturbed game may not recommence, the referee will notify each captain and declare the game and match postponed.
8. During the games, the referee will turn on specquiet, captains must both agree to have it be turned off.
9. A game ends as soon as the timer reaches zero, any thing that happens after the timer has ended will not count for the game, including any shots taken on goal before the timer has ended that reach the goal after the timer's end.
1.The runclock will consist of a duration of 3:30 minutes.
2a. On a ball respawn, the runclock is activated immediately on first pickup.
2b. On a steal/fumble, the runclock is reset immediately.
2c. The runclock begins at any point on the field whenever a new team takes possession.
3. Run clock is instantly reset when ball passes through crease in opposition goal.
4. Upon runclock expiration for ball controlling team, ref will instantly give ball to other team. Guidelines for the transition are below in the rule subsections, but the general principle is the referee should use his discretion to smoothly transition the possession to the opposition team with minimal disruption.
4a. Referee should place ball on a reasonably safe spot near middle of defensive team's "33 line", away from enemy team and near friendly players.
4b. If no such spot exists, ref can directly give ball to a player on defensive team who is behind "33 line", is away from enemy players and near friendly support
4c. Offensive team cannot pick it up before it has become an official possession of the other team. One successful pass must be completed before it can be stolen.
4d. If the offensive team does steal ball before the defensive team solidifies their new possession, repeat step 4a. or 4b. immediately.
1. Games are ideally to be played 5 vs 5. If both teams only show 5 eligible (see Teams: eligibility) the match may occur 5 on 5.
1a. Each team is required to bring at least 5 eligible players to every GAME of a match or they will forfeit or have to reschedule.
1b. For this condition to be met, at any time before a game, but following any game that may have occurred earlier in the match, the team must show at one instance 5 eligible players.
1c. This condition is met when a team shows 5 eligible players and then drops to 3 players for the start of a game.
1d. This condition is not met when a team shows 4 eligible players whom all leave followed by another 4 eligible players who attend. Although 8 eligible players have attended, only 4 were ever available at any given time.
2. In the case that a team does not have 5 eligible players for the beginning of any game of a match, the match is then forfeited by that team or have to reschedule.
3a. In the case that a team has only 5 eligible players at a game, the game will be played 5 vs 5
3b. If both teams have 6 or more eligible players and both captains agree, the game will be changed to 6 vs 6
4. In the event a squad is playing with only 5 players, if they lose a 5th player for more then 2 minutes, the referee will end the game, record stats as they are up to that point, and score the game as a 1-0 forfiet, or if the non lagged out team is winning, by the score at the time of the endgame.
5. Only the person who sign's up with an account may play on that account. You may not allow someone to play under an alias that is not thiers.
6. Teams that purposely spec will be given a forfeit.
1a. Eligible players may be freely substituted into and out of the game with no restrictions, as directed by their captains.
1b. The captain must specify if the substitution is to take place immediately or upon the death of the player to be substituted out. If the captain does not specify, the ref will ask for specification, wait 10 seconds, then immediately perform the substitutions.
2. The player in game will always be removed first and then the substituting player will enter the game.
3. Only the captain of a team may request a substitution be made.
4. Referees are not responsible for players who are in the game but are not playing. This includes AFK players. Captains must request an appropriate substitution if they deem one needed.
1. Players who exceed an avg. ping of 250ms or any packet-loss of 1.5% will be removed from the game.
2a. Either captain may request that a playing player be watched in order to observe his lag. Only captains may request this and it may only be done 4 times during a match.
2b. If a visual lag check is requested, a referee will spectate the player in question and observe his reactions to the game in progress. If the player demonstrates unacceptable responses to the occurrences of the game, as deemed by the referee, the player will be specced for the rest of the game.
2c. If that player wishes to play in a successive game, prior to the start of that game the player must demonstrate sufficient responses to the occurrences of the game as deemed by the referee.
3. Lagouts are defined as anytime a player is removed from a game that is in play because of the condition of their connection. This includes disconnections, ping spikes, exiting gravball, power failures, spectating due to a poor connection, and other unspecified conditions as deemed by the referee.
4a. If a team suffers a lagout, a substitute will immediately fill in. If the referee has not been informed of a preferred substitute, one will be chosen at the referee's discretion.
4b. If a team suffers a lagout and does not have an available substitute, the opposing team captain has to reciprocate the loss and spectate one of their players. The referee will take out the player as requested by the captain of the squad with the man advantage.
4c. The captain has 15 seconds to specify a player to be reciprocated or the referee will choose one at his discretion.
4d. In the event that the team that suffered the lagout is able to place another player in the game, the opposing team may also do so at the same time.
5a. If a player suffers a lagout, he must display 2 minutes of sufficient lag stats or such to the referee's satisfaction, before rejoining the game.
5b. After a player suffers a third lagout in a single game, that player may not continue play in that game. In successive games in the same match, the player will not be allowed to continue playing in a game after his first lagout.
6. If half or more of a team lags out or a mass disconnect occurs, while their team is on the defensive, the referee may pause the game and restart it with the defending team at their goal and the offending team at the position of the ball.
1. Teams may consist of an infinite number of players.
2a. Teams may only have 12 active players at one time; all other players must be inactive.
2b. Inactive players are ineligible but may be switched to active if a team has space.
2c. Inactive players who are switched to active status will be ineligible for 15 days following the switch.
2d. Players with no playing time on any active squads may be activated instantly, provided the squad the player is on has available active slots.
2e. Inactive players may be played only with the consent of the acting captain of the opposing squad.
2f. However, in order to have the inactive player play, the acting captain must de-activate an active member, and activate the inactive member. This is only necessary if all active spots have been taken on the squad.
2g. Team roster lock will go into effect 2/3 of the way through the season. Teams cannot recruit past this date.
3. Teams may consist of one captain and up to 3 co-captains.
4a. If a team is forced to forfeit their first two games of the season then they will be removed from the league.
4b. If a team is forced to forfeit three games during the regular season then they will be removed from the league.
1. Captains have recruiting and dismissing power over their team.
2a. To assist with managerial duties, a captain may appoint up to 3 co-captains.
2b. Each co-captain may act as captain during a game in the absence of the team captain.
3. Prior to or during a match, but not during the middle of a game, each captain may request a non-conservative 10-minute delay once only.
4a. Captains are responsible for making sure their team knows their appointed scheduled time, rescheduling games if necessary, choosing game rosters, and selecting substitutes.
4b. Captains are also responsible for recording (via export) each game's statistics. Failure to do so will remove the right that team has to record and accumulate those statistics.
5a. If both captains agree upon an adjustment to the game situation, with permission and concurrence of the referee, it may be enacted. Such requests are: to play with fewer but not more than 6 players per team; to postpone the game to another time during the current round week; to request that spectators speak publicly; to delay the game for a specific reason. This list is not exclusive but other requests will be looked upon critically by referees.
5b. The following is a list that, with permission and concurrence of the referee, a single captain may request and have enacted: postponement of game due to poor server conditions; request that a specific player be visually checked for lag; request that a game goal be revoked because it was the direct result of lag. This list is not exclusive but other requests will be looked upon critically by referees.
1a. Players have a right to free speech.
1b. This does not include derogatory comments directed towards other players or other inappropriate comments as deemed by the referee.
1c. A player that displays constant use of derogatory/inappropriate comments will be given one warning before being punished by referee and/or IGBL Staff.
2. An eligible player is a player who is on their squad both in the game arena and on the IGBL roster and who is not suspended or inactive.
3. Each player may only be on one squad in the IGBL. Use of different aliases to have multiple players in the same league is prohibited and any player caught doing so will be removed from league permanently. This rule is in concordance with other leagues of Infantry and the banishment will apply to all Infantry leagues.
4. Alias Lock occurs at the beginning of the regular season.
1. Spectators must stay on the spectator frequency. The spectator may request to be placed on a team's frequency to that team's captain but may not switch frequencies themselves. If they do, they will first be given a warning and then removed from the arena.
2. Spectators are allowed to message players in the game.
3. Profanity and derogatory comments will be minimally tolerated and any that are seen to be unwelcome as deemed by the referee will result in the accused being at first warned and then removed from the arena.
1. Playoffs consist of both the IGBL championships.
2. Playoffs will follow the same rules as stated above except for the rules stated under this heading.
3. Quarter Final matches will be played in best of 3 games format, all others are to be played in the best of 5 games format, with the exception of the BagMan cup final which is to be played in the best of 7 games format, spread over two weeks.
4. In the case that a team is forced to forfeit due to attendance, upon request from the captain and permission of the referee, that team may accept a two game loss and postpone the match to a later date.
5. If captains cannot agree upon a scheduling time, each will submit a ranked list of all the times of the week and the IGBL staff will discern the time for the match.
1. Use of the IGBL Website/Forum/Chat is a privilege. Abusing it can and will result in your privilege being revoked, either temporarily or permanently.
2. Players are allowed only 1 alias on the Website.
2a. Aliases are deleted after 2 weeks of inactivity, assuming they are not active on a squad or have stats attached to them.
2b. Changing your alias requires permission from the IGBL staff. Creating a new alias to get around this will result in one of the aliases being removed.
3. Forums are provided as a means of communication for the community. This does not include any of the following.
3a. Posting of messages directed towards one or two other users (private message).
3b. Posting meaningless messages over a short time period with the intent to spam.
3c. Attacking the IGBL staff, moderators, referees, players.
3d. Posting of messages containing links to any type of porn or 'warez' material.
4. Chat is provided as a real-time communication feature for the community. By using it, you agree to not participate in the following.
4a. Spamming the chat with the intent to 'flood' the channel.
4b. Attacking the moderators or other chat members repeatedly.
4c. Using racial slurs.
5. Use of the banner and avatar system constitutes agreement with the following.
5a. No banner or avatar is to contain any type of animation of movement.
5b. No banner or avatar is to show any type of pornography, nudity, or sexuality.
5c. No Image is to show any type of pornography, nudity, or sexuality in a forum thread which is not classified as NSFW in the thread title.
6. Website/Forum/Chat rules are evolving constantly and may change from week to week. They are listed here as a guideline only. They are not definitive in that these aren't the only things you can be reprimanded for doing.
Rules for the IGBL Ladder is as follows.
1. There can be only 1. This is an individual ladder. The goal is to try to get the number 1 ranking.
2. Each game will be played 4 against 4 or 5 against 5 or 6 against 6 with a referee present to oversee the timer of 20 minutes and lagouts etc.
3. Same lag limits applies to the ladder as in IGBL.
3a. Each squad may have one subsitute player in case a player lags out. The win/loss will go to the player who played more game time the sub vs the lagged out player. In the even that two people from one team lag out, that team will get a loss and must report. If there is a mass disconnect from both sides, the match will not count and the teams may replay each other.
4. At the conclusion of the game, the referee will go to the website and report the results.
5. To verify the match, two players from the LOSING team must confirm the match results.
6. If there is a discrepancy with the results (unfair ref, lagouts), immediately start a thread and get everyone's opinion so I can decide to count the match or not.
7. Ladder Ranking is achieved as follows:
7a. In a four man match, the highest ranked players (determined via thier ladder ranking) from each team are against each other. The second highest ranked player from each team are against each other and so on.
7b. If the player on the winning team is ranked below his opponent they will move up half way. For example if player ranked 20 beats player ranked 10, they become ranked 15. Everyone 15 and down then moves down a rank. Player 10 remains ranked 10 but does get a loss on his win/loss record.
7c. If you are playing your first ladder match. You are ranked last.
7d. Referees will move up 1 rung up to rank 20.
7e. The player ranked 1 must play player 2 once a week or player 1 loses a rung.
7f. A player who remains inactive for 2 weeks, drops a rung.
8. You can not play with the same player two matches in a row