Referee’s Handbook
This comprehensive guide provides detailed information for tournament referees. Referees are responsible for match coordination, rule enforcement, and ensuring fair play. All tournament matches take place between Friday 23:59 UTC and Monday 23:59 UTC on their designated weekends.
Table of Contents
- Referee’s Handbook
- 1. Introduction & Overview
- 2. Pre-Match Preparation
- 3. Match Initiation
- 4. Pick/Ban Phase
- 5. Map Phase Management
- 6. Technical Issues Management
- 7. Tiebreaker Management
- 8. Match Conclusion
- 9. Special Match Types
- 10. Conflict Resolution
- 11. Documentation Templates
- 12. Reference Information
1. Introduction & Overview
1.1 Essential Setup
Before refereeing any matches, you MUST download and set up an osu! chat API (such as chatforosu). Complete this setup well in advance of your assigned matches to avoid any last-minute issues. See Technical Requirements for more details.
1.2 Quick Reference Resources
Bookmark these important resources:
1.3 Support Resources
1.3.1 Staff Communication Hierarchy
Follow this hierarchy for different situations:
Issue Type | First Contact | Escalation Path |
---|---|---|
Match Issues | Referee Coordinator | → Internal Affairs → Tournament Hosts |
Technical Problems | Referee Coordinator | → Technical Staff → Tournament Hosts |
Rule Questions | Referee Coordinator | → Internal Affairs → Tournament Hosts |
Player Conduct | Internal Affairs | → Tournament Hosts |
Emergency Issues | All Staff | Direct to Tournament Hosts |
1.3.2 Getting Help
- Referee Coordinator
- Contact My Angel Chino for referee-specific issues
- Keep communication in referee channels
- Follow the chain of command
- Tournament Administration
- Contact RaiRei for general tournament issues
- Contact spon for technical/format questions
- Use appropriate staff channels
- Emergency Protocol
For urgent match-day issues:
1.3.3 Contact Procedures
- Standard Issues
□ Contact appropriate first level □ Provide complete information □ Wait for response □ Document communication
- Urgent Issues
□ Use @Referee in #general □ Tag specific staff if needed □ Provide brief situation □ Follow up with details
- Emergency Protocol
□ Contact RaiRei/spon directly □ Brief, clear explanation □ Include match link □ Note time sensitivity
2. Pre-Match Preparation
2.1 Referee Sheet Guide
The referee sheet is your primary tool for managing matches. Well before your scheduled match (at least 24 hours), familiarize yourself with the components shown in the diagram below and review all match rules and procedures:
2.1.1 Required Software
- osu! Chat Client
- Download and set up a chat client (e.g., chatforosu)
- Test functionality well in advance
- Ensure Bancho connectivity
2.1.2 Command Reference
!mp make MAP Tournament: (Team 1) vs (Team 2) // Create lobby
!mp set 0 2 // Set team mode
!mp size 8 // Set lobby size
!mp invite [username] // Invite player
!mp map [mapID] // Set map
!mp mods [modcombination] // Set mods
!mp start [timer] // Start match
!mp abort // Abort match
!mp team [username] [color] // Set team color
2.2 Match Preparation Timeline
Time Before Match | Action |
---|---|
24 hours | Review match details and format |
1 hour | Check software functionality |
30 minutes | Review team information |
15 minutes | Send match notification |
5 minutes | Create lobby and invite captains |
2.2.1 Time Management
Monitor your match timing carefully using the countdown timer (1). For complete timing requirements, see Match Schedule.
When the timer reaches 15 minutes:
- Copy the match ping (2)
- Post in Discord #general chat
- Paste create lobby command (2) through your chat API
Before proceeding, review:
- Complete match rules
- Match ERM (component 3) for:
- Number of bans
- Round format
- Special requirements
2.3 Sheet Setup & Usage
2.3.1 Before Match Start
- Time Management
- Check time until countdown (shown in referee sheet)
- At 15 minutes before: Post match ping in General chat
- Copy create lobby command from sheet
- Sheet Preparation
- Insert mp link into designated field
- Review match ERM (shows bans and rounds)
- Check for warmup gimmick eligibility
- Command Access
- Settings commands available in sheet
- Player invite commands listed
- Roll and pick/ban rules provided
2.3.2 During Match
- Score Tracking
- Input ban order
- Enter map selections
- Record winning team for each map
- Result Reporting
- Click “post results” after match completion
- Verify results appear in #match-results
- Update all required fields
2.4 Match Settings Review
Verify the following settings based on match stage and format:
2.4.1 Stage-Specific Requirements
Stage | Protects | Bans | Best of | Async Available |
---|---|---|---|---|
Round of 32 | 1 | 2 | 9 | Yes |
Round of 16 | 1 | 2 | 9 | Yes |
Quarterfinals | 1 | 2 | 11 | LB Only |
Semifinals | 1 | 2 | 11 | No |
Finals | 1 | 3 | 13 | No |
Grand Finals | 1 | 3 | 13 | No |
For complete format details, see Tournament Format.
2.4.2 Team Information Verification
- Verify captain usernames
- Check for any substitute captain notifications
- Review team rosters
- Verify eligibility if needed
3. Match Initiation
3.1 Lobby Creation
After creating the lobby:
- Documentation
- Save mp link
- Insert into sheet (5)
- Record in match notes
- Configuration
- Copy settings command (2)
- Apply tournament settings:
!mp set 0 2 !mp size 8
- Verify configuration
- Match Settings
- Team VS mode
- ScoreV2
- Head-to-head scoring
- 8-player size limit
3.2 Captain Management
5 minutes before scheduled start:
- Inviting Captains
- Send invites using commands (2)
- For absent captains:
- Use alternate commands (4)
- See Captain Substitution
- Team Assembly
- Captains invite their teams
- Verify 4 players minimum per team
- Check player eligibility
3.3 Late Penalties
Enforce these penalties consistently:
Time Late | Penalty |
---|---|
2 minutes | Forfeit warmup |
5 minutes | Forfeit protect/bans |
10 minutes | Match forfeit |
For more details, see Match Format.
3.4 Warmup Phase
3.4.1 Standard Warmup
- Time Limit: 4 minutes drain time maximum
- No mod restrictions
- Both teams get one warmup
3.4.2 Warmup Gimmick
If teams are participating in warmup gimmick:
- Pre-Match Verification
- Search match ID in #warmup-gimmick-results
- Have both warmup maps prepared and verified
- Confirm mapper availability for evaluation
- Follow Gimmick Guidelines
- Gimmick Rules
- Winners automatically receive unfavorable rolls
- Winners lose potential last pick
- Ensures tiebreaker possibility remains
- Must be arranged during scheduling
- Execution Process
- Follow standard warmup procedure
- Wait for mapper evaluation
- Document mapper’s decision
- Announce results after warmups
- Point Award Impact
- If point awarded:
- Record in mainsheet (7)
- Skip rolling phase
- Update score tracking
- Document in match results
- Post in #warmup-winners
- If roll needed:
- Post rules (6)
- Follow roll procedure
- If point awarded:
4. Pick/Ban Phase
4.1 Roll Process
After rolls complete:
- Documentation
- Record ban order (8)
- Note roll scores
- See Pick/Ban Process
- Communication
- Copy score command (5)
- Post in lobby
- Start 120-second timer
4.2 Timer Management
4.2.1 Standard Timers
- Pick/Ban decisions: 90 seconds
- Map preparation: 90 seconds
- Team timeout: 120 seconds (one per team)
- Tiebreaker break: 180 seconds
4.2.2 Timer Enforcement
- Start timer when announcing pick/ban phase
- Post warning at 30 seconds remaining
- Enforce penalties for missed timers:
- First offense: Warning
- Further offenses: Pick given to opponent
- Document all timeout usage
- Referee Discretion: You may use reasonable judgment for:
- Clear timer abuse
- Excessive stalling/dragging
- Technical issues beyond player control
4.3 Pick/Ban Order Examples
Understand how pick order works in different scenarios:
4.3.1 Regular Match Format
Roll winner protects second, bans second, picks first.
Best of 9 Example (First to 5):
- Roll loser protects
- Roll winner protects
- Roll loser bans
- Roll winner bans
- Pick order:
Winner → Loser → Winner → Loser
- Second ban phase (Leading team bans first)
- Continue alternating picks
- TB if needed
Best of 11 Example (First to 6):
- Roll loser protects
- Roll winner protects
- Roll loser bans
- Roll winner bans
- Pick order:
Winner → Loser → Winner → Loser
- Second ban phase (Leading team bans first)
- Continue alternating picks
- TB if needed
Best of 13 Example (First to 7):
- Roll loser protects
- Roll winner protects
- Roll loser bans
- Roll winner bans
- Pick order:
Winner → Loser → Winner → Loser
- Second ban phase (Leading team bans first)
- Continue alternating picks
- Third ban phase after next 4 maps
- Final picks
- TB if needed
4.3.2 Warmup Gimmick Impact
When a team wins a warmup gimmick point:
- They lose their favorable pick position
- Pick order is reversed from what rolls would normally determine
- This ensures the warmup loser gets the more favorable picking position (the position that would belong to the roll winner)
Examples with Team A winning warmup point:
Best of 9:
Normal (Team A wins roll):
1. Team B protects
2. Team A protects
3. Team B bans
4. Team A bans
5. Pick order: A → B → A → B
(Second ban phase)
6. Continue: A → B → A → B → TB
With Warmup Point to Team A:
1. Team B protects
2. Team A protects
3. Team B bans
4. Team A bans
5. Pick order: B → A → B → A
(Second ban phase)
6. Continue: B → A → B → A → TB
Best of 11:
Normal (Team A wins roll):
1. Team B protects
2. Team A protects
3. Team B bans
4. Team A bans
5. Pick order: A → B → A → B
(Second ban phase)
6. Continue: A → B → A → B → A → B → TB
With Warmup Point to Team A:
1. Team B protects
2. Team A protects
3. Team B bans
4. Team A bans
5. Pick order: B → A → B → A
(Second ban phase)
6. Continue: B → A → B → A → B → A → TB
Best of 13:
Normal (Team A wins roll):
1. Team B protects
2. Team A protects
3. Team B bans
4. Team A bans
5. Pick order: A → B → A → B
(Second ban phase)
6. Continue: A → B → A → B
(Third ban phase)
7. Final: A → B → A → B → TB
With Warmup Point to Team A:
1. Team B protects
2. Team A protects
3. Team B bans
4. Team A bans
5. Pick order: B → A → B → A
(Second ban phase)
6. Continue: B → A → B → A
(Third ban phase)
7. Final: B → A → B → A → TB
Remember:
- Second ban phase occurs after first 4 maps
- Leading team bans first in second phase
- If tied (2-2), winner of 4th map bans first
- Third ban phase (Finals/Grand Finals) after next 4 maps
- TB only played if both teams one point from winning
4.4 Pick Rules & Limitations
Enforce these rules consistently:
- Double picks (selecting two maps from same mod pool consecutively) are allowed
- Double bans (banning two maps from same mod pool) are allowed
- Triple picks (selecting three maps from same mod pool consecutively) are NOT allowed
- Triple bans (banning three maps from same mod pool) are NOT allowed
For more details, see Format Rules.
4.5 Ban Recording
Follow these steps for each ban:
- Map Selection
- Record in sheet (9)
- Check Ban Rules
- Process Continuation
- Update score command
- Maintain 90-second timer enforcement
- Document decisions as needed
5. Map Phase Management
5.1 Map Selection Processing
- Map Commands
!mp map [mapID] !mp mods [modcombination]
- Pre-Map Verification
- Check mod combinations if a freemod map (details in 5.3)
- Verify player readiness
- Start preparation timer
5.2 Map Readiness Procedure
- Before Starting Map
- Check player readiness by using
!mp settings
- Verify correct mod combinations
- Ensure all players are present (4 per team)
- Check player readiness by using
- Starting the Map
- Use command
!mp start 10
when all ready - Monitor for immediate issues
- Be prepared for abort requests
- Use command
5.3 FreeMod Management & Verification
Verify these specific player requirements:
Position | Requirement | Overmodding Rules |
---|---|---|
Player 1 | Any mod combination | Any combination allowed |
Player 2 | Hidden mod required | NO overmodding (HD only, no HDHR) |
Player 3 | HardRock mod required | Overmodding allowed (HR or HDHR) |
Player 4 | Must use either: • Difficulty-increasing mod • EZ mod (1.8x multiplier) | Any valid combination |
5.3.1 Pre-Map Verification
- Player Position Requirements
Player 1 (Any Mods): □ Verify valid mod combination Player 2 (Hidden): □ Verify HD active □ Ensure NO other mods (no HDHR) □ Confirm player position Player 3 (HardRock): □ Verify HR active □ HDHR is allowed □ Confirm player position Player 4 (Forced Mod): □ Verify either: - Difficulty increasing mod - EZ mod (1.8x multiplier)
- Mod Verification Commands
!mp settings (Check current mods) !mp mods Freemod (Enable freemod) !mp mods None (Reset mods)
5.3.2 Handling Mod Violations
Referees are responsible for ensuring correct mod combinations before the map starts:
- Pre-Map Start
Issue Detected: □ Announce incorrect mods □ Pause timer if needed □ Allow immediate fix □ Document warning
- During Map
If incorrect mods detected: □ Abort map immediately □ Require correct mod setup □ Restart with proper mods □ No warnings required - mods must be correct
5.3.3 EZ Mod Rules
- Score Multiplier
- When a player uses EZ mod, a 1.8x score multiplier applies
- This is a tournament rule, not something referees need to calculate
- Verification
- Be aware of the EZ multiplier rule
- EZ mod is valid for Player 4 in FreeMod
5.4 Between Maps
5.4.1 Timer Management
- 120-second preparation time
- Verify player readiness
- Start map when all ready
5.4.2 Timeout Rules
- One 120-second timeout per team
- Must request before 90 seconds of pick timer ends
- No timeouts in tiebreaker
- Document usage in notes
5.5 Second Ban Phase
After 4 maps are played:
- Determine Order
- Leading team bans first
- If tied (2-2), winner of 4th map bans first
- Process
- Start 120-second timer
- Record bans in sheet
- Announce remaining maps
- Continue with regular pick process
5.6 Third Ban Phase (Finals/Grand Finals)
After next 4 maps in Finals/Grand Finals:
- Same Ban Order Rules
- Leading team bans first
- If tied, winner of most recent map bans first
- Process
- Start 120-second timer
- Each team bans 1 additional map
- Document in sheet
- Continue with final picks
6. Technical Issues Management
6.1 Score Verification Process
Score verification is critical for tournament integrity. Follow these procedures exactly.
6.1.1 Types of Proof & Requirements
Proof Type | Required Elements | Time Limit | Verification Steps |
---|---|---|---|
Stream Footage | - Clear score display - Unedited VOD - Visible match details | 5 minutes | 1. Check stream URL 2. Locate timestamp 3. Verify map/match details 4. Record final score shown |
Player Recording | - Full gameplay recording - Results screen - No editing/cuts - Date/time visible | 5 minutes | 1. Watch entire recording 2. Verify no cuts/edits 3. Check results screen 4. Document score and mods |
Screenshots | - Shift+F12 only - osu.ppy.sh hosting - Complete score visible - Match details shown | 2 minutes | 1. Verify screenshot source 2. Check upload timestamp 3. Compare match details 4. Record shown score |
Phone Recording | - Full score visible - Windows+D/Alt+Tab for time - Stable recording - Clear view | 5 minutes | 1. Check recording clarity 2. Verify timestamp 3. Validate score display 4. Document shown score |
All proof must be submitted as issues arise, not after the match concludes. Time limits apply from the moment the issue occurs.
6.1.2 Verification Timeline
- During Map Issues
- First 30 seconds:
□ Team requests abort □ Document issue type □ Verify eligibility □ Allow replay if valid
- After 30 seconds:
□ Set score to 0 □ Start proof timer □ Review submitted proof □ Make final decision
- First 30 seconds:
- Proof Submission Windows
Immediate Issues: 5 minutes from occurrence Between Maps: 2 minutes from end of map Technical Issues: 10 minutes from occurrence
- Verification Checklist
□ Correct match/map details □ Clear score visibility □ Proper proof format □ Timely submission □ No signs of editing □ Team confirmation
6.2 Network Issues
Follow these procedures for connection-related problems:
6.2.1 Lobby Connection Issues
- Initial Response
□ Verify which players affected □ Check if issue is lobby-wide □ Document start of problems □ Note any patterns
- Troubleshooting Steps
If single player: □ Player restarts client □ Verify stable connection □ Consider substitution □ Use discretion for minor issues If multiple players: □ Save old mp link with /save □ Create new lobby □ Transfer settings □ Re-invite players □ Monitor stability
- Persistent Problems
□ Contact Referee Coordinator □ Consider rescheduling □ Document all attempts □ Note timing of issues
6.2.2 Bancho Issues
- Verification
□ Check osu! server status □ Verify if widespread □ Monitor official channels □ Document outage timing
- Response Protocol
Minor Issues: □ Wait up to 5 minutes □ Monitor improvement □ Update both teams □ Document delays Major Issues: □ Contact staff immediately □ Consider rescheduling □ Document thoroughly □ Keep teams informed
6.3 Score Dispute Management
Handle score disputes carefully and systematically:
6.3.1 Initial Dispute Response
- Documentation Requirements
□ Screenshot of disputed score □ Team statements □ Referee observations □ Timeline of events
- Immediate Actions
□ Pause match progress □ Collect all evidence □ Note exact circumstances □ Contact staff if needed
6.3.2 Verification Process
- Score Proof Review
□ Check official match history □ Review any available streams □ Verify screenshots □ Compare client scores
- Resolution Steps
Clear Evidence: □ Apply correct score □ Document resolution □ Inform both teams □ Continue match Unclear Situation: □ Escalate to Referee Coordinator □ Await staff decision □ Document outcome □ Update teams
6.4 Handling Technical Issues
6.4.1 Disconnections Within 30 Seconds
- Team may request referee to abort
- Same players must replay the map
- Allow substitution only if player cannot reconnect to osu!
- Use
!mp abort
command - Document incident in match notes
6.4.2 Issues After 30 Seconds
- Player receives 0 score by default
- Accept proof if provided (see proof guidelines)
- Verify proof authenticity
- Document resolution in match notes
6.4.3 Abort Limits
- Each team allowed ONE abort per match
- Referee may use reasonable discretion for additional aborts in exceptional circumstances
- Note abort usage for post-match logging
- No need to track in referee sheet
6.4.4 Connection Issues
- Monitor for persistent connection problems
- Consider rescheduling if issues affect multiple players
- Document all connection-related incidents
- Contact staff if issues persist
7. Tiebreaker Management
7.1 Tiebreaker Protocol
When match reaches Tiebreaker (TB):
- Preparation
- Post TB rules
- Start 180-second timer
- No timeouts allowed
- Tiebreaker Requirements
- All players must use NoFail mod
- Players can use any other mod combination they wish (FreeMod)
- Highest scoring team wins (same as other maps)
7.2 Tiebreaker Requirements
- Mod Requirements
- All players must use NoFail mod
- FreeMod rules apply but mod usage is optional
- Break Timing
- 180-second break before tiebreaker begins
- No additional timeouts permitted
- Score Ties
- If teams achieve the same score:
- Map is replayed
- Teams must use the same roster for replay
- If teams achieve the same score:
8. Match Conclusion
8.1 Results Reporting
- In-Game
- Announce final score
- Thank teams for playing
- Close lobby after confirmation
- Use
/save
to save match chat log
- Discord
- FIRST verify all data and fields are correct
- Click “post results” button in referee sheet
- Post chat log in ref matchlog channel
- Note any important events:
- Captain substitutions
- Match issues
- Bounty score achievements
- Documentation
- Sheet is automatically marked complete
- Add any additional notes to matchlog channel
- No need to include scoreline (automatic)
- Include screenshots of any incidents
8.2 Documentation Requirements
- Match Logs
- Save chat logs with
/save
- Post in appropriate bracket match log channel
- Include incident details
- Note player conduct issues
- Document any unusual events
- Save chat logs with
- Lobby Link
- Save mp link
- Include in match log
- Incident Documentation
- Screenshot incidents during match
- Post screenshots in match log channel
- Include brief description
- Tag appropriate staff if needed
8.3 Post-Match Actions
- Player Conduct Review
- Note any concerning behavior
- Document in match report
- Escalate if necessary
9. Special Match Types
9.1 Qualifier Match Management
Qualifiers require specific procedures:
9.1.1 Pre-Match Setup
- Verify team’s assigned qualifier slot
- Create appropriate lobby
- Ensure all maps are downloaded
9.1.2 Player Management
- Minimum 4 players required per map
- Teams may rotate players between maps
- Track player participation
- Verify player eligibility
9.1.3 Map Order
- Must follow exact sequence:
- NoMod (NM1, NM2, NM3, NM4)
- Hidden (HD1, HD2)
- HardRock (HR1, HR2)
- DoubleTime (DT1, DT2)
9.1.4 Between Maps
- 120 seconds preparation time
- Start within 10 seconds after prep
- Verify 4 players ready
- Check mod requirements
9.1.5 Second Playthrough
- Teams may request after completing all maps
- 5-minute break allowed
- Teams select maps to improve
- Different players allowed
- Must follow original map order
- Captain must declare replay maps before starting
9.1.6 Late Penalties
- Shared Lobbies:
- Can join if 4th player arrives before NoMod ends
- Complete missed maps after regular lobby
- Must reschedule if too late
- Solo Team Lobbies:
- 15 minutes late = lobby cancelled
- Must attempt reschedule
9.2 Async Match Procedures
Async matches are a LAST RESORT option. As a referee, you’ll only be involved in running the actual matches, not the approval or scheduling process.
9.2.1 Your Role in Async Matches
As a referee for async matches, your responsibilities are:
- Running the assigned team’s match lobby
- Following the pre-determined map order
- Maintaining strict privacy
- Documenting results for staff
You will not need to:
- Verify eligibility (RaiRei handles this)
- Create Discord channels (already set up)
- Conduct pick/ban (already completed)
- Publish final results (handled by RaiRei/Chino)
9.2.2 Channel Setup
Three private Discord channels will already be created by staff:
Channel | Name Format | Access |
---|---|---|
Pick/Ban Channel | async-pickban-team1-team2 | Both captains + staff |
Team 1 Channel | async-team1 | Team 1 + staff |
Team 2 Channel | async-team2 | Team 2 + staff |
9.2.3 Pick/Ban Information
The pick/ban process will already be completed by RaiRei before your involvement. You’ll receive:
- Complete map list in exact play order
- All necessary match information
- Specific privacy instructions
9.2.4 Privacy Requirements
Maintain absolute confidentiality:
- Match Information
□ Never share match times □ Keep all scores private □ Do not hint about results □ No streaming allowed □ No spectators permitted
- Communication Rules
□ Only communicate in team's channel □ Never mention other team's progress □ Maintain complete separation □ Report privacy concerns immediately
9.2.5 Match Execution
- Your Team’s Match
- Regular 15-minute notification in team channel
- Standard lobby setup
- Follow provided map order exactly
- Keep running score comparison to determine match progress
- Maintain complete privacy
- After Match Completion
- Save match chat log with
/save
- Record all map scores and lobby link
- Provide all documentation to RaiRei/Chino
- Do not announce any results
- Lock channel if instructed to do so
- Save match chat log with
9.2.6 Result Handling
Results compilation and announcement will be handled by RaiRei, Chino, or their designee. Your role is limited to:
- Providing accurate match documentation
- Maintaining complete privacy
- Following staff instructions
9.2.7 Special Considerations
- Technical Issues
- Handle per standard procedures
- Use reasonable discretion
- Document thoroughly
- Report to RaiRei/Chino
- Privacy Breaches
- Report immediately
- Document exact circumstances
- Do not attempt to correct/address
- Wait for staff instructions
For detailed async procedures, see Async Matches.
10. Conflict Resolution
10.1 Toxic Behavior
- Initial Response
- Issue warning
- Screenshot incident
- Use reasonable discretion for minor issues
- Contact admin if severe
- During Match
- Note in match log
- Continue match if possible
- Document all interactions
- Screenshot any further incidents
- Post-Match
- Submit incident screenshots
- Include chat logs from
/save
- Recommend actions if appropriate
10.2 Disciplinary Procedures
For serious violations, follow these steps:
- Documentation
- Record exact statements/actions
- Note timestamps
- Collect evidence (screenshots)
- Document witness accounts
- Escalation
- Report to Referee Coordinator
- Forward to Internal Affairs
- Include all documentation
- Maintain confidentiality
- Follow-up
- Document staff response
- Track resolution
- Note any penalties applied
- Update records accordingly
For complete guidelines, see Tournament Rules.
11. Documentation Templates
11.1 Incident Report Format
Match ID: [ID]
Date/Time: [UTC]
Teams: [Team A] vs [Team B]
Referee: [Username]
Incident Type: [Technical/Behavioral/Rule Violation]
Time of Incident: [timestamp]
Map/Phase: [map name or pick/ban phase]
Description:
[Detailed account of what happened]
Players Involved:
[List of relevant players]
Evidence:
[Screenshots/recordings/logs]
Resolution:
[Actions taken, decisions made]
Follow-up Required: [Yes/No]
Staff Contacted: [Names]
11.2 Match Summary Template
Match ID: [ID]
Teams: [Team A] vs [Team B]
Date: [Date in UTC]
Format: [Best of X]
Result: [Team] won [X-Y]
Bans:
- Team A: [maps]
- Team B: [maps]
Protects:
- Team A: [map]
- Team B: [map]
Map Results:
1. [Map] - Winner: [Team] - Score: [X-Y]
2. [Map] - Winner: [Team] - Score: [X-Y]
...
Notable Events:
[Any significant incidents, timeouts, etc.]
Proof Submissions:
[Any score proof submitted, with results]
Referee Notes:
[Additional observations]
11.3 Technical Issue Documentation
Issue Type: [Connection/Client/Server]
Affected Players: [Usernames]
Time Observed: [UTC timestamp]
Duration: [length of disruption]
Symptoms:
[Description of issue]
Troubleshooting Steps:
1. [Action taken]
2. [Action taken]
...
Resolution:
[Final outcome]
Impact on Match:
[How the issue affected gameplay/results]
Prevention Recommendations:
[Steps to prevent recurrence]
12. Reference Information
12.1 Common Issues & Resolutions
For detailed troubleshooting, please refer to the FAQ.
Map Loading or Game Freezing Issues
When does this happen?
- When trying to play a map and the game freezes
- When the referee uses
!mp start
but your game doesn’t respond - When you can’t join or spectate a multiplayer match
How to Fix:
- Exit Game Area
If you're in a multiplayer lobby, leave it first!
- Delete the Map
- In osu!, navigate to Play → Solo
- Locate the problematic mapset
- Right-click → Delete
- Select “Yes, delete all difficulties!”
- Close osu!
- Exit osu! completely
- Download Clean Version
IMPORTANT: Click "Download without video" specifically
- Go to the map’s page on the osu! website
- Click “Download without video”
- Open osu!
- Start the game
See Troubleshooting in the FAQ for more solutions.
12.2 Quick Command Reference
// Lobby Creation
!mp make MAP Tournament: (Team 1) vs (Team 2)
// Settings Configuration
!mp set 0 2 // Team vs mode
!mp size 8 // Lobby size
!mp mods freemod // Enable freemod
// Player Management
!mp invite [username]
!mp team [username] [color]
!mp kick [username]
// Map Control
!mp map [mapID]
!mp mods [modcombination]
!mp start [timer]
!mp abort
// Information Commands
!mp settings
!mp teams
!mp listrefs
12.3 Staff Contact List
Role | Staff Member | Contact Method |
---|---|---|
Referee Coordinator | My Angel Chino | Discord DM |
Internal Affairs | RaiRei | Discord DM |
Tournament Host | spon | Discord DM |
Technical Support | spon | Discord DM |
Main Sheet Manager | pericrayola | Discord DM |
For the complete staff list, see Staff.
Remember: Referees are the primary enforcers of tournament rules. Maintain professionalism and friendliness - we want engaging and fair matches, not overly sterile environments. Use reasonable discretion for minor issues while strictly enforcing important rules.