Rules

Go4Halo North America Cup #28 powered by Scuf Gaming

Last change: 18.05.2017 23:04

These are the rules for the Go4Halo North America Cup #28 powered by Scuf Gaming. We make every effort to ensure the rules are complete and up to date but this may not always be the case. You should also check the Info Page and News for additions, exceptions and modifications that may apply. The rules are a guideline and the decisions by admins may differ from them depending on the circumstances. If you have any questions about the rules, please write a support ticket.

1. Go4Halo Series Presented by Scuf Rules and Format

This document outlines the official rule set for the Go4Halo presented by Scuf. In addition, the global ESL rule set regarding player conduct and other topics applies.

1.1. Player Eligibility

In order to participate in the Go4Halo by Scuf, you must meet the following requirements: You must be a registered player on the ESL website. You must have an active Xbox Live account in good standing and add it to your profile. You must be a legal resident of the United States, Canada or Mexico or reside in one of these territories for the duration of the competition. You must be 16 years of age, and must have permission from a parent or guardian if under 18 years of age. If you do not not meet these requirements, you will be deemed ineligible. ESL reserves the right to run checks of a player’s gamertag to determine the location of players that are competing. Also, ESL may request a copy of personal identification and travel documentation to verify that these requirements are met.

1.2. Teams

Team Size Eligible players may only compete in the Go4Halo Series with one team. Teams must consist of at least four (4) players. Teams are allowed (but not required) to have an additional fifth member. At no point in time can a team have more than five team members. For more details on removing and adding players to your team, see “Team Registration”. The fifth player is allowed to serve as a substitute to the main roster. If a substitution is needed, it must be made before or after a series. A substitution cannot be made during a series. Unless circumstances warrant a change, ESL views the original creator of the team account as the owner of that team account. Team and Player Names ESL reserves the right to edit Nicknames and/or URL aliases. Team or player names that are too similar to that of another team or player are subject to be changed by ESL. For more information on team and player names, please refer to the ESL Global Ruleset section 3.1.2. “Nicknames, Team Names and URL Aliases.” If a team name has been wrongly seized, please file a support ticket with proof of ownership of the name. Team and player information will not be allowed to change once a cup has begun. This includes gameaccounts and team names. Step 1: Create your team under http://esl.gg/create-team. You must add a team logo to be eligible to compete in Go4Halo Cups. Step 2: Invite your team members. Designate the appropriate team roles to your members (Go to “Team Admin Center” → “Team Permissions”). Step 3: If you would like to participate in any of the cups, sign your team up for the Go4 via the Cup page. Then, simply sign your team up for the respective cup.

Only registered team members are allowed to play for a team. Playing in any Go4Halo competition with a ringer is prohibited. (See “Ringing/Faking” in the ESL Global Rules) Players and teams must compete under their officially registered Go4Halo team names and gamertags during all official Go4 competitions.

1.3. Season Structure

The official Go4Halo by Scuf Cup schedule is outlined below:

  • May 14, 2015 8:00PM EDT Go4Halo Cup #1
  • May 21, 2015 8:00PM EDT Go4Halo Cup #2
  • May 28, 2015 8:00PM EDT Go4Halo Cup #3
  • June 04, 2015 8:00PM EDT Go4Halo Cup #4
  • June 11, 2015 8:00PM EDT Go4Halo Cup #5
  • June 18, 2015 8:00PM EDT Go4Halo Cup #6
  • June 25, 2015 8:00PM EDT Go4Halo Cup #7
  • July 02, 2015 8:00PM EDT Go4Halo Cup #8
  • July 09, 2015 8:00PM EDT Go4Halo Cup #9
  • July 16, 2015 8:00PM EDT Go4Halo Cup #10
  • Aug 02, 2015 2:00PM EDT Go4Halo Cup #11
  • Aug 09, 2015 2:00PM EDT Go4Halo Cup #12
  • Aug 16, 2015 2:00PM EDT Go4Halo Cup #13
  • Aug 23, 2015 2:00PM EDT Go4Halo Cup #14
  • Aug 30, 2015 2:00PM EDT Go4Halo Cup #15
  • Sept 06, 2015 2:00PM EDT Go4Halo Cup #16
  • Sept 13, 2015 2:00PM EDT Go4Halo Cup #17
  • Sept 20, 2015 2:00PM EDT Go4Halo Cup #18
  • Sept 27, 2015 2:00PM EDT Go4Halo Cup #19
  • Oct 04, 2015 2:00PM EDT Go4Halo Cup #20
  • Oct 11, 2015 2:00PM EDT Go4Halo Cup #21
  • Oct 18, 2015 2:00PM EDT Go4Halo Cup #22
  • Oct 25, 2015 2:00PM EDT Go4Halo Cup #23
  • Nov 08, 2015 2:00PM EDT Go4Halo Cup #24
  • Nov 15, 2015 2:00PM EDT Go4Halo Cup #25
  • Nov 22, 2015 2:00PM EDT Go4Halo Cup #26
  • Nov 29, 2015 2:00PM EDT Go4Halo Cup #27
  • Dec 06, 2015 2:00PM EDT Go4Halo Cup #28
  • Dec 13, 2015 2:00PM EDT Go4Halo Cup #29
  • Dec 20, 2015 2:00PM EDT Go4Halo Cup #30
  • Dec 27, 2015 2:00PM EDT Go4Halo Cup #31
  • Jan 02, 2016 2:00PM EDT Go4Halo Cup #32
  • Jan 09, 2016 2:00PM EDT Go4Halo Cup #33
  • Jan 16, 2016 2:00PM EDT Go4Halo Cup #34
  • Jan 23, 2016 2:00PM EDT Go4Halo Cup #35
  • Jan 30, 2016 2:00PM EDT Go4Halo Cup #36
  • Feb 07, 2016 2:00PM EDT Go4Halo Cup #37
  • Feb 14, 2016 2:00PM EDT Go4Halo Cup #38
  • Feb 21, 2016 2:00PM EDT Go4Halo Cup #39
  • Feb 28, 2016 2:00PM EDT Go4Halo Cup #40
  • Mar 06, 2016 2:00PM EDT Go4Halo Cup #41
  • Mar 13, 2016 2:00PM EDT Go4Halo Cup #42
  • Mar 20, 2016 2:00PM EDT Go4Halo Cup #43
  • Mar 27, 2016 2:00PM EDT Go4Halo Cup #44
  • Apr 03, 2016 2:00PM EDT Go4Halo Cup #45
  • Apr 10, 2016 2:00PM EDT Go4Halo Cup #46
  • Apr 17, 2016 2:00PM EDT Go4Halo Cup #47
  • Apr 24, 2016 2:00PM EDT Go4Halo Cup #48
  • May 01, 2016 2:00PM EDT Go4Halo Cup #49
  • May 08, 2016 2:00PM EDT Go4Halo Cup #50
  • May 15, 2016 2:00PM EDT Go4Halo Cup #51
  • May 22, 2016 2:00PM EDT Go4Halo Cup #52
  • May 29, 2016 2:00PM EDT Go4Halo Cup #53
  • Jun 05, 2016 2:00PM EDT Go4Halo Cup #54
  • Jun 12, 2016 2:00PM EDT Go4Halo Cup #55
  • Jun 19, 2016 2:00PM EDT Go4Halo Cup #56
  • Jun 26, 2016 2:00PM EDT Go4Halo Cup #57
  • Jul 03, 2016 2:00PM EDT Go4Halo Cup #58
  • Jul 10, 2016 2:00PM EDT Go4Halo Cup #59
  • Jul 17, 2016 2:00PM EDT Go4Halo Cup #60
  • Jul 24, 2016 2:00PM EDT Go4Halo Cup #61
  • Jul 31, 2016 2:00PM EDT Go4Halo Cup #62
  • Aug 07, 2016 2:00PM EDT Go4Halo Cup #63
  • Aug 14, 2016 2:00PM EDT Go4Halo Cup #64
  • Aug 21, 2016 2:00PM EDT Go4Halo Cup #65
  • Aug 28, 2016 2:00PM EDT Go4Halo Cup #66
  • Sep 04, 2016 2:00PM EDT Go4Halo Cup #67

Go4Halo Series by Scuf ends on September 04, 2016

1.4. Prize Money

Every Go4Halo Cup will award $100 to the First Place team. Prize money will be paid out within ninety (90) days from when the correct prize money paperwork has been received.

1.5. Admins and Referees

All participants in the Go4Halo Series must adhere to the decisions and rules of the tournament organizers, admins, and referees. All decisions are final, except in cases where the option to appeal is clearly stated. Conversations, either verbal or written, between organizers, admins, or referees, and Go4Halo participants are confidential. Publicly posting or sharing these conversations with outside parties is strictly forbidden, unless permission is obtained.

2. Go4Halo Series by Scuf Cup Rules and Format

2.1. Tournament and Match Format

This season will feature competitions that include an Open Bracket that has open sign-ups. Regular Season The bracket will have open sign-ups for teams that are eligible. (See section 1.1) The bracket will feature a best of three, single elimination bracket with a provided map rotation. Seeding for the bracket will be random. The bracket will start on Sundays at 2:00PM EDT.

2.2. Cup and Match Process

The cup and match process for Go4Halo cups is as follows: Sign your team up for the respective cup on esl.gg/haloesports. When “check-in” opens for the cup, check your team in. Wait for the tournament bracket to update online, then check your open matches. Team captains will execute a coin flip to determine who creates the game lobby. The team that wins the coin flip will create the game lobby for all games in the series. In case of connection issues, contact support. Add the gamertags of your opponents to your Xbox Live friends list and invite them to a private lobby. The team that won the coin flip will always be Red. The team that loses the coin flip will always be Blue. Before the match, always ensure that the opposing team’s gamertags in the lobby match their gamertags (not ESL account names) on the ESL website. This can also be verified by checking the team profile on the ESL Xbox app. If the gamertags do not match, please contact an admin. Reports of this nature made after the game will be invalid. Set up all match settings according to the rules. The team not creating the lobby must verify that the settings are in accordance with the rules. If the team who is creating the lobby does not set up the correct settings, the game should be ended and restarted with the correct ones. If problems with settings persist, an admin should be notified before further games are played. After the match has ended, report the score through the Xbox App or on the website. If your opponent entered the result first, please confirm it within 15 minutes. The admins will close matches after this time frame if the opponent does not. If your opponent entered an incorrect result, please open a protest ticket including valid proof. Wait for your next opponent and repeat the procedure. Do not start your next match until it is assigned for you. Advancing yourself through the bracket before a match is assigned may result in a disqualification. A player can be replaced by another player at any time between matches so long as the player is already registered to the team as a fifth player. Players may not be replaced between maps once the series has begun. Note: Failure to start matches in a timely manner may result in forfeiture of both teams.

2.3. Map Rotation

The map rotation per tournament round will be provided by ESL from week to week. A direct link to the map rotation will be provided in the “Quick Rules” section of each cup.

2.4. Game Modes

Before a game begins, verify that all of the settings are correct. If a game is hosted with incorrect settings, it will need to be ended and restarted with correct ones. 343 and ESL reserve the right to introduce new maps and game types throughout the season. In order for a map or game type to be added, 343 and ESL must allow for one online cup to pass before the additions can be introduced.

Team Slayer

  • Coliseum
  • The Rig
  • Eden
  • Empire

Strongholds

  • The Rig
  • Eden
  • Empire

3 Flag CTF

  • Coliseum
  • Truth
  • Fathom

2.5. Game Settings

Global gametype settings:

  • Primary Weapon: Auto Rifle
  • Secondary Weapon: Pistol
  • Motion sensor: On
  • Death Cam: Off
  • Map Loadouts: Off
  • Weapons on Map: Default
  • Suicide Penalty: None
  • Betrayal Penalty: None

Team Slayer: First to 50 kills wins

  • Primary Weapon: Auto Rifle
  • Secondary Weapon: Pistol
  • Motion Sensor: On
  • Score to Win: 50
  • Shield Percentage: Normal
  • Round Length: 12 Minutes
  • Overtime rules: 3 minutes of overtime added to the clock. Games ends after 50 kills are achieved or time runs out.

Capture the Flag: Classic Multi-flag. Grab the enemy’s flag and bring it home to score.

  • Primary Weapon: AR
  • Secondary Weapon: Magnum
  • Radar: On
  • Score to Win: 3
  • Shield Percentage: Normal
  • Round length: 12 Minutes
  • Flag at home to score: Yes
  • Flag automatic reset time: 30 seconds
  • Overtime rules: 3 minutes of overtime added to the clock. Games ends after 3 flag captures or time runs out.

Strongholds Strongholds: Control 2 of 3 territories on the map to earn points.

  • Primary Weapon: AR
  • Secondary Weapon: Magnum
  • Radar: On
  • Score to Win: 100
  • Shield Percentage: Normal
  • Round length: 12 Minutes
  • Overtime rules: 3 minutes of overtime added to the clock. Games ends after 100 points are achieved or time runs out.

If a game is wrongly ended, the team who created the lobby will forfeit that map. Remember to always contact an admin via the ticket system if assistance is needed to settle a dispute. Keep in mind that some disputes will require video evidence to support a case. Upload a clip to xboxclips.com and include a direct link in your support ticket.

2.6. Communication

There is no restriction on the method of communication between players during a match. Players may use in-game Xbox Live chat or an external application such as Skype or Teamspeak.

2.7. Disconnects

  • Team Slayer - Before 10 seconds or first kill, restart. The team with a player that disconnects forfeits if disconnect occurs more than 10 seconds into the game or after the first kill.
  • Capture the Flag - If a disconnect occurs less than 10 seconds into the game, the game is restarted. If more than 10 seconds into the game, game continues and player can rejoin.
  • Strongholds - If a disconnect occurs less than 10 seconds into the game, the game is restarted. If more than 10 seconds into the game, game continues and player can rejoin.
  • Breakout - If a disconnect occurs less than 10 seconds into the game, the game is restarted. If more than 10 seconds into the game, game continues and player can rejoin

2.8. Ties

If a Slayer game results in a tie, the game must be replayed with the same game mode, map, and host, but with a twenty-five kill score limit. Any further ties on the same map shall be replayed with the same procedure.

2.9. Delays and Forfeits

Teams must be online and ready to play at the designated match start time. “Ready to play” means that all four players of each team must be present and ready to begin the game within 10 minutes after the official match start time. If a team is not fully ready to play and the 10 minutes has passed, the team will forfeit the first map. If the team is still not ready to play within an additional 5 minutes, they will also forfeit the second game and the match (in a Best of Three). In a Best of Five series, allow an additional five minutes for the 3rd and final map to be forfeited. If your team is unable to join a lobby due to technical difficulties with the game, please notify the opposing team immediately and inform them that you are attempting to connect. If problems arise, please notify the admin team via support ticket.

2.10. Match Reporting

Results must be reported by both teams within 15 minutes after the match. This can be done through the Xbox App or the website by the team captains. If one team does not confirm the result within ten minutes after completion of the match, please open a support ticket and it will be manually closed by an admin. If a team reports the wrong result, please open a protest ticket including valid proof so that the admin team can correct it.

2.11. Match Disputes

If a match was incorrectly reported by your opponents, your team has 30 minutes to protest (under play.eslgaming.com/protest/add) the report. Match protests must include media evidence clearly showing the results of the match/series. Teams are responsible for providing proof of match results in case of disputes. The easiest way to do this is via your Xbox share function or through a photograph of the scoreboard. Upload a clip to http://xboxclips.com/ and include a direct link in your support ticket. In order to dispute an entire series’ result, you will need to provide proof for each game of the series.

2.12. Match Media

The following match media are acceptable forms of proof during match reporting and protests: Xbox One Game DVR clips (uploaded to a video platform with clear naming of the teams, date, tournament round and map) Twitch live stream VODs (with clear naming of the teams, date, tournament round and map) Screenshots (or photographs) showing both teams and the result/issue

2.13. Streaming and Recording

Live streaming or recording of official HCS matches is allowed and there is no restriction on the personal use of self-recorded match videos. Under certain circumstances, such as events live streamed on the official Halo channel (twitch.tv/halo), players must obtain written permission for use of the material. Please keep in mind that streaming without a delay may allow your opponents to gain an advantage. Watching a live stream of your opponent is bad sportsmanship, but it is not cheating, so disputes of this nature will be disregarded.

2.14. Player Conduct

All players are asked to behave in a humane way towards other competitors and to any member of the administration team; treat others as you would like to be treated! If a player is found guilty of misconduct by an administrator, they may receive penalty points. Also, teams risk league kicks, bans and expulsions from ESL competitions.

3. Penalty points

3.1. Penalty Point Catalogue

In general, a player and the team can receive up to 6 penalty points per match, unless a single violation has a higher punishment. A team is only punished once per violation, regardless of how many players. Where a player or team receives penalty points for multiple violations, the penalty points are added together. As a rule, the penalty points are deleted after a certain period of time. There are different clearance periods depending on the amount of points: 1-2 penalty points: 2 months 3-6 penalty points: 3 months 7 penalty points: 6 months 12 penalty points: 2 years In addition to penalty points, players and teams may be barred (also known as frozen, locked and barraged) if they have accumulated a certain amount of penalty points:

  • After obtaining 4 penalty points: 1 week barrage
  • After obtaining 8 penalty points: 2 weeks barrage
  • After obtaining 10 penalty points: 1 month barrage

3.2. Rule violation

Number of penalty points General No show

  • Team: 3; Player: 2

Reject compulsory challenge

  • Normal: 1
  • Intense (top 10): 2

Abort match

  • Player / Team: 4

Use of ineligible player Inactive barrage

  • Player / Team: 3

Barraged

  • Player/ Team: 6

Unregistered player

  • Player / Team: 3

Missing Premium (where required)

  • Player / Team: 3

Missing Trusted (where required)

  • Player / Team: 3

Ringer/Faker

  • Player / Team: 6

Playing with wrong gameaccount

  • Player / Team: 3

Playing without a registered gameaccount

  • Player / Team: 3

Unsportsmanlike behavior Player misconduct

  • Warning / 4 / 8 / 12 / 16 penalty points

Multiple/Fake accounts

  • Warning / 1-3 penalty points

Faking country/nationality

  • Warning / 1 / 2 / 3 penalty points

Deception

  • Player / Team: 1 - 4

Fake result

  • Player / Team: 4

Fake match media

  • Player / Team: 6

Fake match

  • Player / Team: 6

Cheating

  • Player: 12 / Team: 6

4. Penalty points

4.1. Penalty Point Catalogue

In general, a player and the team can receive up to 6 penalty points per match, unless a single violation has a higher punishment. A team is only punished once per violation, regardless of how many players. Where a player or team receives penalty points for multiple violations, the penalty points are added together.

Rule violation Number of penalty points
General
No show Team: 3; Player: 2
Reject compulsory challenge Normal: 1
Intense (top 10): 2
Abort match Player / Team: 2
Use of ineligible player
Inactive barrage Player / Team: 3
Barraged Player / Team: 6
Unregistered player Player / Team: 3
Missing Premium (where required) Player / Team: 3
Missing Trusted (where required) Player / Team: 3
Ringer/Faker Player / Team: 6
Playing with wrong gameaccount Player / Team: 3
Playing without a registered gameaccount Player / Team: 3
Unsportsmanlike behaviour
Multiple/Fake accounts Warning / 1-3 penalty points
Deception Player / Team: 1 - 4
Fake result Player / Team: 4
Fake match media Player / Team: 6
Fake match Player / Team: 6
Cheating Player: 12 / Team: 6

Matches get only deleted if the team/player violating the rules won the match. In cup and league matches default wins are given instead of a match deletion and penalty points.