Welcome to Badly Wood Cup!

  • Badly Wood Cup (BWC) is a 4 vs 4 international osu! Standard tournament with no restrictions on rank and 6 to 8 players per team.
  • BWC has a double elimination round of 32 bracket with a bracket reset, with the top 32 teams chosen through a qualifier round.
  • All maps are played with NoFail enabled.
  • All team captains must join the discord server for communication purposes.
  • Staff members may not participate with the exception of streamers, commentators, and graphic designers.
  • Official Screening will be done during qualifiers.
    • If a team has not yet played qualifiers, and a team member is screened, then the affected team may choose either to play without them or to forfeit the tournament.
    • If a team has already played qualifiers and a team member is screened, none of that player's scores will be counted.

Rules

Qualifier Rules

  • Lobby Creation:
    • The referee will create the lobby ~10 minutes before the starting time, ping the players in the Discord server, and send out the invites shortly after.
    • If a team does not receive an invite, they should let the referee know through either Discord or osu! messages.
  • Teams have 5 minutes to join the lobby. If a team fails to join in time, they can reschedule to a different, already existing lobby.
  • Each map will be played in order as it is shown on the mappool sheet. There will be one playthrough of the pool.
  • If a player disconnects, they will be allowed to replay the map at the end of the lobby once.

Bracket Stage Rules

  • Lobby Creation:
    • The referee will create the lobby ~10 minutes before the starting time, ping the players in the Discord server, and send out the invites shortly after.
    • If a team does not receive an invite, they should let the referee know through either Discord or osu! messages.
    • If the ref is not present 5 minutes after the allocated time, please ping the referee role in the Discord server.
  • Forfeits:
    • Teams have 10 minutes to join the lobby. If a team does not join in time, the match will be counted as a win for their opponent.
    • If neither of the teams show up, the higher seeded team will win.
  • Both team captains will be asked to roll before the ban phase. Whoever rolls higher will be given a choice of either first ban, second ban, first pick, or second pick. If the winner of the roll chooses the pick order, the loser chooses the ban order, and vice versa.
  • Referees may allow, at their discretion, lower or higher tolerances for timers.
  • There are no warm-ups.

Special Rules

  • When playing a ForceMod beatmap, there must be one player with Hidden, Easy, or Easy + Hidden and one player with Hard Rock or Hidden + Hard Rock. There is an Easy multiplier of 1.75, and Flashlight is not allowed on any map.
  • Tiebreaker maps are freemod, though no mods are required.
  • Double bans are not allowed.
  • If BO9, both teams must designate one pick from their first 2 picks as the "Accuracy pick": winning condition being average accuracy, ScoreV2 on this pick. Throughout the entire match, both teams MAY opt to designate 1 pick (including their opponents' picks) as the "ScoreV1 pick", changing winning condition to ScoreV1.
  • If BO11/13, both teams must designate one pick from their first 3 picks as the Accuracy pick. Throughout the entire match, both teams MAY opt to designate 1 pick (including their opponents' picks) as the ScoreV1 pick.
  • ScoreV1 picks may not be declared on an Accuracy pick or the Tiebreaker.
  • For Accuracy picks, if a tie on accuracy happens, the team with higher score wins.
  • Each team will receive one "tactical timeout" of 2 minutes, to be used as extra time to pick or ban a beatmap. The tactical timeout is optional and teams may divide it into two 1 minute timeouts.
  • The tactical timeout may be called on a tiebreaker, provided that both teams' captains agree to it.

Technical Issue Rules

  • Teams may ask for a rematch if a team member encounters technical issues while playing within 30 seconds or 25% of the beatmap drain length (whichever happens first) of the game's start. Referees may, at their discretion, veto this request.
  • "Lag spikes" are not considered a valid reason to rematch a beatmap.
  • The roster for each team during a rematch must remain the same as the original run. If that is not possible, e.g. by virtue of a technical issue that prevents a player from entering the lobby, both teams will be allowed to swap rosters.
  • This rule is not to be abused. Referees may veto a rematch request if they find that this is the case.
  • If a player disconnects mid-game, their scores will not be counted towards their team's total, unless adequate proof of said score is provided. The following are considered as acceptable proof:
    • Player point-of-view live stream snippets (commonly referred to as "clips" or "VODs"). The entirety of the play, along with the results screen must be clearly visible along with the affected player's score.
    • Replay files of the play, taken directly from the "Local scores" tab on the affected player's client (the timestamps must exactly match the time at which the game took place, as seen on the multiplayer lobby link).
    • Screenshots from other players taken directly in-game that show the affected player's score.
    • Screenshots from the results screen must clearly show the affected player's score. This is the preferred method.
    • Screenshots taken in-game at the time of disconnection may be accepted. Note that this method does not provide a one-to-one representation of that player's score. Using this method is not encouraged and it may be denied at the referee's discretion if the information provided is not sufficient to identify the player/score.
    • All screenshots must be taken using the game itself (using Shift + F12), that is, they must be hosted on the https://osu.ppy.sh/ domain. Any other form of screenshot will be denied.
    • Player scores may be derived from the official stream as a last resort, in cases where the match is streamed.
  • Results will use the highest score of the two tries between the two teams. If the score gap is irreparable, the map will not be replayed.

Mappools

  • Qualifiers:
    • 4 Nomod | 2 Hidden | 2 Hard Rock | 2 DoubleTime
    • Target SR: 7.0*
  • Round of 32:
    • 5 Nomod | 2 Hidden | 2 Hard Rock | 3 DoubleTime | 2 ForceMod | 1 Tiebreaker
    • Best of 9
    • 1 ban per team
    • Target SR: 6.7*
  • Round of 16:
    • 5 Nomod | 2 Hidden | 2 Hard Rock | 3 DoubleTime | 2 ForceMod | 1 Tiebreaker
    • Best of 9
    • 1 ban per team
    • Target SR: 6.9*
  • Quarterfinals:
    • 6 Nomod | 3 Hidden | 3 Hard Rock | 4 DoubleTime | 3 ForceMod | 1 Tiebreaker
    • Best of 11
    • 2 bans per team
    • Target SR: 7.1*
  • Semifinals:
    • 6 Nomod | 3 Hidden | 3 Hard Rock | 4 DoubleTime | 3 ForceMod | 1 Tiebreaker
    • Best of 11
    • 2 bans per team
    • Target SR: 7.3*
  • Finals:
    • 6 Nomod | 3 Hidden | 3 Hard Rock | 4 DoubleTime | 3 ForceMod | 1 Tiebreaker
    • Best of 13
    • 2 bans per team
    • Target SR: 7.5*
  • Grand Finals:
    • 6 Nomod | 3 Hidden | 3 Hard Rock | 4 DoubleTime | 3 ForceMod | 1 Tiebreaker
    • Best of 13
    • 2 bans per team
    • Target SR: 7.8*

Schedule

  • May 11 - June 15 --- Registrations
  • June 15, 18:00 UTC --- Qualifiers Mappool Showcase
  • June 15 - June 30 --- Qualifiers
  • July 6 - July 7 --- Round of 32
  • July 13 - July 14 --- Round of 16
  • July 20 - July 21 --- Quarterfinals
  • July 27 - July 28 --- Semifinals
  • August 3 - August 4 --- Finals
  • August 10 - July 11 --- Grand Finals

Prizes

1st Place

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2nd Place

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3rd Place

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  • If you would like to contribute to the prize pool, please contact fcez on Discord.
  • Prizes subject to change.

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