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Rules for the 4chan Cup.


All people wishing to be involved with the Cup ought to:

  • Read the rules page to ensure that they have a proper grasp of what is expected of them and the rules of the Cup.
  • Not be a dick.
  • practice good sportsmanship.

A manager must:

  • Regularly browse the board that they are managing.
  • Act in the best interest of their team and the team's fans.
  • Keep their team's roster up to date and in accordance with the wishes of the board.
  • Have an effective means on contact on the contact page.
  • Maintain their team's wiki page.
  • Have a registered nick on the IRC channel if they wish to live-manage.

A manager is expected to do the following in each Cup their team is qualified for:

  • Sign up.
  • Ensure the preparation of both a legal tactical and aesthetic export.
  • If a manager is unable to create their own tactical export for any reason they shoul- contact a member of the 4CCC for assistance.
  • Submit both exports on time.

A manager is encouraged to do following in each Cup their team is qualified for:

  • Prepare and submit tactics for each of their team's matches.
  • Attend each of their team's matches (or leave instructions in a Pastebin if unable).


  • '4CCC' is the abbreviated term for The 4chan Cup Committee, The 4chan Cup's governing body.
  • 'Board representatives' liaise with a board and seek feedback on matters regarding but not limited to aesthetics, tactics and squad selection.
  • The 'commissioner' is the head of The 4chan Cup Committee.
  • 'Deadline export' refers to the official export that is uploaded a week before an official tournament begins.
  • An 'executive action' is any decision made by a member of the 4CCC or a host that was not subject to a formal or informal vote.
  • 'Export' refers to files containing all data relevant to a team's tactical properties.
  • 'The game' refers to Pro Evolution Soccer 2017 as defined under Chapter IV: 4.1.1.
  • 'Host' refers to the person responsible for streaming any given official tournament.
  • 'Manager' refers to a person nominated to provide tactical input during official tournament matches for a 4chan Cup team as well as link the team's official exports.
  • 'Nightly export' refers to exports managers may submit prior to each matchday in which they can edit their formations and tactical settings to their liking so long as they do not either violate tournament regulations or would no longer match the player information contained in the deadline export.
  • 'Official tournament' refers to any 4chan Cup event including the Summer Cup, Winter Cup, Spring Babby Cup, Autumn Babby Cup and any qualifying events connected to these tournaments.
  • 'Season' refers to the period beginning from the end of one official tournament to the end of the next one.
  • 'Staff' can refer to testers, managers or board representatives who liaise with their board. An individual is not limited in how many of these roles they may assume.
  • 'Team' refers to a football side connected to a 4chan Cup board (e.g. /3/, /a/, /an/, etc.).
  • 'Tester' refers to a person involved with tactical input for a team while not assuming the manager role.

Chapter I: 4chan Cup Committee (4CCC)

  1. The 4CCC is the organizational body of the 4chan Cup. The main purpose of the 4CCC is organizing the Cup and making executive decisions.
  2. The size of the 4CCC is to be decided on the consensus of the members of the 4CCC and should a consensus not be reached the discretion of the commissioner.
  3. The 4CCC reserves the right to make all executive decisions relating to the cup.
  4. The Commissioner may not manage a team during their tenure.
  5. The 4CCC may veto any executive action of the host as it may deem fit to do so, by the procedure here specified:
    1. Any member of the 4CCC may call for a veto. Another member must second the motion to initiate a vote.
    2. Once initiated, all members of the 4CCC, including the host, have 24 hours to vote yea or nay to the motion. The member who called the vote is responsible for conducting the vote, either by manual tally or by some other measure (such as a polling site). The vote cannot be anonymous. Members may abstain from voting. Abstention is treated as a vote of nay for the purposes of the tally.
    3. The motion must receive at least a 60% vote of yea to affect the veto of an executive action of the host.
    4. If the motion is passed, the host cannot attempt to take the same executive action again at least until the following Cup season.
  6. It being necessary to the ensured prosperity of the Cup, the 4CCC may depose and replace the host as it may deem fit to do so, by the procedure here specified:
    1. No more than once per Cup season, a member of the 4CCC may call for a vote of no confidence in the host. Another member must second the motion to initiate a vote.
    2. The border between seasons is defined as one week after the final match is played.
    3. Once initiated, all members of the 4CCC, including the host, have 24 hours to vote yea or nay to the motion. The member who called the vote is responsible for conducting the vote, either by manual tally or by some other measure (such as a polling site). The vote cannot be anonymous. Members may abstain from voting. Abstention is treated as a vote of nay for the purposes of the tally.
    4. The motion must receive at least a 60% vote of yea to affect the removal of the host.
    5. If the motion is passed, the office of host is immediately vacated. The powers and responsibilities of the host are temporarily assumed by the 4CCC to be handled as a democratic committee. During this temporary transition period, the deposed host remains in the 4CCC, but does not receive a vote in subsequent proceedings.
    6. The 4CCC has one week to replace the deposed host. Members may nominate non-banned individuals to the office of host. A nominee succeeds to the office on a simple majority vote.
      1. At their appointment, the newly elected host makes a determination either to allow the previous host to serve as a voting member of the 4CCC or to remove him or her from the 4CCC and associated groups.
      2. If after one week the 4CCC fails to elect a new host, the deposed host reassumes their position as host. The 4CCC cannot move to depose the host again until at least the next Cup season.

Chapter II: Staff

  1. Any person wishing to represent their board as a manager must go through the verification process.
    1. A person looking to get verified should contact a current member of the desired team's staff if possible as well as the commissioner.
    2. A person who has already undergone the verification process to manage another team must have not been active as a manager for their previous team for 2 cup seasons and must alert the commissioner before becoming a manager for a different team.
  2. Only the 4CCC has the authority to add or remove another person's name from a team's infobox.
  3. A manager is the team's manager for as long as their name is listed on the team's wiki page in the infobox under IRL manager.
    1. A resigning manager must remove their name from the IRL manager section of the infobox of their team's wiki page.
    2. Managers cannot resign while the team they are affiliated with is participating in an official tournament or else they can be suspended from future tournaments.
  4. Each board can have an unlimited number of staff but all managers must be verified and listed as IRL managers in the infobox on their team wiki page.
  5. Before a team's match it must be made clear to the host which manager if any will be relaying tactical instructions (livemanaging) for a team.
    1. Only one verified manager for each team may relay tactics to the host during a match.
    2. Should an intra-staff disagreement take place during a team's match then it is at the host's discretion to either decide whose commands take precedence or run the team as though no instructions were issued until a consensus between staff is reached.
  6. Should there be a dispute between staff that results in a staff member wishing another staff member to be removed then the procedure varies based on the number of staff.
    1. If there are two members of staff then the 4CCC must be alerted and will make the decision on how to proceed.
    2. If there are more than two members of staff then a vote must be conducted among the staff and its results brought to the attention of the 4CCC and will make the decision on how to proceed.

Chapter III: Squad

Note: some terms below are from the UK English version of the game. The US English version sometimes uses different terms (e.g. 'condition' instead of 'form').

  1. Each team must have exactly 23 players in their squad
    1. A squad must contain at least two players with Goalkeeper (GK) as Registered Position with the Playable Position of GK set to 'A', all other Playable Positions must be set to 'C'.
    2. Outfield players will have their Playable Position set to 'A' to match their Registered Position. All their other Playable Positions must be set to 'C'.
  2. A single player of each squad must be assigned the role of Team Captain.
  3. Player abilities (stats):
    1. All players 179cm and below in height may have their Weak Foot Usage and Weak Foot Accuracy settings set to any amount. For players 180 cm and above, their usage and accuracy stats are both capped at 2.
    2. 19 of the players must be designated regular players. All regular players including keepers must be rated 77 in all stats.
    3. Two outfield players must be designated as silver and be rated 88 in all stats.
    4. Two outfield players must be designated as gold and be rated 99 in all stats.
    5. All players are allowed to have a lower Attacking Prowess and/or Defensive Prowess, but not higher.
    6. The Form setting is set to 8 for gold and silver players, and 4 for the remaining regular players .
    7. The Injury Resistance is set to 3 for all players.
  4. A player cannot have more than a set amount of 'cards', known in the game as Player Skills and COM Playing Styles, under the following restrictions:
    1. Each registered goalkeeper can have at most 1 card.
    2. Each regular outfield player can have at most 2 cards.
    3. Each silver player can have at most 3 cards.
    4. Each gold player can have at most 4 cards.
    5. The Team Captain is allowed (but not required to have) a free Captaincy card. This card does not count towards any previous limits. All additional Captaincy-cards do count towards any previous limits.
  5. Silver and gold players cannot substitute the goalkeeper at any moment during the game.
  6. Each player in the squad may be attributed a Playing Style.
    1. Playing Styles do not count towards the card limit.
  7. It is illegal to set the player age and weight outside the ranges defined by the game.
  8. Formations and tactics that are not possible to be made in the standard game without the use of external tools are considered illegal and are not allowed in the 4chan cup.
  9. The position of each player on a team's first preset in their export are required to match the player's Registered Position.
  10. In case two teams have the same player on their roster, the managers should come to an agreement about it. If an agreement is not reached, the team with the earliest verifiable instance of the name gets the right to use the name.
  11. There are two options managers have for distributing team heights:
    1. The combined height of each squad cannot exceed 4,220 cm, with the specified number of players falling into the following height brackets:
      1. One player of 200-205 cm with a stat nerf in every category (see below)
      2. One player of 195-199 cm with a stat nerf in every category (see below)
      3. Two players of 190-194 cm with stat nerf in every category (see below)
        1. All players 190 cm and above are subject to a variable stat nerf - golds are -5 (94 instead of 99), silvers are -4 (84 instead of 88) and regular players are -3 (74 instead of 77)
      4. Six players of 185-189 cm
      5. Seven players of 180-184 cm
      6. Six players of 175-179cm
    2. The combined height of each squad cannot exceed 4,185 cm, with the specified number of players falling into the following height brackets:
      1. Ten players of 185-189 cm
      2. Seven players of 180-184 cm
      3. Six players of 175-179cm
    3. The six players that are 175-179cm may be set to lower (155-174cm) heights, but they still count as 175cm for height brackets and their "lost" cm cannot be used to make other players taller.

Height Rules

Chapter IV: Tournament

  1. Preparation
    1. Each official tournament has a signup period.
      1. During this period an official manager of the team can sign up their team on the signups page for that cup. The opening of the signups will be announced via Manager News on the Main Page.
        1. For Babby Cups (Spring and Autumn) only the invited teams can sign up.
          1. Should there not be enough signups for a Babby Cup, a select amount of random competitors that did not sign up will then fill up the open spots (called 'autopilot teams'). These teams will play with their latest official export adjusted to the rules of that cup, as well as some disadvantages decided by the 4CCC. If no such exports exist, it will be made by the 4CCC.
          2. Which teams are eligble for the autopilot draw are decided by the 4CCC. The draw happens along with the draw for the group stage.
        2. For Elite Cups (Summer and Winter) only the invited teams and the top five teams that did not promote or get relegated to qualifiers in the previous Babby Cup. These last five teams will be treated as a backup.
    2. At the end of the signup period an official draw will be held on stream dividing all the teams into a group.
    3. Each official tournament is then preceded by two (export) deadlines.
      1. The first deadline is on the Friday preceding the start of an official tournament at 23:59:59 UTC.
        1. Verified managers of each team must have placed a link to a valid tactical export on their board's team page on the wiki by the specified time. Any submission after 23:59:59 UTC of deadline day will not be accepted. A link to the export on the Exports page is additional but not a requirement.
        2. Following the first deadline all exports will be checked for rule-breaking faults by an external body.
          1. Should an export contain rule-breaking faults, the 4CCC will then take the necessary actions to fix these faults with a penalty.
          2. The 4CCC reserves the right to disqualify teams for an Elite Cup should their export be deemed to contain too many faults. In this case a backup will replace that team.
          3. Managers are encouraged to check their own export with the help of the Auto-ATF tool before uploading their export.
        3. If a team fails to submit an export before the first deadline then that team may be disqualified in favour of a backup team or given an additional 24 hours to submit an export. Should that extra time be granted severe penalties will be applied.
        4. Penalties to late teams can range from loss of any number of timeouts, loss of the ability to send in nightly exports, stat nerfs to players, or any combination of the three.
      2. The second deadline is on the Wednesday following the first deadline at 23:59:59 UTC.
        1. This deadline is only used for aesthetics exports and in the case a large amount of teams have sent in an export with rule-breaking faults. (e.g. due to a broken Auto-ATF tool or incorrect rules on this page).
        2. Should there be the need of the use of the second deadline for tactical exports, then this will be announced via a Manager News post on the wiki main page.
          1. It is then the primary responsibility of the team's managers to ensure any errors, rule-breaking or otherwise, in their export are made clear on the appropriate Save Fixes page on the wiki should the second deadline be used for save fixes.
          2. It is forbidden to change playstyles or add cards via save fixes. Cards can only be removed. Any requests to change or swap cards will result in the removal of the requested card.
    4. Do not combine the tactical export with the aesthetics export.
    5. Teams are not allowed to create, transfer/move nor remove players from their officially assigned team in the official save and their export. Only use the existing players in the team.
      1. Failure to comply to this can result in the team's export deemed to be invalid.
  2. Aesthetics
    1. All aesthetics must not break the rules of conduct of the streaming platform used (Twitch Rules of Conduct/Hitbox Rules on streaming content). By extension, this means no explicit nudity or gore that would make the game likely to be rated 'for adults only' by American standards.
    2. The commissioner can appoint someone who will handle all aesthetics, herein referred to as 'the Helper'. The current Helper is Smugleaf.
      1. The helper has the same full rights as the host regarding aesthetics.
      2. The helper is allowed to announce rules regarding uploading aesthetics (e.g. all kits needing to be in the .dds format).
      3. The commissioner maintains executive right over who holds the position of helper.
      4. Aesthetics should never be sent directly to the host but to the helper, only he is allowed to send aesthetics (updates) to the host.
    3. Only the team's listed managers are allowed to submit aesthetics for their own team.
    4. All aesthetics relating to teams should be submitted by the first deadline on the respective team's page and should be clearly labeled. A link to the export on the Exports page is additional but not a requirement.
      1. Aesthetics submissions are permitted at the helper's discretion after the first and before the second deadline, on the condition that the helper is notified about such a submission before the first deadline. These exports have to be put on the team page.
      2. Aesthetics to be added after the second deadline, including late first exports, have to be delivered via the Mid Cup Aesthetics page.
    5. All general cup aesthetics not relating to teams should be submitted directly to the helper before the second deadline.
      1. All general cup aesthetics will be handled by the helper, and the members of the aesthetics council.
    6. Submitted aesthetics will be delivered via the Aesthetics Export Template as explained here: Aesthetic Exports.
      1. Delivering a broken Aesthetics Export Template not following the rules on this page: Aesthetic Exports may result in your aesthetics being denied.
      2. Aesthetics Exports submitted before the first deadline will be checked as soon as possible after the deadline. Members of the aesthetics council will then make a spreadsheet listing all broken and/or missing stuff they could find. The team's listed managers can then list and link all fixes on the Save Fixes page of the upcoming cup before the second deadline. Everything not listed may not be fixed and/or included.
    7. The host or helper reserve the right to apply any aesthetics updates at their discretion. If an aesthetic element is thought to negatively affect game stability or viewer experience, it will not be accepted.
    8. Managers can request to use a specific kit, ball and/or stadium for an upcoming game, but the final decision is up to the host. The home team is favoured over the away team.
    9. Kits
      1. As a minimum a team must have two outfield kits and one goalkeeper kit. These three kits have to be normal kits and cannot be custom models.
      2. Both outfield kits must be aesthetically distinct, i.e. they must not clash with one another or the pitch.
        1. A kit clash can be regarded as any combination of kits which would make it difficult for the viewer to distinguish each team on the pitch during a match.
      3. A team is allowed to have up to seven extra outfield kits (extra goalkeeper kits is not possible). However, custom collar models can be denied use by the host if they are deemed to make the match hard to follow for the viewers.
    10. Player aesthetics (heads, gloves and boots)
      1. Player aesthetics should focus on the head (hands and feet for gloves and boots respectively) of the player rather than obscuring their body. This is to ensure that gameplay can be easily followed.
      2. As a guideline, models should generally not exceed roughly 200% width and 200% height of a normal player.
        1. Ultimately, exceptions for both LODs and high-detail models can be made, as long as their provided entertainment values greater than the difficulties they may introduce when trying to follow the gameplay. This is all subject to the judgement of the Helper.
    11. Stadiums
      1. Teams that wish to have their own stadium are advised to 'claim' a slot on the Stadiums page of the current PES version. Files in an aesthetic export for a specific stadium which has not been claimed by the team will be ignored.
      2. The pitch itself should be in the typical shade of green most pitches share. It must not be too bright or dark to clash with the ball or the players.
      3. No elements of the stadium should obscure the pitch during gameplay. This may also apply to realistic stadium shadows, as these tend to be irritating on stream.
      4. Some exceptions to these rules may be made if the stadium is supposed to fit a certain theme (e.g. The Void for /x/) after a judgement by the Helper.
    12. Other
      1. All remaining (team) aesthetics that are not described above are subject to the judgement of the Helper.
      2. Avoid making models that are too distracting or become annoying if shown repeatedly. Make sure to alert the aesthetics council or helper about one-time jokes beforehand.
      3. Consider uploading and linking the original model project files separately on the wiki so other people can reuse them for future versions of PES, even if the file format changes.
    13. File size of aesthetics
      1. Uncompressed (thus not zlibbed) .dds textures may never exceed the size of 3 MB (3.000.000 bytes).
        1. It is advised to make single color textures as small as possible. For example a pure black texture does not have to be bigger than 32*32 as a 2048*2048 one is just a waste of memory.
      2. Uncompressed (thus not zlibbed) .model files may never exceed the size of 1 MB (1.000.000 bytes).
        1. It is advised to keep aesthetics as simple and their file size as small as possible, as this might avoid reworking them should a future version of PES introduce unforeseen limitations.
  3. Tournament conduct
    1. Rig Cam: Skype may be used to livestream the match for the commentators and managers (only the managers of teams who are playing at that moment) to bypass the stream delay. If the Rig Cam is available, managers are expected to rely on it to make their calls on time. Their microphone has to be muted at all times. The official skype account is the4chancup.
    2. The communication medium to be used when giving real time tactical instructions to the host is via a private conversation on IRC.
      1. Managers may give purely textual instructions or may use pictorial instructions if necessary.
      2. All instructions must be clear and concise. Failure to produce instructions satisfying this condition will result in those instructions being ignored.
      3. No instructions may leave tactical decision-making the responsibility of the host. Such instructions will be ignored.
    3. If a team is unable to nominate a manager to provide real time tactical input for a match then a manager for that team may submit clear written and/or pictorial instructions in an easily accessible format for the match before the scheduled kickoff time.
      1. If the host is unable to decipher said submitted written and/or pictorial instructions then they will be deemed invalid and ignored.
      2. If a team fails to provide written and/or pictorial instructions by the stated time and no nominated manager is in attendance to provide instructions in real time then that team will forfeit all offers of tactical input for the duration of the match.
    4. If a nominated manager fails to supply pre-match tactical instructions by the time stated in Chapter V Section 1 but arrives during the course of their match then that manager's ability to provide any tactical instructions for the remainder of the match will be at the host's discretion.
  4. Settings
    1. The current settings as of Winter 2017 are:
      1. Game version:
        1. Pro Evolution Soccer 2017
        2. Patch 1.02.00 / DLC '4CC Pack'
        3. Langauge: British English (enGB/eng)
      2. Controller settings: (Need to be done for both home and away controllers)
        1. Role Control: Off (done on the main controller select screen)
        2. Auto Sliding: Assisted
      3. General settings:
        1. Match Level: Super Star AI
        2. Match Time: 10 min.
        3. Conditions: Random for both Home and Away
        4. Player Emotions: Off
        5. No. of Substitutions: 3
        6. Injuries: On
      4. Stadium settings:
        1. Time: Night
        2. Season: Summer or Winter
        3. Weather: Fine
        4. Length of grass: Normal
        5. Pitch conditions: Normal
      5. Additional gameplay rules:
        1. When a player collects two yellow over the course of the tournament, he will be suspended for the match after the match in which he got his second yellow card.
        2. Should a player receive a red card, he will be suspended for the next match.
        3. All collected yellow cards are wiped when the tournament proceeds to the knock-out stage and after the quarterfinals. However, suspensions will not be wiped.

Chapter V: Tactical

  1. Prior to each matchday, managers will have the opportunity to submit a new export for their team in which they may edit their formations and tactical settings to their liking.
    1. Tactical exports must be submitted to no later than 2 hours prior to the beginning of each matchday (The matchday begins at 17:00 UTC, so the deadline will be 15:00 UTC).
      1. Do not send exports for anything else - for example, /vg/ league games or other invitationals. These events are not run by the 4CCC and will be ignored.
      2. State the team and for what day the export is meant in the subject.
      3. Exports submitted after this deadline will not be accepted under any circumstances.
        1. In the event that a team fails to submit a tactical export prior to their next match, their deadline export will be used instead.
          1. Teams that fail to submit tactical exports for any given match may still live manage that match provided a manager is available to do so. Regular live management rules still apply.
      4. The home team of the first match of the day will send their export as TEXPORT00000000 and the away team will send their export as TEXPORT00000001. The home team of the second match of the day will send their export as TEXPORT00000002, the away team will send their export as TEXPORT00000003 and so forth. Please note that PES17 uses hexadecimal filenames.
      5. If the word export is in the email (not the subject) you should receive an auto-reply that the mail was received correctly.
        1. If you did not get an auto-reply and are not sure whether your export was received correctly, please contact an admin and he will check if the email was received.
      6. Do not:
        1. Do not pack the export in a .zip, .rar, .7z or any other archive.
        2. Do not send tactical instructions, music, or any other extraneous items. Tactics and music should usually be sent to the host, typically via IRC or skype.
        3. Do not just send a puush/mega/mediafire/dropbox/whatever link. Attach the export to the email. You can add a puush (or other file host) link in addition to the attached export, however the attached export will be given priority.
        4. Do not just send in an export alone, please clearly state the team you are submitting for, as well as the intended matchday. If no clear date is given, it will be assumed that it is for the next game to be played by the team.
    2. In the event that a team would play more than once during the same matchday, a tactical export for the first match must still be submitted as per the above rules. From the second match onwards, all tactical changes that would under normal circumstances be defined in the tactical export must be sent to the host via IRC and will be applied manually on-stream prior to said match.
    3. These rules do not apply for each team's first match of any given tournament, for which the deadline export will serve as that match's tactical export.
      1. In the event of five-team groups precipitating a staggered schedule (historically this has only been seen in a megababby), the last team to play their first group stage match will be able to submit a new export for their team without restriction.
    4. Any attempts to alter information aside from tactical instructions (i.e. player heights, cards, etc) in these exports in such a way that said export would either violate tournament regulations or would no longer match the information contained in the deadline export will result in the rejection of the export sent and usage of deadline export for the match in question, with no changes until 20 minutes or concession.
  2. Before each match during the pre-match set-up managers are only allowed to (either by live-managing via the IRC, or by leaving a Pastebin of instructions in a message to the the4chancup Skype account - note that any methods aside from these two will be ignored):
    1. Make substitutions.
      1. If the Auto Lineup Select option is used to take care of the players' conditions and the game misplaces players on the pitch (e.g. switching sides on the pitch), the manager may point it out so the host can fix it.
      2. Fix the Set Piece Takers in the case substitutions have changed them.
    2. Set up man-marking.
    3. Set up the tight marking advanced instruction if there is an unused advance instruction slot.
    4. Make sure Fluid Formations is enabled or disabled for their team.
    5. Change the captain in case the original designated team captain is not playing.
    6. Pick a starting preset.
    7. Change the attack/defence level of their team.
      1. Note this cannot be changed by the host until the match is underway due to the limitations of PES.
    8. For the first match of each team in the group stage, teams are allowed to make changes to the Team Instructions of any presets. This will not be allowed from match 2 onwards however, as these changes should be done in the export sent before the matchday.
      1. In the event of five-team groups precipitating a staggered schedule, the last team to play their first group stage match is not allowed to make any slider changes, but is allowed to send in a special matchday export.
  3. During the match, each team's manager has two timeouts to use to change their tactical setup at any point in the game.
    1. They are encouraged to be expedient as the host reserves the right to continue the match if he deems the pause too lengthy. It is wise to know what you want to change prior to calling a timeout.
    2. Only the team who called the timeout is allowed to make tactical changes during the timeout.
    3. Teams are given a free voluntary timeout to use at any point in the match (with the aforementioned rules still applicable) if they wish after:
      1. Conceding a goal.
      2. A dismissal (red card) for a member of their playing squad.
      3. An injury which leaves a player in their squad unable to continue play for the rest of the match.
    4. For the free timeout to not count towards the timeout limit, the manager must call it within 5 minutes of regular playtime (in-game timer) resuming after the triggering event. After that, any timeout called (assuming previous conditions are not fulfilled again in that time) will count towards the global timeout limit.
    5. Both teams are also given a free voluntary timeout at half time, to change their tactics should they wish to do so. They must let the host know if they intend to do so before the referee has blown for halftime. The timeout is only valid during the halftime break and cannot be saved for later.
      1. This also applies should the match go to Extra Time. Both Extra Time pauses work the same as the halftime pause.
    6. Timeouts (not counting free timeouts as specified above) may not be used until at least 20 minutes of match time has elapsed.
    7. During a timeout a manager may do the following:
      1. Change sliders.
      2. Edit man-marking.
      3. Change Set Piece Takers.
      4. Turn Offside Trap on or off.
      5. Change the automatic substitutions setting.
      6. Turn Change Preset Tactics on or off.
      7. Enable or disable Fluid Formations.
      8. Alter the attack/defence level.
      9. Turn any number of advance instructions on or off.
      10. Change a single formation (includes moving players).
        1. In the case a team uses Fluid Formations, the manager can edit only one of the three formations (at kick-off, in possession, out of possession) of a single preset.
        2. Changing multiple formations will cost multiple timeouts.
        3. In the case a team ends up with less players (red card or an injury leaving a player unable to continue after having used all 3 subs), the manager is allowed to change all three Fluid Formations of a single preset.
    8. Changing presets during a match does not require a timeout nor does it count toward the timeout limit.
    9. Substitutions, should they be done manually, do not count towards the timeout limit.
    10. A manager can leave behind a Pastebin with instructions in a message to the the4chancup Skype account should he be unavailable to live-manage during his game.
      1. These instructions should be kept simple. The host reserves the right to ignore these instructions should he deem them to be too complex.
      2. Instructions that rely on actions from the other team's manager will be ignored. (e.g. "If we're 2-0 down use these instructions" is okay, "If he changes his attack to wide then do this and this" is not.)
    11. The host may choose to ignore player movement instructions that are deemed to be unreasonably small and/or wasting time.