Ruleset coming soon.
Nintendo GameCube | Bring Your Own Controller
4 stock, 8:00 minute timer
Items Off, Pause Off
Damage ratio 1.0
Master Hand is banned
2/3 Games per Set
3/5 Games for all Top 8 Sets
- Players/teams select characters or request double blind picks (see Additional Rules).
- First stage is selected according to stage striking rules. Neutral ports may be called for. Neutral start may not be used. See Additional Rules section for elaboration on these rules.
- Set begins.
- After game 1 the counterpicking procedure takes place:
- Game winner bans 1 stage in best-of-3, no stages are banned in best-of-5. This ban is in effect for the following game only.
- Loser of the previous game picks a stage from the legal stages. Players/teams may not pick the stage they won on in the previous game. Players/teams may pick the stage they won on if their opponents agree to it (see Gentlemen’s clause in Additional Rules
- Winning player/team selects characters (may change characters)
- Losing player/team selects characters (may change characters)
- Next game is played
- Repeat steps 3-4 until the set is completed
STAGES & STRIKING
Fountain of Dreams
Dream Land 64
Players will eliminate stages from the starter stage list until one remains. Procedure is as follows:
Players play best-of-one RPS
Winner may choose to have port priority or the first stage strike. Port priority can be ignored if neither player brings it up.
Player with first stage strike strikes one of the 5 starter stages. The other player then strikes 2 stages, followed by the first player striking one last stage. This leaves the player strike order as follows: P1-P2-P2-P1.
Players may not pick a stage they have won on in the current set except by use of the Gentleman’s Clause (see Additional Rules).
NEUTRAL PORTS & STARTS
Some relative spawn points in some stages are significantly advantageous to one player/team. Either player may request, before a match begins, to have controller ports to be switched to avoid these situations. This request cannot be turned down. Port priority must be maintained through the switch. A list of neutral ports for each stage will be available on request.
Final Destination: Port 1 & 2
Fountain of Dreams: Port 1 & 2
Yoshi’s Story: Port 1 & 2
Dreamland 64: Port 2 & 4
Battlefield: Port 3 & 4
Pokemon Stadium: Port 3 & 4
Players may never ask for a neutral start where both players move to the opposite side of the stage and manually countdown an unofficial start. If a player asks for this use the above neutral ports rules instead.
Timeouts, Ties, and Sudden Death Situations:
If the timer reaches zero the player with the higher stock wins the game. If players are tied in stock the lower percentage holder wins. If players are tied in percent or lose their last stocks simultaneously then the players will compete in a final 1-stock game with a 3-minute timer. This Sudden Death game determines the winner of the game.
If a match ends with the successful use of a character’s self-destruct move then the results screen will determine the winner. There will be no exceptions to this rule. If the use of a Self-Destruct Move creates a Sudden Death situation than standard Sudden Death rules will apply.
Players may compete under a rule set mutually agreed upon at the start of their set. Prior to starting a set using the Gentleman’s Clause both players must alert their pool judge to any changes they are enacting. Any ruleset willfully delaying the tournament is an exception to this clause.
If a player pauses the game a stock, or the game if no stocks are available, will be forfeited. If the pause occurs causing an opponent to lose a stock the pausing player will sacrifice 2 stocks, or the game if 2 stocks are unavailable. A player can lose the set on account of a pause.
Team Colors In Doubles:
Your characters color must match the color of your teammates character when possible.
Wobbling is legal. Wobbling past 250% will be viewed as intentional game stalling punished by pausing rules.
Freezing, infinites, and glitches preventing the game from continuing(disappearing characters, game resets, etc) are not allowed. Should you activate any of these actions you will forfeit the game. You can lose the set on a forfeit. You are responsible for knowing your characters and what illegal actions they may be capable of triggering. Accidental activations will be ruled as intentional in all cases.
Personal Reasons Clause: If for any reason a top seeded player is unable to attend CEO Dreamland 2020 after registering, staff will attempt to reseed pools only if the TO’s are notified that said registered player can not attend anymore at least 7 days before Tournament start date on March 13th. Once the tournament begins no reseeding or floating after pool play will be allowed.
Game Settings: 3 Stocks, 8 Minute Time Limit, Best of 3 Games. Finals are Best of 5
Items are disabled.
Meta Knight’s infinite dimensional cape tactic is banned.
All other chain grabs and infinites are legal
There is a 35 Ledge Grab Limit for all characters. If a game goes to time and one player is over the Ledge Grab Limit, they automatically lose the game. If both players exceed their Ledge Grab Limit, then this rule is ignored.
The act of stalling is banned and constitutes intentionally making the game unplayable. Examples include becoming invisible, continuing infinites, chain grabs, or uninterrupted moves past 300%, and reaching a position that your opponent can never reach you.
Any action that can prevent the game from continuing (i.e., freezing, disappearing characters, game reset, etc.) will result in a forfeit of that match for the player that initiated the action. You are responsible for knowing your own character, and must be wary about accidentally triggering one of these effects.
Pause option is disabled in the game menu. If left on, accidental pausing mid match forfeits a stock.
You may not choose the last stage you have won on during a set, unless agreed by both players.
If time runs outs and ledge grabs do not determine a winner, the tie is determined by most stocks, and then if still tied, by percentage.
If the match ends with both players dying at the same time coincidentally, or if time ran out with both players at equal percent, a one stock three minute rematch will be played on the same stage. For this tie-breaker match, a Ledge Grab Limit of 15 is used for all characters.
If a match is ended via suicide move, the initiator of the move wins.
Coaching is not allowed during a match
Yoshi’s Island (Brawl)
Pokemon Stadium 1
Players select their characters. Either player may choose to Blind Pick. In this case, each player secretly tells a third player their character before picking with the third player verifying their selections.
Players play Rock-Paper-Scissors. Winner chooses between selecting controller port or first Stage Strike
Players take turns removing stages from the Neutral Stages list above based upon the results of the previous rule. The first player to strike removes one(1) stage from the list, the second player removes two(2), and the first player then chooses from the remaining two(2) stages.
The players play the first match of the set
Winning player of the preceding match bans a stage from the full list of stages, both Neutral and Counter-Pick. This ban is only chosen one and lasts for the entire set.
The Losing player of the preceding match picks a stage for the next match. Cannot choose the stage banned in the previous step, nor a stage they’ve already won on during this set, unless agreed.
The winning player of the preceding match may choose to change characters.
The losing player of the preceding match may choose to change characters.
The losing player of the preceding match may change their controller port.
The next match is played
Team Attack: ON
Stage Select: ON
Item Switch: NONE
All Characters Available
First match of all sets is selected by a 3-stage striking system with the Starter Stage List.
All characters are legal.
Players select characters for first match. Double Blind Picks may be called.
Players strike stages.
The first match is played.
The loser of the previous match selects the next match’s stage from the Starter Stage and Counterpick Stage Lists.
The winner of the previous match selects their character.
The loser of the previous match selects their character.
The next match is played.
Above four steps are repeated if necessary.
Players should communicate with their opponents and RCS Tournament Organizers during all stages of the event. If you are playing in multiple events, please let the organizers know so scheduling concessions can be made if possible. Tournament Organizers may disqualify players who can not be contacted after the match start time.
A. Tournament Type
The tournament format is double elimination, meaning each player will have the chance to compete in a minimum of two sets.
B. Game Settings
Tournament matches are initiated through Local Versus mode with default tournament settings enabled (3 stocks, 8 minute timer, Aether stages “off”).
C. Set Format
Sets are played in a best two-out-of-three game format unless otherwise specified.
D. Character Selection
Characters for the first game are chosen double-blind (at the same time). For successive matches, the winner chooses their character first, and then the loser chooses their character.
E. Stage Selection
The first game’s stage is selected using 1-2-1 stage striking. Subsequent games in the series use winner-strikes-three. When choosing stages, a player cannot return to any stage they have previously won on without the consent of their opponent (Dave’s Stupid Rule).
After a set is completed players must report their results. If a player disputes a game claiming a win and submits proof of their claim, the other player must submit proof of their claim to avoid an automatic forfeit of the game. Any players found to be submitting false or doctored results will be permanently banned from the RCS.
Additional rules can be found here: https://www.rivalsofaether.com/rcs-rules.pdf
The amount of best-of-three and best-of-five matches vary between events. Please refer to the head tournament organizer for specific details.
These game lobby rules are created automatically when you select Tournament 1v1 or Tournament 2v2 under Lobby Mode.
Every 2v2 game must be created with the following Game Rules:
Game Mode: Stock
Team Damage: On
Match Time: 8:00
Test Features: Off
Map Set: 2v2
Every 1v1 game must be created with the following Game Rules:
Game Mode: Stock
Match Time: 8:00
Test Features: Off
Map Set: 1v1
Every game must be created with the following Lobby Settings:
Map Choosing: Tournament Striking
On the first game of any set, the lower seed player(s) must lock in their Legend(s) and Stance before the higher seed player(s) is required to.
In every other game of a set, the winning player(s) of the previous game must lock in their Legend(s) and Stance before the losing player(s) is required to.
After both teams are locked in, the lobby can move forward and map striking begins.
Lobby Settings will be set to Tournament Striking.
On the first game of any set, the higher seed team/player must strike all but three stages from the map pool. The lower seed team may then choose from the remaining three stages by striking two.
Every game afterward within the set, the losing team/player of the previous game must strike all but three stages from the map pool. The winning team of the previous game may then choose from the remaining three stages by striking two.
Ruleset coming soon.
Ruleset coming soon.