CALL OF DUTY 5V5 VARIANT RULES

NOTE
The administration team reserve the right to overrule any pre-stated tournament rules at any given point if deemed necessary.

ELIGIBILITY
This tournament is open to players of any age and any nationality.

ROSTERS
Minimum & Maximum Players
When registering for a tournament, team captains must select the minimum number of players required to compete in that tournament, indicated on the tournament sign up module. Team captains will not be able to select more than the maximum number of players indicated on the tournament sign up module.

Player Eligibility
Only players listed on the Match Fixture page are eligible to play in tournament matches. It is both team’s responsibility to verify the eligibility of all players playing in the match prior to starting a match. By allowing the match to start, both teams agree that the players in the lobby when the match is started are allowed to participate in the whole match series, even if some of the players in the lobby are not listed on the Match Fixture page.

If the opposing team has an ineligible player present, you must tell the opposing team to replace that player with an eligible player. You must have given the team the required fifteen (15) minutes from match start time to substitute their ineligible player(s). If the ineligible player shows up between maps/rounds, you must give the team the required ten (10) minutes to replace their ineligible player. If the team does not substitute their ineligible player, do not start the match or allow the match to be started.

Pickups
Teams are not permitted to use a pickup at any point in a match. A pickup is defined as someone who is not listed on the Match Fixture page.

Game IDs
All Game IDs on a team’s roster must be valid. Spelling, spaces and characters must be exact, but do not need to be case sensitive.

Roster Lock
User game ID’s are stored when tournament brackets are generated, meaning that any changes made to a user’s game ID after a tournament has started will not be reflected for that specific tournament.

CONTROLLER SETTINGS
Players are responsible for ensuring that their controller configuration is correct at all times.

GAME TYPES

Hardpoint               Uplink           Search & Destroy           Capture the Flag
Breach                      Breach          Breach                                Breach
Evac                          Evac               Evac                                    Evac
Fringe                       Fringe           Fringe                                Fringe
Stronghold               Infection      Hunted                              Stronghold
                                                         Infection
                                                         Redwood
                                                         Stronghold

MATCH SETTINGS
All matches are to be played using the following settings:
General Settings
Pre-Match Timer 30 Seconds
Pre Round Timer 5 Seconds
Mini-Map Normal
Explosive Delay Disabled
Killcam Enabled
Scorestreak Dealy 15 Seconds
Score Multiplier 1

Spawn Settings
Respawn Delay See Below
Incremental Spawn Delay Disabled
Force Respawn Enabled
Wave Spawn Delay Disabled
Suicide Penalty Disabled
Team Kill Penalty Disabled

Health and Damage
Health 100%
Health Regeneration Normal
Friendly Fire Enabled
Team Kill Kick Limit Disabled
Headshots Only Disabled
Hit Indicator Enabled

Competitive Settings
Ban/ Protect Voting Enabled
Ban/ Protect Time 30 Seconds
Create a Class Edit Time 1.5 Minutes
Scorestreak Edit Time 20 Seconds
Votes Per Player 1
Specialist Draft Enabled
Draft Time 20 Seconds

Pre-Stage 3 Seconds
In-Between 3 Seconds
Post-Stage 3 Seconds
Edit Create a Class Always
Edit Scorestreak Always
Player Select Order Random
Post-Stage Shuffle None

Global Settings
Team Assignment Open
Team Change In-Game Disabled
CODcasting Disabled
3rd Person Spectating Disabled
Dynamic Map Elements Disabled
Revenge Voice Disabled
Battlechatter Disabled
Announcer Enabled

Hardpoint
Time Limit 5 Minutes
Score Limit 250 Points
Lifetime 1 Minute
Capture Time Disabled
Activation Time Delay Disabled
Locations Linear Order
Scoring Constant
Pause Time Enabled
Respawn Delay Disabled

Uplink
Round Time Limit 5 Minutes
Round Score Limit Unlimited
Round Limit 2 Rounds
Carrier Armor Normal
Carry Score 2 Points
Throw Score 1 Point
Enemy Carrier Delayed
Reset Time 15 Seconds
Respawn Delay 5 Seconds

Search & Destroy
Time Limit 1.5 Minutes
Round Wins Limit 6 Rounds
Bomb Timer 45 Seconds
Plant Time 5 Seconds
Defuse Time 7.5 Seconds
Multi Bomb Disabled
Switch Sides Every Round
Silent Plant Yes
Dog Tags Disabled
Number of Lives Per Player 1 Life

Capture the Flag
Win Rule Total Flag Captures
Time Limit 5 Minutes
Capture Limit Unlimited
Round Limit 2 Rounds
Round Wins Limit 2 Rounds
Enemy Carrier Delayed
Auto Return Time 30 Seconds
Capture Condition Flag at Base
Pickup Time Instant
Return Time Instant
Respawn Delay 7.5 Seconds

RESTRICTIONS
Secondary Weapon Restrictions
• XM-53

Equipment Restrictions
• Trip Mine
• Shock Charge
• C4

Perk Restrictions
• Ghost
• Sixth Sense
• Tracker

Scorestreak Restrictions
• UAV
• Carepackage
• H.A.T.R
• Guardian
• Hardened Sentry

MATCHES

Match Formats
Teams will play matches in the following formats, depending upon the tournament round:

Round One:          Best of 3 (First team to win 2 games wins the match.)
Quarter Finals:    Best of 3 (First team to win 2 games wins the match.)
Semi Finals:         Best of 3 (First team to win 2 games wins the match.)
Final:                     Best of 5 (First team to win 3 games wins the match.)

Default Maps

The default maps for each round are as follows:

                                Map One           Map Two                             Map Three
                                Hardpoint         Uplink/Capture the Flag   Search & Destroy
Round One:         Fringe                 Evac (Uplink)                      Breach
Quarter Finals:  Stronghold         Evac (CTF)                           Fringe
Semi Finals:        Evac Infection   (Uplink) Hunted

                   Map One       Map Two       Map Three   Map Four       Map Five
                   HP                   SND                 Uplink            CTF                  SND
Final         Fringe             Redwood        Breach            Stronghold      Evac

Match Delay
Matches must be played in their entirety unless both teams agree to delay the match. The match must still be completed before the start time & date of the next tournament round, as listed under the Tournament Schedule.
Failure to complete a match before the start time & date of the next tournament round may result in one or both teams forfeiting the match and removed from the tournament.

Teams may not delay the match for more than ten (10) minutes between each map. If a team delays the start for longer than ten (10) minutes between maps, they will forfeit that map.

Teams that delay a match for more than twenty (20) minutes will forfeit the whole match.

The team that did not delay must provide video proof showing that this ten (10) or twenty (20) minute delay did occur.

Incorrect Match Settings

It is the hosting team’s responsibility to ensure that the match settings are as outlined above in the Match Settings. If you notice that the host has the incorrect match settings, please record video proof of what is wrong, ensuring that the scores, time, incorrect rules and the players in the lobby are clearly visible and then immediately leave the game.

In the instance that the hosting team have the correct match settings and you leave the game before it is completed, the team that did not leave will receive the win for that map.

In the instance that the hosting team have the incorrect match settings and you do not leave the game before it is completed, the result of that map will stand.

The hosting team will not forfeit the map if the non hosting team does not leave the match and the map is completed.

Disconnections

Player Disconnections
If a player disconnects during the initial launch of a map, the map will be restarted from scratch. The initial launch is defined as within the first thirty (30) seconds or before the first kill is made.
If a player disconnects after the game has started, the following rules apply:

Hardpoint

The match is to continue and the and the disconnected player should be re invited back to the lobby. The match is not to be ended at any point.

Uplink

If the disconnection takes place before the end of the first half, the match is to be ended at the intermission and the host must allow ten (10) minutes for the disconnected player or another eligible player to re-join the lobby. The second half of the map is then to be played from the scores at which the game was ended. If the disconnection takes place after the end of the first half, the match is to continue and the and the disconnected player should be re invited back to the lobby. The match is not to be ended at any point in the second half.

Capture the Flag

If the disconnection takes place before the end of the first half, the match is to be ended at the intermission and the host must allow ten (10) minutes for the disconnected player or another eligible player to re-join the lobby. The second half of the map is then to be played from the scores at which the game was ended. If the disconnection takes place after the end of the first half, the match is to continue and the and the disconnected player should be re invited back to the lobby. The match is not to be ended at any point in the second half.

Search and Destroy

The match is to continue until the current round has been completed. At this point, the host must end the game and allow ten (10) minutes for the disconnected player or another eligible player to re-join the lobby. The match will resume from the score and sides at which the game was ended.
If both teams disagree over when the player disconnection took place, video proof must be provided that shows the scores and time at which the disconnection took place, as well as the players in the lobby.

Host Disconnection

If the host disconnects during the initial launch of a map, the map will be restarted from scratch. The initial launch is defined as within the first thirty (30) seconds or before the first kill is made.

If the host disconnects after 30 seconds or after a kill has been made, the hosting team will forfeit that map.

If both teams disagree over when the host disconnection took place, video proof must be provided that shows the scores and time at which the disconnection took place, as well as the players in the lobby.

Match Interruptions

If random player(s) enter the room you must tell them to leave immediately. If the player(s) leave immediately without disrupting the match, the match should continue. If the player(s) disrupt the match, the match is to be ended and resumed from the score at which the player(s) entered and played for the time remaining when the match was ended.

If both teams disagree over when the interruption took place, video proof must be provided that shows the scores and time at which the interruption took place, as well as the players in the lobby.

Forfeits

In order for a team to forfeit, the opposing team must leave or end the match immediately after they have captured proof of their accusation.

Teams will not be forfeited if the opposing team do not leave the game and the map is completed.

Teams will forfeit a map for the following reasons:

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