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one (1) Domination
one (1) Payload map
One (1) Control Point
be used for all tie-breakers.
Starting a map
five (5) players
at the start of the
in order for it to be an official match.
If one or both teams
field five (5) players at game time, the match
either be rescheduled within the current
or result in forfeiture(s).
Each team must have 5 players at the start of every map, otherwise maps are forfeited by the team without 5 players.
Once the first map of a match has begun, teams may not reschedule any part of the match.
No team is compelled to reschedule a match over accepting a forfeit.
start until both teams and casters have confirmed that they are ready.
hover the drone over the button to signal they are ready to start the map.
If the map is started before a team is ready, then that team
raise their arms in game to signal that the map
If a team has concerns about an opposing player (connectivity, cheating, offensive behavior, etc.) they
request the opposing team switch out the player during the current
or the next
if they first recognize the problem during a map. If the opposing team rejects the request, the requesting team
file a formal
be requested either during the current
or, if the problem was discovered during a map, the next
Claims of opposing player issues affecting a map outcome
be invalid if the
after the map in question has passed and no switch request was made.
Before a match begins, teams
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.
If their guns are blocking their face while demonstrating their fighting gun position, the player
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
carry a penalty.
Place themselves in seated mode to correct the issue.
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.
fifteen (15) minute
period before the
allows for players to arrive & strategize.
This buffer period starts at the scheduled match time.
ten (10) minute
maps to allow for substitutions & strategizing.
If a team is not ready after the
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.
A team without 5 players at the end of the 1 minute warning forfeits the remainder of the maps.
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.
A team incorrectly issuing a 1 minute warning and forced map start may face map forfeiture themselves.
Once a map begins
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)
be substituted for from the team’s roster.
Once a map ends
remain in the
until they arrive back in the
to allow for
of game stats. Failure to do so
result in a one (1) game suspension.
The next buffer period starts once the teams are back in the
Matches are played first to
two (2) map wins
two (2) maps
each team has
one (1) win
, the tiebreaker is played.
utilize the game’s sudden death mode.
map draws are decided by the time remaining.
Whichever team reaches goal with more time remaining on the clock
wins the map
If both teams end with the same time remaining, highest total team score
be used to determine the winner followed by highest total team kills.
Winning Team Captain
is responsible for posting the match outcome to the
with the following format:
Team vs Team
Total Time Played (time remaining for each team if payload)
Screenshot of final scoreboard
* Repeat Map Name section for each map played
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).
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.
When a live cast team is available and willing to live cast a match, teams
refuse to have their match streamed.
In the event no one is available to live cast a match, each team
have at least one (1) member recording their POV and keep the video saved until the off-season.
be made available for use in grievance proceedings if requested.
Any tampering with match outcomes (throwing matches for example)
result in penalties and the
expulsion of the team(s) involved from the league.
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Updated on June 12, 2021
Dash League Network