Quickshot League by UYR

///Counter-Strike 2

CS2 tournament rules

In-game rules for Quickshot League CS2 events, in line with Valve's Counter-Strike rules and the VRS requirements for ranked events.

01 Eligibility & accounts

  1. 1.1Every player needs their own Steam account in good standing, with no active VAC or game bans.
  2. 1.2Players must link their Steam account to their QSL profile before check-in.
  3. 1.3Account sharing, smurfing or playing on someone else's account leads to disqualification.
  4. 1.4Players must meet the age limit set by the tournament provider and by Valve's Steam terms.
  5. 1.5Players under investigation for cheating may be held from play until the case is resolved.

02 Team composition & substitutes

  1. 2.1Teams register five starting players, plus up to two substitutes and one coach.
  2. 2.2Rosters lock at check-in. Changes after that need admin approval.
  3. 2.3Substitutions are allowed only between maps, never during a live map.
  4. 2.4A player may only appear on one team's roster within the same tournament.
  5. 2.5The team captain is the contact for admins and is responsible for the roster.

03 Match format

  1. 3.1Group and early bracket matches are best-of-one (BO1); playoffs and finals are best-of-three (BO3) unless the listing says otherwise.
  2. 3.2Maps are played MR12: 24 regulation rounds, first to 13 wins.
  3. 3.3At 12–12, overtime is played as MR3 (best of six rounds) with $10,000 starting money, repeated until a winner is decided.
  4. 3.4Teams must be in the server and ready within 10 minutes of the scheduled start, or may forfeit the first map.
  5. 3.5Results are final once confirmed on the provider platform.

04 Map pool & veto

  1. 4.1The map pool is the current official CS2 Active Duty pool at the time of the event.
  2. 4.2BO1 veto: teams alternate bans until one map remains; the team that did not make the final ban picks the starting side.
  3. 4.3BO3 veto: Team A bans, Team B bans, Team A picks, Team B picks, Team A bans, Team B bans; the last map is the decider.
  4. 4.4The opponent of the team that picked a map chooses the starting side on that map; the decider side is chosen by knife round.
  5. 4.5The higher seed is Team A. With no seeding, a coin flip decides.

05 Game settings

  1. 5.1Matches use the provider's official competitive server configuration.
  2. 5.2Only unmodified game files are allowed. Custom HUDs, scripts that automate actions, and exploits are banned.
  3. 5.3Binds that perform more than one action per key press (except buy and jump-throw binds allowed by the provider) are not allowed.
  4. 5.4Intentional use of known map or game bugs may result in round or map loss.

06 Pauses

  1. 6.1Each team gets four tactical timeouts of 30 seconds per map, taken during freeze time.
  2. 6.2Technical pauses are for real problems only (crash, disconnect, hardware). Announce the reason in chat immediately.
  3. 6.3Total technical pause time is capped at 10 minutes per team per map unless an admin extends it.
  4. 6.4Only the team that paused, or an admin, may unpause. Unpausing early without agreement is penalised.

07 Disconnects & restarts

  1. 7.1If a player disconnects before the first kill of round one, the round is restarted.
  2. 7.2After that, play continues; the team should take a technical pause and wait for the player to reconnect.
  3. 7.3If the player cannot return within the pause limit, the team may bring in a registered substitute or continue 4v5.
  4. 7.4If a server crash interrupts a map, admins restore the last completed round using the backup system.
  5. 7.5Deliberate disconnects to gain an advantage lead to forfeiting the map.

08 Anti-cheat & integrity

  1. 8.1Players must run the anti-cheat required by the tournament provider for the full match.
  2. 8.2Cheats, wallhacks, aim assistance, ghosting (watching the stream for information) and stat manipulation result in disqualification and a ban from QSL events.
  3. 8.3Match fixing, intentionally losing, or arranging results is banned.
  4. 8.4Admins may review demos and request evidence such as POV recordings or screenshots.
  5. 8.5Teams must keep match demos for 7 days after the event.

09 Conduct & betting

  1. 9.1Treat opponents, admins and spectators with respect. Harassment, hate speech and threats are not tolerated.
  2. 9.2Players, coaches and staff may not bet on any match in a tournament they take part in, or share private information with anyone who does.
  3. 9.3Players may not promote gambling or betting services in QSL channels.
  4. 9.4Penalties range from warnings and round loss to disqualification and bans, depending on severity.

10 Valve VRS (ranked) events

  1. 10.1Ranked events are tagged "Valve VRS" and follow Valve's Tournament Operation Requirements on top of these rules.
  2. 10.2Every player must have FACEIT linked with FACEIT's verified badge and approved private player details. Teams need at least five eligible members.
  3. 10.3At least three players from the invited VRS roster must play every match. Otherwise the match is a forfeit.
  4. 10.4Seeding uses the VRS list named on the event page. Teams without a Global VRS rank are seeded below VRS-ranked teams.
  5. 10.5Results are final once confirmed on Challengermode and are published on the event page for Valve's standings.

11 Disputes & admin decisions

  1. 11.1Report disputes during the match by pausing and contacting an admin, with evidence where possible.
  2. 11.2Disputes raised after a map is finished are only accepted for cheating or rule breaks that were not visible during play.
  3. 11.3The tournament provider's rules apply first for registration, anti-cheat and match conduct; these QSL rules add to them.
  4. 11.4Admin decisions are final. Situations not covered here are decided by admins in the spirit of fair play.