HAVOC RUNDOWN
Combat Robotics Fantasy League
Official Rulebook – Version 1.0 (2026)
The purpose of this version of the rulebook is to set down an overarching set of rules to be used in fantasy league that is setup using the Havoc Rundown Fantasy League settings. Whether you are using the league for any season long league like NHRL or GSCRL or a single event league like MASSD these rules in conjunction with the Fantasy League section of our website can be used.
1. INTRODUCTION, PURPOSE & RULEBOOK SCOPE
1.1 Purpose of the Fantasy League
The Havoc Rundown Combat Robotics Fantasy League allows participants to compete by drafting real combat robots and earning fantasy results based on real-world event outcomes.
The league is designed to support:
Single-event leagues
Multi-event season leagues
Multiple independent leagues running simultaneously
Website-managed drafts and scoring
This rulebook defines all standard rules governing league creation, participation, drafting, scoring, standings, and dispute resolution.
1.2 Authority of This Rulebook
This rulebook is the final authority for all leagues unless a rule is explicitly marked as configurable.
If a league setting allows customization, the League Steward may select from the permitted options.
If a rule is not marked configurable, it applies universally.
If a situation is not covered by this rulebook, it is handled under Section 13: Unforeseen Circumstances.
1.3 League Formats Supported
This rulebook supports two primary league formats:
Single-Event League
One event
One draft (if enabled)
One final placement
No season standings unless explicitly enabled
Season League
Multiple events
Persistent standings
Event Points accumulated across events
Optional post-season or championship
Important Clarification
Rules referencing “Season”, “Season Rosters”, “Season Standings”, or “Championships” apply only to Season Leagues or when those systems are explicitly enabled.
2. DEFINITIONS & TERMINOLOGY (MANDATORY REFERENCE)
This section defines all capitalized terms used throughout the rulebook.
Readers are expected to reference this section when interpreting rules.
2.1 League
A League is a closed group of players competing under a shared configuration.
A league defines:
Number of players
League format (single-event or season)
Enabled systems (drafts, trades, championships)
Default rules for all included events
A league exists independently of other leagues, even if they use the same event.
2.2 Event
An Event is a single real-world combat robotics competition used for fantasy scoring.
Each event:
Is configured individually
Produces one fantasy placement for all players
Awards Event Points based on placement
Example
“April Open Beetleweight Tournament”
“Summer Hobbyweight Championship”
An event may be used by multiple leagues simultaneously.
2.3 Division (Weight Class)
A Division is a competitive category within an event, typically based on robot weight.
Default Divisions
Fairy
Ant
Plastic Ant
Beetle
Hobby
Feather
Heavy
Leagues may:
Use any subset of these divisions
Add custom divisions
Rename divisions if desired
Critical Clarification
Divisions:
Determine draft structure and roster composition
Do not modify scoring unless explicitly configured
2.4 Player
A Player is an individual participant in a league.
Each player:
Drafts bots (if drafting is enabled)
Fields event rosters
Earns event placements and points
2.5 Team
A Team refers to the collection of bots associated with a Player.
Clarification
In single-event leagues, “Player” and “Team” are functionally identical
In season leagues, “Team” may refer to cumulative assets across events
2.6 Season
A Season is a league format consisting of multiple events with persistent standings.
A season:
Accumulates Event Points
Determines a league winner
May include post-season play
If a league consists of only one event, the season concept does not apply unless explicitly enabled.
2.7 Event Roster
An Event Roster is the set of bots a player fields for a specific event.
Event Rosters:
Are defined by event configuration
Are reset for each event
Do not carry over automatically between events
2.8 Season Roster
A Season Roster is the cumulative list of bots a player has drafted or acquired across a season.
Season Rosters:
Are used for trades
Are used for championship eligibility (if enabled)
May be ignored entirely in single-event leagues
2.9 Draft
A Draft is the process by which players select bots for use in an event.
Drafts:
May be enabled or disabled
May differ between events
Are enforced by the website
2.10 Draft Allotment
A Draft Allotment limits how many times a bot may be drafted within a single event.
Example:
Allotment = 1 → only one player may draft the bot
Allotment = 2 → up to two players may draft the bot
2.11 Seeding
Seeding is a ranking used to inform draft allotments or restrictions.
Seeding may be sourced from:
Event-provided seeds
Havoc Rundown Bot Registry seeds
League-defined fallback rules
2.12 Event Points
Event Points are points awarded based solely on final event placement.
Event Points:
Scale with league size
Determine season standings
Are not derived from match scores
2.13 Season Standing Points
Season Standing Points are the cumulative total of Event Points earned across all events in a season.
2.14 League Steward
The League Steward is responsible for administering a league and enforcing this rulebook.
The Steward:
Configures league options
Oversees drafts
Resolves disputes
Applies penalties where permitted
3. LEAGUE CREATION & CONFIGURATION
3.1 League Creation Process
Before a league begins, the League Steward must define:
League format (single-event or season)
Number of players
Divisions used
Draft enablement and structure
Scoring options
Optional systems (trades, championships, penalties)
Once the league begins, these settings are locked unless all players agree to changes.
3.2 League Size
League size is the total number of players.
League size directly determines:
Event Points awarded per placement
Draft depth
Example
12-player league → 1st place earns 12 Event Points
24-player league → 1st place earns 24 Event Points
League size is fixed at league start.
3.3 Optional Systems
The following systems may be enabled or disabled per league:
Trades
Championships
Missed-event penalties
Bracket entry points
If a system is disabled, all rules related to that system are ignored.
4. EVENTS & EVENT SETUP
4.1 Event Configuration
Each event defines:
Which divisions are included
Draft structure for the event
Bot eligibility
Any optional scoring modifiers
Events may differ from one another within the same league.
4.2 Example Event Configurations
Example A: Multi-Division Event
Divisions: Beetle, Hobby
Draft: 2 Beetles, 1 Hobby
Draft enabled
Example B: Single-Division Event
Division: Ant only
Draft: 3 Ants
Draft enabled
Example C: No-Draft Event
Divisions: Feather
Rosters auto-assigned or pre-selected
Draft disabled
4.3 Event Participation
Players may miss events.
Missed-event penalties:
Are optional
Must be defined by league rules
Are applied consistently
Example
League A: No penalty for missing events
League B: Missing an event results in lowest draft priority next event
4.4 Event Independence
Each event:
Is scored independently
Produces its own placement
Awards its own Event Points
Event performance does not retroactively affect prior events.
5. DRAFTING SYSTEM (COMPLETE OPERATIONAL GUIDE)
5.1 Purpose of the Draft
The Draft is the primary mechanism by which players select bots for use in an Event.
The Draft exists to:
Allocate bots fairly among players
Prevent unrestricted bot stacking
Create strategic decision-making
Important Clarification
The Draft:
Applies only to the Event for which it is run
Does not retroactively affect previous events
Does not automatically determine season standings
5.2 Draft Enablement
Drafts may be configured per league and per event.
A league may choose to:
Require a draft for all events
Allow drafts only for certain events
Disable drafts entirely
If drafts are disabled:
Event Rosters are assigned using league-defined rules
All draft-related sections are ignored for that event
5.3 Draft Timing
Drafts occur before an event begins, at a time determined by the League Steward.
Drafts may be:
Live (players pick in real time)
Asynchronous (players submit picks over time)
Fully automated (based on submitted lists)
Once a draft concludes:
Event Rosters are locked
Draft results may not be changed except under Section 7 (Bot Drops & Replacements)
5.4 Draft Structure
Draft Structure defines what is drafted, not who drafts when.
Draft Structure includes:
Which Divisions are drafted
How many picks each player receives per Division
Whether divisions are drafted separately or together
Draft Structure is defined per event.
5.4.1 Draft Structure Examples
Example A: Multi-Division Draft
Divisions: Beetle, Hobby, Feather
Picks:
2 Beetles
1 Hobby
1 Feather
Example B: Single-Division Draft
Division: Ant
Picks:
3 Ant bots
Example C: Mixed Draft Order
Beetle draft: Snake
Hobby draft: Linear
Feather draft: Linear
These examples illustrate configuration flexibility and do not define defaults.
5.5 Draft Order
Draft Order defines the sequence in which players make picks.
Draft Order may be determined by league configuration and may include:
Previous event placement
Season standings
Randomized order
Fixed order set by the Steward
Draft Order rules must be finalized before the draft begins.
5.5.1 Draft Order Example
In a 12-player league using reverse event placement:
Player who finished 12th in the previous event drafts first
Player who finished 1st drafts last
If the event is the first event of the league:
Draft Order is determined randomly unless otherwise specified
5.6 Snake Drafts
In a Snake Draft:
The draft order reverses at the end of each round
Example (4 Players):
Round 1:
A → B → C → D
Round 2:
D → C → B → A
Snake Drafts are commonly used when players receive multiple picks in the same division.
5.7 Absentee Drafting (Pre-Draft Lists)
Players unable to attend a draft may submit Pre-Draft Lists.
Pre-Draft Lists allow a player to:
Participate fully in the draft
Receive bots based on ranked preference
5.7.1 Pre-Draft List Requirements
Lists must be submitted before the draft begins
Lists are submitted per drafted Division
Recommended minimum: 10–15 bots per drafted Division
Submitting shorter lists increases the likelihood of fallback selections.
5.7.2 Autodrafting from Pre-Draft Lists
When an absentee player’s pick occurs:
The system selects the highest-ranked available bot from that player’s list
If the selected bot is no longer eligible, the system moves to the next option
This continues until a valid selection is found
5.7.3 Exhausted Lists
If a player’s list runs out:
Remaining picks are assigned using league-defined fallback logic
If no list is submitted at all:
All picks are assigned using fallback logic
Fallback logic is defined by the league and enforced by the website.
5.8 Draft Finality
Once the draft concludes:
All drafted bots are assigned to Event Rosters
No re-drafts or pick changes are allowed
Only bot drop and replacement rules may modify rosters
6. BOT ELIGIBILITY, SEEDING & DRAFT ALLOTMENTS
6.1 Bot Eligibility
Only bots that are registered and eligible for an Event may be drafted for that Event.
A bot that is:
Not registered
Withdrawn before the draft
Explicitly excluded by league rules
is not eligible to be drafted.
6.1.1 Eligibility Example
If a bot is registered for Event A but not Event B:
The bot may be drafted for Event A
The bot may not be drafted for Event B
6.2 Seeding Purpose
Seeding is used to:
Inform draft allotments
Restrict duplicate drafting
Balance competitive equity
Seeding does not directly affect scoring.
6.3 Seeding Priority Order
Seeding is applied in the following order:
Event-Provided Seeding
If the event publishes official seeds, those seeds are used.Havoc Rundown Bot Registry Seeding
If the event does not publish seeds, registry seeds are used by default.League Fallback Rules
If neither source is available, league-defined rules apply.
6.3.1 Seeding Example
Event publishes seeds → Event seeds override all others
Event does not publish seeds → Registry seeds are used automatically
6.4 Draft Allotments
Draft Allotments limit how many times a bot may be drafted within a single Event.
Allotments:
Apply per Event
Reset for each Event
Do not carry over between Events
6.4.1 Allotment Example
If a bot has an allotment of 2:
At most two players may draft that bot for the event
A third attempt to draft the bot is blocked
6.5 Allotment Configuration
Allotments may be:
Based on seeding tiers
Uniform for all bots
Disabled entirely
Allotment rules are defined by the league and enforced by the website.
6.6 Duplicate Drafting Rules
Duplicate drafting rules define whether multiple players may draft the same bot.
Duplicate rules are:
Defined per Division
Independent of scoring rules
6.6.1 Duplicate Drafting Examples
Division A: No duplicates allowed
Division B: Duplicates allowed via allotments
Division C: Unlimited duplicates allowed
6.7 Interaction Between Allotments and Duplicates
If duplicate drafting is disabled:
Allotments are effectively set to 1
If duplicate drafting is enabled:
Allotments determine the maximum number of duplicates allowed
6.8 Enforcement
All eligibility, seeding, allotment, and duplicate rules are:
Enforced automatically by the website
Final once the draft concludes
Manual overrides are permitted only under Steward authority.
7. BOT DROPS & REPLACEMENTS
(Timeline-Based, Scenario-Driven Rules)
7.1 Purpose of Bot Drop & Replacement Rules
Bot drop and replacement rules exist to:
Handle real-world withdrawals and failures
Preserve competitive fairness
Prevent last-minute abuse or exploitation
These rules apply only to the affected Event and do not retroactively change drafts or prior events.
7.2 Key Timing Definitions
All bot drops are categorized into one of three timing windows.
The timing window determines what actions are permitted.
7.2.1 Before Event Start
A bot drop is classified as Before Event Start if the bot withdraws:
Before official event check-in closes, or
Before the event’s first scheduled fight, whichever occurs first
7.2.2 After Rosters Lock
A bot drop is classified as After Rosters Lock if the bot withdraws:
After the draft has concluded, and
After rosters have been locked by the system, but
Before the bot has competed in any match
7.2.3 After Competition Begins
A bot drop is classified as After Competition Begins if the bot:
Has completed at least one official match, or
Withdraws mid-event due to damage, disqualification, or forfeit
7.3 Replacement Eligibility by Timing Window
Replacement eligibility is determined solely by timing, not by reason.
7.3.1 Drops Before Event Start
If a bot drops Before Event Start:
The player may select a replacement
Replacement must be:
Eligible for the event
Not already drafted beyond allotment limits
Replacement must occur before competition begins
Example
A bot withdraws the night before the event:
Player selects a new eligible bot
No penalty applies
Replacement scores normally
7.3.2 Drops After Rosters Lock but Before Competition
If a bot drops After Rosters Lock but Before Competition Begins:
Replacement rules depend on league configuration
Leagues may allow:
Free replacement
Restricted replacement
No replacement
These rules must be defined before the event begins.
Example
League A:
Allows free replacement in this window
League B:
Allows replacement only from undrafted bots
League C:
Allows no replacement after roster lock
7.3.3 Drops After Competition Begins
If a bot drops After Competition Begins:
No replacement is allowed unless explicitly permitted by league rules
The dropped bot remains on the Event Roster
Any unplayed matches are treated as forfeits
Example
A bot wins Round 1, then breaks:
No replacement is allowed
Subsequent matches score as forfeits
7.4 Replacement Restrictions
All replacements:
Apply only to the current Event
Do not affect season rosters unless explicitly enabled
Must respect:
Eligibility rules
Allotments
Duplicate restrictions
7.5 Steward Authority on Drops
The League Steward may:
Verify timing classification
Approve or deny replacements where rules allow discretion
Resolve ambiguous real-world situations
The Steward may not override timing rules unless the league configuration explicitly permits it.
8. SCORING, EVENT RESULTS & LEAGUE STANDINGS
(Fully Separated Concepts With Worked Examples)
8.1 Purpose of the Scoring System
The scoring system operates in three distinct layers:
Match Scoring
Event Score (Fantasy Performance)
Event Points / Season Standings
Each layer serves a different purpose and must not be confused with the others.
8.2 Match Scoring (Fight-Level Scoring)
Match Scoring applies to individual bot matches.
All Divisions use the same match scoring table.
8.2.1 Match Scoring Values
KO / Tapout Win: +7
Judges’ Decision Win: +6
Forfeit Win: +5
Judges’ Decision Loss: +2
No other match outcome earns points unless explicitly stated.
8.2.2 Match Scoring Example
A bot competes in three matches:
Match 1: KO Win → +7
Match 2: Judges’ Win → +6
Match 3: Judges’ Loss → +2
Total Match Score for the bot: 15
8.3 Event Score (Fantasy Performance Total)
Event Score is the sum of all Match Scoring earned by a player’s Event Roster during an event.
Event Score:
Measures fantasy performance
Is used only to rank players within an event
Does not carry over between events
8.3.1 Event Score Example
A player fields three bots:
Bot A: 15 points
Bot B: 8 points
Bot C: 6 points
Total Event Score: 29
8.4 Event Placement (Ranking Players)
After all matches conclude:
All players’ Event Scores are compared
Players are ranked from highest to lowest Event Score
This ranking determines Event Placement
Event Placement:
Determines who finished 1st, 2nd, 3rd, etc.
Does not yet award Event Points
8.4.1 Event Placement Example (10-Player League)
Final Event Scores:
Player A: 29
Player B: 27
Player C: 24
…
Player J: 9
Event Placement:
1st: Player A
2nd: Player B
3rd: Player C
…
10th: Player J
8.5 Event Points (League Standings Points)
Event Points are awarded after Event Placement.
Event Points:
Are based only on placement
Scale with league size
Determine league standings
Event Points are also referred to as Season Standing Points in season leagues.
8.5.1 Event Points Formula
Event Points = League Size − Placement + 1
8.5.2 Event Points Example (10-Player League)
1st place → 10 Event Points
2nd place → 9 Event Points
3rd place → 8 Event Points
…
10th place → 1 Event Point
8.6 Season Standings (Season Leagues Only)
In season leagues:
Event Points from all events are added together
The player with the highest total wins the league
8.6.1 Season Standings Example
A player finishes:
Event 1: 2nd → 9 points
Event 2: 5th → 6 points
Event 3: 1st → 10 points
Total Season Standing Points: 25
8.7 Tie-Breakers
Tie-breakers are applied only when necessary and only when relevant data exists.
Possible tie-breakers may include:
Most KO / Tapout wins
Highest single-event Event Score
Best average placement
If required data does not exist due to league configuration:
The League Steward selects an alternate method
Randomization is permitted
8.8 Important Clarification (Read This Once)
Match Scoring determines Event Score
Event Score determines Event Placement
Event Placement determines Event Points
Event Points determine league standings
These systems are intentionally separate.
9. TRADES
(Optional System, Fully Defined)
9.1 Purpose of the Trading System
The Trading System allows players to exchange assets in order to:
Adjust strategy mid-season
Recover from poor drafts
Negotiate long-term advantages
Trades are optional and must be explicitly enabled by the League Steward.
If trades are disabled, all rules in this section are ignored.
9.2 When Trades Are Allowed
Trades may occur:
Between events
During an event only if explicitly allowed by league rules
Trades may never occur:
During an active draft
After the final event of a season has concluded
After championship rosters (if applicable) are locked
9.3 Tradeable Assets
If trades are enabled, players may trade one or more of the following assets:
9.3.1 Bots
Individual bots from a Season Roster
Bots traded remain subject to eligibility and allotment rules
9.3.2 Draft Picks
Future draft positions or selections
Applicable only in leagues with multiple events
9.3.3 Championship Eligibility
Rights to draft or field a bot in post-season play (if enabled)
9.3.4 Season Standing Points
Event Points accumulated across the season
Restriction:
A trade may not reduce a player’s Season Standing Points below zero.
9.4 Trade Approval Process
All trades must:
Be submitted to the League Steward
Be reviewed for rule compliance
Be approved before becoming official
The Steward may reject a trade if it:
Violates league rules
Creates an impossible roster state
Is determined to be collusive or abusive
9.5 Trade Examples
Example A: Bot-for-Bot Trade
Player A trades Bot X to Player B
Player B trades Bot Y to Player A
Trade is approved if both bots are eligible.
Example B: Points-Included Trade
Player A trades Bot X and 3 Season Standing Points
Player B trades Bot Y
Trade is approved if Player A remains at or above zero points.
9.6 Trade Finality
Once approved:
Trades are final
Trades cannot be reversed
Assets immediately transfer ownership
10. CHAMPIONSHIPS & POST-SEASON PLAY
(Optional System)
10.1 Championship Enablement
Championships are an optional post-season feature.
A league may:
Enable championships
Disable championships entirely
Use an alternate post-season format
If championships are disabled, this entire section is ignored.
10.2 Purpose of Championships
Championships exist to:
Create a final competitive climax
Reward season-long performance
Allow strategic use of Season Rosters
10.3 Championship Formats
Championship formats may include:
Draft-based championships
Single-event finals
Multi-round playoffs
Custom formats defined by the league
The specific format must be defined before the season begins.
10.4 Championship Eligibility
Eligibility rules may include:
Bots drafted during the season
Minimum participation requirements
Performance-based qualifications
Eligibility rules are enforced by the League Steward.
10.5 Championship Example
A league enables championships with:
One final draft
One final event
Event Placement determining the champion
If a player cannot fill a championship roster due to eligibility conflicts:
The Steward resolves the issue using league-defined rules
11. PROP BETS
(Optional, Non-Standing System)
11.1 Purpose of Prop Bets
Prop Bets allow players to make side predictions for fun or bragging rights.
Prop Bets:
Do not affect Event Scores
Do not affect Event Points
Do not affect Season Standings unless explicitly stated
11.2 Prop Bet Configuration
If enabled, the League Steward defines:
Eligible prop bets
Entry requirements
Rewards or penalties
11.3 Prop Bet Example
Examples may include:
Predicting event winners
Predicting number of KOs
Predicting upset victories
12. DISPUTE RESOLUTION
12.1 Dispute Scope
Disputes may arise from:
Draft results
Scoring interpretation
Eligibility decisions
Replacement rulings
12.2 Resolution Process
Disputes are submitted to the League Steward
The Steward reviews relevant rules and data
A ruling is issued
12.3 League Vote (Optional)
Leagues may allow disputes to be escalated to a player vote.
If enabled:
Majority vote overturns the Steward’s ruling
Ties default to the Steward’s decision
13. UNFORESEEN CIRCUMSTANCES
13.1 Scope
Any situation not explicitly covered by this rulebook is considered an Unforeseen Circumstance.
13.2 Resolution
In such cases:
The League Steward proposes a resolution
League discussion may occur
The final ruling is applied
Approved rulings may be added to future versions of the rulebook.
14. STEWARD AUTHORITY
14.1 Steward Powers
The League Steward has authority over:
League configuration
Draft execution
Eligibility enforcement
Scoring interpretation
Tie-breaker application
Rule enforcement
14.2 Limits of Authority
The Steward may not:
Change core rules mid-season
Override locked league settings
Ignore this rulebook unless explicitly permitted
14.3 Final Authority
Unless overturned by league-defined voting rules, the Steward’s ruling is final.
