|
ACC Internet Cribbage
ACC Rules for Internet Play
Rule 1. Ethics and General Conduct
a.
Above all,
the game of cribbage is to be played with sportsmanship, friendliness
and good humor. The American Cribbage Congress insists on ethical play
both over the board and on the Internet. Players must abide by the ACC
Rules of Cribbage and the ACC
Code of Ethics, except where superceded by these Rules for
Internet Play or made obviously inapplicable by the technology used
in online cribbage. Players who grossly or repeatedly violate ACC rules
or guidelines are subject to disciplinary action, which can include
suspension, expulsion from the ACC and permanent disqualification from
all ACC events.
b. The ACC considers any attempt to gain an unfair
advantage through exploitation of the technology of online cribbage to
be unacceptable and grounds for suspension or expulsion. Examples
of such practices include:
-
Hacking Internet host sites and client software
-
Using illicit programs to peek at or manipulate
dealt or cut cards
-
Tampering with an opponent's computer or
Internet connection
-
Deliberately disconnecting from the host site
while a game is in progress
-
Presenting a false online identity, including
impersonating another member
-
Allowing the use of a certified screen name by
someone other than the registered ACC member
-
Using shills or multiple identities to
manipulate game and tournament results
-
Disrupting online communications
-
Fraudulently reporting game or match results
c. Disputes arising during a tournament will be
resolved by the tournament director. Failure to abide by the decisions
of the tournament director, or to follow ACC rules and guidelines, can
result in forfeit of the current game or match, disqualification from
the tournament, and possible referral for further disciplinary action.
d. Members witnessing behavior in violation of ACC
rules or guidelines are duty-bound to report it to the tournament
director, the Internet Cribbage Commissioner or the ACC Ethics
Committee.
e. Players must abide by the Terms of Use and Code
of Conduct of the Internet site hosting the tournament.
Rule 2. ACC Internet Tournaments
a. Official ACC Internet tournaments are
authorized by the ACC Internet Cribbage Commissioner and announced in
advance by the ACC, either electronically or in print. Events not
meeting these criteria are not recognized by the ACC, and the ACC
neither accepts responsibility nor claims jurisdiction over them.
Players are responsible for verifying that the online event they are
participating in is authorized by the ACC.
b. ACC Rules for Internet Play shall be in
effect at all official ACC Internet tournaments unless an explicit
exception has been granted by the Internet Cribbage Commissioner and
announced in advance by the ACC. Additional rules for a specific event may be
imposed by the tournament director with the approval of the
Commissioner.
Rule 3. Player
Certification
a. To compete officially in ACC Internet
tournaments and earn Internet Rating Points (IRPs)
players must be ACC members in good standing,
and must be certified by the ACC for Internet play. Players are
certified if they have registered their screen name(s) using a
membership application or online form, and have received
confirmation of this from the ACC. Information that must be supplied
when registering includes full name, mailing address, phone number,
email address, ACC member number and the screen name to be used at any
Internet host site where the member will compete in ACC tournaments.
Players who supply inaccurate information are subject to sanction,
including suspension and expulsion from the ACC.
b. ACC members must properly identify themselves
as such to the tournament director when entering an ACC tournament.
c. Only ACC members certified for Internet play at
the time of the tournament will receive IRPs for that tournament, with
the exception of new ACC members whose application and dues are
received or postmarked no later than seven days after the tournament in
which the IRPs were earned.
Rule 4. Screen Names and
Confidentiality
a. A screen name (also known as handle,
nickname, username, etc.) is a player's public identity at an Internet
host site. To facilitate player identification and reduce the likelihood
of reporting errors, the ACC encourages players to set their screen name
to match their ACC member number, and discourages them from using
multiple underscores and other non-alphanumeric characters that are
difficult to read and promote recording errors. Nevertheless, since many
members already have established screen names, players are allowed to
use any screen name permitted by the host site, though ACC records will
be maintained by member number.
b. No player may play in an ACC Internet
Tournament with a token in the screen name. For example, tokens include
any symbol that indicates you have any type of privilege at that site.
This includes, but is not limited to: $ (for Tix or money players), and
+ (for Member+). You need to register a nickname that has no tokens.
c.
Tournament Directors cannot play in ACC Internet Tournaments with the
screen name they use as a TD. They must register a screen name that is
different from their TD screen name.
d. A
player must use only one screen name for all ACC tournaments at a
particular Internet host site. This screen name must match in all
operations, including registration, play, reporting and communications
with the ACC.
e. Members may change their screen name a maximum
of twice per year.
f. The culture of anonymity associated with some
sectors of the Internet is not compatible with the standards of
accountability and professionalism espoused by the ACC. Accordingly, the
ACC does not guarantee the confidentiality of members' names. Tournament
results and IRP standings will be published on the Internet and in
Cribbage World, and players will be identified by their real name
instead of, or in addition to, their screen name.
Rule 5. Player Activity
a. Players are free to participate in as few or as
many online tournaments as they desire, though after they reach an
annual tournament quota they can no longer
earn IRPs that season.
b. Players participating in an ACC online
tournament cannot simultaneously participate in other online games.
c. All games played in any tournament shall be
played at the same host site
Rule 6. Tournament
Sign-up - effective November 1, 2008
Tournament participants
must be signed up prior to the start of the running of the rules.
The rules are run five (5) minutes before the scheduled start time.
Once the Tournament Director has begun running the rules, they are not
allowed to add participants to the tournament. This is to provide
the TDs the opportunity to verify that they have accurately entered all
participants and to ensure the tournaments start at the scheduled time.
Rule 7. Pace of Play and Playing Aids
Tournament participants are expected to maintain a
brisk rate of play. Allowance will be made for occasions where a
difficult decision demands extra thought, but players who excessively
slow the pace of play due to inattention to the match, substandard
Internet connections, or the excessive use of playing aids, will be
subject to sanction by the tournament director and/or the ACC. Note that
specific time limits may be imposed by the tournament director as
provided by rule 2.b.
Rule 8. Game Settings
a. Players must follow the directions of the
tournament director on configuring match length, skunk value, time
limits, and other online game settings.
b. Games are to be played to 121 points.
c. Any settings that award extra game points
(stakes) for double skunks must be disabled.
d. Where the host site permits, unplayed cards are
to be hidden from non-players (kibitzers).
e.
Where the
host site permits, manual counting of hands and points during play
should be selected. For sites, that have a manual scoring option, there
may be tournaments that have manual scoring and tournaments with
automatic scoring. The advertising for the specific tournament will
state Manual Scoring or Automatic Scoring.
f. Where the host site permits, the first dealer
of the second and subsequent games in a match shall be the loser of the
previous game.
g. Additional rules on game settings may be in
effect for play at a particular host site (see below).
Rule 9. Boots/Disconnects
a. Internet conditions and computer crashes
occasionally cause players to lose contact with the host site while a
game is in progress. Players should make every reasonable effort to
ensure that their computer is secure, and that their Internet connection
is fast and reliable. Players with erratic computers or Internet
connections are asked to refrain from entering tournaments until the
problem is resolved.
b. Attempting to gain an advantage by deliberately
disconnecting from the host site during a game is considered a serious
breach of ethics and may be punished by forfeit, suspension or
expulsion. The ACC compiles statistics on disconnects to track players
who boot excessively.
c. More specific rules concerning
boots/disconnects may be in effect for play at a particular host site
(see below).
Rule 10. Time Limits
The TD will establish the time limits per round.
This is dependant on the type of tournaments and number of games per
match/round.
a.
Automatic Scoring. For games that are automatically scored; the
suggested time limits are as follows:
(1) 10
minutes of a round of one game
(2) 25
minutes for a round of best two of three.
b.
Manual Scoring. For games that are manually scored; the
suggested time limits are as follows:
(1) 12
minutes of a round of one game
(2) 30
minutes for a round of best two of three.
Important: The TD has the right to set the times
as needed based on the needs of the tournament and players.
Rule 11. Additional Provisions for Play at
Gamecolony.com
a. Creating the Table
The player whose screen name is listed first shall
be responsible for creating the table and establishing the game
settings/table options as shown in item b.
b. Table Options
The
player who creates the table will set the table options as follows:
(1) Rated Game the box is to be unchecked.
(2) 6
Card is to be selected (dot in the selection).
(3)
Time per Move is to be set at 1 minute.
(4) On
Invitation only the box is to be unchecked.
(5)
Ladder Game the box is to be unchecked.
(6)
Ticket Box is to remain grey (No Tix may be wagered during ACC
Internet Tournaments!)
(6)
Manual Scoring is to be set according to TD instructions
c.
Boots/Disconnects
(1) Players who disconnect from the host site
while a match is in progress forfeit that match if they:
- Fail to return within seven minutes
- Disconnect three times in the same match, or
- Disconnect four times in the same tournament
(2) The opponent of a player who disconnects
during a match shall announce the boot in the manner prescribed by the
tournament director. If the boot occurs with either player on Fourth
Street, the non-booting player should note this fact and capture a
screen dump of the game table for verification purposes.
(3) When a player returns from a boot, the
option to restore the game in progress must be selected. If there is
no forfeit, play resumes as before.
(4) The tournament director is responsible for
timing disconnects and imposing forfeits. In the event of a major
system outage (such as a host site crash or a widespread disruption to
Internet traffic), the tournament director can waive the penalties for
disconnects.
(5) The forgoing boot rules that pertain to
matches also pertain to single games played during a qualifying round
c. Reporting Game and
Match Results
A player who wins a match, or a single game played during a
qualifying round, should capture a screen dump of the game table, report
the result as instructed by the tournament director, and remain at the
game table until confirmation or the pairing for the following round of
play is received. This is to facilitate resolution of disputes over the
final score.
Copyright © 2011 by American Cribbage Congress.
All rights reserved. |