All Ladders Rules
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Fundamentally, the idea is a ladder. But there are lots of ladders. What we do differently, is rather than play anybody for changes in position, you may only challenge within a fairly narrow range. This has the effect of making this ladder far less volatile; and requires a smaller number of matches played to remain in good standing with the ladder; yet at the same time, through persistence (and time) you may very well find yourself at the top! These rules, while always changable, are considered to now be fairly solid. Suggestions are always welcome.
  1. Each player may have up to 2 challenges against him/her at any given time. One, a challenge of a player ABOVE them on the ladder; the other, a challenge from a player BELOW them on the ladder.
  2. Throughout these rules (unless otherwise stated), days refer to full days, not including the day that something occured. That means, if a challenge is placed at 9am on Monday, 2 days later would be due by Wednesday Night, at 11:59pm. All times will be PACIFIC Time.
  3. The player trying to move up will be referred to as the "challenger", the person who is defending themselves will be considered the "defender".
  4. The match is to be played in the "Ladder Room" (where appropriate) of the game site the match is designed for. Challenger has the right to choose the table, and to choose the side of the table to seat. At sites without "tables", it is up to the Challenger to "Invite" the Defender to play the match.
  5. The number of positions up you may challenge depends upon your placement on the ladder. Places 2 & 3 may challenge anybody. Places 4 & 5 may challenge 2 spots higher; Places 6 through 9 may challenege 3 spots higher; Places 10 through 14 may challenge 4 spots higher, and Place 15 and higher may challenge 5 spots + .05 * your Position (rounded down).
  6. Upon receipt of a challenge, defender has 2 days to respond to the challenge. This response only acknowledges the match. It is strongly recommended that the challenger offers available times to the defender; and that when the defender responds, they offer a specific time, but this can be negotiated.
  7. Match must be played within 5 days of the challenge, OR if the challenge is placed on a Saturday, Sunday or Monday, by the following Saturday. This is the "time-zone equalizer" rule. The reasoning of this rule, is that most players can play on a Saturday, no matter which timezone they live in, and their challenge is from. While I understand, in a few circumstances this may not be true, it is true for the vast majority of players.
  8. This rule is my intention, but not yet ready. There will be a place on the "Match Information" page, where you will be able to indicate the time you have agreed to play the match. Each player may update it independently. This is the best way to communicate to the ladder adminstrator when you intend to play the match, and will be used as the best evidence of due diligence in trying to schedule a match.
  9. E-mail is considered the only truly reliable means of communication. ICQ & GameRoom messages are okay, but not 100% reliable. All actions at the web page will be reflected in email to the affected players.
  10. If a match is not played within the time allowed, and the defender does not request a match withdrawl (through the web site), the match will be awarded at the challenge deadline to the challenger by forfeit. There will be a place on the website for a defender to indicate problems getting the match to play, and these will be processed by the ladder administrator. However, it must be noted that only under extraordinary circumstances will any delays be granted. It is the burden of the defender to prove lack of diligence on the part of the challenger for a challenge to be discarded unplayed and unawarded.
  11. It is the challenger's responsibility to be able to play in the defender's "prime time", which is considered to be 6pm-9pm weekdays, and 9am-9pm weekends (in the defender's home timezone). An inability of the challenger to offer to play within these constraints is NOT sufficient reason for the awarding of a forfeit.
  12. There will be a place on the web site for you to indicate the times you may be able to play. This is not a committment on your part to be online, only an indication that you could play during those times. It is hoped that players will be able to mark at least 30 hours (about 4 hours/day on average). If you cannot mark that many, it's possible that ladder play in this style is not appropriate for you.
  13. A challenger offering a play time within the hours a defender has indicated will be considered a valid challenge, and a forfeit will NOT be awarded a defender because they cannot make a time a challenger has chosen which fits within the defender's times to play.
  14. Match Length: In Cribbage, matches are to be 6 "stakes". In Backgammon, matches are to be to 5 points. In each case, this is the default; matches may be longer, upon mutual consent of BOTH players; in the event of a disagreement on match length, the default shall be used.
  15. No abuse of any type will be tolerated. Players, ladder staff, and other people populating any game room lobby will be treated with civility. Failure to follow this rule will result in suspension or eliminiation from this ladder. I feel dumb writing this rule, but history tells me it may become necessary. The ladder administrator, in their sole judgement may use any of the following punishments, depending upon the severity of a violation: (a) formal warning; (b) dropping of placements on the ladder; (c) placement to the bottom of the ladder; (d) banishment from the ladder.
  16. Disputes. We will always try and be fair in disputes. However, all decisions of the ladder administrator are final and binding. Every effort will be made to be fair.
  17. In all cases, attempts will be made to send email under these circumstances: Match Challenge; Match Response; Challenge Match Result; Pickup Match Result; Warning of impending Match Forfeit, due to failure to respond; Warning of impending Match Forfeit, due to failure to play on time; Match Forfeit. In every case, the messages being sent are sent as a COURTESY to the players; it is NOT something you can count on 100%. It's possible for there to be problems with mail delivery on my side, AND on your side. It is essential, however, that an accurate email address be in your Profile at all times. If you use a service that limits the size of your mailbox, it's also very important that you keep your mailbox in a condition that allows for emails to be sent.
  18. Errors and Omissions. All reasonable efforts will be made to correct errors. However, due to the nature of a ladder, any move for you will have a negative affect on somebody else. We will always try and be fair, but be aware, that there will come times that you may move in a way unexpected, through the correction of errors. Please bear this in mind. And we promise to try and minimize how much this might occur.