SkyDenGames
Counter Strike 2
CS2 Sky Cup Season 2
Prize Pool : 50 Million Feathers
Registration : Friday, Oct 9, 2026 - Friday, Oct 30, 2026
Duration : Tuesday, Oct 27, 2026 - Tuesday, Nov 3, 2026
Competition Mode:
GroupElimination
Entrance Mode:
Free
Participation Mode:
Team ( 5 players + 1 optional )
Genre:
Competitive, First Person Shooter, Shooter
Platforms:
Steam
Players:
Multiplayer
Login to access
Participants
Competition rules

Game: Counter-Strike 2
Tournament Format: Group Stage + Double-Elimination Playoffs
Online Platform: FACEIT
Server Region: Europe

1. GENERAL RULES

  1. All matches must be played in Counter-Strike 2 according to this rulebook and the official tournament schedule.
  2. All participants must comply with the rules, instructions, and decisions of tournament administrators and referees.
  3. Teams are responsible for their players’ eligibility, conduct, equipment, internet connection, and compliance with tournament requirements.
  4. Deliberate rule violations, match manipulation, cheating, and attempts to gain an unfair competitive advantage are strictly prohibited.
  5. Tournament administrators have the authority to investigate violations, review match evidence, issue penalties, and resolve disputes.

2. PLAYER ELIGIBILITY AND TEAM ROSTERS

  1. Each team may register a maximum of six players: five starting players and one substitute.
  2. Each player must have at least 100 hours of Counter-Strike playtime.
  3. All players must compete using their own registered Steam and FACEIT accounts.
  4. Account sharing, impersonation, unauthorized account use, and participation under another player’s identity are prohibited.
  5. Only registered and approved players may participate in official matches.
  6. Substitutions must be reported to tournament administrators at least one hour before the scheduled match.
  7. A substitute may replace a registered player only after administrator approval.
  8. Players may not represent multiple teams in the same tournament.
  9. Once a match begins, roster changes are prohibited unless explicitly authorized by the tournament administration.

3. TEAM CAPTAINS AND REPRESENTATIVES

  1. Each team must designate one captain or official representative.
  2. The representative is responsible for check-in, roster confirmation, communication with administrators, map vetoes, match results, and formal protests.
  3. Teams must monitor official tournament communication channels throughout the competition.
  4. Administrative instructions must be followed promptly.
  5. Failure to communicate essential match information may result in a warning, penalty, or forfeit.

4. TOURNAMENT FORMAT

The tournament is played in two stages: a Group Stage followed by Double-Elimination Playoffs.

Group Stage

  1. The Group Stage is used to determine which teams advance to the Playoffs and their placement in the bracket.
  2. All Group Stage matches are played as BO1 (Best of One).
  3. Group standings are determined by points. If two or more teams are tied on points, the following tiebreakers are applied in order:
  4. Head-to-head result.
  5. Total Round Win Count.
  6. Kill/Death Ratio.
  7. If the teams remain tied after all listed criteria, a tiebreaker match will be played to determine the final standing.
  8. If the tournament has exactly 16 teams, all 16 teams advance from the Group Stage to the Playoffs.
  9. If more than 16 teams participate, two-thirds of the teams in each group advance to the Playoffs.
  10. In groups where elimination and lower-bracket placement apply, the last-place team is eliminated, while the second-to-last-place team advances to the Lower Bracket of the Playoffs.
  11. The remaining qualified teams advance to the Playoffs and are placed according to their Group Stage standings and the tournament bracket.

Playoffs – Double Elimination

  1. The Playoff Stage is played in a Double-Elimination format.
  2. All Playoff matches are BO3 (Best of Three), except for the Grand Final.
  3. The Grand Final is played as BO5 (Best of Five).
  4. A team is eliminated from the Playoffs after losing a match in the Lower Bracket.
  5. The Grand Final determines the tournament champion.

5. CHECK-IN AND MATCH SCHEDULE

  1. Teams must complete check-in at least 30 minutes before their scheduled match.
  2. All five starting players must be present and ready at least 10 minutes before the scheduled start time.
  3. Teams must join the designated match server using the instructions provided by tournament administrators.
  4. A team that fails to appear within 20 minutes of the scheduled start time may forfeit the match.
  5. Teams must immediately report scheduling conflicts or technical problems to the administration.
  6. Match delays, rescheduling, or extensions are permitted only with administrator approval.
  7. Teams may not independently postpone, cancel, or reschedule a match.

6. MAP POOL AND VETO PROCEDURE

  1. The tournament uses the official Counter-Strike 2 Active Duty map pool in effect at the time of the event.
  2. The applicable map pool and veto order must be published before the tournament begins.
  3. Map vetoes must be conducted by the designated team representatives through the official tournament channel or approved veto system.
  4. Each team must complete its bans and picks in the prescribed order.
  5. In BO1 matches, teams alternate banning maps until one map remains.
  6. In BO3 matches, teams alternate bans and picks according to the published veto sequence, with the remaining map serving as the decider where applicable.
  7. In BO5 matches, teams follow the published BO5 veto sequence until five maps have been selected.
  8. Once confirmed, map selections cannot be changed without administrator approval.
  9. Failure to complete a veto within the specified time may result in administrator-assigned bans or picks.

7. OFFICIAL SERVER SETTINGS

All matches must use the tournament-approved Counter-Strike 2 server configuration.

Setting

Value

Match format

MR12

Regulation rounds

24

Starting money

$800

Freeze time

20 seconds

Buy time

20 seconds

Bomb timer

40 seconds

Tactical timeouts

4 per team, per map

Tactical timeout duration

30 seconds

Overtime format

MR3

Overtime rounds

6 per period

Overtime starting money

$12,500

  1. Matches must be played on the server and platform designated by the tournament administration.
  2. Players may not change server settings or use unauthorized commands.
  3. Server configuration must remain consistent for both teams.
  4. Any configuration discrepancy must be reported before the match begins.
  5. Administrators may pause or restart a match to correct a verified server configuration error.

8. MATCH START, NO-SHOWS, AND DISCONNECTIONS

  1. A match may begin only when both teams have five eligible players ready.
  2. If a team cannot field five players by the applicable deadline, the referee may award a forfeit.
  3. A no-show may be recorded as a 0–3 forfeit result for administrative purposes.
  4. A forfeit result does not change the match format or override the tournament bracket.
  5. If a player disconnects during a round, the round must continue unless the referee authorizes a pause.
  6. The affected team must notify the referee immediately.
  7. If a team is reduced to fewer than four active players and cannot restore its lineup within the permitted technical-pause period, the referee may award the match to the opposing team.
  8. Repeated disconnections, deliberate abandonment, or refusal to continue may result in a forfeit.
  9. Players must not disconnect intentionally to interrupt play or avoid an unfavorable situation.

9. TACTICAL AND TECHNICAL PAUSES

  1. Each team is entitled to four tactical timeouts per map.
  2. Each tactical timeout lasts 30 seconds.
  3. Tactical timeouts must be initiated through the permitted in-game system or approved procedure.
  4. Technical pauses may be requested for genuine technical problems, including server issues, game crashes, or player connection failures.
  5. Technical pauses require referee approval and may last up to 15 minutes.
  6. The referee may authorize an extension when exceptional circumstances justify it.
  7. Teams must not use technical pauses to obtain an unfair advantage, disrupt opponents, or manipulate match timing.
  8. Players must remain available and follow referee instructions throughout a pause.
  9. Unauthorized pauses or deliberate interruptions may result in penalties.

10. GAME INTERRUPTIONS AND ROUND RESTORATION

  1. Only an authorized referee may order a match restart, round restoration, or server recovery.
  2. A verified critical interruption during the first three rounds may result in the map being restarted from 0–0.
  3. After the first three rounds, the referee may restore the match using an available server backup corresponding to the last valid freeze time.
  4. Round restoration depends on the availability and integrity of server backups.
  5. If a valid restoration is impossible, the referee will determine the fairest resolution based on available evidence and the circumstances of the interruption.
  6. Teams must not independently restart, restore, or alter a match.
  7. Referee decisions concerning interruptions must be communicated to both teams before play resumes.

11. OVERTIME RULES

  1. If regulation ends in a tie, overtime must be played whenever required by the tournament match format.
  2. Each overtime period consists of six rounds under the MR3 format.
  3. Teams switch sides after three rounds.
  4. Each team starts overtime with $12,500.
  5. If the score remains tied after an overtime period, additional overtime periods must be played using the same settings.
  6. Overtime continues until a winner is determined.

12. PLAYER SETTINGS AND GAME FILES

  1. Players must use legitimate game files and permitted competitive settings.
  2. The cl_showpos command must be set to 0.
  3. Scripts and macros that automate gameplay actions are prohibited, except for explicitly permitted buy scripts.
  4. Unauthorized custom HUDs, radar modifications, sprites, scoreboard modifications, and other visual modifications are prohibited.
  5. System overlays are prohibited except for approved FPS-only displays.
  6. Weapon skins are permitted.
  7. Agent skins are prohibited.
  8. Players must not use external software, modified files, or configurations that provide an unfair competitive advantage.
  9. Administrators may require players to demonstrate compliance with these rules.
  10. Referees may request the removal of any unauthorized software or configuration before a match begins.

13. CHEATING, EXPLOITS, AND BUG ABUSE

  1. Cheats, hacks, aimbots, wallhacks, unauthorized scripts, and other forms of unfair assistance are strictly prohibited.
  2. Exploiting map geometry, unintended boosts, visual bugs, or unintended game mechanics to gain an advantage is prohibited.
  3. Players must not intentionally abuse game bugs or server vulnerabilities.
  4. Any suspected cheating or exploit abuse must be reported to tournament administrators.
  5. Administrators may review demos, server logs, screenshots, recordings, and other relevant evidence.
  6. Confirmed cheating may result in immediate disqualification.
  7. Attempted cheating, deliberate match manipulation, and repeated exploit abuse may result in additional tournament sanctions.

14. ANTI-CHEAT AND ACCOUNT SECURITY

  1. All players must comply with the tournament’s anti-cheat requirements and applicable FACEIT rules.
  2. Players must use their own eligible accounts and complete any required verification.
  3. Account sharing, ban evasion, impersonation, and unauthorized account use are prohibited.
  4. Players must not bypass or interfere with anti-cheat software.
  5. An account or anti-cheat restriction may result in suspension from participation when the applicable tournament or platform rules require it.
  6. Any additional suspension must be imposed under the applicable rules and by an organization with the authority to enforce it.

15. TEAM COMMUNICATION AND COACHING

  1. Players may use authorized in-game team communication during matches.
  2. Unauthorized communication with outside individuals during live rounds is prohibited.
  3. Each team may register one coach.
  4. Coaches may communicate with players only during authorized tactical timeouts, half-time breaks, and between maps.
  5. Coaches may not communicate with players during live rounds unless the tournament rules explicitly permit it.
  6. Voice communications may be recorded for integrity monitoring and dispute resolution.
  7. Stream sniping and using broadcast information to gain an advantage are strictly prohibited.
  8. Any attempt to obtain unauthorized information about opponents’ positions, strategies, or communications may result in penalties.

16. CHAT AND PLAYER CONDUCT

  1. All participants must behave professionally and respectfully toward opponents, referees, administrators, and tournament staff.
  2. Harassment, discrimination, threats, hate speech, and abusive conduct are prohibited.
  3. Excessive chat spam, intentional disruption, and attempts to provoke or intimidate opponents are prohibited.
  4. Players must comply with reasonable administrative instructions.
  5. Unsportsmanlike conduct may result in a warning, round penalty, map forfeiture, match forfeiture, or disqualification.
  6. The severity of a penalty depends on the nature, intent, and impact of the violation.

17. STREAMING AND RECORDINGS

  1. The organizer may broadcast or record tournament matches.
  2. Teams and players must comply with any broadcast, stream-delay, and content requirements published by the organizer.
  3. Stream sniping and the use of broadcast information for competitive advantage are prohibited.
  4. Players must not interfere with official broadcasts or recordings.
  5. Match demos and recordings may be reviewed for investigations, protests, and disciplinary decisions.
  6. Participants must preserve relevant evidence when a rule violation or dispute is reported.

18. MATCH RESULTS AND PROTESTS

  1. Match results must be reported through the designated tournament channel or platform.
  2. Team captains or registered representatives are responsible for confirming results.
  3. Any protest must be submitted within 15 minutes of the match ending.
  4. A valid protest must identify the match, describe the alleged violation, and include available supporting evidence.
  5. Protests submitted after the deadline may be rejected unless the administration determines that exceptional circumstances justify a review.
  6. Administrators may review demos, screenshots, server records, and witness statements before issuing a decision.
  7. Teams must not delay subsequent matches by submitting unsupported or repetitive protests.
  8. Referee decisions are final unless the tournament administration announces an official appeal procedure.

19. PRIZES AND DISQUALIFICATION

  1. Prize amounts, distribution, eligibility, and payment procedures must be announced through official tournament channels.
  2. Teams are responsible for providing accurate information required for prize distribution.
  3. A team or player disqualified for cheating, match manipulation, impersonation, or another serious violation may lose eligibility for tournament prizes.
  4. Prize disputes must be submitted to the tournament administration through official communication channels.
  5. Prize payments are subject to completion of any required verification and compliance procedures.
  6. The administration may withhold a disputed prize while a formal investigation is in progress.

20. PENALTIES AND ADMINISTRATIVE AUTHORITY

Depending on the severity and frequency of a violation, the tournament administration may impose:

  1. An official warning.
  2. A requirement to correct a violation before play continues.
  3. A round penalty.
  4. A map forfeiture.
  5. A match forfeiture.
  6. Tournament disqualification.
  7. Referral to the relevant platform or governing organization where appropriate.

The administration will consider the available evidence, the seriousness of the violation, and its impact on competitive fairness when determining a penalty.

21. FINAL PROVISIONS

  1. Participation in the tournament constitutes acceptance of this rulebook.
  2. All teams and players are responsible for understanding and following the published rules.
  3. The tournament administration may issue clarifications or amendments when necessary to protect fairness, integrity, and operational continuity.
  4. Official amendments must be communicated through the tournament’s designated channels.
  5. Matters not explicitly covered by this rulebook will be resolved by the tournament administration in accordance with competitive fairness and the applicable platform rules.
  6. The tournament administration’s decisions are binding for the purposes of the event.

Official Organizer: Sky Den Games
Game Title: Counter-Strike 2
Tournament Format: Group Stage + Double-Elimination Playoffs
Platform: FACEIT
Server Region: Europe

 

Click to read roles