Virtual World Cup
OVERVIEW
The Virtual World Cup was a team-based tournament played on the Internet Scrabble Club (ISC). 16 nations competed in an elimination format, with only one nation emerging as the champion!
The United States faced India in the final match and secured the championship, winning 13 games to 12. You can see the full results here.
NATIONAL TEAMS
Group A
Group B
Group C
Group D
TOURNAMENT STRUCTURE
Each nation built a team of 5 players using WESPA ratings to determine which countries and players qualified.
Any player from the same country can play as an alternate.
Throughout the tournament, the national teams will play "matches" against each other - one match per team per week. Each match consists of 25 games in total. Each of the 5 players on one team plays each player on the other team once. (Ideally, all games in a match will happen in one session over the course of 2-3 hours. If a player has a schedule conflict, he can solicit an alternate player from his country to play. In each match, the first team to win 13 out of 25 games wins.
The first round of the tournament will be "pool play" - the 16 national teams will be placed into groups of 4, and each team will play a full round robin of matches against the other 3 teams in their group. The teams will be ranked by their match records (3-0, 2-1, etc.), with individual game records as a tiebreaker. Overall spread is the final tiebreaker. In each group, the top 2 teams after the completion of pool play will advance; the bottom 2 will be eliminated.
The 8 teams remaining will advance to the "knockout" rounds. The format here is simple - it's a single-elimination bracket. Round of 8, then round of 4, then a final match to determine the world champions.
No Show Policy: If a player is late to his match by 10 minutes or more, his opponent automatically receives a forfeit win with a spread of 50 points. To minimize delays in the tournament, make-up matches will not occur except under rare circumstances. We strongly recommend that teams log in to ISC before their match time to make sure they have 5 players ready to go by the start of the match. A player who is unable to play a match is responsible for recruiting an alternate from his country and must notify the CoCo directors, his teammates, and his opposing teammates before the match begins.
ISC Parameters:
- In your Player Profile Settings, select 15 minute clocks, 5-point challenge, Collins 2019 (CSW) lexicon, Increment = 0, and Mood = 0. Unselect the checkbox for private so we can live stream and annotate your games.
- ISC randomly assigns the player who goes first. We are not tracking firsts. You do not need to pass if ISC assigns you to go first.
- Do not resign your game if you are losing. Spread matters. It is the tiebreaker between teams that have the same win record.
- You can go over time by up to 1 minute. ISC will automatically end the game when either players uses 16 minutes of time. For example: If Jennifer runs out of time by using 16 minutes, then Evans automatically wins the match. If Evans was losing before Jennifer ran out of time, then Evans becomes the winner with a default 50-point spread. If Evans was already winning by 80 points when Jennifer ran out of time, then Evans wins and gets to keep his 80-point spread. If Evans was winning by only 22 points when Jennifer ran out of time, then his winning spread increases to 50.
- If your opponent does not show up, the winner receives a forfeit win with a 50-point spread. You must still submit the game’s results with your opponent’s name and put 50 as the spread.
ENTRANTS LIST BY WESPA RATING
The following 80 players qualified to represent their countries based on WESPA rating. Thanks to the 140 people who registered to play!