Official Tournament Rulebook
1. Registration & Terms and Conditions
1.1. Registration Limit
Tournament registration follows a first-come, first-served basis. Only the first 8 teams to complete registration will be accepted per qualifier.
1.2. Data Submission Consent
By signing up, you agree to provide your Valorant account details (Riot ID) and player data for integration with the ValorantSL.com website. This information will be used solely for fair matchmaking, seeding, historical data tracking, and leaderboard purposes.
1.3. Spectra Client Requirement
All participating players must have the Spectra Client installed and running for in-game data tracking and stream overlays. This is mandatory for participation.
1.4. Qualifier Participation Limits
A team may participate in a maximum of two (2) qualifiers.
- If your team signs up for Qualifier 1 (Q1), you are only eligible to register again for Qualifier 3 (Q3) or Qualifier 4 (Q4).
- If your team signs up for Qualifier 2 (Q2), you are only eligible to register again for Qualifier 4 (Q4).
1.5. Priority for Semi-Finalists
Teams that reach the Semi-Finals of Qualifier 3 (Q3) will receive priority access to register for Qualifier 4 (Q4), should they wish to participate again.
1.6. Walkover & Disqualification Policy
If a team registers, is placed in the bracket, and then fails to show up (provides a walkover), that team will be disqualified from the entire tournament series. This rule is in place to prevent the manipulation of qualifier brackets.
1.7. Schedule & Match Times
- Match Format: All matches throughout the tournament will be played in a Best-of-Three (BO3) format.
- Time Slots: Standard match time slots are 8:00 PM and 10:00 PM. Teams must be available for their scheduled slot.
- Rescheduling: We are unable to make exceptions for team availability. Teams are expected to be present for their assigned slot. Organizers may attempt to accommodate a reschedule if informed well in advance, but this is an occasional courtesy, not a standard practice.
- Organizer Rights: The organizers reserve the right to modify match schedules with prior notice to all affected teams.
2. Match Settings & Format
2.1. Game Version
All matches will be played on the latest live patch.
2.2. Official Map Pool
The tournament map pool consists of the following:
- Pearl
- Haven
- Corrode
- Abyss
- Sunset
- Bind
- Split
2.3. Lobby Settings
- Mode: Tournament
- Server: Singapore 1
- Allow Cheats: Off
- Tournament Mode: On
- Overtime: Win By Two: On
- Lobby Privacy: Closed
3. Pre-Match Procedures
3.1. Map Veto Process (Best-of-Three)
- Team A bans one map.
- Team B bans one map.
- Team A selects the map for Match 1.
- Team B selects their starting side for Match 1.
- Team B selects the map for Match 2.
- Team A selects their starting side for Match 2.
- Team A bans one map.
- Team B bans one map.
- The remaining map will be played for Match 3.
- Team A selects their starting side for Match 3.
3.2. Agent Selection Process
Once Agent Select has started, players will have the standard time visible on their screen to pick their Agent, with both Teams picking simultaneously.
- Mistaken Pick: If a Player picks an Agent by mistake, they must notify a Tournament Official of their intended selection before the Agent Select timer expires. The process will be restarted with the same picks up until the mistake occurred.
- Late Notification: If the Player notifies an Official after the timer has expired, the Agent Select process will not be restarted, and the Player must use the selected Agent.
3.3. Match Start
- Immediate Start: A Match will start immediately after the Agent/Map Selection process is complete, unless otherwise stated by a Tournament Official.
- No Quitting: Players are not allowed to quit a Map during the “Free Time” between the completion of picks/bans and Map launch.
- Controlled Start: In the event of an error or a decision by Officials to separate pick/bans from the match start, an Official may start the match in a controlled manner.
- Slow Client Load: If a game crash, disconnect, or other failure prevents a player from joining the Match at its start, the Match must be immediately paused until all ten (10) players are connected.
4. In-Game Match Rules
4.1. Timeouts (Tactical Pauses)
- Teams are allowed to call two (2) timeouts of 60 seconds duration per map.
- The 60-second timer begins when the in-game pause timer begins.
- Timeouts are called via the in-game pause system.
- In the event of overtime, each team will be granted one (1) additional timeout.
4.2. Technical Pauses
- Each team has a total of 10 minutes of technical pause time per map. This time can be used across multiple pauses.
- Procedure: If a team pauses for a technical issue, they must immediately announce the reason in the in-game chat and/or to a Tournament Official (e.g., via Discord).
- Valid Reasons: A technical pause may be called only for:
- Match disconnect
- Power outage
- Computer crash/issue
- Critical environmental issue (fire, flood, etc.)
- Timing: A technical pause may only be enacted during freezetime (the buy phase at the start of a round).
- Misuse: Using a technical pause to gain a competitive advantage (e.g., to discuss strategy) will result in disqualification.
- Official Pauses: Tournament Staff may pause a match at any time and for any reason.
4.3. Crashes & Round Restores
- 4.3.1. If a match is interrupted for reasons beyond the control of the Players (e.g., server crash), a Tournament Official will restore the round using the in-game round restore feature. In some scenarios, the Official may decide to replay the round or the entire match.
- 4.3.2. If the issue occurs during the first minute of the round, before any damage has occurred, and the opponent/referee has been immediately notified, the round will be restored.
- 4.3.3. If the issue occurs during a round after damage has been dealt, but the outcome of the round can still be determined (e.g., a single player drops but others remain), the round will not be replayed or restored. The round will be played to completion and will count.
- 4.3.4. If the issue occurs during a round after damage has occurred and the outcome of the round cannot be determined (e.g., due to a server crash), the match will be restored to the beginning of that round.
- 4.3.5. If the issue occurs after damage, the outcome is obvious (e.g., one team is saving with 10 seconds left), but the round cannot be continued, the round may be awarded to the winning team by an Official.
- 4.3.6. Matches will not be stopped and rounds will not be restored for clear participant-side faults (e.g., mis-buying a weapon).
5. Player & Team Conduct
5.1. General Principle (Zero Tolerance)
Any form of cheating, hacking, or exploitation to gain an unfair advantage is strictly prohibited and will result in immediate disqualification and potential bans from future events.
5.2. Prohibited Actions
The following actions are strictly prohibited:
- Abuses & Exploitation: Intentionally using any in-game or map bugs, glitches, or flaws to gain an unfair advantage.
- Hacking: Hacking or otherwise modifying the intended behavior of the game client.
- Scripting: The use of any scripts.
- Macros: The use of any macros.
- Third-Party Software: The use of any third-party addons, hooks, programs, or wrappers that interact with or alter the game client, its appearance, or its behavior.
- Impersonation: Impersonating another eligible player by any method. This will result in both the impersonator and the player being impersonated being removed from the tournament.
- Collusion & Match Fixing: Any agreement or action to intentionally influence the outcome of a match, including:
- Teaming with opposing players.
- Planned movement or positioning agreements.
- Communicating (verbally or non-verbally) with opposing players.
- Intentionally dropping items for an opposing player.
5.3. In-Game Names
Each player must have their primary, recognizable nickname as their in-game name during all matches. This is to ensure players are easily identifiable for referees, broadcasters, and viewers. Clan tags or sponsor names are the only additional information permitted. Tournament Staff have the final say on what is considered a “recognizable” name.
6. Coach Rules
- 6.1. Teams may have one (1) coach. If a team has a coach, that coach may be present for every match.
- 6.2. A Coach may be connected to the lobby and voice communication system.
- 6.3. A Coach is only allowed to communicate with players during the following periods:
- Agent and Map selection
- Tactical Timeouts
- Half-Times
- In-between maps
- 6.4. Coaches are only permitted to be in the Match Area (or equivalent in an online setting) during the times listed above.
6.5. The use of “Coach Slots” in-game may be permitted. Tournament Staff reserve the right to override the use of coach slots at their discretion.