The Movie Vault

Official Rules

Alienware Arena

Digital Insurgency Counter-Strike 1.6 Tournament

Official Rules

Welcome to the Counter-Strike 1.6 - Digital Insurgency Tournament.  These rules (“Official Rules”) set forth the rules and regulations of the Counter-Strike 1.6 - Digital Insurgency Tournament (the “Tournament”) presented by Alienware Corp. (“Alienware”) and iGames, Inc. (“iGames”).  Alienware and iGames are, collectively, the “Sponsors.”

Please read these Official Rules carefully before submitting an entry or participating in the Tournament.   These Official Rules contain important information about eligibility to enter the Tournament, the rules of the Tournament and other important information.  Please note that the rules for playing the game in the Tournament are contained in the “Game Play Rules” located at http://www.alienwarearena.com/event/digital-insurgency/rules.  The Game Play Rules are incorporated herein by this reference.

By registering for the Tournament, you accept these Official Rules and agree to be bound by their terms.  If you do not agree with these Official Rules, please do not register for the Tournament.

1.   Eligibility.  The Tournament is open only to residents of any state of the United States of America (other than Colorado, North Dakota, and Connecticut), the District of Columbia and any Province of Canada (other than Quebec) that are 13 years of age or older as of November 8, 2009, and who properly register for the Tournament (each a “Player”).  Each Player may be required to show proof of age, residence and, if such Player is under the legal age of majority in his or her state of residence, consent to these Official Rules by his/her parent or legal guardian.  IF YOU DO NOT SATISFY THESE REQUIREMENTS, YOU ARE NOT ELIGIBLE TO REGISTER AND/OR PARTICIPATE IN THE TOURNAMENT.  Participation in the Tournament is also subject to compliance with the requirements specified below and in the Game Play Rules (http://www.alienwarearena.com/event/digital-insurgency/rules).  Employees of Sponsors and their immediate families (parent, child, sibling and the spouses of each) are not eligible to register for the Tournament.  The Tournament is void where prohibited by applicable law.

2.  Sponsors. The Tournament is sponsored by Alienware Corp., located at 14591 SW 120 Street, Miami, FL 22186 and iGames, Inc., located at 201 San Antonio Circle, Suite 260, Mountain View, CA 94040.

3.  Tournament Period. The Tournament shall commence on November 9, 2009 and end on December 17, 2010 (the “Tournament Period”). 

4.  How to Enter the Tournament.  Each Player must register for the Tournament at the site:

http://www.alienwarearena.com/event/digital-insurgency. The Team Captain (as defined in the Game Play Rules) will register first and create a password which the other Players on that team (collectively, a “Team”) will use when registering.  An unlimited number of Players (including the Team Captain) may register for each Team (each a “Player”).  Each Team must complete initial registration by Sunday, November 8, 2009.  

5.  Registration & Fees.  Each Player must pay a fee of $5 USD (the “Fee”) to participate in the Tournament.   Payment of the Fee will only be accepted via PayPal through the Alienware Arena site. The Tournament is limited to 64 Teams.  Teams will be guaranteed a Tournament slot first come, first served, based on when registration for the Team is complete and the Team’s respective Players’ Fees are received in full.  For additional details please reference the Game Play Rules located at http://www.alienwarearena.com/event/digital-insurgency/rules. Refunds will only be issued if a Player requests via written notice prior to the first day of the Tournament (November 9, 2009) or such longer period as may be permitted by applicable law).  The refund will be issued via Paypal’s refund feature.

6.  Tournament Play.  The Game Play Rules, located at http://www.alienwarearena.com/event/digital-insurgency/rules specify the rules of play for the Tournament.  As specified in the Game Play Rules, the Tournament will consist of two stages of Double-Elimination (as defined in the Game Play Rules) play among up to 64 Teams.

7.  Prizes.  The eligible and active Players from the top four Teams (the “Winning Teams”) will be awarded the prizes specified below (each a “Prize”).  Relative placement among the Winning Teams will be determined based on the Game Play Rules (located at http://www.alienwarearena.com/event/digital-insurgency/rules).

•  All Prizes will be awarded.

•  If a Player forfeits or is disqualified for any reason, the Player is not eligible to receive their portion of the Prize and his/her portion of the Prize.  If a Winning Team forfeits or is Disqualified from the Tournament for any reason, that Team is not eligible for a Prize.

•  Up to 64 Teams will compete in the Tournament.

•  EACH PLAYER MUST PAY $5 USD TO COMPETE FOR THE PRIZES.  EACH PLAYER IS RESPONSIBLE FOR ANY TRAVEL OR OTHER EXPENSES INCURRED TO PARTICIPATE IN THE TOURNAMENT.

•  No Prize substitution, except as allowed by Sponsors which reserve the right to offer a prize of equal/greater value.

•  Prizes will be awarded to each Player on a Winning Team (each, a “Winner”) that actively competes in the Tournament Finals as defined in the Game Play Rules).

Tournament Prizes in US Dollars          Placement Among Winning Teams

$1,250.00 (Team total)                                          1st
$1,000.00 (Team total)                                          2nd          
$750.00 (Team total)                                             3rd
$500.00 (Team total)                                             4th

Total value of all Prizes is $3,500.00 USD. 

8.  Winners’ Affidavit of Eligibility and Release, Etc.  Each Winner will be required to execute and deliver to iGames a signed Affidavit of Eligibility and Release (the “Affidavit/Release”).  In the Affidavit of Eligibility and Release, each Winner will (a) confirm his/her eligibility and agreement to these Official Rules, (b) to the extent permitted by applicable law, consent to use of his/her name and likeness, and (c) release Sponsors from liability in connection with the use of the Prizes.  If required by law, each Winner also will be required to execute Federal and State tax releases.  iGames will provide the Winners with the Affidavit/Release and any required tax releases at the conclusion of the Tournament Period.  Should a Winner not receive such documents the Winner may send a request to iGames at events@igames.org.  Each Winner must provide their Affidavit/Release and (if applicable) the tax releases to iGames within 14 days of the last day of the Tournament Period, or the associated Prize will be forfeited.  Each Winner will be shipped their Prize within 3 weeks from the day iGames receives from such Winner the completed Affidavit/Release and any required tax releases.  Prizes will be issued and mailed to the name and address indicated on the Affidavit/Release. 

• If a Winner is under the legal age of majority in his or her state of residence, the Winner's parent or legal guardian must also sign the Affidavit/Release as well a comply with all other requirements imposed on Winners set forth herein.

• Sales tax (if any) and income tax are the sole responsibility of each Winner.

• Each Winner, by entering the Tournament, consents to the inclusion of his or her name on a list of Winners made available by Sponsors as indicated below.

• Sponsors will pay the costs of delivery of each Prize.

9. Use of Information.   Each Player consents to use of his or her name, information and image by Sponsors, their respective agents and assignees for display and publishing in any media, now known or hereafter developed, without compensation, in any and all advertising and promotional materials relating to the Tournament, and in conjunction with other promotions that may be offered by Sponsors.  The information collected to enter the Tournament will be used to contact each Winner.  Additionally, each Player agrees that Sponsors and their agents and assignees may use this information for marketing purposes and to contact Players regarding offers, promotions and other contests related to products or services distributed by Sponsors.  In addition, any such information also may be used and disclosed as set forth in the Alienware Arena privacy policy located at http://www.alienwarearena.com/legal/privacy/.

10.          General Release.  Sponsors and each of their respective parents, affiliates, subsidiaries and advertising and promotion agencies, and all of their respective officers, directors, agents and employees (collectively, “Released Parties”) will not be responsible for: (a) technical failures of any kind, including, but not limited to telephone, electronic, hardware, software, network, Internet, or any other computer and communications related malfunctions or failures; (b) any Tournament disruptions, injuries, losses or damages caused by events beyond the control of Sponsors; or (c) any technical or human error such as typographical, printing, or administrative errors in any materials associated with the Tournament; or (d) the use of any Prize.

11.          Other Terms.

• To the extent permitted by applicable law, the Tournament and these Official Rules will be governed, construed and interpreted under the laws of the state of California, USA.

• These Official Rules are subject to any requirements/limitations imposed by the Federal Communications Commission.

• The Tournament is subject to applicable Federal, state provincial and local laws and regulations.

• Players agree to be bound by these Official Rules and by the decisions of the Sponsors, which are final and binding in all respects.

• Sponsors reserve the right to cancel, suspend and/or modify the Tournament, or any part of it, if any fraud, technical failures or any other factor beyond Sponsors’ reasonable control affect the administration, security or proper play of the Tournament or Sponsors otherwise become (as determined in their sole discretion) incapable of running the Tournament as planned. Sponsors reserve the right in their sole discretion to disqualify any individual found to be tampering with the registration process or the operation of the Tournament or to be acting in violation of these Official Rules or any other promotion, or in an unsportsmanlike or disruptive manner.

• Sponsors’ failure to enforce any term of these Official Rules shall not constitute a waiver of that provision.

12.          Winners List; Rules Request.
  A Winners list will be available at http://www.alienwarearena.com/event/digital-insurgency/ after approximately December 18, 2009 and posted until approximately February 28, 2010.  For a copy of the Winners list, send a stamped, self-addressed, business-size envelope after December 18, 2009 and before February 28, 2010 to iGames at the following address: iGames / Digital Insurgency —Winners List, c/o iGames, 201 San Antonio Circle Suite 260, Mountain View, CA 94040.  To obtain a copy of these Official Rules, send a stamped, self-addressed business-size envelope to iGames at the following address:  iGames / Digital Insurgency —Rules Request, c/o iGames, 201 San Antonio Circle Suite 260, Mountain View, CA 94040.  VT residents may exclude return postage for Official Rules.

Game Play Rules

Alienware Arena

Digital Insurgency Counter-Strike 1.6 Tournament

Game Play Rules

Welcome to the Survival of the Fittest Tournament.  These rules (these “Game Play Rules”) set forth the rules of game play for the Survival of the Fittest Tournament (the “Tournament”) presented by Alienware Corp. (“Alienware”) and iGames, Inc. (“iGames”). Alienware and iGames are, collectively, the “Sponsors.”  These Game Play Rules are part of the Official Rules located at http://www.alienwarearena.com/event/digital-insurgency 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 Official Rules 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 Official Rules or Game Play Rules.

1.5. Half (or if multiple “Halves”) - One Counter-Strike (v 1.6) fifteen Round session of play on a Map.

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 a Half after three consecutive Round restarts on the Server.

1.9. Map - A Counter-Strike virtual environment where Teams compete to complete specified objectives.

1.10. Match - One Counter-Strike Map consisting of two Halves ending at the completion of the two Halves or when a Team reaches sixteen Rounds won, 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 Official Rules and these Game Play Rules.

1.12. Overtime - An additional two Halves, each shortened to 5 Rounds long, ending at the completion of the two Halves or when a Team reaches six Rounds won. In the case of further Ties, Overtime continues over again until a Team wins the Match.  

1.13. Penalty - A punishment enforced by the Official of a Player/Team for violating the Official Rules or Game Play Rules.

1.14. Player - Any participant who meets the eligibility requirements and properly registers for the Tournament (as outlined in the Official Rules located at http://www.alienwarearena.com/event/digital-insurgency/rules).

1.15. Round - One Counter-Strike period of play on a map between two Teams that is up to 2 minutes in duration as set in the Server configuration.

1.16. Server - Any dedicated game server used for a Tournament Match.

1.17. Team - A Team consists of at least five 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 the entered Team.

1.19. Tie – When the score is even at the conclusion of two Halves of play. 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- An active Player on a Team that finishes the Tournament with placement (as described in the Official Rules located at http://www.alienwarearena.com/event/digital-insurgency/rules) which makes the Player eligible for a Prize.

2.       Tournament Match Structure.

2.1.  Double-Elimination Preliminary: The opening phase of the Tournament (the “Double-Elimination Preliminary”) will consist of online Double-Elimination (as defined below) play from Monday, November 9, 2009 to Thursday, December 14, 2009. Teams will be sorted into Double-Elimination brackets each consisting of up to 32 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 10 Matches, dependent on the number and order of wins a Team accumulates during the course of play. The Double-Elimination Preliminary will end when only one Team remains from each bracket.

2.2 Tournament Finals: The second and final phase of the Tournament (the "Tournament Finals") will consist of a best-of-three championship between the top Team from each bracket to determine 1st and 2nd place overall, and a separate single map run-off match between the runner-up Teams from each bracket to determine 3rd and 4th place overall. The Tournament Finals end when all the matches have been completed.

3.       How to Win the Tournament.  

The Double-Elimination Preliminary format will be Double-Elimination ("Double-Elimination"), where the Teams are randomly placed into a bracket, each with up to 32 Teams, to play Matches against the other Teams.  Upon losing the first Match, the Team will be moved to the loser’s bracket to play Matches against the other losing Teams. The winners stay in the winner’s bracket to compete against the other winning Teams of each Match. When a Team has accumulated 2 losses, they will be eliminated from the bracket. The top Team from each bracket moves on to the Tournament Finals to compete for the championships, and the runner-ups from each bracket move on to play against eachother for the 3rd and 4th place run-off.

The Tournament Finals format will consist of a best-of-three Match between the top two Teams from each bracket to determine the overall Winner of the Tournament, as well as a separate single Map Match between the runner-ups of each bracket to determine 3rd and 4th place.

4.      
Match Scheduling.

4.1. Schedule: Teams are required to contact each other to schedule their Match times using the scheduling features in the user control panel on the Alienware Arena site. Matches are to be scheduled and played by the deadline day specified for each particular Match.

Failure to schedule and play any Match by the specified deadline day may result in a forfeit loss being issued against both teams. If one Team in particular is found to be unreasonably inflexible in determining a match time, in the judgment of an Official, that Team alone may be issued the forfeit loss.

Only communication through the website will be considered genuine and accepted by Tournament Officials. 

4.1.1.    Double-Elimination Preliminary Schedule:

Match 1 Deadline: Thursday, November 12 - de_dust2
Match 2 Deadline: Monday, November 16 - de_inferno
Match 3 Deadline: Thursday, November 19 - de_tuscan
Match 4 Deadline: Monday, November 23 - de_nuke
Match 5 Deadline: Thursday, November 26 - de_train
Match 6 Deadline: Monday, November 30 - de_dust2
Match 7 Deadline: Thursday, December 3 - de_inferno
Match 8 Deadline: Monday, December 7 - de_nuke
Match 9 Deadline: Thursday, December 10 - de_train
Match 10 Deadline: Monday, December 14 - de_inferno; de_dust2

4.1.2.    Tournament Finals

Championship Match Deadline Thursday, December 17 - de_inferno; de_nuke; de_train.

Run-off Match Deadline Thursday, December 17 - de_inferno.

4.2. Match Start Time: All Teams must have at least 4 Players log into the Match Network client within 15 minutes of each of their Match times. Forcing a Team to wait for Players is disrespectful and unsportsmanlike and thereby is subject to enforcement of a Forfeit by an Official. An exception will only be made for Players experiencing technical difficulties with the Match Network Client who have established initial contact with an Official prior to the 15 minute limit.

4.3.  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 via Support http://www.alienwarearena.com/event/digital-insurgency/support/.

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.

4.4. Match Delays: A Match may be delayed from starting only 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, including but not limited to emergencies, power outages, Internet instability, etc.

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

Teams may agree to reschedule their Match to another day, as long as it is still completed by the specified deadline.

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

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

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

  • Teams do not have enough members due to Players Disqualification.

  • 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. Player and Team Handle changes are allowed anytime by contacting Support up until Sunday, November 8, 2009.

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.

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.  SteamIDs. All Players are required to have a valid SteamID which can be obtained in-game. A Player may have their SteamID changed at anytime.

7.1. Incorrect SteamIDs: It is the responsibility of both Teams to verify that the correct SteamIDs are in use prior to a starting a Match. Once a Match has begun a Team cannot dispute an incorrect SteamID.

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 Support. 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 30 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 30 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 with the overtime Server configuration set. This rule will continue to stand in the event of another Server crash. 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 Tournament. Players are expected to be actively logged in and readied up in the Match Network Client for the complete duration of all Matches.

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 after each respective Match.

If a Player cannot provide complete first person demos upon the request of an Official, then 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 of manipulate the game environment is strictly prohibited. Any violations will result in a Disqualification of offending Players and their Team.

11.4. Video Setting:  Using 16 bit video settings is illegal.  All Players are required to use the 32 bit video game setting. Players that are found using any other video settings will have applicable Matches Overturned.

11.5. Sprays: Players will be allowed to use any of the sprays available by default within the game as well as any custom sprays as long as they are not:

- Sprays that replicate models
- Sprays that replicate map features or textures
- Sprays that display pornography
- Sprays that are deemed unsportsmanlike

The use of the above sprays will be considered a violation of the rules and will and will result in a loss, and a member warning, and possible termination.

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

12.    Game Play.

12.1.Match Settings: CEVO Match settings and configurations will be used for the Tournament. The configurations are available for download at http://www.alienwarearena.com/event/digital-insurgency/files/.

The Match settings include:

  • Round Time: 2 minutes

  • Buy Time: 0.25

  • Start Money: 800 (set to 7,500 for overtime)

  • Freeze Time: 15 seconds

  • C4 Timer: 35 seconds

  • Friendly Fire: On (1)

A Match consists of two fifteen (15) Round Halves and any needed Overtime Rounds required in order to determine a winner. A Match is considered complete once one Team wins sixteen (16) Rounds of regular Match play and or any Overtime Rounds that are needed to determine the winner.

12.2. Maps: The following Maps will be used during the tournament: de_dust2, de_nuke, de_inferno, de_train, and de_tuscan. A link for the custom map de_tuscan can be found on the files page at http://www.alienwarearena.com/event/digital-insurgency/files/.

12.3. Minimum Players: No Team will be allowed to start a Match with less than four Players, which is the required minimum number of Players. If Players leave after the Match has begun, the Team may continue to play without them.

12.4. Player Disconnects: Teams should have back-up Players ready to join if a Player gets disconnected or lags out. If a Player lags out the Server should be paused immediately. If the lag out occurs within the first minute of play, the Half is to be restarted.

12.5. Roster Changes: Roster changes, including additions or removals of Players are allowed until Sunday, November 15, and then on every subsequent Friday, Saturday, and Sunday until the final close on Sunday, December 6. To have a roster change done, use the website or contact an Official.

12.6. Starting Side: Teams will randomly be assigned either home or away status. The home Team has the option of which server to start on and what side (Counter-Terrorist or Terrorist) to start as. Each Team must play one Half as each side, in each Match.

12.7. Breaks:  After finishing a Map, Teams are allowed an optional 5 minute break.

12.8. 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.

12.9. Match Pausing: Match pausing is required for up to 10 minutes at a time and should be used in the spirit of sportsmanship. Teams are required to pause their servers if requested only for any of the following reasons:

- A Player on one of the respective Teams experiences network issues
- If the Server experiences extreme network issues
- A Player Lags Out

The hosting team MUST pause the match at the next round freezetime. Failure to pause the match will result in any the reversal of any unpaused rounds. Officials reserve the right to decide whether or not the Round should or should not have been paused.

12.10. Ties / Overtime:  In the instance of a tie score when the official thirty (30) rounds of regulation are played to completion, then Overtime rounds must be played. Overtime consists of two (2) five (5) Round Halves where the Server Configuration is set to sv_maxrounds 5 and mp_startmoney 7500. If the score is still Tied after the first Overtime, then the Overtime process will be repeated until a Team is deemed the winner. No Tournament Match may end in a Tie. To start a Match into Overtime execute the cevo-ot.cfg on the Server. 

12.11. 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.

12.12. Player Substitutions: Player substitutions are allowed at anytime during the Match as long as the connecting joins the dedicated server after the Player whom he/she is substituting for has left the server. Failure to do so and allowing a reasonable advantage may result in a loss of Rounds at the discretion of an Official.

12.13. Leaving Early: All Players are expected to remain in the Server until the conclusion of the final Round of the Match. Leaving a match early is considered unsportsmanlike and, at the discretion of an Official, suspensions may be issued if repeated or egregious violations occur.

If an entire Team leaves the Server prior to conclusion of the Match, any remaining Rounds will be Forfeitted, including the current unfinished Round.

13.    Match Media Coverage Guidelines.  Sponsors reserve 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.

13.1. ScoreBots: ScoreBots may be run as long as both Teams agree. The use of a ScoreBot with out the consent of the other Team is a violation of the sportsmanship rule at the full discretion of an Official. ScoreBots are never allowed to broadcast any message mode information. ScoreBots that broadcast message mode information are a violation of this rule and will result in the hosting Team to Forfeit the Match.

13.2. HLTV: If HLTV is used, it must be configured with a minimum delay of 120 seconds. It is the Teams responsibility to check the HLTV delay before the start of the Match. Once a Match goes LIVE there can be no dispute filed for a HLTV delay less than 120 seconds. However, if while the match is LIVE a team notices that the HLTV delay is less than 120 seconds, the HLTV must be kicked by the start of the following Round. If the Team fails to do so, all Rounds played after the initial request to kick the HLTV may be reversed.

Refusing to allow HLTV if the other Team can provide it, kicking HLTV from your server, and/or configuring your server to prevent connection of HLTV is considered unsportsmanlike conduct and will be dealt with accordingly. All rulings on intent and subsequent punishment are at the discretion of an Official.

Insufficient slots to host HLTV is not a valid reason to refuse to play on a given server.

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 the Official prior to the start of a Match. 

14.2. Tactical Shields:  The tactical shield is not permitted during a Match. For each Round in which a tactical shield is used, the violating Team will have up to 3 Rounds overturned from the Match score.

14.3. Flash Bang Exploits: The latest flash bug fixed Maps must be used. Flash bang exploits are subject to Round reversal if the Team throwing the flash bang gains a direct result from its use. Officials retain full discretion in determining if a flash bang exploit was advantageous as well as the amount of Rounds reversed (no more than three (3) rounds will reversed for each flash bang exploit thrown). Multiple violations by a player may also result in a suspension (suspension lengths are up to the judgment of the officials).

Teams that do not have the latest flash bug fixed maps on their Server (or the Server they provide) will not receive Rounds reversed against their opponents.

14.4. Game Map Exploits: It is illegal to use a Map glitch/exploit for one's advantage. Teams and/or players found in violation of these rules may be penalized Rounds from the final Match score. All Round reversals are on a case-by-case basis and an Official will specify whether or not reversed Rounds need to be re-played on a later date. Refusing to replay a reversed Round(s) will result in the automatic forfeit of the round(s) reversed. Additionally, Team termination and/or Player suspension(s) may occur at the discretion of an Official.

14.5. 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 any solid entity such as a wall or box, that they should not be able to. All boosts are legal so long as clipping is not involved. If a Player clips and generates any kind of advantage from it, whether a kill or knowledge of enemy positions, then up to three Rounds will be overturned from the Match score.

14.6. Bomb Plants:  In the case of an illegal bomb plant, up to three rounds will be overturned from the Match score. Examples of illegal bomb plants include:

14.6.1. Undefusable Bombs: It is illegal to plant the bomb in places where it is impossible to defuse the bomb.

14.6.2. Floating Bombs: It is illegal to plant the bomb that it is not sitting on the ground or a physical entity.

14.6.3. Silent Bombs:  It is illegal to plant a bomb in a location where it makes no noise.

14.7. Illegal Bomb Defusal: It is illegal to fully defuse a bomb through any solid object. Officials retain full discretion in determining if an illegal defuse occurred and how many Rounds may be reversed (no more than three (3) rounds will be reversed for each illegal defuse) if needed. Multiple violations by a Player and/or Team may also result in a suspension and/or Team termination at the discretion of an Official.

14.8. Bunnyhopping: Bunnyhopping, which involves strafing through the air, is permitted.

14.9. Crouch Jumping:   Note that crouch jumping to peek over boxes, ledges, etc. is legal.  Additionally, crouch jumping to peek a corner is legal. However, it is illegal to have your mousewheel bound to +duck or crouch even if you do not intend on using it. Players that are found to be in violation of this rule will be warned and three (3) rounds from the match will be overturned in accordance with this rule.

14.10. Cheating:  Cheating in any form is considered a violation of these Game Play Rules and will result in immediate Player and/or Team Disqualification. Cheating / hacking includes but is not limited to any manipulation of server configurations, client configurations, models, skins, weapons, sounds, or anything that alters the predetermined settings listed within these Game Play Rules. This includes aim bots, wall hacks, speed hacks, ESP hacks, or any third party program not deemed legal by an Official.

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 the site or 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 (http://support.cevo.com), and Ventrilo at 70.86.151.52 port 4000.

17.   
Exploitation of Rules.  If a Player or 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.