Minority
Numquam Vincar
(art by Kaiju Bunny)
Hello everyone, my name is Minority and I’ll be your host along with CKW.
Some of these will be repeated under their respective topics, but in general:
1. Managers are allowed one (1) Assistant Manager.
2. Teams are allowed to purchase a maximum of two (2) retained players for last year’s UPL.
3. Retention rights may be traded.
4. There will be no midseason.
5. The minimum number of players in a team is ten (10).
6. The maximum number of players on a team is twenty (20).
7. To signup, your account must have a join date of 2018 or earlier (this means no 2019 join date players)
The teams and managers this year are:
Choice Bandits - dream + steelskitty
DaReal Drizzlers - Nayrz + Melee Mewtwo
Defiant Durians - obii + Pohjis
Devastating Dialgas - Mr.378 + absdaddy
Jubilant Jirachis - Level 56 + Astounded
Luminous Lunalas - Dominatio + Poek
The tiers that will be featured this year are:
- USM
- USM
- USM
- ORAS
- BW
- DPP
- ADV
- Best of Three (USM / ORAS / BW)
The wildcard slot is to be voted on by the six selected managers.
Auction:
The general auction format and rules will be similar to prior UPLs. All teams will have a bank of 100,000 credits. The starting price at auction for all players is 3,000 credits. Additionally, managers or assistant managers may buy themselves as a player prior to auction for 20,000 credits.
Retention Rules:
The intent to retain a player must be communicated to the UPL host prior to auction. Players may only be retained by the team that they played for last season. The cost of a retention is that player’s last season price + 3,000 credits, with a minimum cost of 10,000 credits. A manager can purchase a maximum of 2 players through retention. Players must make a signup post and provide consent to the UPL host before being retained.
If you signup as an assistant manager you may not be retained. The purpose of the assistant manager is to aid the manager in the draft, lineups, and administration of the tour. Unofficial assistant managers that are ultimately retained will not have any of the privileges associated with managing and will not be considered in the manager selection process.
Trades:
The intent to trade a player or a player’s retention rights must be communicated to the UPL host prior to the start of Week 1, and in the case of retention rights, prior to auction. Trades will not be effective until the host receives identical confirmation from both managers.
Tournament Scoring and Seeding:
The tournament will have six teams playing each other in pools to determine seeding. The top seed will advance directly to the finals, while the second and third seeds will play in semifinals to determine who advances to the finals. Each week teams will either earn 2, 1, or 0 points based on a win, tie, or loss respectively. Battle difference will be cumulated for the purposes of tiebreaking seed placement when points are equal. If a tie occurs in seeding, or in semifinals or finals, the winning team will be decided by a manager vs. manager battle to the death with 16th century pirate sabers.
Substitutes:
Managers must notify the UPL host in order to make a substitution. A particular slot may not be substituted more than once per week.
We reserve the right to judge any individual match on a case by case basis, regardless of assumed precedence set. If you don't like that, you are welcome to not play. Be aware of this.
To protect yourself as much as possible from DCs and timer issues, play on Showdown (because it has an at least semi reliable system of rejoining after a DC) and make a gentleman's agreement to not hit timer.
To help handle all DC cases you will need to submit your teams to the UPL host before the match. You do not have to submit, but if you do, you protect yourself from the opponent taking a win. It's a simple procedure that removes most subjectivity from a decision regarding a DC. Unlike with the scheduling restrictions, all you have to do is submit the team you are using at anytime before the match takes place. Read this rule and understand this now before you join the tournament. Since I'm stating this now, I'm basically going to ignore you if you DC, didn't submit a team, and "had a guaranteed win." Expect it. Also note that I'm going to let the player (not the team), decide whether he is going to take the win or go another route (replay same moves, replay different teams, etc.).
Regarding time outs, they are a bit more complex, specifically because some timeouts are due to DCs. The best we can do for this scenario is say that there is some number between 1 minute and 2 minutes (which we will not publicize) that we will set as a limit for timing out, and if you timeout with more than that limit time remaining, we'll assume it is a DC, whereas the opposite is a true timeout. A true timeout defaults to a loss, while the DC timeout is prone to the DC rules (did you submit or not).
To protect yourself as much as possible from DCs and timer issues, play on Showdown (because it has an at least semi reliable system of rejoining after a DC) and make a gentleman's agreement to not hit timer.
To help handle all DC cases you will need to submit your teams to the UPL host before the match. You do not have to submit, but if you do, you protect yourself from the opponent taking a win. It's a simple procedure that removes most subjectivity from a decision regarding a DC. Unlike with the scheduling restrictions, all you have to do is submit the team you are using at anytime before the match takes place. Read this rule and understand this now before you join the tournament. Since I'm stating this now, I'm basically going to ignore you if you DC, didn't submit a team, and "had a guaranteed win." Expect it. Also note that I'm going to let the player (not the team), decide whether he is going to take the win or go another route (replay same moves, replay different teams, etc.).
Regarding time outs, they are a bit more complex, specifically because some timeouts are due to DCs. The best we can do for this scenario is say that there is some number between 1 minute and 2 minutes (which we will not publicize) that we will set as a limit for timing out, and if you timeout with more than that limit time remaining, we'll assume it is a DC, whereas the opposite is a true timeout. A true timeout defaults to a loss, while the DC timeout is prone to the DC rules (did you submit or not).
Additional Notes:
A replay / log must be saved of your match or it will be considered invalid. No exceptions.
General tournament rules and regulations apply. Pokemon Showdown is the default simulator for all metagames unless both parties agree. If you play on anywhere that isn't PS! you must save a log of the match. All matches are best of one, except for the best of three USM slot.
This is the official start for UPL VII. Please keep (most) shitposting quarantined here.
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