///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
- 1.1Every player needs their own Steam account in good standing, with no active VAC or game bans.
- 1.2Players must link their Steam account to their QSL profile before check-in.
- 1.3Account sharing, smurfing or playing on someone else's account leads to disqualification.
- 1.4Players must meet the age limit set by the tournament provider and by Valve's Steam terms.
- 1.5Players under investigation for cheating may be held from play until the case is resolved.
02 Team composition & substitutes
- 2.1Teams register five starting players, plus up to two substitutes and one coach.
- 2.2Rosters lock at check-in. Changes after that need admin approval.
- 2.3Substitutions are allowed only between maps, never during a live map.
- 2.4A player may only appear on one team's roster within the same tournament.
- 2.5The team captain is the contact for admins and is responsible for the roster.
03 Match format
- 3.1Group and early bracket matches are best-of-one (BO1); playoffs and finals are best-of-three (BO3) unless the listing says otherwise.
- 3.2Maps are played MR12: 24 regulation rounds, first to 13 wins.
- 3.3At 12–12, overtime is played as MR3 (best of six rounds) with $10,000 starting money, repeated until a winner is decided.
- 3.4Teams must be in the server and ready within 10 minutes of the scheduled start, or may forfeit the first map.
- 3.5Results are final once confirmed on the provider platform.
04 Map pool & veto
- 4.1The map pool is the current official CS2 Active Duty pool at the time of the event.
- 4.2BO1 veto: teams alternate bans until one map remains; the team that did not make the final ban picks the starting side.
- 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.
- 4.4The opponent of the team that picked a map chooses the starting side on that map; the decider side is chosen by knife round.
- 4.5The higher seed is Team A. With no seeding, a coin flip decides.
05 Game settings
- 5.1Matches use the provider's official competitive server configuration.
- 5.2Only unmodified game files are allowed. Custom HUDs, scripts that automate actions, and exploits are banned.
- 5.3Binds that perform more than one action per key press (except buy and jump-throw binds allowed by the provider) are not allowed.
- 5.4Intentional use of known map or game bugs may result in round or map loss.
06 Pauses
- 6.1Each team gets four tactical timeouts of 30 seconds per map, taken during freeze time.
- 6.2Technical pauses are for real problems only (crash, disconnect, hardware). Announce the reason in chat immediately.
- 6.3Total technical pause time is capped at 10 minutes per team per map unless an admin extends it.
- 6.4Only the team that paused, or an admin, may unpause. Unpausing early without agreement is penalised.
07 Disconnects & restarts
- 7.1If a player disconnects before the first kill of round one, the round is restarted.
- 7.2After that, play continues; the team should take a technical pause and wait for the player to reconnect.
- 7.3If the player cannot return within the pause limit, the team may bring in a registered substitute or continue 4v5.
- 7.4If a server crash interrupts a map, admins restore the last completed round using the backup system.
- 7.5Deliberate disconnects to gain an advantage lead to forfeiting the map.
08 Anti-cheat & integrity
- 8.1Players must run the anti-cheat required by the tournament provider for the full match.
- 8.2Cheats, wallhacks, aim assistance, ghosting (watching the stream for information) and stat manipulation result in disqualification and a ban from QSL events.
- 8.3Match fixing, intentionally losing, or arranging results is banned.
- 8.4Admins may review demos and request evidence such as POV recordings or screenshots.
- 8.5Teams must keep match demos for 7 days after the event.
09 Conduct & betting
- 9.1Treat opponents, admins and spectators with respect. Harassment, hate speech and threats are not tolerated.
- 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.
- 9.3Players may not promote gambling or betting services in QSL channels.
- 9.4Penalties range from warnings and round loss to disqualification and bans, depending on severity.
10 Valve VRS (ranked) events
- 10.1Ranked events are tagged "Valve VRS" and follow Valve's Tournament Operation Requirements on top of these rules.
- 10.2Every player must have FACEIT linked with FACEIT's verified badge and approved private player details. Teams need at least five eligible members.
- 10.3At least three players from the invited VRS roster must play every match. Otherwise the match is a forfeit.
- 10.4Seeding uses the VRS list named on the event page. Teams without a Global VRS rank are seeded below VRS-ranked teams.
- 10.5Results are final once confirmed on Challengermode and are published on the event page for Valve's standings.
11 Disputes & admin decisions
- 11.1Report disputes during the match by pausing and contacting an admin, with evidence where possible.
- 11.2Disputes raised after a map is finished are only accepted for cheating or rule breaks that were not visible during play.
- 11.3The tournament provider's rules apply first for registration, anti-cheat and match conduct; these QSL rules add to them.
- 11.4Admin decisions are final. Situations not covered here are decided by admins in the spirit of fair play.

