14. Tom Clancy’s Rainbow Six: Siege

14.1. Anti-Cheat

No additional anti-cheat is required for official matches.

14.2. Match Procedure

14.2.1. Series Lengths

Matches are to be played home/away in the preseason and regular season, best of 3 in the postseason and Open grand finals, and best of 5 in Major/Summer Invitational grand finals.

14.2.2. Game Settings

The match lobby should be hosted by the lower seed team. All matches should be played with the following rules:

  • Playlist Type: Normal Mode

  • Map Selection: To be determined by map veto in accordance with the tournament stage series length in 14.2.1. and the corresponding map veto procedure in the sub-rules of 14.2.3.

  • Time of the Day: Day

  • HUD Settings: Pro League

  • Server Type: Dedicated Server

  • Match Settings

    • Number of Bans: 4

    • Ban Timer: 20

    • Number of Rounds: 12

    • Attacker/Defender Role swap: 6

    • Overtime Rounds: 3

    • Overtime Score Difference: 2

    • Overtime Role Change: 1

    • Objective Rotation Parameter: 2

    • Objective Type Rotation: Rounds Played

    • Attacker Unique Spawn: On

    • Pick Phase Timer: 15

    • 6TH Pick Phase: On

    • 6TH Pick Phase Timer: 15

    • Reveal Phase Timer: 5

    • Damage Handicap: 100

    • Friendly Fire Damage: 100

    • Injured: 20

    • Sprint: On

    • Lean: On

    • Death Replay: Off

  • Game Mode: Bomb

    • Plant Duration: 7

    • Defuse Duration: 7

    • Fuse Time: 45

    • Defuser Carrier Selection: On

    • Preparation Phase Duration: 45

    • Action Phase Duration: 180

  • Data Center: To be determined by server veto in 14.2.4.

  • Voice Chat: Team Only

In the event that incorrect settings are loaded onto the server, the match should be stopped and restarted, previously played maps in the series will not count if they were played with incorrect settings.

14.2.3. Map Veto

Teams will take turns banning maps from the map pool listed in 14.2.5. The higher seeded team will have the ability to decide which team will act as Team 1 and which will act as Team 2.

14.2.3.1. Home/Away

Teams will ban maps until there are three remaining, starting with Team 1. From those remaining three maps Team 1 will determine which one of those is to be played first. Team 2 then determines which map will be played second. The third map will be discarded and not played.

14.2.3.2. Best of Three

Teams will pick/ban in the following format:

  • Team 1 bans a map

  • Team 2 bans a map

  • Team 1 picks the first map

  • Team 2 picks their starting side on the first map

  • Team 2 picks the second map

  • Team 1 picks their starting side on the second map

  • Team 1 bans a map

  • Team 2 bans a map

  • The remaining map is the third map, with starting side determined by default side selection settings

14.2.3.3. Best of Five

Teams will pick/ban in the following format:

  • Team 1 bans a map

  • Team 2 bans a map

  • Team 1 picks the first map

  • Team 2 picks their starting side on the first map

  • Team 2 picks the second map

  • Team 1 picks their starting side on the second map

  • Team 1 picks the third map

  • Team 2 picks their starting side on the third map

  • Team 2 picks the fourth map

  • Team 1 picks their starting side on the fourth map

  • The remaining map is the fifth map, with starting side determined by default side selection settings

14.2.4. Server Veto

The following data centers are permitted for use in official matches:

  • US East (eus)

  • US Central (cus)

  • US South Central (scus)

  • US West (wus)

If teams are unable to come to an agreement on a data center to play on, the following server veto will be used:

  • The higher seeded team bans one data center

  • The lower seeded team bans one remaining data center

  • The higher seeded team picks one remaining data center on which the match will be played

14.2.5. Maps

The map pool includes the following:

  • Bank

  • Border

  • Club House

  • Coastline

  • Consulate

  • Kafe Dostoyevsky

  • Villa

14.3. Restrictions

14.3.1. Operators

New operators are prohibited from use in official matches until they are available without owning the current Year Pass. All other operators are permitted for use in official matches unless they are disabled in the Competitive mode.

14.3.2. Illegal Actions

Any actions that result in an unfair advantage are illegal. The following actions are considered illegal in official play:

  • Exploits as outlined in rule 5.2.2.

  • Abusing re-host or player disconnects

  • Spawn Killing

    • Killing someone immediately after spawning that has not moved out of cover will be considered spawn killing. Killing someone who has already moved out of cover or is spawn rushed is not considered spawn killing.

14.4. Stoppage of Play

Intentionally disconnecting during the match is strictly prohibited. A player who disconnects for any reason more than three times may face penalty at the administrators discretion. If a player drops from the server during a match, the round will continue uninterrupted until the end of the round. The round is considered as started at the first second of the preparation phase. After the round has been completed, the player who disconnected will be allowed to rejoin the server. The match is considered “live” when the first round has started. At least 4 players need to remain and the match needs to be played until the match ends and a winner is decided. If this is not possible due to connections issues, it will be considered as a forfeit in favor of the team who is able to have the required number of players in the server. If a team leaves the server without informing their opponent, the team risks forfeiting the match.

Each team can have the server re-hosted once per match, so long as the first round in a game has not been completed or first blood has not yet occured. In the event that a match is rehosted, each player must select the same settings as they picked at the start of the original game. If problems persist with regards to a player disconnecting after the server has already been re-hosted, the team must play the remainder of the match with the remaining 4 players.

14.5. Player Count

Both teams participating in a match must provide 5 players at the beginning of the first game, and 4 for each consecutive game. During a game, if a team should lose 2 players that have disconnected with the intention of no longer playing in the match at the same time, that team will forfeit the remainder of the game to the opposing team. If a team is not able to field the required amount of players for additional games in the series, then they will forfeit the remainder of the match.