TUNDRA BOWL - OFFICIAL RULES
- Team Selection & Coin Toss: A manual coin-flip will precede each game. The coin-flip winner can choose the matchup (i.e. the two teams) or defer the matchup choice to the coin-flip loser. If the winner chooses the matchup, the winner is given the P1 controller, and the loser chooses his choice of the two teams in the matchup. If the winner defers the matchup choice, the winner is given the P2 controller, the loser will then choose the matchup and the winner will select his choice of the two teams. In summary, the winner of the coin toss either gets P1 and choice of matchup or P2 and choice of teams.
- “One Matchup Once” Rule: The coin-flip winner can only select a particular matchup once throughout the entire tournament. For instance, if Player A wins the toss and selects Packers-Browns, Player A cannot call that exact matchup for the rest of the tournament. Player B, however, is free to select that matchup later in the tournament.
- Customizing Playbooks and Lineup Changes: Customizing of playbooks is permissible. You can access your “change” screen (screen where you check player conditions and make substitutions) only twice per half. This helps speed up the games.
- WR/TE at RB: A WR/TE cannot carry the football unless it is a reverse. You can insert a WR or TE into a RB slot for lead blocking purposes, but he cannot carry the football. To further clarify, players such as Ernest Givins, Ricky Sanders, and Andre Rison cannot carry the football unless it is a reverse.
- No Ties/Overtime: No game can end in a tie. If a game is tied when regulation concludes, competitors will proceed to OT. All OT’s will be 5-minute sudden death periods. If no one scores in the first OT, the second OT will be only the first quarter in a new game. This process will be repeated until a winner emerges. So that one competitor does not start with the ball in every OT period, the receiving team (i.e. team that gets the ball first) shall alternate beginning with the second OT period.
- Lurching: Lurching is prohibited. If you want to rush with a DL, you must either go outside the offensive tackle or “popcorn” someone on the offensive line. You cannot simply go around your blocker and dive. Note that this rule does not apply to LBs.
- Nintendo Malfunctions: If there is an equipment failure in the first half, games will be replayed from the start. If equipment malfunctions in the 2nd half, only the second half is replayed. In that event, the scores from each half are added together to obtain a final score. If the game was uncompetitive or the equipment malfunctioned due to human error, the tourney organizers reserve the right to declare a winner without replaying any portion of the game.
- Tournament Disputes: Nate Smithson and Jon Bailey are the tournament referees. They will decide all disputes unless both of them are players in the game. If both are players in the disputed game, Stephen Anderson will resolve the dispute.
- Controllers: Tournament competitors are allowed to bring their own controller to use in games. Tournament organizers will also coordinate obtaining equipment for the competition for those that do not bring their own. Tournament organizers will examine each controller and tag it as acceptable, only tagged controllers can be used.
*Competitor controllers must be original Nintendo OEM products and cannot be modified in any way.
*Original NES controllers and NES dogbone controllers are allowed.
*NES Max or NES Advantage are not allowed.
TUNDRA BOWL - TOURNAMENT FORMAT
Tundra Bowl includes Group and Bracket Play for both Division 1 and Division 2. Group Play will consist of pools with an equal number of participants per group, as the total number of participants allows. Depending on the number of entrants, a specific number of players per group, determined at the start of the tournament, will advance to Bracket Play. Bracket Play is intended to be a single and/or double-elimination event. If the number of participants is deemed too large for double elimination, the event organizers reserve the right to modify the format to a single-elimination format. Bracket Play will be played out until only the champion remains.
Players will be seeded according to record first, then by point differential per game. If tied, any head-to-head record will be the next deciding factor, then will be determined by coin flip if still necessary. The maximum point differential for the tournament for any game will be 28 points, regardless if the actual margin between the teams exceeds it.
Players will be seeded according to record first, then by point differential per game. If tied, any head-to-head record will be the next deciding factor, then will be determined by coin flip if still necessary. The maximum point differential for the tournament for any game will be 28 points, regardless if the actual margin between the teams exceeds it.