HSEL Rainbow Six Siege Rules

  • Updated

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. Anti-Cheat

No additional anti-cheat is required for official matches.


2. Match Procedure

*Per the game's Developer (Ubisoft), all players must be at least 16 years old in order to participate in the tournament. 

Supported Platforms

  • PC
  • PlayStation
  • Xbox

2.1. Series Lengths

Matches are to be played as a best of 1 in the regular season, a best of 3 in the playoffs, and finals

2.2. Game Settings

The match lobby should be hosted by the away 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 in 14.2.1. and the corresponding map veto procedure in the sub-rules of 2.3.
  • 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
    • Reveal Phase Timer: 5
    • Damage Handicap: 100
    • Friendly Fire Damage: 100
    • Injured: 20
    • Sprint: On
    • Lean: On
    • Death Replay: Off
    • 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 match should be stopped and restarted, with the same bans and operator selections that were previously made. Previously played maps in the series will not count if they were played with incorrect settings. 

2.3. Map Veto

Teams will take turns banning maps from the map pool listed in 2.5. The home team will have the ability to decide which team will act as Team 1 and which will act as Team 2.

2.3.1. 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

2.3.2. 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

2.4. 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)

2.4.1. 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 choice a test game will be launched so that teams may grab screenshots of their ping once round 1 has started. 
    • The same step will then be repeated with 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 the server used for the match series. 
  • If any issues or disagreements arise, the home team must contact an HSEL Administrator. 
  • Refusal to abide by the ping test rule can result in a match forfeit being issued by HSEL Administrators. 

2.5. Maps

The map pool includes the following:

  • Bank
  • Border
  • Chalet
  • Clubhouse
  • Kafe Dostyevsky
  • Oregon
  • Skyscraper
  • Theme Park
  • Villa


3. Tournament Rules 

3.1. Game Connections

All players taking part in High School Esports League tournaments are required to have an active game account for the tournament they’re participating in connected to their Generations Esports account. All game connection information shown on a team’s roster must match with the accounts in game. Players using different accounts or those not officially on the roster are prohibited from playing in matches. Only one account connection is allowed per game, the use of alternate accounts is prohibited. All account connections are prohibited from being changed after the team has participated in its first match of a tournament’s regular season.

If a player’s name does not match what is shown on their roster, please reach out to an HSEL Administrator through the live chat service for assistance while the game is still being played. Name discrepancy reports will not be accepted after a match has been completed. 

3.1.1. Account Ownership

Game accounts used in official tournaments must belong to the student participating using that game connection. At no point in time may players share accounts with each other or use an account of another person, regardless of if they are in the tournament or not.

3.1.2. School-Purchased Accounts

Schools may create accounts or purchase game licenses for their students participating in a tournament if they do not already have an active one. These accounts will be considered the students’ personal account and may only be used by one student each. These accounts and licenses may not be transferred to another student upon the previous student’s graduation or leaving the team, as this would be against any publisher’s Terms of Service or End User License Agreement.

3.2. Match Streaming

3.2.1. Spectators

Spectators are permitted in game lobbies for the sole purpose of streaming their team’s match to the School’s Twitch or Youtube channel or to record the match. Spectators may not have any communication with team members while the game is currently being played and must not be a member of the roster participating in the match. All spectator streams must be from the 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. The use of the Generation Esports Wizard streaming service is prohibited for broadcasting spectating games.

3.2.2. Player Streaming

Players may stream to their personal twitch or youtube channel if they are participating in the match. The match may only be streamed from the player’s in-game point of view and should have at least a 3 minute delay set to prevent possible incidents of stream sniping.

Players may not at any time stream another player or roster’s match on their personal channel.

3.3. Playoff Qualification

Teams must compete in and complete 75% of their Regular Season matches in order to be considered for playoff qualification. Teams who do not meet this requirement will be removed from qualification consideration regardless of their final record. 

3.3.1. Unplayed Matches

Any match or queue that a team misses or does not complete will result in the match being counted as a loss against the team's record at the end of the regular season.

3.4. Playoff Qualification Tiebreakers

The tie breaker system will be run as a tiered protocol that will be used if multiple teams finish the regular season with the same overall record. 

  • Wins. (Forfeit wins and bye wins are scored as a 0-0 win)
  • Head-to-head record. (If the two tied teams have played each other, their match record against each other is compared)
  • Overall game win percentage. (e.g. winning a match 3-0 is better than 3-2)
  • This applies to Valorant, Rainbow 6, and CS:GO only: round differential. (A team with 15 rounds won and 10 rounds lost will have a round differential of +5. A higher positive value is better)
  • Higher opponents’ game win percentage. (e.g. it is better to beat an opponent who  consistently won 3-0 than 3-2)
  • Fewer forfeit losses.
  • Fewer bye wins.
  • The team which had a higher number of wins before their first loss.
  • If the first loss is received after the same number of wins, then the team which lost to the stronger opponent (as defined by game win percentage) will be ranked higher.


4. Restrictions

4.1. 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.

4.2. New and Reworked Operators

The use of New or Reworked Operators released during the season will be prohibited from use in official matches for the remainder of the season. A reworked operator is defined as an Operator having 50% or more of their kit change that directly impacts game play, for example the Tachanka rework. Normal gameplay patches (buffs/nerfs) are not considered to be reworks. 

4.3. Operator Skins and Headgear

All character uniforms/skins are banned except for:
- default uniforms
- all pro league uniforms
- all R6 share uniforms

The use of skins must be called out as soon as it is recognized, and the round reset promptly. If any issues arise concerning the use of skins/headgear or the resetting of a map, please contact an HSEL Administrator.

*Violations of Rule 4.3. that are called out or reported after a match has been scored will not result in a map reset or rematch. 

4.4. Illegal Actions

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

  • Exploits as outlined in rule 2.2.
  • Abusing re-host or player disconnects
  • Spawn Killing
    • Killing someone within 2 seconds after spawning will be considered spawn killing. Spawn killing can result in the overturning of the results of the map. If you believe spawn killing has happened, please submit a match dispute along with video evidence.


5. Stoppage of Play

Intentionally disconnecting during the match is strictly prohibited. A player who disconnects for any reason more than three times may face a penalty at the administrator's discretion. 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. The match is considered “live” when the first round has started. 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 as a forfeit in favor of the team who is able to have the required number of players in the server. If a team leaves the server without informing their opponent, the team risks forfeiting the match.

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 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. 


6. Team Rosters

Rainbow Six Siege team 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.


7. Code of Conduct

Each participant must comply with the Game's code of conduct and Tournament rules. Participants may not participate in the Tournament if they have previously been permanently banned from the Game by Ubisoft and/or its third-party partners.