Rainbow 6 Siege Game Rules

Description

Game Information

Game Format:  TDM – Bomb

Match format: Best of 3 Games (5 points win, 2 points Draw, 0 points Loss)

Fielded players: 5
Players per team: 5
Reserves per team: Recommended 3
Roster Lock: ON (Transfer windows will be provided)

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Please join up Team Captains to  – https://discord.gg/D7jgqCM

To contact on more information on tournaments or hosting of tournaments – Info@ravingmadgmerz.com

 

Tournament Format:

Qualifier – Round 1 – 5 Week random seed round robin

Divisional Play – Round 2 – 7 – 9 week Round robin (Team Dependent)

Playoffs – Double elimination held at Nu metro, unless online only, then no playoff rounds will be done

Requirements – no limit on teams registrations

 

Match Rules

  • All matches must be played in their entirety unless both teams agree to postpone or cancel the match with notifying RMGZ 4 hours prior.
  • Map ban system will be used, all maps banned shall be from the map pool, top of the leaderboard shall do the first ban.
  • Should the score end up 1-1, for the final map, the team with the most map score shall choose to attack or defend first. (Normal mode only)
  • A “Lag Test” is not required unless the non-hosting team requests one be completed. This is a test round that doesn’t count and uses the standard game settings that will be used during the match. For the lag test, a map that is not scheduled for play must be used. If the game lags during this test, a new host must be chosen. If both teams cannot agree on an acceptable host, a ticket must be submitted by both teams to cancel the match.
  • Teams may not delay the match for more than 5 minutes between each round/map. A round is defined as a stopping point during the match when match settings may be altered, and/or players may switch sides or change equipment.
  • Hosting Rules: The higher ranked team on the ladder will host first map. The lower ranked team will host second map. Hosting will alternate between both teams until the final map in which the team with the most combined round wins from all prior maps will host the final map. In the event of both teams being unranked the team with the Team ID closest to 1 will serve as the higher ranked team. In the event of combined tied rounds the team who is closest to #1 on the ladder will host the final map. The team that is not hosting gets to choose which side to start on.
  • Disconnection Clarification: The preparation phase is included in the first 30 seconds of the game.
  • Exploit Clarification: Using Castle Armor Panel with Deplorable Shield is a loss of that round for the Defenders. Spawn Killing is a loss for that round of Defenders,  attackers will be given 5 seconds to move out of spawn but may be killed if they have grappled onto a wall or are inside the building.
  • New Operators: The New Operators are allowed for use at this time long as everyone has access to them, unless specifically banned in the specific operator rules.
  • Defence Locations: In the event a game has to be ended and restarted, a team may not choose the same Defend point on their next defense attempt if they successfully defended it. In example, if a team successfully defends Master Bedroom on House and the game has to be restarted, that team may not choose that location on their next defense attempt. Violation will result in the loss of that round.

 

Cup Specific Rules

 

Game Settings for Pick And Ban System Tournaments

  • All matches will be played with 5 players per team in a Bo3

Game settings

All matches have to be played with the following settings:

Playlist settings

  • Playlist Type: Normal Mode
  • Server Type: Dedicated Server
  • Voice Chat: Team Only
  • Time of the Day: Day
  • HUD Settings: Pro League

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
  • Defuse Carrier Selection: On
  • Preparation Phase Duration: 45
  • Action Phase Duration: 180

Operators

  • Amaru and Goyo are not allowed to be used!
  • All other operators are allowed.

Map pool

  • Bank
  • Border
  • Club House
  • Coastline
  • Consulate
  • Kafe Dostoyevsky
  • Villa

Not allowed:

  • using a Mira shield to boost
  • standing on a window ledge undetected
  • shield boosting on to undetected window ledge
  • one-way shots
  • shooting through what should be non-destructible walls/floors/ceilings/objects
  • glitching through walls, objects, surfaces etc at any moment
  • blocking window vaulting with a destructible shield
  • placing a Valk cam in a place where it can’t be destroyed
  • placing a Maestro’s Evil Eye on Alibi’s decoy.

Using these glitches/bugs will result in a round loss for the team that uses it, further penalties if used again by the same team during the tournament.

 

 Spawn killing

Spawn killing which results in a kill of an attacker during the first 2 seconds of action phase is not allowed.

Doing so will result in a round loss for the defending team.

Any kills happening after 2 seconds within the action phases are legal

 

Bugs/Glitches

Below is a list of known intended and unintended game mechanics. Any situations that arise and are not specified below will be dealt with on a case by case basis. In general, common sense will be applied.

Not allowed:

  • using a Mira shield to boost
  • standing on a window ledge undetected
  • shield boosting on to undetected window ledge
  • one-way shots
  • shooting through what should be non-destructible walls/floors/ceilings/objects
  • glitching through walls, objects, surfaces etc at any moment
  • blocking window vaulting with a destructible shield
  • placing a Valk cam in a place where it can’t be destroyed
  • placing a Maestro’s Evil Eye on Alibi’s decoy.

Using these glitches/bugs will result in a round loss for the team that uses it, further penalties if used again by the same team during the tournament.

Allowed Actions:

  • any position that you can get to and out of without glitching through walls/objects/surfaces, and you can be seen and shot at normally
  • shield boosting
  • standing on a window ledge and being detected
  • shield boosting onto a detected window ledge
  • Hibana and Thermite charges can be placed anywhere
  • using a teammate to boost
  • long-arming
  • using equipment or defusing through a destructible surface
  • destroying the whole floor of a bomb spot so the enemy team can not plant the defuser
  • smoke through wall

The tournament directions reserve the right, also retroactively, to add more bugs to the list of explicitly allowed bugs.