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Havoc Rundown 2026 Fantasy League World Rules
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Havoc Rundown 2026 Fantasy League World Rules

January 12, 2026
By Justin Hunter
Fantasy LeagueRules

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:

  1. Event-provided seeds

  2. Havoc Rundown Bot Registry seeds

  3. 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:

  1. League format (single-event or season)

  2. Number of players

  3. Divisions used

  4. Draft enablement and structure

  5. Scoring options

  6. 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:

  1. Which Divisions are drafted

  2. How many picks each player receives per Division

  3. 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:

  1. The system selects the highest-ranked available bot from that player’s list

  2. If the selected bot is no longer eligible, the system moves to the next option

  3. 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:

  1. Event-Provided Seeding
    If the event publishes official seeds, those seeds are used.

  2. Havoc Rundown Bot Registry Seeding
    If the event does not publish seeds, registry seeds are used by default.

  3. 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:

  1. Match Scoring

  2. Event Score (Fantasy Performance)

  3. 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:

  1. All players’ Event Scores are compared

  2. Players are ranked from highest to lowest Event Score

  3. 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:

  1. Be submitted to the League Steward

  2. Be reviewed for rule compliance

  3. 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

  1. Disputes are submitted to the League Steward

  2. The Steward reviews relevant rules and data

  3. 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:

  1. The League Steward proposes a resolution

  2. League discussion may occur

  3. 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.

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