Summary: The South African Internet Go Championships will comprise a
series of four tournaments per year, one per quarter. Each tournament will
consist of 3 rounds played on a single day, typically a Saturday, in the
South African Room of the Kiseido Go Server.
Costs: There will be no entry fee, but each participant will be
responsible for providing their own internet connection. Development
players may apply to SAGA for sponsorship of internet costs, which will be
made available from the development fund.
Eligibility: All paid up SAGA members will be eligible to participate,
provided they register before the tournament registration deadline. By
entering the tournament, players indicate their willingness to act as
co-ordinator for their group, should they be so selected.
Format: Entrants will be subdivided into groups of 8, based on rating and
on qualification from the previous tournament (see below). Groups and draw
will be announced in advance, with one player from each group being
assigned as group co-ordinator. The group co-ordinator will be responsible
for collecting the results of all games played in the group and making
sure all players in the group know who their opponents are in each round.
Each group except for the bottom one will play a 3 round Swiss (draw
predetermined as in the Candidates, except with randomised seeding to
prevent identical draws in successive tournaments), resulting in a single
group winner. The format for the bottom group will depend on the number
of players in it: 2 to 4 players will play a round robin format, more than
4 will play a swiss format (possibly with byes).
1. The player who wins the top group is named the South African Internet
Champion for that quarter.
2. The player who wins the largest total nr of games in the top group
throughout the year is named the South African Internet Champion for
the year. In the event of a tie, wins in lower groups are counted, and
if still tied, number of wins in games where both players are from the
pool of tied players. If still tied, title is shared.
3. Placement points for WAGC representation are awarded separately for
each tournament, as follows:
- 1st: 500
- 2nd: 350
- 3rd: 350
- 4th: 350
- 5th: 193
- 6th: 193
- 7th: 193
- 8th: 130
- 9th: 110
- 10th-12th: 60
- 13-16th: 30
- others: 10
Players who do not meet the criteria to represent South Africa at the WAGC
(e.g. South African citizenship) may nevertheless earn WAGC points, which
they would be able to use if or when they meet the criteria at some point in the future.
Players earn points for up to two quarterly internet events per year, with the best
two results being counted.
Qualification system: Division into groups is by rating for the first
tournament (March 2006 only); as of the second tournament, players can
qualify for a group by finishing in the top 4 of that group in the
previous tournament, or winning the group below in the previous
tournament, with the remaining places allocated on rating.
Rules: All games will be even with 6 1/2 points komi and time limits of 45 minutes
thinking time per player plus 25 moves for each 10 minute overtime
period. A player who does not arrive within 30 minutes of the scheduled
start of his game will forfeit the game (*). If a player’s internet connection is
lost for a period of more than 10 minutes during the game they will
forfeit the game. In all other cases, results as recorded on the server
will be final unless both players agree otherwise.
Undoing mistaken moves on request of the opponent is optional, but is
regarded as good etiquette in cases where the move was the result of a
Should circumstances arise that make it impossible for a substantial
number of participants to play (for example regional power cuts), the
tournament director may opt to reschedule the event or part thereof at
short notice, possibly after the event has started.
A 3 person committee will be appointed for each tournament to rule on
disputes relating to forfeits due to late arrival or lost connections.
A player who does not arrive within 30 minutes of the scheduled start of his game will forfeit the game
(*): This sentence replaced the previous rule based on SAGA council decision 1808.
The previous rule was “Clocks will be started at the appointed starting time of each
round and players who do not arrive within 30 minutes from the start of each round
will forfeit their games.”
This is the draw detail given in the candidates.
If there are only seven players, then player No. 5 will be the dummy.
Game 1 Player No. 1 vs. Player No. 5 (or dummy)
Game 2 Player No. 2 vs. Player No. 6
Game 3 Player No. 3 vs. Player No. 7
Game 4 Player No. 4 vs. Player No. 8
Game 5. Winner Game 1 vs. Winner Game 3
Game 6. Winner Game 2 vs. Winner Game 4
Game 7. Loser Game 1 (or dummy) vs. Loser Game 3
Game 8. Loser Game 2 vs. Loser Game 4
Game 9. Winner Game 5 vs. Winner Game 6
Game 10. Winner Game 7 vs. Loser Game 6 (was Game 5 prior to 2006)
Game 11. Winner Game 8 vs. Loser Game 5 (was Game 6 prior to 2006)
Game 12. Loser Game 7 (or dummy) vs. Loser Game 8
If both players drawn to play each other do not play then neither player scores a point but, to enable the draw of the next round to be made, the stronger player will be considered to be the winner.
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