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General



Section 1

Attendance:


1.1 - Check-ins for VETOs:

1.1.1 - Overview:
All league matches where VETOs are involved will require a player on both teams, that has permissions of 'matchmaker' or higher, to check in on the match page to then perform the VETO for the game.

1.1.2 - Check-in Times:
The Check-in period will begin one (1) hour before your game is scheduled to start and end fifteen (15) minutes after the match's scheduled start time.

1.1.3 - VETOs for Call of Duty:
Once a player on either team has checked in, the VETO process will be able to be started. The VETO process starts with Hardpoint maps, then goes to SND and finally Control. The team that hosts less maps in the series (Team B) will go first in the VETO process. Team B should first ban a Hardpoint map, Team A (the team hosting more maps in the series) will then ban a Hardpoint map also. Once 2 maps are banned, Team B picks the Hardpoint map of their choice, this will be map 1 in the series. For a bo5, the player in team A will then pick a map from the remaining 2, which will be map 4 in the series. The process completed in Hardpoint will be the exact same for SND, except Team A will go first in this instance. Then for the Control map, Team B will ban first as they did for the Hardpoint maps and Team A will then ban the map of their choice. This will leave Team B to pick the Control map out of the 2 remaining, which will be map 3 for a bo3 or bo5.

1.1.4 - VETOs for CSGO:
Once a player on either team has checked in, the VETO process will be able to be started. For a bo1, the process will be BBBBBB leaving a final map at the end, which will be the map played in the match. For a bo3, the process will be BBPPBB, again leaving a final map at the end which will be the final decider map in the series. For a bo5, the process will be BBPPPP and then the final map remaining will be the decider.

1.1.5 - Consequences
Failure to check-in will result in an irreversible default loss for the offending team. Our system will automatically detect you as a NoShow and you will forfeit the game.


1.2 - Eligibility:

1.2.1 - Overview:
In all games unless otherwise specified: Any regular players on the team must be eligible to play, in the event a pickup is used, he/she does not need to be eligible for this match. In CSGO (Counter Strike: GO) ALL team members playing the match must be eligible and on the roster page, pickups/stand-ins must be registered with VAL. Each player's eligibility is shown on the match page, as well as their team's page. A green circle/dot represents an eligible player, whereas a red dot represents ineligibility.

1.2.2 - Becoming Eligible:
To be eligible, you must have the appropriate gaming account linked. For example, if the tournament is on a Steam game, your Steam URL must be linked; in PS4/XB1 tournaments, your PSN and/or XBL IDs must be linked respectively. You can do this via the 'edit account' section.
Although incorrect, Steam IDs (often a 17 digit number) are accepted if they are entered in place of the Steam URL extension. However if the ID is of an account which isn't playing, the player is not eligible.

1.2.3 - Consequences:
Any players which are not on the roster in the event of a team exceeding the pickup limit are ineligible. For example, if you are playing a 5v5 match, and only three (3) of the players playing are on the team and marked eligible, you are breaching the rules and can be forfeit. The same applies in the event a team breaches any of the rules in section 1.2 above.


1.3 - NoShows / Failure to Attend:

1.3.1 - A 'NoShow' is depicted as the event in which a team:
- Fails to check in (if applicable).
- Fails to attend a series within a maximum of thirty (30) minutes of the scheduled time (this time limit may vary dependant on the game, variants are explained elsewhere in the general rules section). Exclusions to this rule will only be accepted with a reason agreed by VAL prior to the match's scheduled time.
- Refuses to play a match due to not wanting to use a pickup.

1.3.2 - Attending a Series
To be classed as 'in attendance' in a CSGO match, you must have your full team in the server prior to the match's start time. 'The server' is depicted as the server in which you agreed to play on with the opposing team.
To be classed as 'in attendance' in a private/console match, you must add your opponent on the relevant platform so that they can invite you, or you can invite them. It is the hosting team's responsibility to invite the other team to a private match. However both teams must send/accept friend requests so that this may be done.

1.3.3 - Consequences:
NoShowing a match (failing to attend) will result in a forfeit of the match by the offending team. They will receive an irreversible forfeit loss with default scores. E.g. 16-0 on Counter Strike, 3-0 in a best of 5.
If you fail to attend matches no show repetitively – 5+ times in the league – your team may be suspended from competing. In which case we reserve the right to replace you with a team which will attend their matches.


1.4 - Late:

1.4.1 - Arriving Late:
Being late to a game may result in losses of maps and, in some cases, a complete forfeit of the series.
‘Late’ is depicted as not being in the necessary lobby or server (as per 1.3.2 - Attending a Series) and ready to play the game at the time scheduled. This includes all team members and should some players be missing the host has the right to start the game without missing players if they do not join on time. Preventing the game from starting (stalling) will result in the offending team forfeiting the map.
The times and consequences of being late are determined below:

In a Best of 1: (All games unless specified elsewhere below)
Over 15 minutes late: Team forfeits map 1
In a Best of 1: (CSGO only)
Over 30 minutes late: Team forfeits map 1
In a Best of 3:
Over 15 minutes late: Team forfeits map 1
Over 25 minutes late: Team forfeits map 2
In a Best of 5:
Over 15 minutes late: Team forfeits map 1
Over 25 minutes late: Team forfeits map 2
Over 30 minutes late: Team forfeits map 3
In a Best of 7/9/11:
Over 30 minutes late: Team forfeits map 3 and all further matches.

1.4.2 - Between Matches:
Teams will have 10 minutes between matches to join the lobby and start the next game.
If a server change is needed, all members of both teams must join the new server and begin the game before the 10 minutes are up.
If changing host is involved, teams will be expected to use these 10 minutes to ensure a neutral host which everyone can connect to, can be found.
If a neutral host on the assigned hosting team cannot be established, the responsbility of hosting the match must switch to the opposing team. You will be expected to gather any proof of failures trying to connect to the match, in case your game is escalated to a dispute.

1.4.3 - Consequences:
Failure to comply with the rules outlined above in this section will result in a forfeit loss to the team violating the rule(s).


1.5 - Match Scheduling:

This section applies for league matches only.

1.5.1 - Guideline Scheduling:
The scheduled days for league matches will be defined on the league's information page as well as the match page. The time is then scheduled between your team and your opponents and you are expected to contact one another via the message feature on the match page, via Twitter or via your gaming platform. The captain of each team should have their Twitter handle linked, so they can be contacted via twitter.
Should a time not be agreed upon on the scheduled days listed above then the game must be scheduled for another day/time which is best suited for both teams, this process must be completed before the scheduled date on the match page.

1.5.2 - Self-Scheduling:
To use VAL's on-site scheduling system, first locate the match page for the match you wish to schedule. The feature to schedule between you and your opposition can be found on the match page. Those with the relevant permissions (see 1.5.3) will be able to do the scheduling.
You must first submit the time(s) when your team are available to play if the other team have not already submitted theirs.
In the case that the opposition have submitted a time that also suits your team you can agree to the time and the match will be scheduled for that specific date/time.
In the case that the opposition have submitted a time that does not suit your team you can submit a counter offer which they can either accept or counter.
Each team must submit at least 3 different time frames for their availability to the other team, should both teams not agree after each team has submitted 3 time frames then a default date and time will be issued to the match that both teams must show up for.
Failure to submit a time before the given time on the match page or failure to show up to the scheduled/default date and time given will result in your team being forfeit and receiving a default loss for the series as defined in section 1.3.3.

1.5.3 - Who can self schedule?
To schedule matches using our on-site self scheduling system, (see 1.5.2) you must have permissions of Matchmaker or higher on the team.


1.6 - Match Rescheduling:

This section applies for league matches only.
Rescheduling is allowed at any point before the check-in time. However it can only be approved if a new date/time is agreed upon by both teams.
You may not reschedule the match past the check-in time, you must check-in, and play with your team/substitute, or forfeit the match.
In order to reschedule: You must contact your opponent with reasonable notice before the match is due. You can contact them at any point before the check-in, but the later you leave it, the less likely they are to agree to it!.
Should you agree with your opponent to reschedule, you must then contact VAL and notify us of the date your match will be played. If you don't do this, your match may be reported as a draw (unplayed).


1.7 - Match Cancelling:

This section does not apply for league matches.
The option to cancel is available for teams who have scheduled a challenge match, however their request may be denied by the opponent, who have all rights to force the scheduled match to be played.


1.8 - Pickups / Stand-ins / Substitute Players:

One pickup is allowed per match in all console games. In CSGO, all pickups must be registered and on the team.
For console league matches, teams can request the use of an extra pickup; this will then be approved or disapproved by VAL, depending on the reason requested.
A pickup may not be switched out for another pickup mid-series.
A pickup may only be switched out mid-series, for the regular team member which they are replacing.
A pickup may be used mid-series if a roster-registered teammate has to go, however they cannot be exchanged mid-map unless a disconnection occurs as explained in section 2.1.


1.9 - Live Streaming & Casting by VAL:

If you have organised with us a livestream of your league game, you must confirm check in 6 HOURS before your game. This is to ensure we have enough time for promotion and organisation of the livestream.




Section 2

Disconnecting, Cheating & Booting:


2.1 - Disconnecting:

Once a player disconnects, the affected team must choose whether to use a pick-up for a more stable connection (this is not allowed if they are already using one) or to continue with their disconnected player upon their return.
The game can only be restarted once per disconnection on each team, so if the player disconnects a second time, the game must continue unless it is a player on the opposite team disconnecting.

In Hardpoint – The game must be stopped and restarted with the winning team at the score lead, at the point of disconnection.
(For example: Team 1 has a 10 point lead: - Team 1 must reach 240 points to win, Team 2 must reach 250 points to win once the game is restarted).

In Search & Destroy AND/OR Control - The game must be stopped at the end of the round the player disconnected in, unless they are reconnecting for the next round.

In Capture the Flag AND/OR Uplink – The game must be stopped at the end of the round unless the player is able to reconnect.

The HOSTING TEAM are required to end the game at the point(s) specified above if a disconnection occurs.

The NON-HOSTING TEAM must change team at the correct time(s) mentioned above, to ensure the host is aware you do not wish to play on if a player of your team disconnects.

The same ban/protect stage (if applicable to the game) will apply, meaning all the banned and protected weapons will carry over to the restarted game. Do not launch ban/protect when restarting the map. We recommend you take a screenshot of the bans each game, should this happen and the opposing team use a banned item.

If the game is ended: The team missing a player (Team A) will have 5 minutes for them to join back, or to bring in a replacement. Once the 5 minute window has passed, (Team B) may start the game. If they are not host, they can request the game to be started. If it is not started within 120 seconds (2 minutes) of the request, (Team B) have the right to take the map win.


2.2 - Refusal to End / Ending Early:

If teams choose to play on past the point of disconnection (e.g. playing the next round in Search & Destroy OR continuing to play in Hardpoint) they no longer have the right to request an ending of the game.

If the opposing team refuse to end the game when a member of your team disconnects, they will forfeit the current map.

If the hosting team has a member disconnect, and they end the game prematurely, they risk forfeiting the current map (in re-spawn game modes) or the current round (in Search & Destroy).


2.3 - Cheating:

Cheating will NOT be tolerated in any VAL competitions. This applies for both online and offline events. Doing so will result in suspension and may result in a permanent ban on your entire team from all of VAL's services, including forfeiture for any ongoing tournaments/leagues your team may be participating in.
On 'Counter Strike: GO', teams will have the option to play on either one of our servers, a third party server, or one of your own. Playing on ours requires EAC (Easy anti-cheat) to be installed on all client systems, as they are on our server.
If you choose to play on a third party server, you must use an anti-cheat which is not VAC. Using Popflash or any other method will require both teams to record pov (point of view) demos for each player.
Failing to provide demos when requested by either VAL or your opponent, will result in your team being treated as cheaters. As such, we will take the necessary actions against you and/or your team.


2.4 - Booting / Hitting Offline:

If you suspect your internet connection has been tampered with by your opponent (often referred to as ‘hitting offline’ or ‘booting’) please obtain your router logs for proof and show one of the support team. Likewise, a confession via the suspected team/player bragging, revealing your IP or making threats prior to your disconnection may also be accepted as proof.
This team can be found by direct messaging @VAL_Support on Twitter, or contacting support via our website.
If you are found guilty of tampering with your opponent’s internet connection, you will forfeit the series immediately and your league spot may be revoked.
Should you win a dispute and your opponent be found guilty of booting, you will win the series by default with a flawless map count.




Section 3

Further Forfeiting Requirements:


3.1 - Unplayed Matches:

If a match is unplayed longer than 48 hours after the scheduled time, the match is marked as a draw. It is no longer possible to forfeit a team for a no-show, as you cannot reschedule this match. If the team quits or is withdrawn from the league, you still cannot forfeit them for this match, since it has passed.

In all leagues, all matches must be completed by 11:59PM GMT of the scheduled day for the final division match.