
Game: Counter-Strike 2
Tournament Format: Group Stage + Double-Elimination Playoffs
Online Platform: FACEIT
Server Region: Europe
1. GENERAL RULES
- All matches must be played in Counter-Strike 2 according to this rulebook and the official tournament schedule.
- All participants must comply with the rules, instructions, and decisions of tournament administrators and referees.
- Teams are responsible for their players’ eligibility, conduct, equipment, internet connection, and compliance with tournament requirements.
- Deliberate rule violations, match manipulation, cheating, and attempts to gain an unfair competitive advantage are strictly prohibited.
- Tournament administrators have the authority to investigate violations, review match evidence, issue penalties, and resolve disputes.
2. PLAYER ELIGIBILITY AND TEAM ROSTERS
- Each team may register a maximum of six players: five starting players and one substitute.
- Each player must have at least 100 hours of Counter-Strike playtime.
- All players must compete using their own registered Steam and FACEIT accounts.
- Account sharing, impersonation, unauthorized account use, and participation under another player’s identity are prohibited.
- Only registered and approved players may participate in official matches.
- Substitutions must be reported to tournament administrators at least one hour before the scheduled match.
- A substitute may replace a registered player only after administrator approval.
- Players may not represent multiple teams in the same tournament.
- Once a match begins, roster changes are prohibited unless explicitly authorized by the tournament administration.
3. TEAM CAPTAINS AND REPRESENTATIVES
- Each team must designate one captain or official representative.
- The representative is responsible for check-in, roster confirmation, communication with administrators, map vetoes, match results, and formal protests.
- Teams must monitor official tournament communication channels throughout the competition.
- Administrative instructions must be followed promptly.
- 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
- The Group Stage is used to determine which teams advance to the Playoffs and their placement in the bracket.
- All Group Stage matches are played as BO1 (Best of One).
- Group standings are determined by points. If two or more teams are tied on points, the following tiebreakers are applied in order:
- Head-to-head result.
- Total Round Win Count.
- Kill/Death Ratio.
- If the teams remain tied after all listed criteria, a tiebreaker match will be played to determine the final standing.
- If the tournament has exactly 16 teams, all 16 teams advance from the Group Stage to the Playoffs.
- If more than 16 teams participate, two-thirds of the teams in each group advance to the Playoffs.
- 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.
- The remaining qualified teams advance to the Playoffs and are placed according to their Group Stage standings and the tournament bracket.
Playoffs – Double Elimination
- The Playoff Stage is played in a Double-Elimination format.
- All Playoff matches are BO3 (Best of Three), except for the Grand Final.
- The Grand Final is played as BO5 (Best of Five).
- A team is eliminated from the Playoffs after losing a match in the Lower Bracket.
- The Grand Final determines the tournament champion.
5. CHECK-IN AND MATCH SCHEDULE
- Teams must complete check-in at least 30 minutes before their scheduled match.
- All five starting players must be present and ready at least 10 minutes before the scheduled start time.
- Teams must join the designated match server using the instructions provided by tournament administrators.
- A team that fails to appear within 20 minutes of the scheduled start time may forfeit the match.
- Teams must immediately report scheduling conflicts or technical problems to the administration.
- Match delays, rescheduling, or extensions are permitted only with administrator approval.
- Teams may not independently postpone, cancel, or reschedule a match.
6. MAP POOL AND VETO PROCEDURE
- The tournament uses the official Counter-Strike 2 Active Duty map pool in effect at the time of the event.
- The applicable map pool and veto order must be published before the tournament begins.
- Map vetoes must be conducted by the designated team representatives through the official tournament channel or approved veto system.
- Each team must complete its bans and picks in the prescribed order.
- In BO1 matches, teams alternate banning maps until one map remains.
- In BO3 matches, teams alternate bans and picks according to the published veto sequence, with the remaining map serving as the decider where applicable.
- In BO5 matches, teams follow the published BO5 veto sequence until five maps have been selected.
- Once confirmed, map selections cannot be changed without administrator approval.
- 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 |
- Matches must be played on the server and platform designated by the tournament administration.
- Players may not change server settings or use unauthorized commands.
- Server configuration must remain consistent for both teams.
- Any configuration discrepancy must be reported before the match begins.
- Administrators may pause or restart a match to correct a verified server configuration error.
8. MATCH START, NO-SHOWS, AND DISCONNECTIONS
- A match may begin only when both teams have five eligible players ready.
- If a team cannot field five players by the applicable deadline, the referee may award a forfeit.
- A no-show may be recorded as a 0–3 forfeit result for administrative purposes.
- A forfeit result does not change the match format or override the tournament bracket.
- If a player disconnects during a round, the round must continue unless the referee authorizes a pause.
- The affected team must notify the referee immediately.
- 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.
- Repeated disconnections, deliberate abandonment, or refusal to continue may result in a forfeit.
- Players must not disconnect intentionally to interrupt play or avoid an unfavorable situation.
9. TACTICAL AND TECHNICAL PAUSES
- Each team is entitled to four tactical timeouts per map.
- Each tactical timeout lasts 30 seconds.
- Tactical timeouts must be initiated through the permitted in-game system or approved procedure.
- Technical pauses may be requested for genuine technical problems, including server issues, game crashes, or player connection failures.
- Technical pauses require referee approval and may last up to 15 minutes.
- The referee may authorize an extension when exceptional circumstances justify it.
- Teams must not use technical pauses to obtain an unfair advantage, disrupt opponents, or manipulate match timing.
- Players must remain available and follow referee instructions throughout a pause.
- Unauthorized pauses or deliberate interruptions may result in penalties.
10. GAME INTERRUPTIONS AND ROUND RESTORATION
- Only an authorized referee may order a match restart, round restoration, or server recovery.
- A verified critical interruption during the first three rounds may result in the map being restarted from 0–0.
- After the first three rounds, the referee may restore the match using an available server backup corresponding to the last valid freeze time.
- Round restoration depends on the availability and integrity of server backups.
- If a valid restoration is impossible, the referee will determine the fairest resolution based on available evidence and the circumstances of the interruption.
- Teams must not independently restart, restore, or alter a match.
- Referee decisions concerning interruptions must be communicated to both teams before play resumes.
11. OVERTIME RULES
- If regulation ends in a tie, overtime must be played whenever required by the tournament match format.
- Each overtime period consists of six rounds under the MR3 format.
- Teams switch sides after three rounds.
- Each team starts overtime with $12,500.
- If the score remains tied after an overtime period, additional overtime periods must be played using the same settings.
- Overtime continues until a winner is determined.
12. PLAYER SETTINGS AND GAME FILES
- Players must use legitimate game files and permitted competitive settings.
- The cl_showpos command must be set to 0.
- Scripts and macros that automate gameplay actions are prohibited, except for explicitly permitted buy scripts.
- Unauthorized custom HUDs, radar modifications, sprites, scoreboard modifications, and other visual modifications are prohibited.
- System overlays are prohibited except for approved FPS-only displays.
- Weapon skins are permitted.
- Agent skins are prohibited.
- Players must not use external software, modified files, or configurations that provide an unfair competitive advantage.
- Administrators may require players to demonstrate compliance with these rules.
- Referees may request the removal of any unauthorized software or configuration before a match begins.
13. CHEATING, EXPLOITS, AND BUG ABUSE
- Cheats, hacks, aimbots, wallhacks, unauthorized scripts, and other forms of unfair assistance are strictly prohibited.
- Exploiting map geometry, unintended boosts, visual bugs, or unintended game mechanics to gain an advantage is prohibited.
- Players must not intentionally abuse game bugs or server vulnerabilities.
- Any suspected cheating or exploit abuse must be reported to tournament administrators.
- Administrators may review demos, server logs, screenshots, recordings, and other relevant evidence.
- Confirmed cheating may result in immediate disqualification.
- Attempted cheating, deliberate match manipulation, and repeated exploit abuse may result in additional tournament sanctions.
14. ANTI-CHEAT AND ACCOUNT SECURITY
- All players must comply with the tournament’s anti-cheat requirements and applicable FACEIT rules.
- Players must use their own eligible accounts and complete any required verification.
- Account sharing, ban evasion, impersonation, and unauthorized account use are prohibited.
- Players must not bypass or interfere with anti-cheat software.
- An account or anti-cheat restriction may result in suspension from participation when the applicable tournament or platform rules require it.
- 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
- Players may use authorized in-game team communication during matches.
- Unauthorized communication with outside individuals during live rounds is prohibited.
- Each team may register one coach.
- Coaches may communicate with players only during authorized tactical timeouts, half-time breaks, and between maps.
- Coaches may not communicate with players during live rounds unless the tournament rules explicitly permit it.
- Voice communications may be recorded for integrity monitoring and dispute resolution.
- Stream sniping and using broadcast information to gain an advantage are strictly prohibited.
- Any attempt to obtain unauthorized information about opponents’ positions, strategies, or communications may result in penalties.
16. CHAT AND PLAYER CONDUCT
- All participants must behave professionally and respectfully toward opponents, referees, administrators, and tournament staff.
- Harassment, discrimination, threats, hate speech, and abusive conduct are prohibited.
- Excessive chat spam, intentional disruption, and attempts to provoke or intimidate opponents are prohibited.
- Players must comply with reasonable administrative instructions.
- Unsportsmanlike conduct may result in a warning, round penalty, map forfeiture, match forfeiture, or disqualification.
- The severity of a penalty depends on the nature, intent, and impact of the violation.
17. STREAMING AND RECORDINGS
- The organizer may broadcast or record tournament matches.
- Teams and players must comply with any broadcast, stream-delay, and content requirements published by the organizer.
- Stream sniping and the use of broadcast information for competitive advantage are prohibited.
- Players must not interfere with official broadcasts or recordings.
- Match demos and recordings may be reviewed for investigations, protests, and disciplinary decisions.
- Participants must preserve relevant evidence when a rule violation or dispute is reported.
18. MATCH RESULTS AND PROTESTS
- Match results must be reported through the designated tournament channel or platform.
- Team captains or registered representatives are responsible for confirming results.
- Any protest must be submitted within 15 minutes of the match ending.
- A valid protest must identify the match, describe the alleged violation, and include available supporting evidence.
- Protests submitted after the deadline may be rejected unless the administration determines that exceptional circumstances justify a review.
- Administrators may review demos, screenshots, server records, and witness statements before issuing a decision.
- Teams must not delay subsequent matches by submitting unsupported or repetitive protests.
- Referee decisions are final unless the tournament administration announces an official appeal procedure.
19. PRIZES AND DISQUALIFICATION
- Prize amounts, distribution, eligibility, and payment procedures must be announced through official tournament channels.
- Teams are responsible for providing accurate information required for prize distribution.
- A team or player disqualified for cheating, match manipulation, impersonation, or another serious violation may lose eligibility for tournament prizes.
- Prize disputes must be submitted to the tournament administration through official communication channels.
- Prize payments are subject to completion of any required verification and compliance procedures.
- 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:
- An official warning.
- A requirement to correct a violation before play continues.
- A round penalty.
- A map forfeiture.
- A match forfeiture.
- Tournament disqualification.
- 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
- Participation in the tournament constitutes acceptance of this rulebook.
- All teams and players are responsible for understanding and following the published rules.
- The tournament administration may issue clarifications or amendments when necessary to protect fairness, integrity, and operational continuity.
- Official amendments must be communicated through the tournament’s designated channels.
- Matters not explicitly covered by this rulebook will be resolved by the tournament administration in accordance with competitive fairness and the applicable platform rules.
- 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
