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
1st 8
2nd 5
3rd 3
4th 0

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:
Place Points
1st 8
2nd 5
3rd 3
4th 0

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
1 200 300
2 200 400
3 300 500
4 300 600
5 400 800
6 500 1,000
7 600 1,200
8 800 1,600
9 1,000 2,000
10 1,200 2,400
11 1,500 3,000
12 2,000 4,000

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.

1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24
35 29 24 21 18 15 12 11 9 8 8 7 6 6 5 5 4 4 3 3 2 2 2 1

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).

1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
19 15 12 9 7 6 5 4 3 2 2 2 1 1 1

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 / player 2 chips
8 remaining +1 / player 3 chips
4 remaining +1 / player 4 chips
3 remaining +1 / player 5 chips
2 remaining +1 / player 6 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 / player 2 chips
9 remaining +1 / player 3 chips
4 remaining +1 / player 4 chips
3 remaining +1 / player 5 chips
2 remaining +1 / player 6 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 35 9.7% 34.03 19 7.9% 25.73 56 34.6% 112.35 172.10
E 25 6.9% 24.31 35 14.6% 47.40 20 12.3% 40.12 111.82
D 35 9.7% 34.03 18 7.5% 24.38 20 12.3% 40.12 98.53
L 35 9.7% 34.03 35 14.6% 47.40 5 3.1% 10.03 91.45
B 25 6.9% 24.31 23 9.6% 31.15 16 9.9% 32.10 87.55
I 20 5.6% 19.44 37 15.4% 50.10 6 3.7% 12.04 81.59
J 35 9.7% 34.03 27 11.2% 36.56 2 1.2% 4.01 74.60
F 30 8.3% 29.17 18 7.5% 24.38 8 4.9% 16.05 69.59
H 35 9.7% 34.03 12 5.0% 16.25 9 5.6% 18.06 68.33
A 40 11.1% 38.89 3 1.2% 4.06 12 7.4% 24.07 67.03
G 25 6.9% 24.31 7 2.9% 9.48 6 3.7% 12.04 45.82
K 20 5.6% 19.44 6 2.5% 8.12 2 1.2% 4.01 31.58
Field 360 100% 350 240 100% 325 162 100% 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
1 A1 vs B4 A2 vs C5 A3 vs D6
2 B1 vs C4 B2 vs D5 B3 vs E6
3 C1 vs D4 C2 vs E5 C3 vs F6
4 D1 vs E4 D2 vs F5 D3 vs G6
5 E1 vs F4 E2 vs G5 E3 vs H6
6 F1 vs G4 F2 vs H5 F3 vs I6
7 G1 vs H4 G2 vs I5 G3 vs J6
8 H1 vs I4 H2 vs J5 H3 vs K6
9 I1 vs J4 I2 vs K5 I3 vs L6
10 J1 vs K4 J2 vs L5 J3 vs A6
11 K1 vs L4 K2 vs A5 K3 vs B6
12 L1 vs A4 L2 vs B5 L3 vs C6

Round 2

Table Match 1 Match 2 Match 3
1 A1 vs E4 A2 vs F5 A3 vs G6
2 B1 vs F4 B2 vs G5 B3 vs H6
3 C1 vs G4 C2 vs H5 C3 vs I6
4 D1 vs H4 D2 vs I5 D3 vs J6
5 E1 vs I4 E2 vs J5 E3 vs K6
6 F1 vs J4 F2 vs K5 F3 vs L6
7 G1 vs K4 G2 vs L5 G3 vs A6
8 H1 vs L4 H2 vs A5 H3 vs B6
9 I1 vs A4 I2 vs B5 I3 vs C6
10 J1 vs B4 J2 vs C5 J3 vs D6
11 K1 vs C4 K2 vs D5 K3 vs E6
12 L1 vs D4 L2 vs E5 L3 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
1 A1 vs B4 A2 vs C5 A3 vs D6
2 B1 vs C4 B2 vs D5 B3 vs E6
3 C1 vs D4 C2 vs E5 C3 vs F6
4 D1 vs E4 D2 vs F5 D3 vs G6
5 E1 vs F4 E2 vs G5 E3 vs H6
6 F1 vs G4 F2 vs H5 F3 vs I6
7 G1 vs H4 G2 vs I5 G3 vs J6
8 H1 vs I4 H2 vs J5 H3 vs K6
9 I1 vs J4 I2 vs K5 I3 vs A6
10 J1 vs K4 J2 vs A5 J3 vs B6
11 K1 vs A4 K2 vs B5 K3 vs C6

Round 2

Table Match 1 Match 2 Match 3
1 A1 vs E4 A2 vs F5 A3 vs B6
2 B1 vs F4 B2 vs G5 B3 vs C6
3 C1 vs G4 C2 vs H5 C3 vs D6
4 D1 vs H4 D2 vs I5 D3 vs E6
5 E1 vs I4 E2 vs J5 E3 vs F6
6 F1 vs J4 F2 vs K5 F3 vs G6
7 G1 vs K4 G2 vs A5 G3 vs H6
8 H1 vs A4 H2 vs B5 H3 vs I6
9 I1 vs B4 I2 vs C5 I3 vs J6
10 J1 vs C4 J2 vs D5 J3 vs K6
11 K1 vs D4 K2 vs E5 K3 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.