Match Rules

  1. Match Structure
    1. Each match will consist of one (1) Domination and one (1) Payload map.
    2. One (1) Control Point will be used for all tie-breakers.
  2. Starting a map
    1. Teams must field five (5) players at the start of the first map in order for it to be an official match.
      1. If one or both teams can’t field five (5) players at game time, the match may either be rescheduled within the current Cycle or result in forfeiture(s).
      2. Each team must have 5 players at the start of every map, otherwise maps are forfeited by the team without 5 players.
      3. Once the first map of a match has begun, teams may not reschedule any part of the match.
      4. No team is compelled to reschedule a match over accepting a forfeit.
    2. Maps may not start until both teams and casters have confirmed that they are ready.
      1. Casters must hover the drone over the button to signal they are ready to start the map.
      2. If the map is started before a team is ready, then that team must raise their arms in game to signal that the map must be restarted.
  3. Player Checks
    1. If a team has concerns about an opposing player (connectivity, cheating, offensive behavior, etc.) they may request the opposing team switch out the player during the current Buffer Period or the next Buffer Period if they first recognize the problem during a map. If the opposing team rejects the request, the requesting team may file a formal grievance.
      1. The switch must be requested either during the current Buffer Period or, if the problem was discovered during a map, the next Buffer Period.
      2. Claims of opposing player issues affecting a map outcome will be invalid if the Buffer Period after the map in question has passed and no switch request was made.
    2. Before a match begins, teams may perform a perspective check on their opponents by having them demonstrate they’re fighting gun position, to ensure their opponent is not utilizing the exploit that allows guns to block their face while not blocking their view.
      1. If their guns are blocking their face while demonstrating their fighting gun position, the player may either:
        1. Attest that they aim with their guns at actual eye level and guns therefore partially block part of their field of view, in which case, the revelation of this attestation to be untrue will carry a penalty.
        2. Place themselves in seated mode to correct the issue.
      2. A team cannot pursue a penalty for the use of this exploit unless they have first discovered the use of the exploit (in lobby or in game), demanded its use be stopped, and subsequently discovered the continued use of the exploit, or have found a player to have been lying when attesting they were not using he exploit.
  4. Buffer Periods
    1. A fifteen (15) minute period before the first map allows for players to arrive & strategize.
      1. This buffer period starts at the scheduled match time.
    2. A ten (10) minute period between maps to allow for substitutions & strategizing.
    3. If a team is not ready after the Buffer Period, the opposing team’s Designated Contact may give the offending team a one (1) minute warning, after which the ready team may compel the delayed team to gather around the button to start the map.
      1. A team without 5 players at the end of the 1 minute warning forfeits the remainder of the maps.
      2. If the delayed team refuses to gather around the button for the start of the match, the ready team may start the match anyway, and may ignore the map restart signal (raised arms) from the delayed team.
      3. A team incorrectly issuing a 1 minute warning and forced map start may face map forfeiture themselves.
  5. Once a map begins
    1. Game play will continue until the map ends (except for Match Rules 2.3.1), any player(s) who drop due to uncontrollable circumstances (technical issues, personal emergencies) may be substituted for from the team’s roster.
  6. Once a map ends
    1. Players must remain in the Podium Lobby until they arrive back in the Main Lobby to allow for documentation of game stats. Failure to do so may result in a one (1) game suspension.
    2. The next buffer period starts once the teams are back in the Main Lobby.
  7. Scoring
    1. Matches are played first to two (2) map wins.
      1. If after two (2) maps each team has one (1) win, the tiebreaker is played.
    2. Draws on Domination maps will utilize the game’s sudden death mode.
    3. Payload map draws are decided by the time remaining.
      1. Whichever team reaches goal with more time remaining on the clock wins the map.
      2. If both teams end with the same time remaining, highest total team score will be used to determine the winner followed by highest total team kills.
    4. A Winning Team Captain is responsible for posting the match outcome to the Dash League discord channel #match-archive with the following format:
      1. Team vs Team
        Date
        Stream link

        Map Name*
        Total Time Played (time remaining for each team if payload)
        Screenshot of final scoreboard

        * Repeat Map Name section for each map played
    5. Both teams are required to be able to produce end of map scoreboards for record keeping after a match. If the match is not cast and neither team can provide scoreboards, no data is able to be entered, and will therefore result in a double forfeit (teams may attempt to replay this match during the current cycle to avoid forfeits).
      1. In the case a match is cast and the caster as well as teams forget to get scoreboards, score allotment will consist of adding 100 points per kill to a player’s score for any additional kill since the last time player scores were seen on stream. If scores were never shown on screen, players will all receive 100 points per kill as their scores.
  8. Live Casting
    1. When a live cast team is available and willing to live cast a match, teams cannot refuse to have their match streamed.
    2. In the event no one is available to live cast a match, each team must have at least one (1) member recording their POV and keep the video saved until the off-season.
      1. These recordings must be made available for use in grievance proceedings if requested.
  9. Tampering
    1. Any tampering with match outcomes (throwing matches for example) will result in penalties and the possible expulsion of the team(s) involved from the league.