Every rule on this site is drawn from the stall's official Owner's Guideline Notebook. This page reproduces the sections that matter to you as a player or walk-in customer — match rules, registration, walk-in terms, scheduling, conduct, and prizes. Staff decisions made under this handbook, on the day, are final.
The stall operates two distinct, concurrently running gaming formats: a structured competitive tournament on FC26 (2v2 co-operative format), organized as two separate single-elimination knockout brackets across the operating window; and an unstructured walk-in gaming service on a second console, open to any visitor without prior booking.
Service capacity across both formats is limited by fixed hardware and a fixed operating window, and is expected to fall short of total footfall at the event. A queue at peak hours is an accepted, expected part of how the day runs — not a sign of a scheduling problem.
3.1Tournament play is FC26, co-operative 2v2. Two independent tournaments run across the day (Tournament 1 and Tournament 2), each a single-elimination knockout of sixteen (16) teams across four rounds: Round of 16, Quarterfinals, Semifinals, Final. A team eliminated at any stage is not reinstated or offered a repeat match, except where the contingency provisions below apply.
3.2Both players of a scheduled team must check in no later than five (5) minutes before their scheduled match time. Check-in only confirms presence and readiness — no payment or registration business is transacted at check-in.
3.3A five-minute grace period from the scheduled match time is observed. A team that has not completed check-in within this period forfeits its slot to a standby entrant, if one is available. Forfeiture under this clause is final — the team is not reinstated to that tournament, including on later arrival.
3.4Each match is allotted fifteen (15) minutes total: a three-minute squad and formation setup window, followed by a twelve-minute match clock (two 6-minute halves). If setup isn't finished when the 3-minute window ends, the match starts anyway with whatever's selected — no extension. The 12-minute match clock runs continuously and is not paused for goals, minor disputes, or substitutions, except for a genuine technical fault.
3.5A match level at full time goes straight to a five-kick penalty shootout — no extra time.
3.6Where staff on duty determine a team has engaged in deliberate time-wasting (excessive pausing, stalling restarts, repeated deliberate disconnection, or delaying arguments) that pushes the match over its fifteen minutes, a one-goal penalty is deducted from that team's final score. This is applied at staff discretion, not automatically for incidental delay from technical faults or genuine disputes, and the resulting outcome is final.
3.7Winning teams progress automatically to the next round with no further registration or payment. Each team is told its full potential schedule (every round it might reach) at its first check-in.
3.8Both players on each tournament's winning team receive a ₹500 gift coupon plus a ₹250 food coupon (₹750 total per player). Two tournaments run, so two winning teams (four players) are recognised across the day. Full handover process is under Prize Distribution below.
3.9Cancellation notified 50+ hours before the event starts is eligible for a 50% refund of the entry fee; less than 50 hours before, no refund applies. Either way, the vacated slot is released immediately for someone else. This clause covers advance cancellations — it's separate from the non-arrival/forfeiture rule at 3.3, which covers teams that simply don't check in on the day.
4.1Payment is collected in full at registration — a slot is not reserved until payment is received. Each tournament is capped at sixteen (16) confirmed teams (thirty-two players); registration for that tournament closes on reaching this cap, regardless of time remaining before the event.
4.2The club shortlist bucket comprises forty-two (42) clubs, chosen for overall global recognisability and player draw rather than a fixed quota per league. See the full list on the Tournament page.
4.3At registration, every team (solo-matched or pre-formed duo) submits exactly three (3) preferences, ranked first through third, from the published bucket.
4.4Allocation runs in the order registrations are confirmed (payment received), not submission order. The first-confirmed team gets its first preference if still available; otherwise its second, then third. Where all three are already taken, the team is allocated the best-ranked club still remaining from a pre-set internal desirability ranking — never an ad-hoc staff call. Once allocated, a club is removed from that tournament's bucket.
4.5Tournament 1 and Tournament 2 each draw from a fresh instance of the full 42-club bucket — a club taken in one has no bearing on the other.
4.5AA player who does not want to be auto-matched with a stranger, but has no partner of their own, may still register as Duo (full ₹400) and leave the Player 2 details blank — this books a one-player team outright, with no matching involved. That player then plays every match alone, per 10.4's "2 vs 1" provision, unless a partner joins their team before the event (arranged directly with the stall, not through the booking flow).
4.6Club assignments for every team are revealed on the day of the event itself, at a time the organisers choose — never earlier, and never on a pre-announced schedule. No team is told its club ahead of that reveal, no matter how early it was confirmed. Keep an eye on your booking status page on event day — your club appears there the moment it's announced.
5.1–5.2System 2 offers unrestricted, unscheduled access to 100+ titles, no booking required. Tier (Solo ₹100 / Duo ₹150 / Group ₹200) is set by how many controllers are actively in use, not total headcount — spectators are always free. A group can't pay for a lower tier and then add active players beyond that tier's limit to dodge the correct fee.
5.3Each session is twenty (20) minutes of active play. You can switch between any library title during that window — the clock doesn't reset when you do. A further two (2) minutes is allotted after that as a vacate buffer to hand back the seat and controllers — not additional playtime.
5.4Past the combined 22-minute mark, a ₹15-per-minute overstay fine accrues, rounded up to the next full minute. Staff give a clear verbal warning at the 20-minute mark. This is a fine for overstaying, never marketed as a paid extension.
5.5–5.6The base session fee is collected before you start; any overstay fine is settled once you vacate. Walk-in players are served in the order they present themselves at System 2. During tournament hours, System 1 is reserved for matches and walk-in players are directed to System 2.
The stall runs continuously from 2:00 PM to 2:00 AM — extended later still at the organisers' discretion if turnout on the day calls for it. System 2 stays open for walk-in the entire window, save brief pauses for maintenance or staff changeover. System 1 is reserved exclusively for Tournament 1 (4:30–8:30 PM) and Tournament 2 (9:30 PM–1:30 AM); outside those windows it converts to a second walk-in station under identical rules and pricing, clearly signalled to visitors. No new walk-in session or tournament match starts after 1:45 AM, to allow time for completion and teardown ahead of close. Full day-by-day breakdown is on the Schedule page.
10.2Round of 16: if an opposing team is a full no-show and no standby is available, the present team plays a quick AI match under the normal match structure and advances regardless of its result — the AI match preserves match rhythm, it doesn't decide advancement.
10.3Quarterfinals, Semifinals or Final: a full no-show gives the present team a direct walkover, no AI match — standby backfill is no longer available at this stage of the bracket.
10.4If only one half of a duo team arrives, the arriving player may play alone (2 vs 1), request a stand-in from any available standby entrant, or — if neither is taken up — the match is treated as a forfeiture under 3.3, no refund. The choice is the arriving player's alone; staff won't compel one.
10.5–10.6A technical fault or power disruption pauses the affected match or session; play resumes from the point of interruption where possible, and lost time never counts toward a time-wasting penalty. A walk-in session's timer is paused for the interruption so you're never shortchanged on paid playtime.
9.2Strictly prohibited at all times, for any participant, spectator or visitor: racist, sexist, or otherwise offensive/discriminatory language directed at any person; conduct under the influence of alcohol or drugs; and any conduct staff reasonably judge abusive, threatening, or disruptive. A violation means immediate removal from the premises and forfeiture of the remainder of your session or match, with no refund, regardless of anything already paid — and it's reported to college management at the owner's discretion.
9.3Damage to equipment caused by negligent, reckless or deliberate conduct is the responsible player's (or team's) liability for repair or replacement cost — in addition to, not instead of, any session or entry fee otherwise due. This doesn't extend to normal wear or a malfunction not attributable to conduct.
9.4Disputes — over scoring, match or session timing, tier pricing, queue order, or any penalty or fine — are resolved by the staff member on duty, escalated to the owner where the matter involves a conduct penalty or damage assessment. All decisions, once finalized, are final and not subject to appeal. No mid-event appeals process exists, formal or informal.
13.2Both players on each tournament Final's winning team are individually entitled to a ₹500 gift coupon plus a ₹250 food coupon. Entitlement arises only from winning the Final — reaching it isn't enough.
13.3Before handover, staff confirm both recipients are the same two players registered to the winning team at registration, matching check-in identity.
13.4–13.5Distribution happens in the window immediately following that tournament's Final, before System 1 moves to its next scheduled use. Prizes are handed to each winning player individually, not to one team representative, and the handover is documented by staff.
13.6If a winning player isn't present during the distribution window and can't be located promptly, the prize is held by the owner for collection before the stall closes for the day.
Your slot is released immediately for someone else. Refund eligibility follows the 50-hour policy on the Tournament page.