Rules

play Halo Championship Series Open Circuit Open Cup #2

Last change: 18.05.2017 23:04

These are the rules for the Halo Championship Series Open Circuit Open Cup #2. 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. Halo Championship Series Rules and Format

This document outlines the official rule set for the Halo Championship Series Open Circuit. In addition, the global ESL rule set regarding player conduct and other topics applies.

1.1. Player Eligibility

In order to participate in the Halo Championship Series Open Circuit, 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 Halo Championship Series Open Circuit with one team. Teams must consist of at least four (4) players. At no point in time can a team have more than four (4) team members. Substitutes are NOT allowed. For more details on removing and adding players to your team, see “Team Registration”. 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 the Halo Championship Series Open Circuit. 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 Halo Championship Series Open Circuit via the Open 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 Halo Championship Series Open Circuit competition with a ringer is prohibited. (See “Ringing/Faking” in the ESL Global Rules) Players and teams must compete under their officially registered Halo Championship Series Open Circuit team names and gamertags during all official Halo Championship Series Open Circuit competitions.

1.3. Admins and Referees

All participants in the Halo Championship Series Open Circuit 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 Halo Championship Series Open Circuit participants are confidential. Publicly posting or sharing these conversations with outside parties is strictly forbidden, unless permission is obtained.

2. Halo Championship Series Open Circuit Rules and Format

2.1. Halo Championship Series Open Circuit Placement Cup

The HCS Placement Cup will determine seeding for the HCS Open Circuit Open Cup #1. There will be no points awarded for this cup.

2.2. Halo Championship Series Open Circuit Open/Legendary Cups

Teams will be awarded HCS Open Circuit points depending on their placing in each cup throughout the season. The top 16 teams from the HCS Open Circuit Open Cup #1 will be placed into the Legendary Cup the following day. The teams that placed top 8 in the Legendary Cup will automatically be qualified to compete in the following week’s Legendary Cup. The teams that placed 9th-16th must compete in the following week’s Open Cup to qualify for the Legendary Cup again. The seeding for Open/Legendary cups will be determined by HCS Open Circuit points.

2.2.1. Open Cup Format

  • Open Bracket
  • Single Elimination
  • Best Of Five (5)
  • Map Rotation Will Be Provided via Quick Rules

2.2.2. Legendary Cup Format

  • Closed Bracket
  • Double Elimination
  • Best Of Five (5) Until Winner's/Loser's Semi's / Best of Seven (7) Onward
  • Map Rotation Will Be Provided via Quick Rules

2.3. Halo Championship Series Open Circuit Finals

The 8 teams that have accumulated the most points throughout the duration of the HCS Open Circuit, as well as the top 8 teams from Legendary Cup #5 will qualify for the HCS Open Circuit Finals. The top 2 teams from the HCS Open Circuit Finals will qualify to compete against the Halo Pro League’s relegated teams for a chance to qualify for next season’s Halo Pro League.

2.4. Team Roster Changes

Teams can only have a maximum of 4 players. HCS points are tied to whole teams and NOT individual players.

TEAMS WITH POINTS ARE NOT ALLOWED TO MAKE ROSTER CHANGES TILL MONDAY, JUNE 6, 2016. In the case that you want to make a roster change before then, you will forfeit all points.

2.4.1. Teams Without Points

Teams that do not currently hold HCS points are allowed to make any changes at any time up until the start of a cup.

2.4.2. Teams With Points

Teams that do currently hold HCS points will be subject to having their roster locked. Teams with points are allowed to make one roster change per week, ONLY Monday through Friday, and retain their points. If a team makes more than one roster change during any week they forfeit their points. If teams would like to make a roster change, you must submit a support ticket stating you would like to make a roster change. If 3 members of a team wish to change their team leader, all 3 players must submit a roster change request. If a team has points, players from that team CANNOT compete on other teams or that will be an immediate forfeiture of points. Teams that forfeit their points become an invalid team. The team will then be deleted. However, you may create a new team with the same team name if you'd like.

2.5. Cup and Match Process

The cup and match process for Halo Championship Series Open Circuit 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 higher seeded team will always be Red. The lower seeded team 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. Note: Failure to start matches in a timely manner may result in forfeiture of both teams.

2.6. Map Rotation

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

2.7. 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.

Slayer

  • Coliseum
  • The Rig
  • Eden
  • Plaza
  • Regret
  • Truth

Strongholds

  • The Rig
  • Eden
  • Empire
  • Plaza

Capture The Flag

  • Coliseum
  • Truth
  • Fathom
  • Stasis

2.8. 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.

2.9. 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.

2.10. Disconnects

  • Teams must submit a ticket or post a comment in the match chat to determine the final result of a disconnect or other game issue. Replaying the match after a disconnect is allowed as long as both teams mutually agree to replay.
  • Team Slayer - Before 10 seconds or first kill, restart. The team with a player that disconnects forfeits if a 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.

2.11. Ties

If a Slayer, Strongholds, or Capture The Flag game results in a tie, the game must be fully replayed with the same game mode, map, and host. Any further ties on the same map shall be replayed with the same procedure.

2.12. 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, please submit a protest ticket immediately. After the protest has been submitted, if the team is still not ready to play after 10 minutes they forfeit game one(1). If the team is still not ready to play within an additional 5 minutes, they will also forfeit the game two(2). 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.

2.13. 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.

2.14. Match Disputes

If a match was incorrectly reported by your opponents, your team has 10 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.

2.15. 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 livestream VODs (with clear naming of the teams, date, tournament round and map) Screenshots (or photographs) showing both teams and the result/issue

2.16. 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.

2.17. 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.