1. League Informationupdated: Sat, 1/3/15

1.1. UGC's Dota 2 League was created to offer an organized competitive environment for Dota 2 players of all experience levels around the world.

1.2. UGC is committed to serving the community's wishes. Rules and League policies are set in consultation with the players, teams and the community we serve. All suggestions, opinions, questions and comments can be directed to league administrators.

The current list of League Administrators can be found on our Staff Webpage.
Team leaders are encouraged to post league suggestions in the Team Leaders forum. We will continually strive to make the league a better place for everyone.

2. Joining UGCupdated: Sat, 1/3/15

2.1. Signups are open to anyone in the world that plays Dota 2. UGC is an amateur league and is meant for anyone to join of all skill levels that love playing Dota 2 competitively.

2.2. UGC will have 3 seasons per year for Dota 2. Normally with 1 week of preseason, 8 weeks of regular season, 1 week for tiebreakers, and 3 weeks of single elimination playoffs. All based on weekly rankings with no repeated opponents for Regular Season play.­

2.3. The signup period will open for four weeks and teams have until January 14th to join, roster at least 5 members, all confirmed by UGC MMR Bot, and ready up BEFORE the schedule for Week 1 of preseason is out.  There’s no late team signups after­ January 14th due to team placement by overall MMR.

2.4. All teams must supply an active roster with Steam IDs to the UGC website on the teams contact page BEFORE we can place your team properly and the first scheduled match can be played. Each leader will have to set a team password for their team. Each member has to login by steam to the website and join the roster with the team password given by their leader.

2.5. Team leaders must set your team to “Ready” status once you have at least 5 rostered members and want to play for that week/season. Any team that doesn't have 5 members and are set to ready won’t be scheduled for that week.

2.6. All teams joining the league will be reviewed for team records, any past cheating allegations, and contact info given.

3. UGC MMR Systemupdated: Sat, 1/3/15

3.1. Anyone that joins UGC Dota 2 will be required to be on a team BEFORE you go through the MMR Bot process.  Once listed on the roster page, make sure you login by steam and go to "Team Membership" and click on MMR Bot Update.

3.1.2. Players and Teams that don't sign up 100% to the bot WILL NOT be allowed to play in UGC.  This counts for your entire roster with starters, backups, and anyone that joins midseason.

3.2. MMR is required to play

Any player that joins needs some type of MMR either Solo and/or Team MMR, UGC MMR Bot will know and it gets recorded so UGC can place teams based on each teams overall MMR.  It takes at least two weeks to record some kind of MMR in Dota 2.

3.3. Why is UGC using the MMR Bot?

We feel this is the best way to place amateur teams that sign up to the league.­ Since we have various skill divisions for each region, we want these games to be as fair as possible.

4. Match and Gameplay Setupupdated: Sat, 1/3/15

4.1. Team Size

Teams play with a minimum of 5 players and a maximum roster size of 10 players per team. Ringers, mercs, and stand-ins are not allowed even if opponent agrees.

4.2. Game Settings

Multiple regions and divisions based on skill.
All based on weekly rankings with no repeated opponents during Regular Season play.
Preseason and Regular Season: Best-of-2 format; 2-0 & 1-1 only possible scores with no tiebreaker.
Playoffs: 8 teams single elimination per division using Best-of-3 format.
Finals: Best-of-5 format

Gamemode: Captain's Mode
Version: Tournament
Cheats: Disabled
Spectators: Enabled
Spectator Delay: 2 minutes

4.2.a In Game 1, the Home team (listed first in the schedule) gets to choose whether they want to play on Radiant or Dire, and the Away team gets to choose whether they want to receive first pick/ban. In Game 2, the Away team gets to choose whether they want to play on Radiant or Dire, and the Home team gets to choose whether they want to receive first pick/ban.

4.2.b UGC prefers teams find a way to play all matches from start to end, even if it means being kind to an opponent on an issue (such as teams kindly waiting longer than 15 minutes to start). If the match cannot continue, see below for more notes on forfeiting.

5. Scheduling Informationupdated: Wed, 3/4/15

5.1. League Schedule

5.1.1. Our default match day is Sunday. Teams should plan on playing on default match day each week. The default match time varies by division.
Default Match Times
Africa –­ 7:00pm South Africa Standard Time(GMT + 2:00)
Asia – ­7:00pm China Standard Time(GMT + 8:00)
Australia/New Zealand –­ 7:00pm Australian Eastern Daylight Time(GMT + 11:00)
Europe –­ 19:00pm Central European Time(GMT + 1:00)
Middle East –­ 7:00pm Gulf Standard Time(GMT + 4:00)
North America –­ 7:00pm Eastern Standard­Time(GMT - 5:00); 4:00pm Pacific Standard Time(GMT - 8:00)
South America –­ 9:00pm Brasilia Time(GMT - 3:00)

Team Leaders may agree to change the match time and date. All agreements must be posted in UGC match comms. See below for more information about changing a match day or time.

5.1.2. Moving a match

If two teams wish to move the match to an earlier time or day, it is acceptable as long as both teams agree. This agreement must be recorded in UGC match comms for leaders. If one team wishes to reschedule and the other doesn't, or they cannot agree on an earlier date/time, then the match will be played on the default day and time.
Late Matches: Teams must contact an Admin if they plan on playing a match late. Teams who choose to play their matches late must do so by the deadline, Monday 11:59PM (all time zones). If this is not done or the match is unreported by this time, both teams receive a forfeit/default loss. See section 7.4.2 for more information about team leader reporting requirements and deadlines.

5.2. Match Comms: Team leaders are required to post in UGC website's Match Communications for each match.

5.2.1. Posting in match comms is required for team leaders to make final arrangements on day/time and servers. Team leaders should post at least 24 hours prior to the match, to give time for responses. Teams that fail to post in comms by 60 minutes prior to match default time may be considered by admins as no-show and a forfeit loss may result. Contact an Admin immediately if your opponent does not post and you believe the match will be a forfeit.
Our match comms are built into your team leader 'My Match' web page, simply log in as team leader to post. Match Comms are also available to all players, by using the steam login on UGC website.
(Also see rule 7.5. Forfeits)

5.3. Preseason, Season, Tiebreakers and Playoffs

5.3.1. The UGC Dota 2 League is a season-based competition. The season length varies, and will follow the general setup of preseason matches, regular season matches and playoffs.

5.3.1.a Preseason Scores will not count toward season rank. Preseason is used to order teams for regular season scheduling based on the preseason match results.

5.3.1.b Regular Season Scheduling during the regular season is based on team rank each week. Teams will not play the same opponent twice during the regular season. In Game 1, the Home team (listed first in the schedule) gets to choose whether they want to play on Radiant or Dire, and the Away team gets to choose whether they want to receive first pick/ban. In Game 2, the Away team gets to choose whether they want to play on Radiant or Dire, and the Home team gets to choose whether they want to receive first pick/ban.

5.3.1.c Tiebreakers are only for teams that share the same record.  This will only be for teams who 1-1 versus each other during regular season or haven't matched up in regular season play.  This will only determine your playoff placement.  All tiebreaker games will be a best of 1 series, home/away and who gets first pick will depend on your regular season matches.

5.3.1.d Playoffs Playoffs will be a 8-team single-elimination bracket for the top 8 teams in each division. Playoff games are Best-of-3. Placement is strictly rank based using regular season rank after the final regular season match. The top ranked team will have home field advantage and will play 2 out of the 3 games at home.­ In Games 1, and 3, the Home team (listed first in the schedule) gets to choose whether they want to play on Radiant or Dire, and the Away team gets to choose whether they want to receive first pick/ban.

a) Playoff Finals: The playoff finals are played as a Best-of-5. The top ranked team will have home field advantage and will play 3 out of the 5 games at home.­ In Games 1, 3, and 5, the Home team (listed first in the schedule) gets to choose whether they want to play on Radiant or Dire, and the Away team gets to choose whether they want to receive first pick/ban.

b) Playoffs & Forfeits: Forfeits during playoffs are strongly discouraged. Teams may be asked to work with admins to prevent them. Should a forfeit be unavoidable, the forfeiting team is eliminated from the playoff bracket.

5.3.2. Roster Lock Each team's roster will lock prior to the start of playoffs. Teams may not add any new players until the end of playoffs. 

5.3.3. Requesting a BYE Teams can request a bye from a week's scheduling with certain restrictions. No BYEs will be allowed for teams in the top 16 ranks after a season's mid-point. This is done to prevent problems in playoff seeding placement for top-ranked teams.

5.3.4. Team Records Permanent match records will remain as part of your team page after the conclusion of each season. When the season resets, all division and league winners will be permanently noted on our website's title section.

6. Serversupdated: Wed, 6/10/15

6.1. Only Valve Servers for that Region can be used for UGC matches. Home-based and Home LAN-based servers are not allowed. Players cannot be connected to the game server via a LAN except for special approved events.

6.1.a Location: Servers must be located in the geographical Region served by a Division.

Australia – Sydney, Australia
China – Shanghai
Europe East – Vienna, Austria
Europe West - Luxembourg
Russia – Stockholm, Sweden
South Africa – Cape Town
South America - São Paulo, Brazil
South East Asia – Singapore
US East – Sterling, Virginia
US West – Seattle, Washington

5.2. Spectators in the server are not allowed at anytime (UGC admins and UGC casters may spectate in the server at any time). Please set a join password on the server and request those not in the game to refrain from joining. Spectators in SourceTV are encouraged.

6.3. Server connection issues and crashes

6.3.a Should a server have connection issues (starts giving both teams extreme packet loss, lag, and makes the match generally unplayable), or if the server crashes outright, and the team captains verbally agree that the server has become unplayable, the round will be stopped and restarted elsewhere. Teams should always select a fair resolution when problems occur. Notify your league admin if any issues occur that cannot be resolved by teams. Possible reschedule if needed.

6.3.b Server Pauses Teams may only pause for technical difficulties or real-life problems.­ Each team should keep pause time to a minimum. A team's total pause time during the game may not be longer than 10 minutes, regardless of the duration of individual pauses, unless agreed upon by both teams in chat.­ Teams must immediately announce in chat the reason and expected duration of the pause.­ When the game is paused, both teams must state in chat they are ready before the game may be unpaused.­ Teams who abuse pauses or unpauses may be suspended from the league.

6.3.c If it is found that a team intentionally crashed or restarted a server, they will automatically lose the match and further action will be taken, including temporary or permanent suspension. This kind of bad sportsmanship will not be tolerated.

6.3.d In case of technical problems due to the Dota 2 client issues or Steam network, UGC may decide to postpone the match to another day.­ Please notify an admin as soon as possible about a reschedule to give the match a bit more time to play it.

6.4. Invite Division: Server Locations and Default Match Times

a) Western Invite
Server Location
Server must be on US East if it’s a North American team vs. a South American team.

Default Match Times
*If both teams are from two different timezone regions the default match time will be North America –­ 7:00pm Eastern Standard Time(GMT - 5:00).
*If both teams are from the same timezone region, the default match time will be that of the timezone region. (e.g: Home team South America vs Away team South America will have a default match time of South America -- 9:00pm Brasilia Time(GMT - 3:00)

b) Central Invite
Server Location
Both the home team and the away team must decide on an adequate server through match comms.
If both teams cannot agree the default server will be EU West.

Default Match Times
Default Match Time for Central Invite is ­Europe –­ 19:00pm Central European Time(GMT + 1:00).

c) Eastern Invite
Server Locations
Each match must be played on either SE Asia, India, South Korea, or Australia servers.

- Round 1 will be on the home team's preferred server region.
- Round 2 will be on the away team's preferred server region.

Default Match Times
*If both teams are from two different timezone regions the default match time will be 7:00pm Australian Eastern Daylight Time(GMT + 11:00).
*If both teams are from the same timezone region, the default match time will be that of the timezone region. (e.g: Home team Asia vs Away team Asia will have a default match time of Asia -- 7:00pm China Standard Time(GMT + 8:00)

7. Team Rosters updated: Wed, 2/24/16

7.1. Team Roster Size Limit. Teams are allowed a maximum of 10 players per team on your listed roster.

7.2. Division Placement Teams may request which region to play in after you sign up. You need at least 5 rostered members before UGC can place your team in a Region and Division. At any point prior to and during a season, UGC reserves the right to move a team to another division if we determine that team is better suited to it.

7.3. Multiple steam accounts. One account per player. Players who have more than one Steam ID with access to Dota2 can only be listed on ONE team roster. Players should list all of their steam IDs with their one team, and the multiple ID listings will only count as one player towards player limit as long as the rostered name is the same for all of the player's ID's. Teams who knowingly roster a player's alternate Steam ID to avoid a player ban, alternate account to sandbag, or a team player limit may be suspended.

7.4. Team Roster LOCK for Playoffs. Teams are not allowed to add players during playoff weeks. A roster lock may be instituted during the final weeks of the regular season, but even if rosters are editable, players cannot be added during playoff weeks for any team in the playoffs.

7.5. Players Changing Teams. Players can add or remove their team membership from the Player Control Panel accessed through the green Steam Login button on our website. Team leaders are notified of all requests to join, and also notified when a team member leaves his team.  

7.6. Team Name Change.  Once the season starts teams won't be not allowed to change the team name until Playoffs start.  If you want your team name changed after the season has started it needs to wait until playoffs.  Email the league requesting for the change.

7.7. Ringers/mercs/stand-ins and Unrostered Team Members. Changed for Season 6. Each team is allowed the use of one MERC or Unrostered player per week, provided that the Team & the Merc agrees to the following conditions:

  • 1-The player's solo or party MMR can not be higher that the upper limit of the team's skill division + 200 points.
  • 2-The player MUST display his MMR values on his profile during the match.
All other players must be rostered on the team, with MMR values added to his UGC profile, changes are tracked.

8. Match Playupdated: Tue, 6/16/15

8.1. Pre-match

8.1.1. Schedules for each week are posted no later than Tuesday (local time). Please attempt to contact your next opponents right away, both by match comms and via Steam. We urge all of our teams not to wait until match day. Contact the opposing team at least 24 hours before match time so that problems are avoided. Most of the games will be played on the default day and time. Both teams are allowed to play before if both agree in match comms confirming and a day after(Monday only) if both confirmed. If BOTH teams cannot agree it always goes back to the default day/time which are Sundays 7pm Eastern Time for North America; other regions will differ based on location.

8.1.2. Teams must communicate lobby information for the first game in Match Comms or an alternate messaging at least 15 minutes before match time. Match Comms are an official record, so it should be used so that there is no misunderstanding.

8.1.3. Server responsibility It is both teams' responsibility to ensure a lobby is available to play the match. If the Home team does not know how to setup the lobby, then the Visiting team may set it up. The Lobby location should be based on the region you signed up for and placed as a team. South American teams that plays in a North American division, needs to be able to play on US East servers only.

8.2. Starting A Match

8.2.1. Every team is allowed fifteen (15) minutes after the scheduled match time to have the lobby ready, including Casters joining.

8.2.2. Each team must have 5 members ready to play by fifteen (15) minutes after the scheduled match time. Teams must be allowed the full 15 minutes to reach a full roster. Teams may agree to wait longer, at their discretion.

8.2.2.a Roster Checking: The time prior to "readying up" and starting the match should be used by team leaders to check roster eligibility of their opponent's players. All issues concerning roster eligibility for players on the lobby must be addressed prior to the match starting. Once the match starts, the players on the lobby are considered accepted.

8.2.2.b Stalling for time is not allowed. If a team stalls for time, the game can be claimed forfeitable. Stalling can include any of the following:

  1. Having one or more players refusing to join the team lobby
  2. Staying in spectator mode during the exceeded 15-minute time limit to get ready for the match. (This also includes the extra time given by the discretion of the other team)
  3. Roster player swapping after the 15-minute mark of getting ready.

8.2.2.c Managers, coaches, mentors, spectators, etc. are NOT allowed in the lobby of the scheduled match time. Players that join the lobby for a team are to be playing in the match. Players that are not included for this rule are official UGC casters, admins, and ticket staff.

8.2.3. If a player performing picking duties is disconnected during pick/ban stage and unable to reconnect in time (if at least one conscious ban or pick is lost), match lobby will be re-made. Picking players must reproduce exactly all the picks and bans that were made prior to disconnect. If a team fails to comply with this requirement, the admin may issue warnings to the team and force teams to start the pick/ban stage over.

8.2.3. Match Setup­

Gamemode: Captain’s Mode
Version: Tournament
Cheats: Disabled
Spectators: Enabled
Spectator Delay: 2 minutes

8.2.4. Server Pausable See section 5.3.b

8.2.5. Forced Forfeits

If a team cannot field enough players or refuses to join the server within 15 minutes of the official match time and the server is properly configured with Captain’s Mode, Tournament mode, and Spectators enabled. However, if there are extenuating circumstances (steam crashing, some can't join a particular server, etc) then team leaders are to find an admin. If an admin is unavailable, team leaders MUST join IRC #UGC-DOTA2 and discuss the matter in public, whether or not an admin is present. The public record will stand in case of a dispute. If there is no public record, the team that could not produce enough players or refused to start the match within 15 minute of the official match time will forfeit the match upon the request of the opposing team. Please try to be reasonable and fair with your opponents, playing a match is always preferred over a dispute.

8.3. Starting Subsequent Rounds

8.3.1. A 10 minute break is allowed in between each match round of play. This time can be ignored if both teams agree. Team leaders are encouraged to remain in communication between rounds in the event there are problems.

8.4. Reporting Matches

8.4.1. HOME Team Reports Scores

After match play is over, THE HOME TEAM is to report the scores via the UGC website. Be careful when reporting match id scores and do not report false forfeits or other results. All match reports are held for admin approval so there will be a small delay before match rankings are updated. When reporting scores, the team captain will be able to enter a match summary for others to read. This is a durable record of your match. Please remember that these comments will be publicly available for all to view, therefore please post sportsmanlike match summaries - THIS IS NOT THE PLACE TO FILE A MATCH COMPLAINT. Address all complaints via e-mail or private messaging (forum, IRC, Steam, etc) to your division admin, found on the UGC staff page.

8.4.2. Home teams must report Match Results by Monday at 11:59pm (your local time zone). Contact Admins immediately if you cannot meet that deadline, you may be granted a 24 hour extension by admin approval only. If the home team leader has not reported a match result by 24 hours after a match is played, it is acceptable for the losing team to submit the Match Results. If a match is unplayed/unreported by Monday 11:59pm (your local time) and neither team has contacted UGC admins, both teams may receive forfeit losses in due of a result. If you have made an error in reporting the scores, please send an e-mail to the appropriate league administrator. If there is a dispute over the reporting, see Section 12.

8.5. Forfeits

8.5.1. UGC defines a forfeit as the following:
Any team that fails to field at least the minimum required members (as noted above) after 15 minutes have elapsed from the agreed starting time. This applies to each individual round, but does not include break time agreed on by both teams.

8.5.1a Match Abandonment: Teams should play the match to completion. If a team abandons a match prematurely, that team forfeits the match as a whole. If a partial match has been played, the winning (non-forfeiting) team will be awarded 2-0 score towards their record and 0 games played.

8.5.1b Bullying: Abandoned matches are subject to review. Any team found to have bullied an opponent into leaving (rage quitting) through bad sportsmanship, (e.g. trash talk, fountain camping while ignoring map goal) is subject to disciplinary action (see Section 10: Sportsmanship). This includes a minimum ban of 1 week and an overturned result of the match in question.

8.5.2. Penalties for Forfeits

Teams will be removed from scheduling for repeated forfeiting. Teams removed may be temporarily set to not ready or permanently suspended at admin discretion. Teams should post details to match comms when your team has difficulty meeting a match arrangement, we will take match communication efforts into consideration when reviewing team suspensions.

8.5.2.a Forfeit = Loss. Rankings include forfeit wins and losses. There are no forfeit makeup matches, neither for the winner nor loser.

8.6. Surrenders

8.6.1. UGC defines a surrender as the following:
Any team who types "gg" or uses a chat-wheel global "Good Game" message, triggers the 10-second countdown, and has their ancient explode is conceding victory. If a player accidentally sends a "gg" or chat-wheel "Good Game", they must cancel the count-down and send an all-chat message indicating that it was a mis-click/typo. Any abuse of fake "gg"-calling will not be tolerated. If your opponents call "gg", we recommend that you keep playing until their ancient explodes. UGC's website will determine the winner of a match ID based on what the Valve servers record, so do not leave until a winner has been determined.

8.6.2. Penalties for Surrenders: Surrenders are not subject to the same penalties as forfeits, as described in Section 7.5.2..­ UGC considers a surrender to be, for all intents and purposes, a normal loss.

8.7. UGC strictly prohibits any outside broadcasters to be present during a match. If they are not a UGC approved caster then they are NOT to be in the broadcasting channel at any point during a match.­
­­­ Although we do not prohibit teams streaming their match to twitch.tv we do require anyone doing so to use a 2 minute delay on their streams. This is to limit the possiblity of stream sniping during gameplay. If a team member is streaming their match without a delay and the stream gets sniped by an outside source then the team is choosing to do so at their own risk.­
**For those that do not know, stream sniping is when someone watching a twitch.tv stream relays information about your team to the opposing team. With a 2 minute delay added to your stream the possiblity of this ruining game play is minimal.­

9. Team Rankings and Titlesupdated: Sat, 1/3/15

9.1. Ranking. All UGC Teams are ranked on our current season's rankings web page. Rankings are reset after pre-season, so that only regular season matches are included in final rank calculations. Rank calculation is done using the values shown at the top of the rankings web page. The rankings page will automatically be updated as match results are accepted by admins each week of regular season matchplay.

9.2. Title Playoffs. Elimination playoffs are used after the end of regular season to determine the season's title winners or champions. Playoffs will be an 8 team single elimination bracket using rank seeding for each division and sub division.

9.2.1. After the last match in the regular season, playoff seeding is determined by regular season ranking of all teams as shown on our current season rank page. UGC admins will determine the final regular season rankings after including all approved match results prior to playoffs. Seeding will then follow rank numbers.

9.2.2. Playoff Brackets - The current schedule web page will display playoff brackets during Playoff weeks.

9.2.3. Playoff Eligibility - Teams are allowed to miss no more than two (2) regular season matches to be eligible for playoffs. If teams miss more than two, they can continue to play out the season but will not be included in playoff brackets.

9.3. Final Ranking. - At the end of playoffs, a final season rank page will be kept for each season. This is separate from any titles won by teams in playoffs.

9.4. Title Winners. Teams that are awarded season titles as part of our playoffs will be listed on our web page. We will keep a durable record of all season title winners and champions on our league web page.

10. Regions and Divisions Setupupdated: Sat, 1/3/15

10.1 Regions. Each region will be based on Valve’s server locations

Australia – Sydney, Australia
China – Shanghai
Europe East – Vienna, Austria
Europe West - Luxembourg
Middle East - Dubai, United Arab Emirates
Russia – Stockholm, Sweden
South Africa – Cape Town
South America - São Paulo, Brazil
South East Asia – Singapore
US East – Sterling, Virginia
US West – Seattle, Washington

10.2 Divisions. Within these regions will be skill divisions based on overall MMR. There’s going to be multiple sub divisions within each one. Each division will have a maximum of 20 teams with it being Best-of-2 format for Regular Season play. It depends on how many teams that fit that level of skill for that division will determine how many sub divisions there will be.

Invite divisions - highest ranked division, we combine Asia + AUS/NZ for Eastern Invite, EU East, EU West, Africa, and West Middle East for Central Invite, and North and South America for Western Invite.

Any teams from a region that doesn’t fit the MMR seeding for invite divisions will be in their own regional division.­ The Invite Divisions are the only division where it will mix Regional Divisions.
Platinum
Gold
Silver
Steel
Iron

11. Sportsmanshipupdated: Sat, 1/3/15

11.1. Good sportsmanship is an important part of this league and all teams are to be treated with respect. Foul language may be considered offensive. If you are not sure if it's offensive, don't use it. Racism or bigotry of ANY kind which includes remarks that attack anyone's race, sex, religion, or sexual orientation is strictly prohibited and subject to suspension of all players involved. This goes for before, during and after any match. Another example of poor sportsmanship is spawn camping while ignoring the map goals, such as camping the enemy spawn while ignoring the enemy's towers. We expect mutual respect between teams.

11.2. Proof of bad sportsmanship should be brought to an administrator's attention privately. We will look over the accusation and make a decision.

11.3. Actions

1st offense = 1 week suspension
2nd offense = 2 week suspension
3rd offense = Removal from the league

11.4. Administrators have the last word in all disputes. Arguing with their decision will result in a 2-week suspension.

11.5. PLEASE NOTE: The disciplinary actions outlined above are GUIDELINES. They are NOT written in stone. Actual punishments will be determined on a case-by-case basis and are most often chosen after considering the severity of the infraction, the infraction itself, and any previous infractions made by the player(s) in question.

12. Cheatingupdated: Sat, 1/3/15

12.1. There are so many methods of cheating it is impossible for us to list them all. However we will list some of the most common below.

12.2 Map & game engine exploits The intentional use of exploits of map flaws and game engine bugs is not allowed.

12.2.a Smurfing, maphacking, observer hacking, in-game coaching, and any type of behavior that gives an unfair advantage to a team/player can be grounds for a permanent player ban.

12.3. Using the server or console commands to give any part of your team an unfair advantage is cheating. This does not include scripts regarding flag status, class status, health status, incoming calls, or the like. If you are in doubt about a particular script, post it on our forum for advance approval by an admin.

12.4. All of the above will be considered cause for removal from the league, if proven guilty.

12.5. Anyone who is proven to have used a cheat in a match will be banned from match play in UGC and includes all divisions, mods and leagues.

12.6. The ban policy for the Dota2 league will be a timed ban "three strikes you're out" policy.

First offense: 1 year ban
Second offense: 2 year ban
Third offense: permanent UGC ban

An offense is defined as active cheating in a match in ANY UGC league, or playing aliased while banned.

Aliasing is defined as altering your name, steamid and/or IP as a method to avoid the ban punishment and continue league play. Bans are issued to PERSONS not just to steamids.

12.7. Account-sharing

"Account-sharing" is defined as giving out the username/e-mail and password associated with your Steam account to a third-party. You must not permit another person to play UGC matches using your Steam account.

ALL parties caught sharing accounts in matches are subject to a ban.

13. Disputesupdated: Sat, 1/3/15

13.1. Submitting a dispute

13.1.1. If you have a dispute to submit, log in via Steam and send an email using the Message Admin tab. Be sure to include the following information: your team, the opponent team, what league and division the match was in, what Rules were broken, and any evidence you have. This must be done within 48 hours after the match is played.

13.1.2. By not submitting a dispute within the 48 hour period immediately after your match, you are acknowledging the fact that you did not find any fault with the other team's style of play in any way, shape, or form, even if they found fault with yours. In other words, should you find out a couple of days later that you are being disputed against, we will NOT accept any counter-disputes from your team.

13.1.3. We encourage all teams who feel that their opponents did not play a clean game to dispute the match, regardless of what the outcome was. This will help us to locate and possibly remove all players and/or teams who have no regard for the Rules.

13.1.4. Before disputing a match and handing the information over to an admin, make sure there is sufficient evidence.

13.1.5. All disputes must include timestamps of the listed violations. You don't need to detail every single violation but timestamps are now required for disputes to be accepted. Please take the time to review the demos prior to submitting a dispute. Please give us as much detail as possible so we can better process the dispute.

13.2. Resolving a dispute

13.2.1. Administrators will try to handle all disputes as quickly as possible, however some disputes may require more time depending on the complexity.

13.2.2. Please help us in resolving the dispute by giving us all proof available including demos, and screenshots. Please do not email demos unless instructed. Upload and include links to the evidence in your dispute.

13.2.3. While a dispute is pending, avoid public discussion of the match. Forum disputes about matches hinder fair resolutions.

13.3. Admins involved in a dispute

13.3.1. Any administrator who happens to play for a team that is involved in a dispute is not allowed to participate in that dispute due to conflict of interests.

13.4. Dispute penalties

13.4.1. Actions that result from a dispute may include changes to the match result or punitive actions taken with a player or team. Prior disputes may be used as a precedent and some penalties are defined or delimited in the Rules. However, all penalties are at the discretion of current league admins.

13.5. Dispute appeals

13.5.1. Teams involved in a dispute may submit an appeal ONCE and ONLY ONCE and must submit an appeal within 48 hours of receipt of dispute results. The appeal must be submitted to the dispute email address with the details of the appeal and may include new evidence. If the dispute team accepts the request the dispute will be reopened but only matters specifically written in the appeal will be re-addressed. The second ruling is final and no further appeals will be accepted.

14. Rule Updatesupdated: Sat, 1/3/15

14.1. The Rules set forth on this page may be altered or updated at any time. It is the sole responsibility of every team/individual to keep up to date with these Rules.

14.2. In addition, admins may enforce map specific or general Rules at any time during the season. These Rules will be posted by the administrators on the main news page of the league. As long as these Rules are either on the news page or the Rules page, they WILL be enforced. It is YOUR responsibility to review the news page. If the post is deleted and the rule is not transferred to the official Rules page, it will no longer be enforced.

14.3. We at UGC reserve the right to interpret all of the Rules set forth on this page as we see fit in each situation, independent of each other. They should be clear enough, but in the event that there is some confusion about what a rule means or how it applies in a given situation, please ask an admin to clarify it BEFORE you break it. We will no longer accept any excuses that a rule was too unclear.