Official Tournament Regulations

2026 WPF Asian Nations Cup — Rules & Rundown

2026 WPF 亞洲國家盃 · 賽制規則
English edition · Translated from the original Chinese regulations (v2.4) · World Poker Federation × Asian Poker Sports Association

I. Tournament Overview

The tournament runs over three days. Day 1 and Day 2 make up the Qualifying Stage; Day 3 is the Final.

  1. Day 1 — Heads Up
  2. Day 2 — NLH MTT, Escalating Bounty MTT
  3. Day 3 — Heads Up, Single Table Tournament (STT)

II. Overall Scoring

(A) Qualifying Stage

Each of the three events has its own score pool. The three pools sum to approximately 1,000 points, with rounding differences not exceeding ±0.05:

Event Weight Score Pool
Heads Up 35% 350 pts
NLH MTT 32.5% 325 pts
Escalating Bounty MTT 32.5% 325 pts
Total 100% 1,000 pts

All three events share the same formula:

Event Score  =  Team's Raw Score  ÷  Sum of All Teams' Raw Scores in that Event  ×  Event's Score Pool
Team Total Score  =  Sum of the Three Event Scores

The denominator is the actual sum of every team's raw score for that event as shown on the scoreboard, and can be checked at any time during play. The sum of all teams' total scores will always equal 1,000. Totals are calculated to two decimal places, with the third decimal place rounded.

Raw score definitions:

  • Heads Up raw score = Team's number of match wins × 5
  • NLH MTT raw score = Sum of placement points (see Appendix 3) for the team's 3 players in that flight
  • Escalating Bounty MTT raw score = Sum of placement points (see Appendix 4) for the team's 3 players + total bounty chips held by those 3 players

See Appendix 6 for a fully worked example.

The top 4 teams by total score advance to the Day 3 Final.

(B) Final

  1. Team Total Score = Heads Up total + Single Table Tournament total + Qualifying-stage ranking bonus.
  2. Qualifying-stage ranking provides a bonus added to the Final total score:
Qualifying Rank Bonus
1st8
2nd5
3rd3
4th0

III. Day 1 — Heads Up

(A) Format

  1. Each team fields 6 players; each player plays a fixed 2 matches, for 12 matches per team in total.
  2. There are 2 rounds; in each round, all 6 players from every team compete.
  3. One physical table accommodates 3 Heads Up matches; the number of tables needed per round equals the number of teams.
  4. Every player's opponents always come from other teams, and a given player's two opponents (across the two rounds) come from two different teams. See Appendix 7 for the actual pairing schedule.

(B) Match Rules

  1. Starting stack: 30,000
  2. Blind level duration: 8 minutes
  3. Blind structure: see Appendix 1

(C) Scoring

The winner of each match earns 5 points for their team.

IV. Day 2 — Flight Rosters & Table Assignment

  1. Each team sends 3 players to the NLH MTT and 3 players to the Escalating Bounty MTT; all 6 players compete.
  2. Both flights fix the field at 4 tables, with 8–9 players per table.
  3. At the start of play, a team's 3 players in a flight must be seated at 3 different tables.
  4. When tables are broken/merged, avoiding seating two players from the same team together is the top priority, down to the last 2 tables.
  5. Each team must submit its flight rosters (3 for NLH, 3 for Bounty) 30 minutes before Day 2 play begins; rosters may not be changed after submission.
  6. Once all rosters are submitted, the Tournament Director will publicly draw seats to determine table assignments for both flights. Roster submission precedes the draw; rosters may not be adjusted after the draw.

V. Day 2 — NLH MTT

(A) Grouping

See Chapter IV above.

(B) Match Rules

  1. Starting stack: 30,000
  2. Blind level duration: 15 minutes
  3. Blind structure: see Appendix 2

(C) Scoring

See Appendix 3.

VI. Day 2 — Escalating Bounty MTT

(A) Grouping

See Chapter IV above.

(B) Match Rules

  1. Starting stack: 30,000
  2. Blind level duration: 15 minutes
  3. Blind structure: see Appendix 2

(C) Scoring

This flight uses dual-track scoring: a player's raw score = Placement points (see Appendix 4) + Bounty chips held.

Bounty chips accumulate progressively (Escalating Bounty):

  1. At the start, every player holds 1 bounty chip.
  2. Each time the number of players remaining first reaches a milestone, the Tournament Director (Floor) issues 1 additional chip to every player still in the tournament. The number of chips an eliminated player must surrender at that stage is called the elimination value (see Appendix 5); it is posted on a placard at the tables by the Floor and updated each time chips are reissued.
  3. When a player is eliminated, they surrender bounty chips equal to the current elimination value to the player who eliminated them; any chips remaining with the eliminated player become that player's final score.
  4. When the champion is decided, the champion receives 1 additional bonus chip. All chips held by the champion count toward their score.
  5. 1 bounty chip = 1 point.
  6. Adjudication details:
    • If an elimination occurs in a hand and the remaining count only reaches a milestone once that hand concludes, the elimination value for that elimination is based on the stage in effect at the start of the hand; the milestone reissue takes place after the hand concludes.
    • If the main pot and a side pot in the same hand are won by different players, an eliminated player's chips go to whichever player won the main pot containing that eliminated player's final chips.
    • If two or more players are eliminated in the same hand, each surrenders the elimination value separately, to their respective winner.

VII. Day 3 — Heads Up & Single Table Tournament

(A) Format

  1. Each team must submit its 6-player Final roster before the Final begins; once submitted it cannot be changed, and any player not on the list may not compete.
  2. There are 3 rounds. In each round, each team sends 3 players to Heads Up and 3 players to the Single Table Tournament; all 6 players compete every round.
  3. Across the three rounds, every player must play at least 1 Heads Up match and at least 1 STT.
  4. Given points 1–3, each team has 18 playing slots across the 3 rounds, and every player plays a fixed 3 matches. The only feasible distribution is: 3 players play 2 Heads Up + 1 STT, and the other 3 players play 1 Heads Up + 2 STT.

(B) Grouping

  1. Heads Up: the 4 teams each send 3 players, for 6 matches per round. Each team's 3 Heads Up players face one player from each of the other 3 teams — a single round-robin among the 4 teams every round.
  2. Single Table Tournament: the 4 teams each send 3 players; 3 tables run each round, 4 players per table, each from a different team.
  3. Each team must submit that round's roster (3 for Heads Up, 3 for STT) 15 minutes before the round begins.
  4. Once all rosters are submitted, the Tournament Director will publicly draw to determine that round's matchups and table assignments. Roster submission precedes the draw; rosters may not be adjusted after the draw.
  5. Tables needed per round: Heads Up 6 matches ÷ 3 matches/table = 2 tables; STT 3 tables; 5 tables total.

(C) Match Rules

  1. Starting stack: Heads Up 40,000; STT 30,000
  2. Blind level duration: 15 minutes
  3. Blind structure: see Appendix 2

(D) Scoring

  1. The winner of each Heads Up match earns 4 points for their team.
  2. STT points are awarded by placement:
PlacePoints
1st8
2nd5
3rd3
4th0

VIII. Supplementary Provisions

(A) Qualifying-Stage Tiebreakers

When total scores are tied, advancement order is determined in this sequence:

  1. Higher total bounty chips held in the Escalating Bounty MTT.
  2. Higher best individual placement across the two multi-table tournaments (NLH MTT and Escalating Bounty MTT).
  3. Higher second-best individual placement.

(B) Final Tiebreakers

When total scores are tied, ranking is determined in this sequence:

  1. Higher Single Table Tournament total score.
  2. Higher Heads Up total score.

(C) Fixed Items vs. Scalable Items

To avoid disputes from ad-hoc adjustments on site, the following is specified:

Items that do NOT change with the number of teams
  1. The three events' weights, score pools, and the proportional scoring formula
  2. Starting stacks and blind structures for each flight
  3. Day 1 number of rounds (fixed at 2) and matches per player (fixed at 2)
  4. Day 2 players per flight per team (fixed 3+3) and tables per flight (fixed at 4 each)
  5. Number of teams advancing to the Final (fixed at 4) and the entire Final format
  6. The placement-point tables in Appendices 3 and 4
Items that ARE adjusted based on the number of teams
  1. Day 1 tables per round (= number of teams) and the pairing schedule
  2. Day 2 players per table (8–9)
  3. The remaining-player thresholds for bounty-chip milestones
  4. The on-site quick-reference conversion table values

(D) Rule Interpretation

Any matter not covered by these rules, or any on-site dispute, shall be decided by the Tournament Director. Matters of rule interpretation shall be decided by the Organizer.

IX. Individual Points

To be announced.


Appendices

Appx. 1 Heads Up Blind Structure (Day 1, Qualifying Stage)

Level SB BB
1200300
2200400
3300500
4300600
5400800
65001,000
76001,200
88001,600
91,0002,000
101,2002,400
111,5003,000
122,0004,000

Appx. 2 Multi-Table Tournament Blind Structure (Day 2 Qualifying & Day 3 Final)

Level SB BB & BB Ante
1200300
2200400
3300500
4300600
5400800
65001,000
76001,200
88001,600
91,0002,000
101,2002,400
111,5003,000
122,0004,000
132,5005,000
143,0006,000
154,0008,000
165,00010,000
176,00012,000
188,00016,000
1910,00020,000
2015,00030,000
2120,00040,000
2230,00060,000

Appx. 3 NLH MTT Placement Points (Day 2, Qualifying Stage)

Rank across the top row, points earned below. Placements beyond the last listed rank earn 0 points.

123 456 789 101112 131415 161718 192021 222324
352924 211815 12119 887 665 544 332 221

Total: 240 points

Appx. 4 Escalating Bounty MTT Placement Points (Day 2, Qualifying Stage)

Placement points only — bounty chips are scored separately and added on top (see Chapter VI).

123 456 789 101112 131415
191512 976 543 222 111

Total: 89 points

Appx. 5 Escalating Bounty Milestone Rules & Examples (Day 2, Qualifying Stage)

Milestones occur the first time the remaining player count drops to 1/2, 1/4, and 1/8 (rounded down) of the starting field, followed by additional reissues when 3 players remain, 2 players remain, and when the champion is decided.

11 Teams / 33 Players

Milestone (Remaining) Floor Reissue Elimination Value
Start (33)1 chip
16 remaining+1 / player2 chips
8 remaining+1 / player3 chips
4 remaining+1 / player4 chips
3 remaining+1 / player5 chips
2 remaining+1 / player6 chips
Champion decided+1 (champion only)

Total chips issued: 67

12 Teams / 36 Players

Milestone (Remaining) Floor Reissue Elimination Value
Start (36)1 chip
18 remaining+1 / player2 chips
9 remaining+1 / player3 chips
4 remaining+1 / player4 chips
3 remaining+1 / player5 chips
2 remaining+1 / player6 chips
Champion decided+1 (champion only)

Total chips issued: 73

Appx. 6 Qualifying-Stage Scoring Example

Worked example for a 12-team field. Raw scores are converted to points using the formula in Chapter II(A).

Team Heads Up NLH MTT Bounty Total
Raw % Score Raw % Score Raw % Score
C 359.7%34.03 197.9%25.73 5634.6%112.35 172.10
E 256.9%24.31 3514.6%47.40 2012.3%40.12 111.82
D 359.7%34.03 187.5%24.38 2012.3%40.12 98.53
L 359.7%34.03 3514.6%47.40 53.1%10.03 91.45
B 256.9%24.31 239.6%31.15 169.9%32.10 87.55
I 205.6%19.44 3715.4%50.10 63.7%12.04 81.59
J 359.7%34.03 2711.2%36.56 21.2%4.01 74.60
F 308.3%29.17 187.5%24.38 84.9%16.05 69.59
H 359.7%34.03 125.0%16.25 95.6%18.06 68.33
A 4011.1%38.89 31.2%4.06 127.4%24.07 67.03
G 256.9%24.31 72.9%9.48 63.7%12.04 45.82
K 205.6%19.44 62.5%8.12 21.2%4.01 31.58
Field 360100%350 240100%325 162100%325 1,000.00

Teams C, E, D, L advance (highlighted). The gap between 4th and 5th place is 3.90 points.

Quick-Reference Conversion Table (estimate only)

11 Teams 12 Teams
Each Heads Up win +5.30 pts +4.86 pts
Each 1 NLH raw point +1.35 pts +1.35 pts
Each 1 Bounty raw point
(1 bounty chip = same)
+2.08 pts +2.01 pts

Sum of raw scores per event: Heads Up 330 (11 teams) / 360 (12 teams); NLH MTT fixed at 240; Bounty 156 (11 teams) / 162 (12 teams).

Appx. 7 Day 1 Heads Up Pairing Schedule

Teams are denoted A, B, C…; players within a team are numbered 1–6 (e.g., A1 is Team A's player #1). One physical table runs 3 Heads Up matches. Every team has a “home table” where that team's players #1, #2, and #3 compete, for ease of chip and floor management.

12 Teams (12 tables × 3 matches per round = 36 matches/round, 72 matches total across 2 rounds)

Round 1

Table Match 1 Match 2 Match 3
1A1 vs B4A2 vs C5A3 vs D6
2B1 vs C4B2 vs D5B3 vs E6
3C1 vs D4C2 vs E5C3 vs F6
4D1 vs E4D2 vs F5D3 vs G6
5E1 vs F4E2 vs G5E3 vs H6
6F1 vs G4F2 vs H5F3 vs I6
7G1 vs H4G2 vs I5G3 vs J6
8H1 vs I4H2 vs J5H3 vs K6
9I1 vs J4I2 vs K5I3 vs L6
10J1 vs K4J2 vs L5J3 vs A6
11K1 vs L4K2 vs A5K3 vs B6
12L1 vs A4L2 vs B5L3 vs C6

Round 2

Table Match 1 Match 2 Match 3
1A1 vs E4A2 vs F5A3 vs G6
2B1 vs F4B2 vs G5B3 vs H6
3C1 vs G4C2 vs H5C3 vs I6
4D1 vs H4D2 vs I5D3 vs J6
5E1 vs I4E2 vs J5E3 vs K6
6F1 vs J4F2 vs K5F3 vs L6
7G1 vs K4G2 vs L5G3 vs A6
8H1 vs L4H2 vs A5H3 vs B6
9I1 vs A4I2 vs B5I3 vs C6
10J1 vs B4J2 vs C5J3 vs D6
11K1 vs C4K2 vs D5K3 vs E6
12L1 vs D4L2 vs E5L3 vs F6

11 Teams (11 tables × 3 matches per round = 33 matches/round, 66 matches total across 2 rounds)

Round 1

Table Match 1 Match 2 Match 3
1A1 vs B4A2 vs C5A3 vs D6
2B1 vs C4B2 vs D5B3 vs E6
3C1 vs D4C2 vs E5C3 vs F6
4D1 vs E4D2 vs F5D3 vs G6
5E1 vs F4E2 vs G5E3 vs H6
6F1 vs G4F2 vs H5F3 vs I6
7G1 vs H4G2 vs I5G3 vs J6
8H1 vs I4H2 vs J5H3 vs K6
9I1 vs J4I2 vs K5I3 vs A6
10J1 vs K4J2 vs A5J3 vs B6
11K1 vs A4K2 vs B5K3 vs C6

Round 2

Table Match 1 Match 2 Match 3
1A1 vs E4A2 vs F5A3 vs B6
2B1 vs F4B2 vs G5B3 vs C6
3C1 vs G4C2 vs H5C3 vs D6
4D1 vs H4D2 vs I5D3 vs E6
5E1 vs I4E2 vs J5E3 vs F6
6F1 vs J4F2 vs K5F3 vs G6
7G1 vs K4G2 vs A5G3 vs H6
8H1 vs A4H2 vs B5H3 vs I6
9I1 vs B4I2 vs C5I3 vs J6
10J1 vs C4J2 vs D5J3 vs K6
11K1 vs D4K2 vs E5K3 vs A6
2026 WPF Asian Nations Cup · World Poker Federation × Asian Poker Sports Association · Asia Poker Arena, Taipei
English edition translated for reference. In case of any discrepancy, the original Chinese regulations shall prevail.