This post should serve as the "official" logistics plan for CO. The tournament is being held at Cobb Hall. I ask that everyone be in place
by 8:30. That means be at Cobb, with the money you owe, and checked in with myself or Eric. We have potentially TWENTY DAMN ROUNDS for you to get through, so we need this thing to start in a timely fashion. Rounds will start at 9 AM sharp. We'll probably go for 7 rounds, break for a brief lunch, then plow right on through to the end. Don't forget to bring a buzzer if you have one! Also, we're going to keep lunch on the short side, potentially as short as 45 minutes depending on how we're doing, but in any case not longer than an hour. That means you should plan ahead to figure out what and where you'll eat; the 57th St. restaurants are a 10 minute walk away so there's no excuse to not get there and back with food in the time-frame allotted. Again, we'll start without you if necessary.
We have 17 teams and the schedule is a full-on round robin. At the moment, I believe we have exactly the same number of moderators as rooms; as usual, teams are welcome to read their packets when they are on bye, provided this doesn't interfere with an already ongoing match, etc. If you're not reading, we'd really appreciate it if you could drop in on the slower rooms, whichever those are, to scorekeep. We'll be following standard ACF conventions with regard to the final standings, as follows in roughly ascending order of complexity:
1) One team 2 games clear -> outright champion
2) One team 1 game up, no ties for second place -> advantaged final
3) One team 1 game up, tie for second place -> play-in game between tied teams, followed by advantaged final
4) Two teams tied at the top -> one-game final
5) Three teams tied at the top -> play-in game between bottom two teams by PPG, followed by one-game final between top team by PPG
6) Four teams tied at the top -> semi-final-type playoff between 1 vs. 4 seed and 2 vs. 3 seed, as determined by PPG, followed by one-game final between semifinal winners
7) Five teams somehow tied at the top -> I explode in a shower of guts and candy
There are various degenerate situations for which we do not have enough packets to break all ties via game. For example, if a team is one game up on the field and there's a three-way tie for second, we don't have enough blind packets to break the three-way tie on matches and also to play the advantaged final. In such a case, the top two teams from that tie will be selected by PPG (because everyone plays the same opponents) and we'll revert to structure #3. Likewise, an unlikely but I believe mathematically possible five-way tie will revert to the four-way case with the bottom team by PPG being dropped. Hopefully this all makes sense; if I'm missing something, please let me know. As is standard, only those ties that can possibly affect the overall winner will be broken.
Protests will be handled in the usual way, i.e. there will be a protest sheet for the moderators, you'll fill it out and bring it to control, and they'll let the editors know. Don't wait for protest resolution to happen before moving on to your next round, we'll let you know what the result is. Protests will be resolved only if they affect match outcomes. If there's a tie after 20, you'll be read one tiebreaker tossup; if it goes dead, the game is tied.
If you have any questions about the tournament, please don't hesitate to contact me either by email at firstname.lastname@example.org
or by phone/text at 858-882-7899. I look forward to seeing all of you there.