Official Rules

You've got to know the rules to play the game!

 

ALIENWARE CLAN CHALLENGE 2010 TERMS AND CONDITIONS

1. The promoter of the “ALIENWARE CLAN CHALLENGE 2010” Tournament (Tournament) is Dell Australia Pty Limited of Unit 3, 14 Aquatic Drive, Frenchs Forest, NSW 2086, Australia (Promoter).

2. Entry into the Tournament constitutes acceptance of these terms and conditions. All entry instructions and prize information published by the Promoter, including the Game Play Rules available at www.alienwarearena.com/event/clanchallenge/rules (Game Play Rules) also form part of these terms and conditions.

3. Any costs associated with accessing the Tournament website and participating in the online games are the responsibility of the entrants and are dependent on the internet service provider used.

Tournament Dates

4.

Tournament Stage

Commencement

Conclusion

Team registration

11am (AEDT), 9th February 2010

4am (AEDT), 6th March 2010

Online Preliminary Rounds

9am (AEDT), 8th March 2010

11pm (AEDT), 1st April 2010

Tournament Finals

9am (AEST), 17th April 2010

7.30pm (AEST), 17th April 2010

Qualifying Criteria

5. Entry in the Tournament is free and registration must be completed by 4am (AEDT), 6th March, 2010.  The Tournament is open to individuals who meet the Eligibility Criteria (Eligible Entrants).

6. To enter the Tournament, you must meet the following criteria (Eligibility Criteria):

a. you must be a resident of Australia and aged 18 years or over;

b. you must not be a director, officer or employee of the Promoter, or agencies or companies associated with this Tournament or an immediate family member of a director, officer or employee of the Promoter or of the agencies or companies associated with this Tournament; and

c. you must have a valid and active Call of Duty 4: Modern Warfare;

d. user account (which can be created on the Alienware Arena site at http://www.alienwarearena.com/account/register/).

Entering the Tournament

7. To enter the Tournament, Eligible Entrants must:

a. register for the Tournament during the “Team Registration Stage” period outlined above by going to the designated micro-site on the Alienware Arena domain at http://www.alienwarearena.com/event/clanchallenge/ (or other URL notified by the Promoter) and create a new team or join an existing team (minimum 5 Eligible Entrants per team, limited to the first 128 teams registered with at least 5 players);

b. participate in the Online Preliminary Rounds Stage during the timeframe outlined above by competing as part of a registered team against other registered teams in the game Call of Duty 4: Modern Warfare in accordance with the Game Play Rules; and

c. if you are on one of the top 8 teams following the Online Preliminary Rounds Stage (determined in accordance with the Game Play Rules) and you are one of the 5 players selected by your Team Captain, participate in the Tournament Finals Stage in Sydney at 245 Wilson Street, Eveleigh NSW 2015 on 17th April, 2010. 

8. Each Eligible Entrant may only enter the Tournament once and only as part of one team. An Eligible Entrant must not switch teams at any time during the Tournament.

9. The Promoter may require Eligible Entrants to provide proof of identity, age and/or residency. Identification considered suitable for verification is at the Promoter’s discretion.

10. Following the Online Preliminary Rounds Stage, the Promoter will notify the Team Captains of the top 8 teams by email and/or telephone that their team has qualified for the Tournament Finals Stage. The Team Captain must inform the Promoter by email of the 5 players from the team that have been selected to participate in the Tournament Finals Stage. The Team Captain’s notification will be final. The selected Eligible Entrants must be available to participate in the Tournament Finals Stage in Sydney on 17th April 2010. In the Promoter’s absolute discretion, the Promoter may permit substitution of a selected player in the case of illness or other unforseen circumstance.

11. For the Eligible Entrants who qualify for the Tournament Finals Stage, the Promoter will arrange, at its cost:

a. 2 nights' accomodation at the Mecure Sydney Hotel at 818-820 George Street Sydney NSW 2000, on a twin share basis; and

b. where the Eligible Entrant resides outside a 150 kilometre radius from the Sydney GPO:

   i. return economy airfares to Sydney from the Eligible Entrant's nearest regional or capital city airport; and

   ii. return airport transfers to and from the hotel.

12. All other costs not set out in clause 11 and associated with participation in the Tournament Finals Stage, including but not limited to any additional transfer costs, meals, insurance, mini bar, room service, and other ancillary costs are the responsibility of the Eligible Entrant. Eligible Entrants are responsible for ensuring that they have all necessary documents to travel to Sydney.

13. The Promoter, its related corporations and agencies or companies associated with this Tournament, and all of their directors, officers and employees take no responsibility for late, lost or misdirected registrations or any problems, delays or failures in any telecommunications services, networks or equipment. Registration in the Tournament will be deemed to occur at the time of receipt of an online application by the Promoter and not at the time of transmission. Incomplete, inaccurate, erroneous, ineligible or incomprehensive registrations will be deemed invalid.

14. The Promoter reserves the right to verify the validity of entries and to disqualify any entrant and/or team who the Promoter believes has tampered with the entry process or the operation of the Tournament or has breached these terms and conditions or acted in an unsportsmanlike or disruptive manner.

Prizes

15. The winning team will be determined following completion of the Tournament Finals Stage, as determined in accordance with the Game Play Rules. The prize for the winning team consists of 5 Prize Packages set out below (one each for the 5 Eligible Entrants on the winning team that participates in the start of the final Match of the Tournament. Each Prize Package is valued at $5719.50 Australian Dollars at the start of the competition). The Total prize value is $28,957.50 Australian Dollars in total at the start of the competition.

16. The prize package (Prize Package) consists of:

a. An Alienware Aurora system with the following specifications:

i. CPU: Intel Core i7 – 950 3.06GHz;
ii. Memory: 12GB DDR3 1333MHz;
iii. HDD: 300GB 10,000 RPM WD Velociraptor;
iv. GPU: 2GB DDR5 ATI Radeon HD 5970;
v. Mouse: Laser Mouse TactX;
vi. Keyboard: Keyboard TactX;
vii. Wireless: Dell 1505 Wireless-N PCIe Card (802.11 a/b/g/n compliant); and

b. Alienware OptX 23" AW2310 Monitor; and

c. Alienware TactX Headset.

Prizes are not transferable or exchangeable and cannot be redeemed for cash. The Promoter accepts no responsibility for any variation in prize value.

17. Prizes will be delivered to the winning Eligible Entrants within an estimated 2 weeks from 1st May 2010.

18. If an entrant forfeits or is disqualified from the Tournament for any reason, that entrant is not eligible to receive a prize. If a team forfeits or is disqualified from the Tournament for any reason, no entrants from that team are eligible to receive a prize.

19. The Promoter accepts no responsibility for any tax implications that may arise from any winning of the prize and individuals entering the Tournament should seek independent financial advice before entering the Tournament.

20. If for any reason any element of a prize becomes unavailable for any reason beyond the Promoter’s reasonable control, then a similar prize of equal or greater value will be awarded to the winning Eligible Entrant in lieu.

Winners

21. This is a game of skill and chance plays no part in determining the winners. There is no judging component of the Tournament. The Promoter’s decisions are final and no correspondence will be entered into.

22. The winning Eligible Entrants will be announced on the Promoter’s website at www.dell.com.au and www.alienwarearena.com.

23. The winning Eligible Entrants must, if requested by the Promoter, verify their compliance with these Tournament terms and conditions prior to receiving a prize.  The required verification will be in the form of a statutory declaration, determined by the Promoter in its absolute discretion, confirming the eligibility of the Eligible Entrant and the Eligible Entrant’s acceptance of all these terms and conditions.  If the winning Eligible Entrant does not comply with this clause they will forfeit their prize.

Promotional and other obligations

24. By entering the Tournament, each Eligible Entrants that participates in the Tournament Finals Stage agrees to participate and co-operate as required in all filming, editorial and promotional activities relating to the Tournament, including but not limited to being interviewed, filmed, recorded and/or photographed. Each Eligible Entrant who enters the Tournament grants the Promoter a perpetual, irrevocable, royalty-free and exclusive licence to use such audio, visual, or audiovisual content in any manner it deems fit, in any medium anywhere in the world.

25. By entering the Tournament, each Eligible Entrant agrees to participate in all promotional activities relating to the Tournament. Without limitation this may include being interviewed, photographed, filmed or recorded by the Promoter or its nominee. Each Eligible Entrant assigns all right, title and interest (including copyright) in any content or recording that may be created during the course of its participation in such activities to the Promoter and the Promoter is entitled to use such content or recordings in any manner it deems fit in any meidum anywhere in the world. Each Eligible Entrant will not be entitled to any fee for such an assignment to the Promoter or use of the assigned material by the Promoter. Each Eligible Entrant also consents to the use of their name and likeness by the Promoter, including publication of their name on a winners list.

Miscellaneous

26. The Promoter, its related corporations and agencies or companies associated with this Tournament, and all of their directors, officers and employees will not be liable for any loss, expense or damage whatsoever which is suffered (including, without limitation, indirect or consequential loss), or for personal injury suffered or sustained, in connection with this Tournament or accepting or using any prize, except for any liability which cannot be excluded by law (in which case that liability is limited to the minimum allowable by law).

27. Personal information supplied by Eligible Entrants in entering the Tournament or duing the Tournament will be used by the Promoter for the purposes of conducting the Tournament. The Promoter may disclose entrants’ personal information to its contractors and agents to assist in conducting the Tournament or communicating with entrants. The Promoter may, unless otherwise advised, use the information for future promotional, marketing and publicity purposes, including sending electronic messages or telephoning entrants. If an entrant does not wish to be contacted for these purposes or wishes to access, update or correct any personal information, they should contact the Promoter. A copy of the Promoter’s Privacy Policy in relation to treatment of personal information can be found on the Promoter’s website at www.dell.com.au.

28. If for any reason the Tournament is not capable of running as planned (including but not limited to) infection by computer virus, bugs, tampering, unauthorised intervention, fraud, technical failures, prohibition by the relevant authorities or any other causes beyond the control of the Promoter which corrupts or affects the administration, security, fairness, integrity or proper conduct of the Tournament, the Promoter reserves the right in its sole discretion to cancel, terminate, modify or suspend the Tournament as it sees fit.  Any entry which is made as a result of tampering with the entry process will be invalid and not eligible for any prizes.

29. These Tournament terms and conditions are to be construed in accordance with the law in New South Wales and the parties submit to the exclusive jurisdiction of the courts of New South Wales.

30. The Promoter’s failure to enforce any of these terms and conditions shall not constitute a waiver of that provision.

 

Game Play Rules

GAME PLAY RULES

These rules (these “Game Play Rules”) set forth the rules of game play for the Alienware Clan Challenge 2010 (the “Tournament”) presented by Dell Australia Pty Limited, the “Promoter.”  These Game Play Rules are part of the Terms and Conditions located at www.alienwarearena.com/event/clanchallenge/rules and are incorporated therein. Please read the Game Play Rules carefully before submitting an entry or participating in the Tournament as these Game Play Rules contain important information about the rules and format of the Tournament.   

1. Definitions.

1.1. Approved Team - A Team that has been guaranteed a Tournament slot by first come, first served, based on when registration for the Team is complete.

1.2. Disputes - A controversy and/or difference of opinion over which Teams or Players disagree or debate and present to an Official for a decision.

1.3. Disqualification - The removal of a Team or Player from the Tournament by an Official for violation of either the Terms and Conditions or these Game Play Rules.

1.4. Forfeit - The act of voluntarily admitting a defeat during the Tournament, thereby surrendering victory of the Round, Match or Tournament (as applicable) to the opposition, or having a victory or opportunity to play Round(s) or Match(es) revoked by an Official due to Player/Team violation of the Terms and Conditions or Game Play Rules.

1.5. Half (or if multiple “Halves”) - One Call of Duty 4: Modern Warfare Map session consisting of up to twelve (12) Rounds.

1.6. Handle - A Player or Team pseudonym used for identification of Players or Teams during the Tournament.

1.7. Lag Out - When a Player is disconnected from the Server due to network connectivity issues.

1.8. Live - The commencing of game play that counts towards the Tournament results, beginning once all Players have joined the Server and set their status as ready to begin.

1.9. Map - One Call of Duty 4: Modern Warfare virtual environment on which each Team plays up to 12 Rounds as offense and up to 12 Rounds as defense.

1.10. Match - One Call of Duty 4: Modern Warfare Map played by two Teams, consisting of two Halves using the settings outlined in these Game Play Rules with the possibility of Overtime in the case of a Tie score.  

1.11. Official - The designated individual(s) presiding over the Tournament and responsible for enforcing the Terms and Conditions and these Game Play Rules.

1.12. Overtime - Extra game play necessary if the score is Tied after both Teams have played offense and defense.

1.13. Penalty - A punishment enforced by an Official against a Player/Team for violating the Terms and Conditions or Game Play Rules.

1.14. Player - Any participant who meets the eligibility requirements and properly registers for the Tournament (as outlined in the Terms and Conditions located at http://www.alienwarearena.com/event/clanchallenge).

1.15. Round - A cycle of play on a Map up to 2 minutes in duration, ending when the Round objective is met or when all Players on a Team are fragged.

1.16. Server - Any dedicated game server used for a Tournament Match utilizing the designated plug-ins and settings.

1.17. Team - A Team consists of at least 5 Players (one of which is the Team Captain).

1.18. Team Captain - The leader of the Team responsible for creating a password and then providing the password to the other Team members so they can subsequently register individually for the Team.  The Team Captain serves as the primary contact for such Team.

1.19. Tie - When the score is even at the conclusion of a Match. In the case of a Tie, Teams play Overtime.

1.20. Warning - A verbal or written indication from an Official to a Player/Team that continued or subsequent actions could result in a Penalty.

1.21. Winner - A Player that participates in the initial start of the final Match of the Tournament on a Team that finishes the Tournament with top placement (as described in the Terms and Conditions located at http://www.alienwarearena.com/event/clanchallenge/) which makes the Player eligible for a prize.

2. Tournament Match Structure.

2.1. Online Preliminary: The opening phase of the Tournament (the “Online Preliminary”) will consist of online Double-Elimination (as defined below) play from 8 March 2010 to 1 April 2010 with the game Call of Duty 4: Modern Warfare. Teams will be randomly sorted into 8 Double-Elimination brackets, each consisting of up to 16 Teams. Using the Alienware Arena site, Teams will arrange with their opponents to play two Matches per week, by each Monday and Thursday. In this phase each Team will be scheduled to play a minimum of 2 Matches and up to 9 Matches, dependent on the number and order of wins a Team accumulates during the course of play. The Online Preliminary will end when only one Team remains from each bracket and then those Teams (8 total) will advance to the Tournament Finals (defined below). 

2.2. Tournament Finals: The second and final phase of the Tournament (the “Tournament Finals”) will consist of live (offline) Double-Elimination (as defined below) play with Call of Duty 4: Modern Warfare entirely on 17 April 2010 starting at approximately 9:00am and running until approximately 5:00pm (AEST). The Tournament Finals will be held in Sydney, Australia at 245 Wilson Street, Eveleigh NSW 2015. The Tournament Finals will end when all the Double-Elimination Matches have been completed. In this phase each Team will be scheduled to play a minimum of 2 Matches and up to 7 Matches, dependent on the number and order of wins a Team accumulates during the course of play. 

3.  How to Win the Tournament.  

The Online Preliminary format will be Double-Elimination (“Double-Elimination”), where up to 16 Teams are randomly placed into brackets to play Matches against the other Teams (with up to 8 total brackets, each consisting of an upper bracket and lower bracket section).  Upon losing their first Match, a Team will be moved to the lower bracket to play Matches against the other losing Teams. The winners stay in the upper bracket to compete against the other winning Teams of each Match. When a Team has accumulated 2 losses, they will be eliminated from the Tournament. When the upper and lower brackets are each down to one Team, those Teams compete to determine the winner. Having accumulated zero losses, the upper bracket Team will have to win one Match, while the lower bracket Team will have to win two Matches to advance to the Tournament Finals phase.

The Tournament Finals format will also be Double-Elimination (“Double Elimination”) where the Teams are randomly placed into a single bracket (consisting of an upper bracket and lower bracket section) to play Matches against the other Teams.  Upon losing the first Match, the Team will be moved to the lower bracket to play Matches against the other losing Teams. The winners stay in the upper bracket to compete against the other winning Teams of each Match. When a Team has accumulated 2 losses, they will be eliminated from the Tournament. When the upper and lower brackets are each down to one Team, those Teams compete to determine the winner. Having accumulated zero losses, the upper bracket Team will have to win one Match, while the lower bracket Team will have to win two Matches to be considered the Winning Team of the overall Tournament.  

4.  Match Scheduling. 

4.1. Online Preliminary Scheduling: During the Online Preliminary phase, Teams are required to contact each other to arrange their exact Match times using the scheduling features in the user control panel on the Alienware Arena site (accessed by logging in to a registered account at http://www.alienwarearena.com/account/login/). Teams can agree to play on any day at any time as long as it is prior to the deadline day specified for that particular match. Matches must be played at any time on or prior to the deadline day specified for each particular Match.

Only communication through the Alienware Arena control panel will be considered genuine and accepted by Tournament Officials.

If Teams cannot agree on a Match time by 11:59 p.m. (AEDT) on the day prior to the deadline day, then Officials will set the default time to 9:30 p.m. (AEDT) on the deadline day according to the schedule specified below.

Match 1: Schedule to play by the end of the day of 11 March 2010
Match 2: Schedule to play by the end of the day of 15 March 2010
Match 3: Schedule to play by the end of the day of 18 March 2010
Match 4: Schedule to play by the end of the day of 22 March 2010
Match 5: Schedule to play by the end of the day of 25 March 2010
Match 6: Schedule to play by the end of the day of 29 March 2010
Match 7: Schedule to play by the end of the day of 1 April 2010 (if necessary in the bracket)

It is each Team’s responsibility to ensure at least 5 Players on the Team can compete at default time in case they cannot agree to an alternative time with their opponents. 

4.2. Tournament Finals Scheduling: The Tournament Finals will be played entirely throughout the day of 17 April 2010 starting at approximately 9:00 am (AEST). It is likely that the final Match may not end until around or after 5:00 pm (AEST) on 17 April 2010.

Matches will be assigned by Officials on site and will proceed as quickly as available and directed by Officials.

4.3. Match Start Time: All Teams must have exactly 5 Players log into the Match Network Client within 15 minutes of each of their set Match times. Forcing a Team to wait for Players is disrespectful and unsportsmanlike and thereby is subject to enforcement of a Penalty by the Official, up to and including a Match Forfeit, unless directed by an Official or Teams can reasonably demonstrate that a technical difficulty with the Match Network Client is the cause of the problem and the Team is in contact with an Official promptly for assistance.

4.4. Match Reporting: At the completion of each Match, Players from either team must report the match final score through their control panel on the Alienware Arena site. Players should report any forfeit wins by contacting an Official.

Players are required to report all scores as accurately as possible. Intentionally reporting false or erroneous scores may result in having the Match overturned (regardless if the Match was played or not). Multiple violations of this rule will result in the Disqualification of the Team from the Tournament.

4.5. Match Delays: A Match may be delayed from starting only if so directed by an Official or if a Player is encountering technical difficulties specific to usage of the Match Network Client and is in contact with an Official to have their issue resolved. Under no other under circumstances will a Match delay be accepted.

It is the duty of a Team to use backup Players if other Players on the team cannot compete.

Teams may mutually agree to reschedule their Match to another day, as long as it is still completed by the specified deadline for that Match. To do so however, Teams must contact an Official.

4.6. Forfeits: Forfeits will be issued for the following reasons only:

  • Teams cannot field the required minimum number of Players (five) needed to start a Match within fifteen minutes of a scheduled Match time.

  • Teams that do not have their Matches played by the Match deadline day.

  • Teams do not have enough members due to Player Disqualification(s).

  • Teams that have since become inactive or were otherwise removed from the Tournament.

Teams are allowed to have an unlimited amount of Forfeit wins during the Tournament. 

5. Team & Player Handles.   Handles containing any of the following will not be tolerated: profanity, racism, sexism, drug use, or general vulgarity. Teams or Players found with offensive Handles will be contacted by an Official and asked to edit their Handle to something more appropriate. Team Handle changes are allowed at any time during the registration process (up until 4 am (AEDT) 6 March 2010), but are limited to a single change.

6. Sportsmanship.  All Players will be required to uphold and observe a universal level of sportsmanship. Any unsportsmanlike action which includes but is not limited to (racism, profanity, rude acts, vulgar acts, acts of belligerence, and disrespect of an Official) may be reviewed and is grounds for Player and/or Team Disqualification by an Official.

6.1. Rulings on unsportsmanlike actions are subject to the Official’s interpretation. If a Player and/or Team is found in violation of this rule the following actions may happen:

  • Minor infractions as judged by an Official: Warning

  • Severe or repeated minor infractions as judged by an Official: Disqualification

Any accusations of unsportsmanlike conduct by a Player or Team must be brought to the attention of the Official by filing a dispute following the Match in which the alleged action has occurred for investigation by presiding Official.

7. Game GUIDs. All Players are required to have a valid Call of Duty 4: Modern Warfare GUID when they register, which can be obtained in-game. A Player may have their GUID changed by contacting an Official only until 4am (AEDT) 6 March 2010. Exceptions may be made at the discretion of an Official for credible instances of typos. It the responsibility of participating Players to verify their personal GUID is correct upon registering.

7.1. Incorrect GUIDs: It is the responsibility of both Teams to verify that the correct GUIDs are in use prior to a starting a Match. Once a Match has begun a Team cannot dispute an incorrect GUID. If a Player has not already entered a GUID, they can have one entered at anytime. 

8. Game Server Information and Requirements.

8.1. Servers: Teams are expected to use their own Servers, however a limited number of Servers will be made available, first-come, first-served, by contacting an Official. A Team has the right to request to have Half of the Match played on their chosen Server as long as it meets the other requirements.

8.2. Ping Imbalance:  The difference between each Team's average pings should be no greater than 45 milliseconds. Pings must be confirmed by logging into the agreed upon Server and not through 3rd party tools such as HLSW, HLIT, or the Steam Server Utility. Loss and choke will in no way be an acceptable reason not to play in a Server; ping will be the only determining factor. If the difference between the average Team pings is less than 45 milliseconds, the Server is acceptable. If only one Server is acceptable under this rule, that Server must be used for the entire Match. If both Servers are unacceptable by the rule an Official must be contacted, and at that time the Official will determine what Server must be used for the Match.

8.3. Server Crashes:   If a Server unintentionally crashes or is restarted while a Match is being played, all Rounds completed will count towards the final score of the Match. All remaining Rounds will be played on a new Server. This rule will continue to stand in the event of another Server crash or restart. If crashes continue, Teams should contact an Official for assistance.

9. Match Network Client.   The “Match Network Client” is a client application that communicates with the Tournament database to verify Players, establish contact between opposing Teams, and ensure fair play. All Players must download, install, and utilize the Match Network Client to participate in the Online Preliminary phase of the Tournament. Players are expected to be actively logged in and readied up in the Match Network Client for all Matches during the Online Preliminary phase of the Tournament.

The Match Network Client is available for download at http://www.alienwarearena.com/account/client.

All Players are advised to download the Match Network Client prior to start of the Tournament to ensure it is working properly. If you experience technical difficulties with the Match Network Client please contact an Official immediately for assistance. If a Player is unable to utilize the Match Network Client despite the best efforts of an Official, then that Player will not be eligible to participate in the Tournament and a different Player on the Team will need to be used. 

10. First Person Demos (Replays). All Players are required to record first person demos (replays) of all Matches. All Players are required to hold first person demos for at least 7 days.

If a Player cannot provide complete first person demos upon the request of an Official, then the Player/Team’s applicable Rounds may be overturned from the Match at the discretion of an Official.

11. Game Environment Requirements. 

11.1. Client Commands: It is illegal to use any client commands that provide an advantage by altering the game environment in favor of the command user. Players are advised not to use any commands that may fall in this category. Penalties are subject to an Official’s discretion. 

11.2. Configuration Files: Players are permitted to edit their user configuration files in the native game directory. Players are not allowed to have any other configuration files inside the native game directory. A Player who violates this rule may have all their Matches overturned depending on the severity of the violation in the judgment of an Official.

11.3. Outside Applications: The use of any third-party application and/or program to influence or manipulate the game environment is strictly prohibited. Any violations will result in a Disqualification of offending Players and their Team.

11.4. Models, Skins, and Sprites: All Players must use default models, skins, sprites, and sound files. If any Player is found to be using any non-standard models, skins, sprites, or sound files they and their Team will be Disqualified from the Tournament. 

12.    Game Play.

12.1. Match Server Configuration: All Match Servers must be configured with the version of ProMod available for download on the Files page at http://www.alienwarearena.com/event/clanchallenge/files/.

The ProMod configuration automatically:

- Sets bomb timer to forty-five seconds
- Sets bomb planting time to five seconds
- Sets bomb defusing time to seven seconds
- Limits each Team to one sniper rifle
- Limits each Team to one shotgun
- Disables all perks except Bandolier and Stopping Power
- Disables grenade launcher attachments, stun grenades, all semi-automatic sniper rifles (Dragunov, M21, Barrett M107), all 3 heavy machine-guns (M249 SAW, M60E4, RPD), all submachine-guns except MP5 and AK74u, all rocket launchers (RPG-7, FGM-148 Javelin, FIM-92 Stringer), C4, claymores, helicopters, and air strikes.

12.2. Maps: The following Maps will be used during the tournament: Crash, Citystreets, Strike, Backlot, and Crossfire

12.3. Starting Players: No Team will be allowed to start a Match without exactly five Players, which is the required number of Players. Matches will be played as Teams of 5 Players vs. 5 Players. If Players leave after the Match has begun, a Team may continue to play without them.

12.4. Player Substitutions: Player substitutions are allowed at anytime during a Match. A Player is only allowed to join the dedicated Server after the Player whom he/she is substituting for has left the Server. Failure to do so and allowing an unreasonable advantage to occur may result in a loss of Rounds at the discretion of an Official.

12.5. ScoreBots: ScoreBots may be run as long as both Teams agree and the ScoreBot does not broadcast any Player chat information. It is the responsibility of the Team hosting the ScoreBot to ensure it is probably configured.

12.6. Roster Changes: Roster changes, including additions or removals of Players are allowed only until 4am (AEDT) 6 March 2010. To have a roster change done, use the website or contact an Official.

Teams are strongly advised to register back-up Players in case of unforeseen issues.

12.7. Starting Side: Teams will randomly be assigned either home or away status, as indicated in the control panel and in the Match Network Client. The home team has the option of which server to start on and what side to start as. In all Matches, each Team must play one Half as offense and one Half as defense.

12.8. Breaks:  After finishing a Half, Teams are allowed an optional 5 minute break.

12.9. Match Restarting:  Once a Match has started, Teams are not allowed to restart the Match, unless a Player drops from the Server within the first minute of play in which case a restart of the Half is required.

12.10. Match Pausing/Timeouts: A Team may use up to two timeouts per Match. Each timeout is three minutes (3:00) in length and should only be used if a Player or Team is experiencing network connectivity issues. Any abuse of the timeout rule may result in a Round being overturned from the Match score.

12.11. Ties / Overtime:  In the instance of a Tie score after the initial 24 Rounds of Match play, Overtime must be played. Overtime consists of two (2) extra Halves that are 3 Rounds each. In the case of further Tie scores, Overtime continues over again until a Team wins the Match. No Tournament Match may end in a Tie. 

12.12. Game Chat: Game chat is permitted as long as it is done in a sportsmanlike manner. All chat should nonetheless be kept to a minimum. Chat violations fall under unsportsmanlike conduct and may be disputed, resulting in an Official enforcing a Penalty.

13.  Match Media Coverage Guidelines.  Promoter reserves the right to utilize Match broadcasting which may include shoutcasting, spectator tools, IRC, ScoreBots or any other media. By registering for this Tournament, each Player consents to allow their image, performance, media, and likeness rights to be used.

14. Game Exploits and Violations. It is illegal to intentionally utilize any game exploits. Game exploits include, but are not limited to, the exploits and violations defined in this section. For any exploits used that are not explicitly covered, Officials have discretion to determine the intention and extent of the violation and Penalty.

14.1. Violations:  Violations may result in Forfeit or Disqualification of a Player or Team, and/or points being revoked or overturned from the Match score. Officials have full discretion to determine if a Team or Player has violated any rule. If any clarification regarding game violations is needed, the Player or Team should consult with an Official prior to the start of a Match. 

14.2. Clipping:  Clipping is when a Player is either boosted through a solid layer, or when a Player manipulates him/herself so that they can see through, move, or attack through any solid entity that they typically should not be able to such as a box or wall.

14.3. Position Glitching:  Position Glitching is when a Player gets in a place on a Map whereby the Player can see an opponent without the opponent being able to see them in return.

14.4. Mousewheel Fire: Players are not permitted to use the mousewheel to shoot. 

14.5. Scripting: Scripting is when a Player associates multiple in-game commands to a single keystroke, which is not permitted. An example is the script: bind E "weapnext; wait 2; weapnext".

15. Dispute Rights, Requirements, and Guidelines. 

15.1. Dispute Process:  A Team has the right to Dispute any Player(s) or Team that they feel is in violation of these Game Play Rules. A Team may Dispute up to one opposing Player per Match. All Disputes must be filed within 1 hour following the completion of the Match through a presiding Official. A Match must be reported regardless of whether a Dispute is being filed. If a Dispute is filed too late, the Dispute may be disregarded.

15.2. Evidence Requests: If a Dispute has been filed, Officials may contact Players/Team(s) involved in the Dispute to request additional evidence (beyond the replays that must be uploaded). If so the Players/Teams will then have 24 hours to begin submitting all requested evidence to the Official in charge of the Dispute.

15.3. Discussion of Disputes:  Disputes should only be handled in private between the Officials and those Teams/Players directly involved. Raising a Dispute as a public matter for the purpose of appealing, criticizing, or complaining about the verdict may result in Player or Team Disqualification and/or Match Forfeit, depending on severity and malicious intent as determined by the Official.

16. Contacting Officials. Officials will be available to contact via e-mail, live web support, and Ventrilo at http://www.alienwarearena.com/event/clanchallenge/support.

17.
Exploitation of Rules.  If a Team attempts to manipulate or exploit these Game Play Rules in any way other than for its intended use, Officials reserve the right to make a final ruling on the rule in question for the given Match and\or Dispute.

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