HSEL Rainbow Six Siege Rules

The rules contained on this page only cover this specific game, please review the HSEL General Competition Rules for information covering all official tournaments. 

1. Match Procedure

1.1 Supported Platforms

  • PC
  • PlayStation
  • Xbox

Crossplay is supported between PlayStation & Xbox consoles. PC does not crossplay with consoles.

1.2. Series Lengths

Preseason & Regular Season - Best of 1 

Playoffs/Finals - Best of 3

1.3. Game Settings

The match lobby should be hosted by the home team. All matches should be played with the following rules:

  • Playlist Type: Normal Mode
  • Map Selection: To be determined by map veto in accordance with the tournament stage series length and map veto procedures in 1.4
  • Time of the Day: Day
  • HUD Settings: Pro League
  • Server Type: Dedicated Server
  • Match Settings
    • Number of Bans: 4
    • Ban Timer: 20
    • Number of Rounds: 12
    • Attacker/Defender Role swap: 6
    • Overtime Rounds: 3
    • Overtime Score Difference: 2
    • Overtime Role Change: 1
    • Objective Rotation Parameter: 2
    • Objective Type Rotation: Rounds Played
    • Attacker Unique Spawn: On
    • Pick Phase Timer: 15
    • Damage Handicap: 100
    • Friendly Fire Damage: 100
    • Injured: 20
    • Sprint: On
    • Lean: On
    • Death Replay: Off
    • Tactical Timeout Requests Available per Team: 1
    • Tactical Timeout Allow Requests From: Players
    • Tactical Timeout Duration: 45
    • Game Mode: Bomb
    • Plant Duration: 7
    • Defuse Duration: 7
    • Fuse Time: 45
    • Defuser Carrier Selection: On
    • Preparation Phase Duration: 45
    • Action Phase Duration: 180
    • Data Center: To be determined by server veto in 14.2.4.
    • Voice Chat: Team Only

In the event that incorrect settings are loaded onto the server, the game/current round should be stopped and restarted, with the same bans and operator selections that were previously made. All games/rounds must be played with the correct settings to be considered valid for the series result.

1.4. Map Veto

Teams will take turns banning maps from the map pool listed in 1.6. The home team will have the ability to decide whether they would prefer to be “Team 1” or “Team 2” in the procedures outlined below.

1.4.1. Best of One

Teams will pick/ban in the following format:

  • Team 1 bans a map
  • Team 2 bans a map
  • Team 1 bans a map
  • Team 2 bans a map
  • Team 1 bans a map
  • Team 2 bans a map
  • Team 1 bans a map
  • Team 2 bans a map
  • The remaining map will be played

1.4.2. Best of Three

Teams will pick/ban in the following format:

  • Team 1 bans a map
  • Team 2 bans a map
  • Team 1 picks the first map
  • Team 2 picks their starting side on the first map
  • Team 2 picks the second map
  • Team 1 picks their starting side on the second map
  • Team 1 bans a map
  • Team 2 bans a map
  • Team 1 will pick between the three remaining maps with starting side determined by default side selection settings

1.5. Server Selection

The following data centers are permitted for use in official matches:

  • US East (eus)
  • US Central (cus)
  • US South Central (scus)
  • US West (wus)

1.5.1. Ping Test

If both teams cannot agree on a server, a ping test will be used to determine which server will provide the most balanced ping. 

  • Both teams will select their specific servers. 
    • Starting with the Home team’s server choice, a test game will be launched so that teams may collect screenshots of their ping once round 1 has started. 
    • Next, this should be repeated using the away team’s server of choice. 
  • After both servers have been tested, the teams will compare the ping results and the server that provides the more balanced ping difference will be used for the match series.
  • In the event of a dispute, contact HSEL Support via the live chat widget in the lower right of our website for a ruling.

1.6. Maps

The map pool includes the following:

  • Bank
  • Border
  • Chalet
  • Clubhouse
  • Consulate
  • Kafe Dostoyevsky
  • Nighthaven
  • Oregon
  • Skyscraper

2. Tournament Rules 

2.1. Age Requirement 

Per HSEL’s tournament license with the game's developer (Ubisoft), all players must be at least 16 years old in order to participate in the tournament. Team administrators must be able to verify students' age upon request to be eligible for participation and any potential prizing.

2.2. Match Streaming

2.2.1. Spectators

Schools wishing to use the spectator slot must receive explicit approval from HSEL, becoming a "Verified Broadcaster". Click here to apply for approval to be a "Verified Broadcaster".

If approved, all applicable personnel will receive the "Verified Broadcaster" trophy to feature on their Generation Esports profile. The following steps must be taken prior to the first stream by any verified broadcaster: 

  • The team admin/captain must add the verified broadcaster(s) to any VALORANT game roster that will have a match streamed by the verified broadcaster(s). 
  • Verified broadcasters must feature their trophy on their GenE profile page. This will ensure that it appears on a match page, for the opposing team's visibility. 
    • To feature a trophy, click your username in the top right --> "Profile" --> "Edit Profile" --> click on the "Verified Broadcaster" trophy and hit "Save". 

Verified Broadcasters are permitted in the spectator slot for the sole purpose of streaming their team’s match to the School’s Twitch or Youtube channel or to record the match. Personnel in the spectator slot may not have any communication with team members while the game is currently being played and must not be a competitor in the match.

All spectator streams must be from their team's player point of view or a 3rd person chase cam. The use of the skybox camera, director camera, or the point of view of another team’s player is prohibited. At the end of the match, the stream vod or an unedited copy of the recording must be shared with the other team in the match chat on the match page. 

In the event of both teams wanting to have a spectator, the home team will receive priority.

If any spectator rules are broken, HSEL admins will remove all permissions for streaming. Further infractions will result in removal from the tournament entirely. 

3. Restrictions

3.1. Disabled Operators and items

Operators, Weapons, Weapon Skins, and Charms that are currently disabled in the Normal or Ranked gameplay modes are prohibited from use in official matches.

3.2. New and Reworked Operators

The use of new or “reworked” operators released during the season will be prohibited from use in official matches for two weeks (14 days) from the release date. A “reworked” operator is defined as one that has had 50% or more of their kit change in such a way that directly impacts their gameplay or the kit/loadout. Normal gameplay patches (buffs/nerfs) are not considered to be reworks.

3.3. Operator Skins and Headgear

During official HSEL matches, players can only use the battle dress uniforms and headgear listed below. 

  • Operator’s default skins
  • Pro League skins (gold sets)
  • Pro teams branded cosmetics
  • Esports Programs’ cosmetics

All other battle dress uniforms and headgear are banned from use in competitive play. Weapon skins, weapon charms, and operator background cards are not subject to any restriction.

The use of skins must be called out as soon as it is recognized in match chat and reported through GenE Support Live Chat widget found in the lower right of our website. HSEL admins may conclude the round in contention be reset. In the event of a round reset, the Home Team will be instructed to recreate the game taking in to account all prior round history.

Violations of this rule must be reported during the active map. Reports after a map/match have concluded will not be considered.

3.4. Illegal Actions

Any actions that result in an unfair advantage are illegal. The following actions are considered illegal in official play:

  • Abusing re-host or player disconnects
  • Spawn Killing
    • Killing someone within 2 seconds after spawning will be considered spawn killing. If you believe spawn killing has happened, please submit a match dispute along with video evidence.

4. Stoppage of Play

4.1. Disconnects 

Intentionally disconnecting during the match is strictly prohibited. If a player drops from the server during a match, the round will continue uninterrupted until the end of the round. The round is considered to start at the first second of the preparation phase. After the round has been completed, the player who disconnected will be allowed to rejoin the server. 

At least 4 players need to remain and the match needs to be played until the match ends and a winner is decided. If this is not possible due to connection issues, it will be considered a forfeit in favor of the team who is able to have the required number of players in the server. 

4.2. Server Re-Hosting

Each team can have the server re-hosted once per match, so long as the first round in a game has not been completed and first blood has not yet occurred in round 1. In the event that a match is rehosted, each player must select the same settings/operators as they picked at the start of the original game. If problems persist with regards to a player disconnecting after the server has already been re-hosted, the team must play the remainder of the match with the remaining 4 players.

For issues concerning player disconnections, please contact an HSEL Administrator. 

5. Organization Rosters

Rainbow Six Siege rosters require a minimum of 5 players and are limited to a maximum of 10 players (5 starting players and 5 substitute players). Rosters that do not meet the minimum or exceed the maximum number of players will not be allowed to participate in official matches until their roster size meets the set requirements. Player substitutions may be made between maps.

UBISOFT HAS PROVIDED THE USE OF ITS NAME AND TRADEMARKS BUT IS NOT INVOLVED IN THE EXECUTION OR ADMINISTRATION OF THIS TOURNAMENT, AND ANY QUESTIONS, COMMENTS, OR COMPLAINTS REGARDING THIS TOURNAMENT MUST BE DIRECTED TO THE ORGANIZER.