Published on May 24, 2018 11:46 AM Eastern Time
Introduction updated: Mon, 4/23/18
UGC Overwatch Season 7
This season's admins will be:
Snowblind#1570 (Head Admin)
BOOMstick#11199 (Managing Admin)
DiegoRed#1558 (NA Premier Division Manager)
Zabi#11564 (NA Intermediate Division Manager)
Iyarkonan#1785 (NA Beginner Division Manager)
Players can feel free to engage us directly on Battle Net, Discord or on Twitter.
Below are the rules based on the current state of the game. The rules will be edited as needed should any gameplay or structure changes occur throughout the season. All teams registering and participating in the UGC League will be assumed to have carefully read these rules before commencing gameplay.
Best of luck!
General Rules updated: Wed, 5/16/18
(1.1) Season Format
- Regular Season: The season will start with 6 weeks of Regular Season matches. Teams are provided 3 maps to pick from each week. Home Team picks the first map. Away Team picks the second map. If either map ends in a draw, a single overtime round on Oasis will be played to decide who won the map. If the scores are tied 1-1 after the first 2 maps, then proceed to the remaining map from the weekly pool. Each map won = 1 match point. Possible scores are: 2-0 or 2-1.
- Playoffs: Immediately following the regular season, there will be a single-elimination playoff period.
- Scheduling: Teams will be scheduled via the Swiss-system based on the following variables: a) Wins, b) Games played, c) Losses, d) Points against, e) Points for, f) Points differential and g) Skill rating.
- Default match nights: Wednesdays for NA Premier Division & Thursdays for all other divisions.
- Default match time: 9:30pm EST for North America, 8:00pm (20:00) CEST/CEDT/CET for Europe and 10:00pm (22:00) (GMT-3) for South America.
- Match Deadline: Sunday 11:59pm EST for all divisions. Failure to report the match on time may result in both teams receiving a loss.
(1.2) Division placement
- Placement of teams in will be determined on a case-by-case basis, based on the following team factors:
- Performance in previous UGC seasons
- Performance in other tournaments and leagues
- Admin discretion
- Skill rating
- NA Premier - Top division, teams/players should have established records in other tournaments/leagues, most players should be 3500+ SR.
- NA Intermediate - New or established teams/players, should have prior experience in UGC. Team average SR must be 3500 or below*. Teams are permitted no more than 2 Grand Masters at any time.
- NA Beginner - Brand new teams/players with no tournament/league experience, individual player SR must be 2999 or below*. Teams that qualify for Beginner may also elect to play in the Intermediate division. If too few teams signup, Beginner teams will be given the option to play in the Intermediate division.
- EU, SA, ASIA & AUS Open - Due to low team count, only a single division per region and no SR restrictions.
*SR limitation for Intermediate & Beginner divisions is based on the SR of the player at the time of roster join. Players that improve their SR after rostering will not be kicked off the roster.
- Good sportsmanship is an important part of this league and all teams should be treated with respect. UGC has a zero tolerance policy for toxicity and Admins have full discretion when handling complaints of such behavior. Infractions will result in your team being suspended, and possibly being removed from the league.
- Examples of bad sportsmanship include, but not limited to:
- a.) Remarks that attack one’s ethnicity, sexual orientation, gender, or religion.
- b.) Negative or inflammatory remarks about a player/team's skill level or performance.
- c.) Purposefully ignorning the objective of the map to spawn camp, excessively tea bag or otherwise troll your opponent in some way.
Match Rules updated: Mon, 5/21/18
(2.1) Match Configuration
- Matches must be played as a Custom Game with the following settings. Any settings not called out below must be left defaulted. Lobby settings can be viewed by all lobby members and must be verified through in-game by both teams before match start
- Preset: Competitive
- Disable Kill Cam (From settings menu: Modes > All > Kill Cam)
- Control maps set to 2 wins (From settings menu: Modes > Control > Score to Win = 2).
- Draw breaker control maps should be set to Score to Win = 1.
(2.2) Starting each map
- The lobby leader is not permitted to start each map until the leader of the opposing team indicates that their team is ready through in-game chat.
- Be respectful of everyone's time and do not add unnecessary delay to the start of each map.
(2.3) Map Scoring
- Teams are provided 3 maps to pick from each week. Home Team picks the first map. Away Team picks the second map. If either map ends in a draw, a single overtime round on Oasis* will be played to decide who won the map. If the scores are tied 1-1 after the first 2 maps, then proceed to the remaining map from the weekly pool. Each map won = 1 match point. Possible scores are: 2-0 or 2-1.
- *Oasis will be used as the map draw breaker every week!
- The winning team must report the final match score within 24 hours of match completion.
(2.4) Forfeits (Defaults)
- If a team does not show up for a match within a reasonable length of time after the default or agreed upon time, teams must contact their Division Admin for permission to submit a submit a forfeit win.
- Forfeit Wins will count as +0.5 Win and +1 Games Played on your rank. If the forfeit win is the result of the enemy team disbanding after the schedule was published you will receive +1 Wins instead of +0.5.
- Forfeit Losses will count as +0.5 Loss and +1 Games Played on your rank. If the forfeit loss is the result of your team disbanding after the schedule was published you will receive +1 Loss instead of +0.5.
- 1st forfeit loss = Team set to Not Ready. This will remove your team from the scheduling rotation. You will receive an email when this occurs and will have the opportunity to set your team back to Ready before the next schedule is posted.
- 2nd forfeit loss = Team is Suspended from the league and removed from the scheduling rotation. If your team wishes to continue playing after this point you will need to discuss with your Division Manager.
(2.5) Bye weeks
- In the event that there are an uneven number of teams in a division, 1 team will receive a Bye Week which is essentially like receiving a forfeit win. Most often this will be the team that is ranked lowest and has played all prior matches. Occasionally late in the season we will give the Bye to the top ranked team if their position in the playoffs is already secured.
- Byes will count as +1.0 Win and +1.0 Games Played on your rank.
- Teams will not receive more than 1 bye per season.
- Teams are welcome to play their matches on non match days but this must be agreed to in writing in the Match Communications panel by leaders on both teams.
- Admins will never force a team to reschedule a match. If teams cannot agree on a reschedule date/time then the default date/time MUST be used.
- Regular Season Matches must be played and reported by Sunday 11:59pm EST each week
(2.7) Game Version
- Every match must be played in the official version of Overwatch. Teams may not, under any circumstances, play their match in the Public Test Region (PTR) version of the game.
- Teams must play the maps listed on the schedule page for each given week. Teams are not permitted to change the maps for any reason.
Player Disconnects & Pausing updated: Mon, 2/26/18
(3.1) Player Disconnects
- In the event that a player disconnects from the game, that player is permitted to rejoin the game at any time. This applies to disconnects that occur both before and after the round setup time. In the event that the original player is unable to reconnect, a substitute player from the roster is permitted to join the game at any time.
- A team may only request a pause in the event of a player disconnect. This pause can only be used once per map and must not be for longer than five minutes.
- To start/end a Pause use the following key strokes Ctrl Shift +
Match Documentation updated: Wed, 5/23/18
(4.1) Match Comms
- Team Leaders are required to use the Match Communications panel to coordinate all details of the match, including but not limited to the date/time to play the match and any possible unrostered players needed for the match. If you coordinate the match via DM's instead please post the relevant details to Match Comms so that Admins know whats going on. Forfeit match results will not be accepted if Match Comms were not used. Failure to use Match Comms may also result in an unfavorable outcome for your team in the event that a dispute arises from your match!
- Team Leaders can access the Match Comms from 2 locations:
- While logged in as a Team Leader: by clicking on Match List > View Match Details from your Team Leader Homepage.
- While logged in as a Player: by clicking on the yellow "Match Details" button on your Player Homepage.
(4.2) Lobby Leader Responsibilities
- By default, the Lobby Leader is the Team Leader of the Home Team.
- The Lobby Leader is responsible for setting up the Custom Game in accordance with UGC rules (see Section 2.1 above).
- The Lobby Leader is required to take a screenshot of the opposing team agreeing to start the map.
- Failure to submit these images (when requested by an admin for a dispute) may result in a loss for the Lobby Leader's team.
(4.3) Recording of Matches
- At least one player per team is required to record the match at a minimum of 480p resolution.
- The recording can be done locally or can be a saved stream.
- These recordings will be used in the event that there is a match dispute.
- This rule will be in effect until Blizzard finishes and implements their own in-game recording system akin to demo recording in Source Engine games.
Rosters and Player Eligibility updated: Thu, 5/24/18
(5.1) Player Eligibility
- All players on a team must be listed on their team roster at least 18 hours prior to the agreed upon match date and time in order to be eligible to play.
- Teams may only have 1 player from an outside region on their roster at a time.
(5.2) Roster Change Restrictions (Effective Midnight EST of Week 1)
- Players may join 1 team per 8 day period. The 18 hour roster cooldown timer still applies to roster joins.
- Teams may accept no more than 3 players to their roster in an 8 day period. A player that left your roster and wants to rejoin will still count against this limit.
- Prior to the effective date, players may move around freely and teams can accept as many new players as they want. This rule will be in effect starting at Midnight (EST) of Week 1 default match day and will remain in effect throughout the season.
- Teams sitting in one of the Regional *New Teams divisions are exempt from all aspects of these rules while they reside in that division.
(5.3) Subbing in players during a match
- During a live round: You may substitute in a rostered player only if one of your players suddenly drops and is unable to reconnect quickly.
- Between maps: You may swap in/out any of your rostered players.
(5.4) Unrostered Players (Ringers/Mercs/Unrostered Subs)
- If you need to use an unrostered player, written permission from the other team leader is required in Match Comms.
- Once a specific unrostered player has been approved, in writing in the Match Communications, that player may participate in the entire match.
- Teams do not have to allow any unrostered players in the match if they do not want.
- Admins will never force a team to allow an unrostered player in a match.
- It is the responsibility of each team leader to check all players in the lobby from the other team prior to agreeing to start the match. Once the match has been started, you are giving tacit approval that every aspect of the match (including all players in the lobby) is good to proceed.
- If an unrostered player is brought in during a live round, the team bringing in the unrostered player will be forced to lose the match if that unrostered player did not have prior approval from the other team leader.
Casting and Spectating updated: Mon, 2/26/18
- UGC will provide casters for select matches every week.
- Any additional caster must be approved by the UGC Division Admin ahead of time.
- Matches must be casted through Twitch with a 90-sec stream delay.
- Matches may not be spectated by any players for any reason (not even backup players on your roster waiting to sub in).
- Inviting a spectator to your game will result in your team losing the match.
- UGC Admins and approved casters are exempt from this rule.
- Players are permitted to stream their matches via Twitch with a 90-second delay.
- Streamers must be playing in the match. Spectators are not allowed at any time.
Playoff Rules updated: Mon, 2/26/18
(7.1) Roster Lock
- Rosters will lock for Playoffs on Sunday Februrary 18th at 11:59 EST. This roster lock will remain in effect for the duration of the playoffs.
(7.2) Map selection for playoffs
- Maps for playoff matches will be chosen by each team from the map pool used during the regular season and will be played in a Best of 3 series.
- Map 1: HOME team choice
- Map 2: AWAY team choice
- Tie breaker map = HOME team choice
- Draw breaker map: AWAY team choice
- Must be a Control (KOTH) map played with Score to Win = 1.
- Choices include; Ilios, Lijiang Tower, Nepal or Oasis.
- Must be a map not already selected as Map 1, Map 2 or the Tie breaker map.
- 1 draw breaker is selected for the entire match.
- The draw breaker map is only used to determine a winner in the event that Map 1, Map 2 or the Tie breaker map end in a draw.
- Each map won = 1 match point. Possible scores are: 2-0 or 2-1.
- Do not play the same map twice in a single match.
- Blizzard World is not permitted.
- Map selections for playoffs MUST be posted ahead of time in Match Comms panel and once selected may not be changed.
- Teams may begin posting their map selections as soon as the schedules are up. Team order of map selection goes; HOME, AWAY, HOME, AWAY.
- Final map selections for playoffs should be posted in Match Comms by no later than 24 hours prior to the agreed upon match time.
(7.4) Default Day/Time
(7.5) Match deadline