Round One Supplement to the BLAST Rules
Official version 1.1, not reviewed by a lawyer. Rejects Esports LLC wrote this page in plain words from how Round One really works. It is in effect as written, but a lawyer has not reviewed it yet, and we may update it after that review. It is not legal advice.
This Supplement applies to every event on Round One Network. It says how the BLAST rules are used on Round One, what organizers can change, and what Round One adds. Scrims are not BLAST matches. Nothing in this Supplement applies to scrims. Scrims never ban maps, and the two teams agree a map pool.
About these rules
- Rejects Esports LLC wrote these rules itself, in plain language, from how Round One and TradeBack really work. These rules have not been reviewed by a lawyer yet. We plan to have them reviewed, and we may update them after that review. Any change follows the rules for changes in these rules.
- These rules are still our official version and are in effect as written.
- Nothing in these rules, or anything else we publish, is legal advice to you. If you need legal advice, ask your own lawyer.
- If a court finds that any part of these rules cannot be enforced as written, that part is applied as far as the law allows, and the rest still applies.
- Nothing in these rules takes away a right that the law where you live gives you and that cannot be given up by agreement.
- If something here is unclear, ask us at rejectsesportsbusiness@gmail.com before you rely on your own reading.
Rulebooks adopted
- Match play follows the BLAST R6 rulebooks: the BLAST R6 Global Rulebook, Season 2026 (Stage 2 edition, last updated September 2026) and the BLAST R6 North America League (NAL) Rulebook, Season 2026 (last updated March 2026). The sections Round One uses are Global 4.1 to 4.5 and 4.8 (rosters, stand-ins, roster lock, substitutions), 5.1.1 to 5.1.6 (match format, settings, maps and bans, timeouts, role swap, issues during a match), 5.2 (sportsmanship), 5.3 (competition rules), 5.4 (tiebreakers), 6.2 and 6.4 (sanctions and investigations), and NAL 2.2 (standings points), 2.5 (tiebreakers), 5.2.1 to 5.2.3 (online match process, connection, maximum latency), 5.2.6 (MOSS anti-cheat), 5.4.2 (rehosts) and 5.6 (protests).
- The Global Rulebook wins over the NAL Rulebook, and over any organizer rulebook.
- Round One sums up these rules in its own words. Rules marked "Round One rule" are ours, where BLAST says nothing. Round One does not copy the rulebooks. The credit line is: "Match rules follow the official BLAST R6 Global Rulebook, Season 2026." (blast.tv) BLAST and Ubisoft own their rulebooks and names; Round One only refers to them.
- Round One is not part of BLAST, and BLAST does not run or back Round One.
- Parts of the BLAST rulebooks that cannot apply to an open community platform are not used: licenses and point systems, team participation agreements, transfer windows and loans, Ubisoft roster registration, LAN, media and camera duties, fines, memory dumps, prize payment and tax, rights, sponsorships and gambling, residency and Discord contacts, and server location and game version rules.
Who sets what
BLAST-locked. Organizers cannot change these:
- The nine-map pool: Bank, Border, Chalet, Clubhouse, Fortress, Kafe Dostoyevsky, Lair, Nighthaven Labs, Villa.
- Veto orders and the coin toss.
- Starting side and overtime side selection.
- Deciders.
- Match format: 12 rounds, first to 7, overtime first to 2.
- Standings points and tiebreakers.
- The 7:0 forfeit and its exclusion from tiebreakers.
- Swiss pairings.
- Tactical and role swap timeouts.
- Cosmetics rules.
- Bug and exploit rules.
Round One-locked. Organizers cannot change these:
- Check-in opens 30 minutes before every match and stays open until the match is decided.
- A match forfeit, a suspension or a ban needs a Round One moderator.
- The dispute process, the 72 hour appeal and the second approval.
- Replay verification, Class and Player Rating.
- Conduct rules and the site terms.
Organizer-settable. The organizer sets these in event setup. Any value the organizer changed is marked "Set by the organizer" on the event Rules tab. Defaults are shown:
- Lateness scale (section 8).
- Penalty scale for in-match offences (warnings, round losses, map losses): the Round One default.
- Roster size: 5 starters, up to 2 subs, 1 coach.
- When rosters lock: when sign-ups close.
- Sub notice: 60 minutes before the match or map 1.
- Stand-in rules: coach or staff first, then a stand-in, organizer approves.
- Rehost limits: 1 per team per map.
- Last day to play each match (section 5).
- Regions that may enter.
- Ping limit: 120 ms.
- Formats per stage, Class range, minimum age above 13, prizes and fees.
An organizer's own rulebook adds to these rules. Where they differ, these match rules win.
Eligibility
- Players must be 13 or older. Players aged 13 to 15 need a parent or guardian approval (see the Guardian Permission Agreement). An event can set a higher age. Organizers see only a yes or no for whether a player meets an event's age rule, never a birth year.
- Every player must have a Round One account with a linked Discord account and a linked Ubisoft account.
- One Ubisoft account per player. A player cannot use another person's account, or use two accounts, in the same event.
- Region: the organizer can limit an event to certain regions. Region is a broad area such as NA East. The site checks it at sign-up.
- Players on a Round One suspension or ban cannot play in any event until it ends. A penalty given by a league or event admin applies only in that league or event.
- Ineligible players: if a player turns out not to be allowed to play (wrong age, banned, blocked for location, or on someone else's account), every match they played in the event is forfeited, and the team is disqualified if it was on purpose.
- A player's Class range, if set by the organizer, applies.
Format
- Formats: Best of 1, Best of 3 or Best of 5. Best of 2 is not offered. The organizer picks the format for each stage.
- A map is 12 rounds. First to 7 wins. At 6:6, overtime is up to 3 rounds, and the first team to win 2 overtime rounds wins, so a map can end 8:6 or 8:7. Sides swap after round 6. Overtime changes role once.
- Lobby settings follow the Pro League setup: Bomb mode, 12 rounds, 3 overtime rounds with a 2 round score difference, 20 second operator ban timer, 15 second pick phase, 45 second preparation, 180 second action phase, 7 second plant and defuse, 45 second fuse.
- Lobby host: an assigned caster hosts. With no caster, the higher seed hosts, or, if seeds are equal or there are none, the team that lost the coin toss. Either team may ask the organizer or a caster to host instead. If a caster is assigned, the Match Room shows the caster's Ubisoft name and asks the teams to invite them.
- Who may be in the lobby: only the 10 players, the assigned caster, and an admin only when needed to supervise. No coaches, analysts or other spectators.
- Maps and sides, in order:
- Best of 1: coin toss. The winner chooses who bans first (team A). A ban, B ban, A ban, B ban, A ban, B ban, A ban, then B picks the map from the last two. This last step is a pick, not a ban: B chooses the map that is played, and the other one is dropped.
- Best of 3: coin toss. The winner chooses who bans first (team A). A ban, B ban, A ban, B ban, A pick, B pick, A ban, B ban, then the last map is the decider.
- Best of 5, single elimination: coin toss. The winner chooses who bans first (team A). A ban, B ban, A pick, B pick, A ban, B ban, A pick, B pick, then the last map is the decider.
- Best of 5, double elimination: no coin toss. UB is the upper-bracket team and LB is the lower-bracket team. UB pick, LB ban, UB ban, LB pick, UB ban, LB ban, UB pick, LB pick, then the last map is the decider. This order applies only when one team came from the lower bracket. When both teams came from the same bracket (for example the upper-bracket final), the Best of 5 single elimination order with a coin toss applies.
- The coin toss winner only chooses who bans first. It does not choose sides.
- Round One rule: maps are played in the order they were picked, then the decider.
- Round One rule: map bans open 2 hours before the start, and every step is logged with a time.
- Starting sides: on every map, the team that did not pick the map chooses the starting side. If a map goes to overtime, the team that did not choose the starting side on that map chooses the overtime sides (the side it plays in round 13).
- In Best of 1, team B picks the map, so team A gets side selection and team B gets overtime side selection.
- Decider in Best of 3 and Best of 5 single elimination: the team with the higher series round difference over the earlier maps chooses. If tied, the higher seed. If neither team has a seed, or the seeds are equal, a coin flip in the Match Room. The other team gets overtime side selection.
- Decider in Best of 5 double elimination: the upper-bracket team chooses the starting side. The other team gets overtime side selection.
- Operator bans are made in the game: before round 1, each team bans 2 operators of the other side (coaches may talk); before round 4, one more each (coaches silent); at round 7 the bans reset and repeat the round 1 pattern; at round 10 the round 4 pattern repeats. In overtime, the bans stay. Round One does not enforce operator bans in the Match Room.
- Tactical timeout: one per team per map, 45 seconds, called by the team at the end of a round or the start of the pick phase. It does not carry over.
- Coaches: coaches are not in the lobby. A coach may talk to the team only during tactical timeouts, the role swap timeout and between maps, as the latest BLAST rules allow.
- Role swap timeout: 2 minutes, automatic at the end of round 6, before sides swap. Coaches may talk.
- Cosmetics: only default operator uniforms and headgear, or Pro League, Major and esports program cosmetics. No drone or gadget skins. Weapon skins, charms and cards are free. First offense is a warning, then a round loss per offense.
- Exploits: banned exploits cost at least a round loss. The BLAST rulebook has the list.
- Standings points:
- Best of 1: win 3, overtime win 2, overtime loss 1, loss 0.
- Best of 3 (Round One rule): 2-0 win 3, 2-1 win 2, 1-2 loss 1, 0-2 loss 0.
- Best of 5 (Round One rule): 3-0 or 3-1 win 3, 3-2 win 2, 2-3 loss 1, 1-3 or 0-3 loss 0.
- Forfeit: the winner gets a 7:0 win (3 points), the forfeiting team 0. Double forfeit: 0 points each.
- Standings points are not Class points.
- Tiebreakers, in order, within the stage:
- Best of 1 only: round difference, head-to-head, match win percentage, round win percentage, tiebreaker match.
- Any Best of 3 or Best of 5 (Round One rule for Best of 5): map difference, round difference, head-to-head, match win percentage, round win percentage, tiebreaker match.
- A 7:0 forfeit does not count in the tiebreakers (no maps and no rounds). The match counts as a win in points and match win percentage.
- Head-to-head is the best win rate in the games between the tied teams.
- When every step is still tied, the organizer adds a tiebreaker match. Its result decides only the tie.
- Swiss stage: 16 teams. Round 1 pairings by draw into seeding groups, matched in Dutch order (seed 1 against seed 9, seed 2 against seed 10 and so on). Round 2 is also in Dutch order. Round 3 onward is paired by the Buchholz system. Elimination and qualification matches are Best of 3. All other Swiss matches are Best of 1. 3 wins qualify, 3 losses eliminate, 8 teams advance. Teams that qualify in the same round are seeded into the playoffs by Buchholz score. Tiebreakers follow the list above.
Schedules and rescheduling
- Each match has a scheduled start time shown on the match page, and the organizer sets a last day to play it. Times can be shown in a viewer's time zone.
- Rescheduling is allowed up to the last day to play. The two teams can agree any new time on or before that day. The new time must be recorded in the Match Room. If they cannot agree, the scheduled time stands.
- A match not played by the end of its last day to play is decided by the organizer, usually as a forfeit by the team that would not play.
- Outages: if Ubisoft's servers or another outage outside both teams' control stop a match, it is postponed with no penalty. The organizer sets a new time within 7 days and may move the last day to play.
- A team's own technical problems or missing players are not a reason to postpone (see sections 8 to 10).
Rosters, lock, subs and stand-ins
- Event roster: 5 starters and up to 2 subs, plus 1 coach (5 to 7 players). A team's own Round One roster (up to 10 players and 4 staff) is a team page list. It is not an event roster.
- Roster lock: rosters lock when sign-ups close and stay locked for the whole event. No new players or coach after that. The organizer may set a different lock time within the allowed values.
- Substitutions: the coach or manager tells the organizer at least 60 minutes before the match (Best of 1) or before map 1 (Best of 3 and 5), naming who goes out and who comes in. Both lineups show to both teams at the same time, 15 minutes before the start. No changes after that.
- Stand-ins: only when a team cannot field 5 from its roster. First a coach or team staff member, then a stand-in player. The organizer approves each one. A stand-in cannot be on another roster in the same event.
- Names: players and teams may change their display name or in-game name during an event. Their linked Ubisoft account does not change, so results always stay with the same person and team. Names must still follow the Community and Safety Rules.
Check-in
- Check-in opens 30 minutes before the start of every match.
- A team can still check in after the start, until the lateness steps in section 8 forfeit the match or a result is entered.
- A late check-in does not undo lateness penalties the team has already reached. For example, a team that checks in 27 minutes late keeps the 15-minute warning and the 25-minute round loss.
- Each team checks in through the Match Room. A team that has not checked in is treated under section 8.
- Check-ins are kept for 90 days after the event is final.
Lateness defaults
Counted from the scheduled start for a team that is not ready in the lobby. A team is ready when it says it is in the lobby in the Match Room, or when its whole lineup has checked in. Either one stops its lateness clock. The organizer may change these within the allowed values:
- 15 minutes late: warning.
- 25 minutes: loss of 1 round.
- 30, 35 and 40 minutes: loss of 1 more round at each step.
- 45 minutes: the map is forfeited (in a Best of 1, the match).
- 60 minutes (Best of 3 or Best of 5): the match is forfeited.
Disconnects and rehosts
- Technical pause: only the organizer or an admin calls it. No fixed length. During a round, play on until the next pause point unless an admin stops it.
- Rehost: at most 1 per team per map. A rehost is allowed:
- for a technical problem or disconnect before the preparation phase, or in its first 30 seconds;
- in the first 30 seconds of the action phase, if no player has taken damage;
- at any time for an observer problem, a player who cannot move or control the operator, or a broken game mechanic.
- After that, the round is played out. The organizer can always order a rehost for fairness.
- On a rehost, teams may change operators, loadouts and the starting site.
- If a team leaves a round without a valid rehost, the other team wins that round.
- If a player keeps disconnecting after the team's rehost is used, the team finishes the map with who is left.
- "Map restarted" in the Match Room (both teams agree, replay reset) stays for the replay upload. It does not replace the rehost rules.
- Latency: 120 ms at most. A rehost comes first. A protest about ping needs at least 3 screenshots over 2 rounds.
No-shows and forfeits
- A no-show dispute can be opened from 30 minutes after the scheduled start. Before that, the lateness steps in section 8 apply.
- A team that does not show, or cannot field its roster, forfeits. The result is 7:0 for the other team, shown with a "Forfeit" label. The match counts as a win in points. No maps or rounds count in tiebreakers.
- A forfeit of the match needs a Round One moderator to confirm it. An organizer can give warnings, round losses and map losses during a match on its own.
- Double forfeit: a loss and 0 points for each team.
- Four players: a team with only 4 players may play 4 against 5 if both teams agree. Otherwise the lateness steps apply until it forfeits.
- A team that forfeits on purpose to change seeding is breaking the conduct rules (section 15).
Evidence
- Evidence includes replay files, scoreboard screenshots, Match Room chat, check-ins and dispute evidence.
- Replay uploads: when the match starts, one player from EACH team is picked at random and named in the Match Room, so they are ready. Both upload every map's replay file and scoreboard screenshot within 1 hour after the match ends. Round One reads both teams' replay files itself and compares them.
- If an uploader misses the 1 hour deadline: another eligible player from that team is picked at random and gets exactly 1 more hour. If that player also misses, or nobody else on the team can upload, the upload is marked overdue and a Round One admin decides the match. If the two replays don't match, a Round One admin decides that map. During an emergency stop of the site, and for 30 minutes after it, the deadline moves 1 hour later instead.
- Missed uploads are also recorded as warnings for the team. Each miss is a step on a fixed warning ladder counted across the whole event. A warning never changes a result. The player who missed must read and agree to the upload rules again. A team's second miss in the event is reported to the event staff, and its third and any later miss to the Round One safety team.
- In single-uploader mode, the replacement uploader is picked from either team's lineup. A team that uploaded everything is never blamed for the other team's missing upload. When an admin settles a map from one team's replay, it counts for stats and Player Rating like any verified replay.
- Round One can switch back to a single random uploader per match if needed; the Match Room always shows which mode a match uses.
- Evidence is kept for 90 days after the event is final, then deleted. A replay waiting to be read is deleted once it is read. Round One keeps a fingerprint of the file, not the file.
- Evidence is private. Only the two teams, the organizer, the moderators and Round One staff can see it. A dispute shows publicly only as a short result label.
- MOSS anti-cheat is required in every event match (a Round One rule, following NAL 5.2.6). Every player runs MOSS for the whole match. An organizer cannot turn this off. Scrims do not need MOSS.
- Players keep their MOSS files on their own PC until 1 week after the EVENT ends, and upload them only when a Round One moderator asks. Uploaded MOSS files are private evidence that only adult Round One staff can see.
- Missing MOSS files can lead to disciplinary action. The organizer and Round One admins decide the penalty, up to disqualification; a forfeit or ban still needs a Round One moderator.
- A Round One moderator may ask any player for a live PC check within 48 hours. Refusing counts as a cheating finding. PC checks of players under 18 always have two Round One staff present (see the Community and Safety Rules, section 6).
- Faked, edited or missing evidence can lead to a sanction (section 15).
Disputes and appeals
- Report a rule breach at the end of the map. Do not stop play.
- A dispute is opened in the Match Room, with evidence (replays, MOSS files, clips) within 24 hours of the match. After that, only cheating and other integrity problems can be raised, up to 30 days after the event is final. In round robin and Swiss stages the site keeps disputes open for 14 days. The other team has 24 hours to answer.
- If the organizer's own team plays in its event, any ruling involving that team is made by a Round One moderator, not the organizer.
- A Round One moderator decides. People involved are told and get a chance to answer.
- One appeal is allowed within 72 hours of the decision. An appeal needs a second approval from another moderator.
- No sanction for a breach reported more than 24 months after it happened.
- A temporary suspension can apply while a serious report is looked at.
- Round One keeps a penalty record for each player and team. It is for staff only.
- Disputes and appeals about money (entry fees) go to the organizer, who sets and collects fees.
Cancellations
- An organizer can cancel or postpone an event or a match. The organizer must tell all teams through the event page and the Match Room, and refund any entry fees the organizer collected.
- Round One can cancel, pause or remove an event that breaks the Round One Terms of Use or the Community and Safety Rules, or that is unsafe.
- If an event is cancelled, results already marked final stay as they are. Rankings from matches that were played are not rewound unless a moderator finds cheating or fixing.
- Round One is not responsible for the organizer's costs, or a team's costs, caused by a cancellation.
Prizes
- Prizes are set and paid by the organizer, not by Round One. Round One does not hold or pay prizes. Paid events carry the Round One fee, as the Terms of Service explain: 2.5% added to the team's entry fee, plus 2.5% from the organizer on events that end on or after 1 December 2026. Events created in November 2026 that open sign-ups by 30 November 2026 carry only the team's 2.5%.
- A team disqualified for cheating loses its placing and any prize, even after the event ends (Community and Safety Rules, section 7).
- The organizer states the prizes and the fees on the event page before sign-ups open.
- A prize may be withheld from a team or player who cheated or broke the rules.
- Questions about a prize go to the organizer. If an organizer does not pay a prize, Round One may ban the organizer and mark the event "Prizes not paid" (Organizer Agreement, section 10.9).
Conduct
The Community and Safety Rules apply to every event. In match play, these are banned and lead to sanctions:
- Cheating (third-party software, tampering, stream sniping), match fixing, throwing, or forfeiting on purpose to change seeding.
- Intentional teamkills and spawnkills (a kill in the first 2 seconds of the action phase).
- Abuse of players or officials, hate speech, threats and harassment.
- Offensive names or tags.
- Impersonating officials, Round One or BLAST.
- Streaming your own match without at least a 3 minute delay. Players and casters may stream on Twitch with a delay of at least 3 minutes, to stop stream sniping.
Sanctions: warning, round loss, map loss, match forfeit, suspension or ban. Fines and points withdrawal do not apply. The organizer may give warnings, round losses and map losses during a match. A match forfeit, suspension or ban needs a Round One moderator.
Rule priority
If rules disagree, the first in this list wins:
- The law.
- The Round One Terms of Use and Community and Safety Rules.
- This Supplement.
- The BLAST rulebooks, for match play.
- The organizer's settings, within the allowed values.
- The event page.
Changes
Round One may change this Supplement. A change does not apply to an event that has started, unless the law, safety or a rulebook change requires it. The version and date are shown on the Rules tab.
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